Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As Sern said, we are very interested in bringing the rest of our community to this game, but currently there are still too many questions that need to be answered. So if anyone more knowledgeable on the subject could help us to understand the LIF:YO limitations and whether or not they are set in stone, it would be greatly appreciated!
-Quiiliitiila
The lack of solid information is one of our largest concerns. I already bought the game in order to scout it's potential, and it has a LOT of potential. I'd just like some solid answers on the questions we have raised (Sern's post above).
It just seems odd that they'd keep core components of a game away from private servers. It's almost like they're punishing people who want to run a dedicated server that caters to different tastes. As Sern said; we want to run a dedicated RP server, so why should we be punished for that? Did we not pay $40 for the game? If LIF:YO will be missing components of the final game, it should NOT cost $40.
-Q
1. From what i gather the server software is Windows only for the moment. According to another forum post a native linux server version may happen but is not a high priority. I did manage to setup and play on a dedicated server i created on my Windows 7 laptop. Its not exactly a one-click-done type of setup though, so leep that in mind if you want to run a server.
2. Guilds, Battles and Sieges are pretty much a set of systems that can be used to manage a conflict between a large amount of players. I have to base my answers on what i read for obvious reasons, but here is what i managed to find:
Guilds are high level organisations that can claim a large area of the map. Unlike the smaller claims such as town claims a guild cannot "protect" buildings and objects in a zone, but it does allow the guild the de-own structured in its area of influence. Effectively it can be seen as an area that a group claims influence in but does not directly control.
Battles and sieges are two forms of planned warfare during a conflict between two larger entities. Both battles and sieges are pre-planned (The attacker challenges the defender, and the defender sets a time at which the conflict will be fought). Battles and sieges vary insofar that a Battle will remove player structures (Eg: You get an "open field" type of fight where there are no home advantages) whereas a siege will leave stuff around. Both are fought in order to control a certain area of the map, winner takes all.
And what about the limitations?
LiF:YO certainly has combat, it simply lacks the top-level systems described above. From what i experienced so far it isn't to much of a loss since 64 player servers don't need truely need an overlapping system to manage warfare. Still, some basic "Charge and capture the building" would be nice; I am affraid i have little to mention on that aspect though as i have mainly been building and practicing combat with a few friends.
As for killing eachother: It is pretty much possible to set up two or more towns and divide people into groups - if you have a group of people you know it shouldn't be to difficult to set up. Killing people does result in karma loss, and low karma means that you lose more stat points when you die. This may sound harsh but it should serve as a deterrent for people to go beserk and just kill everything. Also, you may be happy to know that a server admin can set a skill gain multiplier on the server ranging from 0.1 to 100x gain speed. If you prefer a more combat oriented server you can increase the speed in order to offset the karma based losses i suppose.
That was very informative, thank you for taking the time to answer our questions.
This game looks amazing already and I have no doubt it'll just get better. I'm still a little miffed by the LIF:YO limitations, but I suppose that can't be helped.
Perhaps I'll see you in game some day! Cheers!
-Q
Thanks for the reply. I saw that some people might have had success running the server software on a Linux based dedicated server running Wine. Our dedicated server uses Debian so if we could get a confirmation on that, great. We don't have a Windows Server OS option.
I see how we can live without guilds but my question about how to engage in combat without affecting karma negatively remains. If my town decides to fight another town how does the game know or understand our grouping? Will the game treat our fight between two towns as murder and therefore damage all our karma even though it may have been declared? As long as there is some way for two entities, obviously not guilds since it's not possible, to declare themselves as enemies and fight without karma loss I'm happy.
As we'll be operating a quality roleplay server and moderating it I don't forsee any issues with griefers and random PKs without a proper motivation.
Thanks again for your input!
As far as i am aware there is no system in-game that allows you to divide people into groups. While you can definately play together i believe there is no way to form two groups and declare war on eachother without the related alignment loss. In other words: I believe there is no way to evade the alignment hit from murdering someone.
If i read the various pages correctly i think there is a bit of a limiter availible if you intend t run a dedicated server. The skill loss from 0 alignment should be 5-6, while the skill loss from -50 alignment is -11. Having -1000 alignment on the other hand would cause a -636 skill loss which is massive.
There are two sidenotes to this:
- According to the wiki, killing someone with -50 or more alignment will not cause any alignment drop. Effectively -50 should be the cap if that assumption is right.
- The database for the game itself runs on a MySQL (MariaDB) instance and from what i gathered it can be freely accessed. I would have to look into it but i believe karma is just stored in the database itself, and if it is indeed accesible like any other database (I suspect it is) you could simply alter it to void karma entirely. And if it is truely accesible i have a hunch that some custom database scripting could set up a system where people can be divided into different sides with karma loss only affecting other side members.
I am definately not sure on the second suggestion but seeing i noticed the devs mentioned they don't mind tinkering around i doubt the database itself is walled off in some way. Even the games dedicated server console just displays the executed querys in plain text which suggests that at least a hard karma reset is possible (Though it might even support some more interesting setups).
My new concern, based upon some topics I've read in these forums, is related to the combat. I've heard it's completely broken and everything in between. Since it's a large part of the game, I feel like we should wait a bit longer until some of these issues have been fixed and it's polished. I'm pretty patient when it comes to early access games. I say give the devs as much time as possible to make it the best it can be. Good things in life take time to mature.
Are you able to weigh in on combat? Have you tried it out much yet? I heard some people crashed while entering combat, had desync problems, or just problems with hitbox detection.
The combat in the current build is horribly janky, but it varies from build to build. Overall, it's getting better.
Combat is still important to us but honestly our community is going to maintain a larger focus on town building, character building, relationships between characters, and minor power struggles between guilds (even though the game won't recognize them at the moment).
Our other issue is getting the server-side software to run on our Debian OS dedicated server. It's got the specs to run everything we need with max players connected but since the game was only made to work with Windows OS servers it'll require some tweaking.
We're going to give Wine a try and hope that does the trick. If not, I'm afraid we'll all have to wait for the MMO version and hope that there's a dedicated MMO server for those who want to roleplay and that RP can somehow be enforced to some extent. That's part of the reason we'd like a private server. This is a small dev team so I don't see how they could possibly moderate such large numbers of players effectively. We already have a community and team of mods capable of doing just that.
But we're not willing to purchase a separate server just so we can run Windows OS. So let's hope Wine fits the bill.