http://youtu.be/cMzMLo0hQ_c
Great citizens of Wangland, I present a new medieval themed MMO -
http://lifeisfeudal.com/
Here is the main idea, pulled from the game info section - “Life is feudal” is an indie project of the Hardcore Sandbox MMORPG, set in a Realistic Medieval fictional world.
Right now the game is really janky, being an alpha, and a year away from the MMO part (it is currently being run as 64 player mini test realms).
That being said, I've put about 6 hrs into it already, and all ive done was move some earth around to make space for my own shack, in a player placed/designed/defended/organized village.
FIRST IMPRESSION - The devs are pushing this in the direction of Ultima Online, if it were 3D, and was based on realism with no magic or monsters (altho you can consider some people as monstrous). You can clearly see the genetics of UO in the skill cap and crafting system, which is a good thing. However, they have also pulled the no-target combat from Warband and added the terraforming and ability to shape your surroundings of all the Minecraft clones. So far the server I play on is in the stone age so-to-speak, with people trying to lash together stone tools and shacks, but I can see the future potential.
**Space reserved for proper OP, just getting the word out**
Posts
First things first is it's more early access and all that entails. I'm pretty sick of early access in general, and at 40 dollars it's hard to really recommend this. As a long term investment I suppose it's good, but at the same time this is the 64 player version of what's meant to become a full fledged MMO, and as far as I could tell from looking around the MMO will likely have a separate cost. The MMO however isn't going to be out for a year or more though, and supporting this version is supposedly going to determine if the MMO even gets made or not.
As to gameplay, the only major thing I've run into so far (7 hours played, so still haven't seen much of the game) is that hit detection was super janky, which isn't really surprising because even games like chivalry or mount and blade don't have perfect melee combat, but since combat will likely play a major role it's hopefully something that gets addressed. You can swing clear through a guy and not register hits. You're supposed to hit with the blade/point of a weapon, which is fine, but there's no indication in terms of sounds or animations when you're failing to do that, only when you succeed. Combined with lag/desync it just doesn't feel good right now.
The crafting seems to be well done though. I've spent a deal of time chopping trees, fishing, digging. Things take a while to do but it's a good thing. There's plenty to make already and once you get the hang of it, interacting with the world feels decent. I was slightly disappointed with the UI and how everything is done through context menus, rather than something a bit more "tactile" like just hitting trees or the ground etc, but it works and I'd say it's even a bit relaxing as these things often go.
The skill system seems pretty cool, there's decent progression and it's somewhat reminiscent of something like UO. It seems that specializing is important, as it takes 500 of your 600 skill cap to max out a particular branch. So if you want to be a smith, you're not also going to be making houses. That encourages team play, and creates roles which is something similar games I've tried (Salem comes to mind) fail at. I like feeling that I'm contributing something in particular to my group, rather than everyone just doing everything, it's nice! Combat skills are separate from crafting, so I think anyone can be a fighter but there's some branches in there too that ought to create diversity.
The bad so far is that the servers are extremely unstable. My friend and I went through 3 because they were all crashing, before settling on one, which inevitably crashed itself. Our progress saved, but the servers seem to routinely go down and stay down for periods of time. It's a bit frustrating as it takes a while to do anything, and you want to spend a good chunk of time just to have it crash nearly every hour. My friend and I have experienced occasional freezing/crashes on our own side as well.
So basically, when things are working it's fun, but it's not stable enough to really sink your teeth into right now imo. I'd still say it's hard to recommend it at 40 dollars but that if you're willing to put up with a lot then there is fun to be had. Like all these early access things, you can always wait till it improves, the question is really whether or not to continue to support early access as a whole as it seems there's nothing but unfinished games coming out any more. But that's a different discussion.
Oh and I'd say it's more of a mashup between something like Salem and Darkfall for those more familiar with those games. It's definitely got UO roots, but in terms of actual gameplay it leans closer to those two.
You can decide for yourself if that's a good or bad thing.
I made that mistake with dayz standalone.
Hah! That is quite the change of tune from your above comment. :P
It does like look a much updated version of Wurm Online. Which can only be a good thing IMO.
I enjoyed Wurm despite the graphics, controls, ui, Dev, and just a ton of other things. Heh, I don't think there is a game out there that I have such a long list of complaints with and yet still totally enjoy like I do with Wurm.
This game looks really nice though, will have to keep an eye on it. $40 to be an Alpha Tester for an indie game is a little steep for my blood. Will be happy to pay that price (or even $50) when it gets closer to release.
it seems like the game, in its current state, is very polished and has a lot to do, and not typical of the early access alpha/beta bullshit.
I change my own tune from, "probably won't buy til much later" to "probably will buy after a few more updates".
From what I heard the current price is basically to help with development and that the full version will cost a bit less.
****
My buddy I'm playing with also has a higher end computer than I do and is having it constantly crash. It's a bit of a mystery to figure out what's wrong, but it's the only game doing it to him, so take that as you will.
I must have this.
I neeeeeds its..my preciousssess.
Right now it's hard for me to recommend LiF because it is, as Ash mentioned, very unstable. My friend and I were joking that this is the first game we both have had to keep our task managers open just to play.
BUT, the other side of that coin is that there are entire servers full of people playing 6-60minute sessions who are also willing to keep restarting the client; the game is good at it's core.
I bought into it just on the off chance that my $40 would help these krazy ivans get this off the ground, because I would play the shit out of this if they make it to full MMO launch.
And is the world randomly generated or is it just the same map every time. i want a PA server with two islands that go to war
From what I've gathered, we are also going to need a guild. You cannot get very far without 4-5 guys (one for every 'trade'), and the more the merrier. There is a LOT of initial setup to go from naked peasant to armored menace right now. For example, one of the main 'towns' on the server I play isn't even at weapon construction yet, and from what I can tell, have 10+ guys working constantly.
