Welcome, fellow feudal lords, to the second instalment of the Life is Feudal: MMO Developer Diaries!
Following the success of our first edition, we've taken note of your feedback, suggestions, and burning questions, and have done our best to address them, whether it was by simply replying to you in comments or by answering you directly in a recent live stream.
We're going to do our best to keep up the momentum, and so, for our second Developer Diary, we're looking at the finer details of our upcoming new map, some of the many new exciting new features that will be coming soon, and, how we will approach player disputes.
As before, if you prefer watching/listening to the video itself, we've got you covered:
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Player Disputes
Let's start by addressing one of the major questions brought up by the community: How will the team manage player disputes?
Easy, we're adopting a hands-off approach to conflicts within the game. If the game mechanics allow you to do something, provided no bugs are exploited, we will allow it.
Within the world of Life is Feudal: MMO, we want conflicts to be resolved by swords or diplomacy, no matter how honourable or underhanded your tactics are.
We will only get involved if your actions break the game rules, or if there are issues that arise as a result of bugs/exploits.
The New Map
First thing's first, the size. We've long announced that this new map will be a lot smaller, but just how small will it be?
Coming in between 5x5 to 7x7, this map is a really small one, so you should expect a much more intense playing field.
Important: If you think that the map is too small, worry not. We've made sure to develop this map so that it is easily scaleable. So if needed, we can change the map's size without much problem.
A more intense map always gives way to questions/concerns/comments about the Green zones. These zones are separated by offline servers, and to teleport there, you will need an empty inventory.
PvP Changes
All of the changes that we've made to this new map point in one direction, a much stronger focus on PvP. However, it's not just the map size that has been changed, a lot of the game mechanics have been rebalanced or even entirely changed.
Judgement Hour
Though prime times are tied to the servers, when a guild installs a monument, they can choose a time from a selection of pre-set times.
Our hope is that this would result in a much more coordinated and concentrated PvP experience, as all of your neighbouring guilds will have their Judgment Hours at the same time.
PvP combat enthusiasts will be pleased to know that we've also loosened the reins of PvP outside of Judgement hour. Siege constructions can now be deployed outside of Judgment Hour.
All of this may sound rather daunting (and dare I say, unbalanced) towards the attackers, but fear not valiant defenders! You will receive various buffs based on guild rank, these buffs will ensure that the playing battlefield is not skewered to only one side of the equation.
PvPvE, the Knool Camps
Venturing further, PvPvE encounters at Knool camps are going to be a major focus of the game. This is because in order to craft high-quality equipment, you will need to raid these camps.
However, that's not all. Securing these treasures is only half the battle. You will need to (somehow) safely carry your loot home—vigilance against bandits on the journey home will be paramount.
Trading
Thanks to the smaller map and the various changes introduced so far, trading in our medieval realm has grown more perilous. No more teleportation, you'll need to transport the goods yourself. Just like with the Knool camps, bandits are sure to be active, so you'll need to prepare yourself well.
Godenland anyone?
This developer diary has focused mainly on the upcoming new map, so perhaps the Godenland players may feel a bit left out.
Rest assured, Godenland fans, we remain dedicated to supporting both maps equally, with ongoing development informed by player feedback and reactions.
We are actively developing Godenland in a way that will be directly beneficial to those who play there, which means that we're taking on a strongly player-driven development path. Sure, we have a priority list (fixing the major bugs and game pain points are on top), but we are going over your feedback and reactions every day, and we use that to form the direction of the game's development.
So, if there is something that you want to see, or feel that we need to fix or change, let us know either here as a comment or in our Discord server.
That brings us to the end of this developer diary, we hope that you've enjoyed what you've read so far.
Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
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