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Life Is Feudal: MMO

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Q&A Answers November

Greetings, Life is Feudal: MMO community!

We're excited to share with you the Q&A answers for November. We've received several interesting questions from our dedicated players, and we've done our best to answer them as transparently and comprehensively as possible. We believe in maintaining an open dialogue with our players and we hope that these answers will provide you with a deeper understanding of our game plans. Here are the answers:

Will there be a free version of the game or a version with a reduced price?

While the base subscription cost for the current version is unlikely to change, we do plan to offer various promotions from time to time, as we did with Black Friday. We're also looking at introducing other options to reduce the overall subscription cost, such as offering bundle purchases for 3, 6, or 12 months.

As for a free-to-play version of the game, while we haven't ruled it out, it's not something to expect in the near future as we're currently focused on improving the existing version of the game.

Can you give us more details about that upcoming additional map, like size and ruleset?

Right now, we're going to share with you the basic logic of how the new map could work based on our sketches.

1) The green and red zones will be separated by offline servers, and teleportation between them will only be possible without items.
2) The map will feature several Knool camps, with drops from these camps allowing you to create high-quality weapons and armor. Construction will not be allowed near these camps, making them PvPvE zones.
3) Trading will be local only.
4) We will introduce a revised system for sieges and outposts, the details of which we will share later.

Just like last time, let us know what you think about our idea for the new game map!

Will the new map be connected somehow to the current map, or will it be separate?

The new map will not be directly connected to Godenland. We are considering the option of character transfers, but due to rules differences, this could potentially give Godenland veterans an unfair advantage. We have not yet reached a final decision on this matter.

Do you plan on fixing JH times that are confusing for everyone to understand?
Yes, we are aware of the confusion surrounding Judgment Hour (JH) times and we have identified a possible cause for this error. We are currently working on a fix and conducting additional testing. Please bear with us as we work to resolve this issue. We appreciate your patience and understanding.

How many servers will the new map have?

Our plan is to make the new map quite flexible: physically, the map will still be large, but not all servers will be initially enabled on it. If the population increases and it becomes crowded, we will be able to enable additional servers on the existing map. Of course, we won't be able to disable populated servers, but we hope that, with the changes to high-end content, this won't be necessary.

Is there a new way to play to change the JH?

Yes, we are addressing the issue with the current operation of Judgment Hour (JH) and are planning to reduce their maximum number to 2 in the coming updates. This change will help streamline the system and improve the overall gaming experience.

Is there any plan to optimize the game?

As we've mentioned before, Life is Feudal: MMO uses a custom version of Torque engine, which doesn't allow us to fully update it with the latest versions of modern Torque. However, this doesn't mean we have no plans to optimize the game. While engine and game optimization is not currently a high priority, we do plan to address it in the future. Right now, we want to focus on delivering you new gaming experiences and content. We appreciate your understanding and patience as we continue to improve Life is Feudal: MMO.

What kind of new buildings and structures were you planning on adding to the game?

We've already begun collaborating with modders from our community. As part of the initial results, we've integrated a series of buildings from the Jorvik’s mod into the game. In the future, we plan to implement other modder buildings and create our own (including commissioning them from proven creators) as we move towards developing new mechanics. 

What are you considering to make the game more of a pvp/pve hybrid without splitting the population into multiple maps?

We are planning to add some protective features for smaller guilds in the red zone. While these features won't grant invulnerability, they will assist in defending their territories. Additionally, we are hoping that the outpost changes will encourage greater cooperation between PvP and PvE players. We believe these steps will help create a more balanced PvP/PvE hybrid environment without splitting the population across multiple maps. We look forward to seeing these new dynamics unfold in Life is Feudal: MMO.

Are you planning on adding new animals/mounts/A.I. enemies/options to customize characters appearance such as race/haircuts/etc?

Yep. However, these are not on the immediate agenda. At the moment, our focus is on the features and updates listed in the previously published roadmap.

We would like to know about the green zone revamp, will they be removed?

In our last Q&A session, we proposed a potential change to the green zones. We received your feedback on this proposal, and we noticed that the response was not positive. As a result, we decided to try developing another option that was suggested by the community. However, this is likely not feasible for Godenland. We will share more of our ideas with you in the near future, and together, we can choose the best solution. We don't want to implement a change that would be sharply negatively perceived by players and couldn't be reversed.

Are there any plans to rework how the skills are leveled up? Maybe return to the old "active-leveling" system, or a mix between both?

Yes, we are leaning towards a mixed system. For crafting skills, the skill cap would only apply to passive leveling, but active leveling of crafts would not be restricted by the skill cap. For combat skills, the skill cap would remain to prevent the creation of unbalanced builds. We plan to keep the leveling of combat skills active only. We believe this approach will provide a balanced and enjoyable experience for all players.

What are your thoughts on lag compensation? Currently, it doesn't work fine, are you planning on removing it or fixing it?

We have received feedback about this system and understand that it can cause inconvenience for players. However, simply disabling it is not a viable option as it is required to compensate for the difference in ping between players. When the opportunity arises, the system may be revisited, but this is a complex task without guaranteed success, so it doesn't have a high priority right now.

Have you thought about removing the calendar for crops, trees, and animals? The old system was much more realistic with seasons when in winter for example you couldn't plant any crop, trees grew slower, etc.

While realism is great, our main focus is to ensure that the gameplay is enjoyable. The previous system may have been more realistic, but the current one allows for player activities year-round. In this case, we value the player experience more than realism.

Any plans for boats? Sharks, whales, harpoons, and more... ?

Great idea! But it sounds familiar...
We don't have plans for that in the near future though.

What is your ultimate vision for the game loop for this game?

As it stands, the current version of the game doesn't encourage players to continue playing after reaching certain milestones. We aim to introduce a natural resource decline, for instance by introducing a chance for equipment to break upon a player's death and reducing the quality/max durability of items after repair. We also plan to leave the collection of superior equipment in PvPvE zones. We also plan to modify how outposts work to not completely replace player farming, but to make it more efficient. This means players will need to farm more or form alliances with PvE guilds, engage in battles for premium resources, and resources won't continually accumulate. We will strive to find the right balance between these components to ensure players always have a challenge to face, but while experiencing progression over time. This is not quite the ultimate vision, but some of the points being vision for the future map, and we will continue to evaluate player interest and modify core mechanics as needed.

Any plans on making a PVE map?

The new map will feature an island that will serve as the green zone. We're sure you're going to enjoy it.

Can you provide more details on "Trade Post Economy" rebalancing efforts?

Our plan is to recalibrate the cost of most items based on the time and resources invested in their production, as well as the quality of the final product. We believe this will create a more balanced and fair trading system.

Will we have any guarantee the servers will stay up for x amount of months?

Our preliminary main roadmap is planned for about a year ahead (we've only published part of it), excluding other updates planned for later. So, rest assured, we are committed to keeping the servers running and are planning for the long term. 

Do you plan to update the wiki to match the current state of the game?

Life is Feudal currently has a community-supported wiki. We don't want to disrupt it or change what the community has already built. Our MMO version will have significant changes from the original or YO versions. In the future, we might consider launching our own wiki specifically for LIFMMO, but if the community wishes to create its own wiki, we would be happy to support that endeavor.

How do you plan to address the issue of the small number of players on the server?

We're currently exploring several avenues to increase the number of players on the server. These include adding a smaller map that we've mentioned earlier, listing the game on additional stores and external platforms, and launching major initiatives to re-engage our existing player base. We'll be sure to give you more details about these plans once we're ready. In addition to these, we have a marketing campaign lined up, and we're working with influencers, partnering with streamers, and planning other initiatives to attract new players.