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How is this game compared to Conan Exiles?

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  • DistopiaDistopia Member EpicPosts: 21,182

    Saxx0n said:





    rodarin said:









    Saxx0n said:





    Keep in mind we were pissed off pvp gamers that were not happy or satisfied with what the genre was currently offering in the way of open world pvp sandbox mmos.

    Instead of whining about it we decided to make one. ;) 










    LOL there is a reason why these guys whine. Because they have destroyed every other game that tried what you are trying. You arent reinventing the wheel here youre just going to be the latest in a failed attempt at appeasing the psychopaths and social misfits who find joy in ruining everyone elses fun.

    Its sad because the game has awesome potential but this unwillingness to make compromises just insures its ultimate failure. And by the time you finally realize that it will be too late because there arent many games that get players back with a system change because they have already moved on.




    You quite obviously did not read my posts regarding this or the link to the detailed information I provided. 

    This alignment system will even allow non-proficient pvpers to provide critical services and crafting to feel as important members of the feudal societies that will exist in the mmo world.

    Considering we have already sold 400,000 copies at $39.99 of just the 64 player version with consistent sales even over a year after the official launch (11/2015) . It is difficult for us to see failure at this point, especially for a first game from a newly formed indy developer.

    http://steamspy.com/app/290080


    As much as I root for you guys as I have loved your own thus far, Rodarin is right in a lot of ways. You also can't really judge the MMO based on how things work on private servers with smaller numbers. Or how things are in closed testing phases.

    Once the masses are let loose on the world things will change drastically. The part I find highly confusing is why spend so much time with systems that punish ganking, when you can just do a flagging system and bite the head off of that problem? Turning red has never thwarted ganking ever... That's what those folks play for. That doesn't make for a good PVP game, as it has nothing to do with PVP (it's just about being a dick). With a flagging system you have a much healthier PVP community, guild warfare is much healthier that way, as is the choice to be a supplier rather than a fighter. 

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • rodarinrodarin Member RarePosts: 2,471

    Saxx0n said:





    rodarin said:









    Saxx0n said:





    Keep in mind we were pissed off pvp gamers that were not happy or satisfied with what the genre was currently offering in the way of open world pvp sandbox mmos.

    Instead of whining about it we decided to make one. ;) 










    LOL there is a reason why these guys whine. Because they have destroyed every other game that tried what you are trying. You arent reinventing the wheel here youre just going to be the latest in a failed attempt at appeasing the psychopaths and social misfits who find joy in ruining everyone elses fun.

    Its sad because the game has awesome potential but this unwillingness to make compromises just insures its ultimate failure. And by the time you finally realize that it will be too late because there arent many games that get players back with a system change because they have already moved on.




    You quite obviously did not read my posts regarding this or the link to the detailed information I provided. 

    This alignment system will even allow non-proficient pvpers to provide critical services and crafting to feel as important members of the feudal societies that will exist in the mmo world.

    Considering we have already sold 400,000 copies at $39.99 of just the 64 player version with consistent sales even over a year after the official launch (11/2015) . It is difficult for us to see failure at this point, especially for a first game from a newly formed indy developer.

    http://steamspy.com/app/290080


    Depends on ones definition I suppose. Success in selling copies doesnt make a good GAME model. AOC sold a million copies and was dead within a few months. The revamped small version of Conan , COnan Exiles has sold over 500K units and there are less than 5K people playing at any one time. IMO that isnt a success. Granted its early access but lets not kid ourselves once it goes full release the numbers wont improve greatly, and we all know that. At least beyond that initial surge (which this Exiles saw for about 2 weeks).

    People buy every piece of trash that comes out these days. That surely doesnt mean theyre any good.

    I like LiF:YO I have around 1200 hours into it. But I havent played it in a few months because its the same old dame old. and the major issue ALL 'sandbox' games have. Once you get to a certain advancement 'level' then youre just playing for the sake of playing. And as with other games like this there isnt an expansion or more 'content' coming out to get people interested again. Thats why these types of game reroll new servers over and over again.

    Also not sure what the final decision on resources in the MMO will be, as in if they replenish. Considering that quality is paramount I am hoping  they dont and if you find a 99 or 100 Q vein of ore (and hoping those are randomized also, not the same on every map like YO) then that indeed has great 'value'.

    Game has unlimited potential but I just foresee too many griefers. And just because they get negative alignment doesnt mean they will go complete commando, a group can share kills and go to the limit without crossing the line. And having to buy a new character slot isnt all that negative unless the price is prohibitive (which alienates all players).