Also, the standalone 64 man server version will eventually hit a sort of stalemate where one group is living in a castle and can pretty much terrorize any other town, at least this is my impression.
The MMO will be focused on 'claims' at the personal, group, and multi-group level. Groups will be able to claim territory and go to war, demolishing each others holds and laying waste to cities.
Map isn't generated, and while it seems somewhat large, getting on top of a mountain the reality was that it was smaller than it looked on the map. I've got people constantly moving around my camp, although to be fair it's right on the coast, and like early DayZ you spawn along the entire coast.
There is one big island and one small island, but the small one is really small and likely doesn't have all the resources you would need for a proper settlement.
I agree with XOCentric that it's likely the map will end up with a large group dominating everything. The server I'm playing has 2 major villages forming from what I can tell from global chat, and then just scattered smaller groups. The thing is, as mentioned, you really need a lot of people to even make weapons, and without weapons it's basically impossible to kill anyone (I tried =P). The nice part is that new players aren't just slaughtering each other constantly, the bad part is the first person(s) to get a sword and armor is going to wreck everyone else.
Oh, and each day seems a bit more stable on the server side. So that's nice.
"Now I am become Death, destroyer of worlds."
I wouldn't worry too much about the map. Currently, yeah it does seem small, but from all I've read the Devs are making it pretty clear that the current map is merely a placeholder. Once things stabilize they plan to have a 450 sq km map.
-To make a mine/get iron, so you need a miner/smith and terraforming
-You need leather, so you need cows, so you need some one who can tame animals and breed them (I'd assume you need to fence them in, so you need a builder)
-You need to make furnaces, so you need a builder (different from carpenter)
-You need to feed furnaces so you need a lumberjack
-You need a handle so you need a carpenter
-Not totally sure, but you might even need some bone glue in there, so you probably need an alchemist
Some of those things overlap, but for instance, you need to drop a lot of points into smithing to be able to do it, and so you're not going to be a smith and an animal breeder or carpenter. It's like a 2-4 man job to be able to even make a sword, and it's hours if not days of work to get to the point of being able to do it. I'd assume once there, it's slightly easier and you can probably start producing them, but there's no way a group of new players is going to play catch up to people who already have if they decide to just roll through and wreak havoc on them each day.
Blacksmith/miner
Carpenter/lumberjack
Mason/builder/digger
Alchemist/naturalist
Farmer/tailor
You need all 5 to get a village running at all, and preferably multiple dudes doing each job. I was moving earth by myself (you can build bulwarks or a ring fort or even siege ditches or moats), but it went way faster with 2 guys.
Also, you can go into a warrior trade:
Cavalry
Halberdier (polearms)
Footman (sword and board)
Two-hander
Archer/crossbowman
Anyone else getting a stiff e-peen ?
We'll see if the speculation remains accurate.
I know we are all in different servers, but maybe we should migrate to a single and start getting our group production and build order down. We could also look Ito plotting a good village as the building shapes and tile usage are already available on the wiki. You could easily use some graphing tool or even excel to
plan.
Lastly, I have been in contact with a large guild with the idea of operating as a subguild when the mmo drops. But they counter-offered with us being able to elect a senator to represent us as they are structured as a senate. Is this something we want later?
As for this, just name a server and I'll totally play on it.
There isn't a subscription pay option planned, check this quote pulled from a steamworks thread (the devs actively answer questions on the thread)-
((RandomGuy123:
1: I buy LiF:YO
2: LiF:MMO client can be downloaded for free and used by ALL to play on noob island. However to get off noob island there will be a 1 time fee (no monthly MMO charge) per character, or presumably a package deal for infinite characters.
3: Since I bought Lif:YO I can have ONE character get off the noob island free of charge? That is to say I have access to the MMO for free with ONE character?
Dev response:
Yes.
Just MMO is not up yet and will not be very soon. But once it is - it will be as you've described.))
The way the skill system works, you could theoretically use ONE character to play any combination of trade/warrior jobs over time, you just have to be willing to de-skill that mastered skill to do it.
I cant resist anymore. why did I watch the video.
how did these people discover my gaming crack.
i am weak and pathetic
The sense of accomplishment when that shoddy structure finally rose was far more than I expected.
servers have skillcaps. Like the server I'm on right now has a noncombat skillcap of 600, I'm at 570 with not a single one capped at 100/100 skill.
Like, you need 30 Forestry to start skilling Logging, 30 Logging to skill Carpentry, 30 Carpentry to skill Bowcraft, then 30 Bowcraft to skill Warfare Engineer.
Each tree is 500 points total. There are 6 crafting trees.
Then, I will be lord of this island.
Essentially, as I mentioned in an earlier post, the skill system means that you can either master a 'trade' or be a jack-of-all-trades and really useless to a team and to yourself. This game, much like old UO, will be based on the dynamic that you can't do everything yourself, and I think that's just super.
Lastly, just like UO, as you get higher in skill, it gets harder to level that skill, but unless they change the curve for release, it doesn't take that long. That and you'll be so enamored with actually chopping trees down and digging real holes that you'll probably rocket past 90 and go right to 100 by accident like I did :S.
@Docshifty : What server are you on? I will join you.
Ey its 24/7 LIF Dedicated-Chicago IL. After AoS Ill post a screen woth my map location
Yeah, could you guys just stop talking about how awesome this is?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
24/7 LIF Dedicated Chicago IL. There's a "-" in there somewhere but it's the only one named like that so it should be easy enough to find.
And here is my location
There shouldn't be anything near save for my little shack and a fence. I've got a tunnel started in the hillside if you, or anyone that has it and creates a character, really wants to dig into it.