    We will see when we get a chance to see all the people who bought YO getting onto the server, that will be the initial 'test' not only for the game itself but the attitudes and approaches the community is going to take/

  • Saxx0nSaxx0n PR/Brand Manager BitBox Ltd.Member UncommonPosts: 999

    rodarin said:

    Depends on ones definition I suppose. Success in selling copies doesnt make a good GAME model. AOC sold a million copies and was dead within a few months. The revamped small version of Conan , COnan Exiles has sold over 500K units and there are less than 5K people playing at any one time. IMO that isnt a success. Granted its early access but lets not kid ourselves once it goes full release the numbers wont improve greatly, and we all know that. At least beyond that initial surge (which this Exiles saw for about 2 weeks).

    People buy every piece of trash that comes out these days. That surely doesnt mean theyre any good.

    I like LiF:YO I have around 1200 hours into it. But I havent played it in a few months because its the same old dame old. and the major issue ALL 'sandbox' games have. Once you get to a certain advancement 'level' then youre just playing for the sake of playing. And as with other games like this there isnt an expansion or more 'content' coming out to get people interested again. Thats why these types of game reroll new servers over and over again.

    Also not sure what the final decision on resources in the MMO will be, as in if they replenish. Considering that quality is paramount I am hoping  they dont and if you find a 99 or 100 Q vein of ore (and hoping those are randomized also, not the same on every map like YO) then that indeed has great 'value'.

    Game has unlimited potential but I just foresee too many griefers. And just because they get negative alignment doesnt mean they will go complete commando, a group can share kills and go to the limit without crossing the line. And having to buy a new character slot isnt all that negative unless the price is prohibitive (which alienates all players).

    We will see when we get a chance to see all the people who bought YO getting onto the server, that will be the initial 'test' not only for the game itself but the attitudes and approaches the community is going to take/



    I hope you enjoy the MMO. The resources do not respawn but I doubt we will run low anytime soon. 


  • MaxBaconMaxBacon Member EpicPosts: 7,126
    edited April 2017


    Saxx0n said:


    I hope you enjoy the MMO. The resources do not respawn but I doubt we will run low anytime soon. 


    I think the MMO can self-sustain itself very well as long it can clean-up stuff as they come and go. The same way tunnels and such, the terrain, resources, and so forth.

    That way it's a constant flow with no issue that the world needs to be "reset" to things to work again. The only  thing that needs to be considered is imagine if a guild or alliance manages to control most of the game world, that'd be lol
  • NycteliosNyctelios Member EpicPosts: 3,584

    MaxBacon said:




    Saxx0n said:



    I hope you enjoy the MMO. The resources do not respawn but I doubt we will run low anytime soon. 



    I think the MMO can self-sustain itself very well as long it can clean-up stuff as they come and go. The same way tunnels and such, the terrain, resources, and so forth.

    That way it's a constant flow with no issue that the world needs to be "reset" to things to work again. The only  thing that needs to be considered is imagine if a guild or alliance manages to control most of the game world, that'd be lol


    It does. Games like this exists and they won't run out of resources so soon (or ever).
    Steam ID Discord ID: Night # 6102 - GoG ID - 

    "There is a fine line between consideration and hesitation. The former is wisdom, the latter is fear." Izaro Phrecius, Holy Emperor of the Eternal Empire, Last of Royal Phrecius Family.
  • RS-ManRS-Man Member UncommonPosts: 54
    Thank you for the responses.
    I didn't mean to create a flame war or arguments about it, it was not my intention!

    =/= Better be defeated for a triumph than not to triumph by fear of failure! =\=

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  • NycteliosNyctelios Member EpicPosts: 3,584

    RS-Man said:

    Thank you for the responses.
    I didn't mean to create a flame war or arguments about it, it was not my intention!


    You must be new here. Don't worry about it.
    Steam ID Discord ID: Night # 6102 - GoG ID - 

    "There is a fine line between consideration and hesitation. The former is wisdom, the latter is fear." Izaro Phrecius, Holy Emperor of the Eternal Empire, Last of Royal Phrecius Family.
  • Saxx0nSaxx0n PR/Brand Manager BitBox Ltd.Member UncommonPosts: 999
    edited April 2017




    Nyctelios said:









    RS-Man said:





    Thank you for the responses.
    I didn't mean to create a flame war or arguments about it, it was not my intention!










    You must be new here. Don't worry about it.





    Lol, he doesn't know us very well. I have been a member here for a long time, getting bans from time to time, but now I have to be a good boy. ;)
  • MaxBaconMaxBacon Member EpicPosts: 7,126

    Saxx0n said:
    Lol, he doesn't know us very well. I have been a member here for a long time, getting bans from time to time, but now I have to be a good boy. ;)

    Does that mean I get one invite for the next MMO closed test? :3
  • goboygogoboygo Member RarePosts: 2,107
    I would expect the LIF patch notes to read like.

    Added poop hole wiping material
    Corn grows 20% faster
    Paint dries 25% faster
    Dirt pile was increased by 10%

    Conan more like:
    Added additional craft-able weapons
    Added more building options
    Added new player dungeon
    More thrawls to enslave

  • Saxx0nSaxx0n PR/Brand Manager BitBox Ltd.Member UncommonPosts: 999
    edited April 2017



    goboygo said:



    I would expect the LIF patch notes to read like.

    Added poop hole wiping material
    Corn grows 20% faster
    Paint dries 25% faster
    Dirt pile was increased by 10%

    Conan more like:
    Added additional craft-able weapons
    Added more building options
    Added new player dungeon
    More thrawls to enslave




    Here is what the last Life is Feudal update contained from last week.

    New features and tweaks:
    • Completely redesigned the combat skill tree. Make sure to open your skill book and spend some time familiarizing yourself with it. Note that skillcap setting will be different for crafting, combat and minor skills now
    • Implemented a new object selection algorithm, which should increase your game performance slightly, especially in an area with a lot of objects and trees (note that inside buildings some improperly placed storage items, like crate, barrels etc., may become stuck, you will need GM assistance to get them out)
    • Optimized and partially rewritten AI system. These changes may result in a slight server side performance boost, but they are mainly designed to be a foundation for Natives and horse-driven carts
    • Implemented parallax effect on terrain textures
    • Added ‘Maximized window’ display mode
    • You can change language in Game settings menu now, as well as guild invites, groups and barter requests
    • All types of damage affect movable objects now
    • Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects than slashing, blunt or piercing damage
    • Implemented ‘impact’ type of damage. It is inflicted by horses trampling infantry. Padded armors have increased resistance against it
    • Rebalanced all types of armor. Armor now has bonus effects according to required skill
    • Royal armor skill requirement has decreased to 90. Royal armor damage mitigation has increased by 5% compared to Veteran’s armor sets
    • Increased blueprints probability to be dropped during crafting actions from 1% to 5%
    • Minimum speed bonus is 1.0 instead of 5.0. That means that a low speed poke with certain weapons will not cause excessive damage now
    • Doubled velocity multiplier in thrust attack speed bonus calculation
    • Thrusting attacks with Spears cannot be parried now (required 90 Spearman skill)
    • All trebuchet related actions require 60 Demolition skill now
    • You need to inflict at least 5 dmg in order to have a chance to cause a stagger or stun
    • Special attacks reshuffled for the purpose of better usability in combat. Make sure to check out skill book descriptions
    • All melee combat combo chains are lowered to 3 consecutive attacks (instead of 4). Make sure to check skill book for details
    • Combo, special attacks and attacks with Power Strike effect properly ignore parrying now (as it was originally intended)
    • Hit damage type transforms to blunt when hit is blocked by a shield

    • Practice weapons do not require a linen rope now in their crafting recipes. That should make practice weapons more available at earlier stages of development
    • New ‘Siege Torch’ weapon
    • Knight sword moved to hand-and-a-half sword group, Grossmesser moved to the one-handed group. Estoc weapon type changed to two-handed sword
    • Nerfed lances damage multiplier
    • Tweaked unit weight of polearms
    • Partisan weapon is shorter now
    • Increased speed of overhead attacks with two-handed pole weapons
    • Swamps and snow now affect horses speed
    • You can flatten paved tiles now to build structures on them
    • Day cycle min to max range changed to 1- 24 (real life hours per in game day)

    Bug fixes:
    • Multiple forest and trees related optimizations and bugfixes. We believe that everything related to the forest and individual trees should work faster
    • Pines and spruces have proper collisions now at all growth stages
    • Iron Grip ability should no longer switch player to a peaceful stance
    • Royal horse in an unstoppable gallop state should work properly now
    • Fixed an issue with cooldowns of disabled abilities
    • Fixed a server crash with the barter window
    • Fixed an exploit, which allowed players to shoot volley arrows when angle of sight is lower than 30 degrees to the ground plane
    • Fixed incorrect tiles blocking while terraforming
    • Region audio announcement is no longer sounded when entering the game or returning to already visited region (text notifications are still there)
    • ‘Slaughter’ button is now visible only for players with at least 30 points of Animal Lore skill
    • Fixed huge formation bonus bug. Formation will be dropped on any leader teleport
    • Fixed ‘jump to the sky on a tunnel edge’ bug
    • Autocraft ends when the tool reaches 0 durability
    • Multiple combat mechanics-related bugfixes
    • Fixed some minor chat and chat window related bugs
    • Some other server and client side crash fixes and optimizations

     edit - drops mic walks away
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