LiF: Guild update Feb 20th 2018

Smaller update this time as it was a surprisingly quiet few days. Judgement Hour came and went without issue for us, which means all our trees on our realm claim continue to grow. Once they are fully mature, we will have a massive amount of wood for future building and crafting.

The big change in-game is the coming of Fall, with Winter not too far away. Fall means much slower crop and tree growth, and during winter only trees grow, and very slowly at that. This means we need to stock up as best we can on food, not so much for us as we can cook fish, but more so for our animals. We will see if we prepared enough. If we have not, we will have to take them out of the barn and store them in carts of our warehouse (yes, animals when taken out of their homes become items, and those items don’t require food and they don’t age. It’s a bit odd). The downside of that is we will no longer get things like wool, meat, and leather while the animals are in storage.

In other news, we have started an alt guild. The original intent was to place this guild south of our current location, both because further south winter comes slower and is shorter, and to get different regional resources. However, we made a mistake and the base is actually in the same region. It will still be useful for farming, and since it’s on the water, it will be a good ‘port’ for us when swimming from other regions. You can’t swim overburdened, and horses can’t swim, so being able to swim with a full inventory, and then dump the good in our second location will be very helpful.

We also found a large gold mine, so we now have a giant pile of gold in our base that we will use to fund both our guild monument and any personal claims. The personal claims are how we will get into other regions. We will place coops to get some animal products, and then one character can do some farming around their personal claim. It will be a small time investment once it’s set up, basically just logging in to manage the coops and occasionally plant/harvest, but hopefully long-term will give us better access to critical end-game items/weapons.

Posted in crafting, Inquisition Clan, Life is Feudal | Leave a comment

LiF: Guild update Feb 14th 2018

In a game with a long grind and a slower pace, why is so much happening so quickly?!

Last update I talked about our local enemies gondor. Well now we are at peace with gondor, because our allies Revenant was attacked by another NA guild called APEX. APEX attacked Rev because of the fact that Rev went neutral with a few of the local Chinese guilds in their area, in large part so they could transport granite safely to build their castle walls.

The funny thing about all of this is, according to APEX, they attacked Rev to hurt the Chinese, but their attack cancelled our plans during Judgement Hour to attack gondor. Instead Rev had to defend against APEX, APEX got hit by another Chinese guild and lost a bunch of things on their realm claim, and we got hit by gondor and lost most of our planted trees on our realm claim. The best part is I tried explaining this before-hand to APEX, but their leadership is… a bit lacking in putting things together.

APEX also dropped an Instance Battle totem on Rev. The way this works is that after a 22 hour period, a 100v100 battle happens, and the side that loses takes a hit to their guild monument, costing them territory. The battle happens in an instanced spot where the totem is dropped, where all buildings and terraforming are undone.

On top of this, initially another NA guild, Monarch, pledged to help APEX in attacking Rev, and Monarch is a rather large guild. To complicate matters even more, several of the local Chinese guilds reached out to Rev and offered assistance against APEX, which is interesting because one of them would have gained some territory if Rev lost the battle. Guess they all hated APEX that much.

Anyone can sign up for the battle, and the two main guilds on each side can accept who will be part of the battle. When the battle actually started, the numbers were 80ish on the Rev side, 70ish APEX and friends. If you signed up and were accepted, the game will teleport you to the instance battle if you are online, and then places you back where you were after the battle. During the battle if you die you lose all your gear. The winners of the battle get all the loot.

At the start of the battle there is a 5 minute period to give everyone time to load in and get organized. You can’t move very far during this time. After that there is a 15 minute period where everyone can move around and fight, but the king-of-the-hill style counter hasn’t started. Once it does, whichever side has members near the totem gain control points. Max out your points and you win. If the other side has a member in the area, the point gains stop. It’s pretty simple, but also works well.

In our battle, APEX picked a spot that was in the forest, along with some marsh areas. This made defending much easier, and greatly hampered their cavalry and archers. Another mistake made is they basically didn’t engage us during the 15 minute time period. Both sides had archers firing away, and some cavalry skirmishes happened, but for the most part the infantry held lines and not much happened.

After that phase they made a push, but it was too late, and they lost the melee battle anyway. We won. Final kill total was 38 to 28 in our favor. What is also interesting is once the battle is won, there is still a 5 minute or so period where you can fight/kill any remaining players, the losing side can run to the edge to escape, and looting happens at the totem for the winners.

The combat in LiF being slower and far less ‘twitch’ feels a bit clunky in 1v1 engagements, but in larger-scale combat it actually results in tactics coming into play. Things like formations matter far more, and ‘holding the line’ is a real thing. Having a good mix of archers, melee, and cavalry is also key. A lot of MMOs aim to have this kind of combat, but LiF is the first I’ve seen that achieves it.

The instance battle was a lot of fun, and it’s a good system to settle these kinds of things. 100v100 is large enough to feel epic, but the size limit and the smaller map means performance holds up, and without major lag or frame-rate issues, the combat is responsive. For me so far, IB are a major highlight of LiF from the PvP perspective.

On the non-PvP side, we have finally completed our stone walls, which is a major accomplishment for a guild our size. This means our entire town claim area is protected, and we can freely craft and harvest within that area without worrying about enemy attacks. The high walls also mean we can fire down on enemies far better than we could from our old wooden walls.

On top of finishing the walls, we also built our trading post. The trading post has a few major benefits. The first is that every member can access it for 1000 units of personal storage space. The other benefit is we can sell certain items for money, and that money can be used to fund personal claims and higher-tier guild monuments. That means we can, and did, upgrade our monument to tier 2, giving us an even larger realm claim area. We are moving up in the world!

With the heavy push to finish the walls over, people can go back to focusing on their individual crafts, and since my builder hit 60+ masonry, I can build things like a kitchen (food quality bonus), larger housing (more bind points), and more advanced crafting stations.

It’s been a busy and exciting few days, and I’m guessing that will continue as the war between Rev and APEX continues, and we continue to grow and strengthen our military might.

Posted in crafting, Inquisition Clan, Life is Feudal, MMO design, PvP | Leave a comment

Lif: Guild report Feb 8th 2018

We are no longer just farmers!

In my last update I talked about our new conflict with the Chinese guild gondor. The big takeaway was that at the time of the war declaration, we were not ready to fight. We did not have weapons or armor, and we were not focused on training up our combat skills. Until that point, we had fully focused on crafting/gathering skills, and building up our holding with production buildings.

Since that update, things have greatly improved on that front. The nice thing about LiF is that while the overall grind is very long, you can get yourself to ‘decent’ status rather quickly, and that’s exactly what happened. Most of us now are able to use at least tier one weapons and armor, and our crafters are also able to produce those items. Tier two usage and production is also not far off.

The result is we no longer fully rely on our allies from Revenant to deal with gondor. In the last few days, we have been able to chase them off when they have come to harass us, and we know our first kill is coming soon. One reason we haven’t killed one yet is we are still refining our tactics in that regard, while another reason is that LiF heavily favors being able to run away vs dying in PvP. That’s a double-edged sword for us. On the one hand, being able to run away means when gondor jumps us, if we are paying attention we can get away and they won’t get a kill. On the other hand, we have to work especially hard to actually kill an attacker, vs just damaging them a bit and having them run away.

So far the skirmishes with gondor have been a lot of fun for us though. In one example, an enemy in full plate showed up and attempted to attack us. We ran into our little palisade to gear up, and came out with two archers and one neutral alt (yes, abusing neutral alts is a thing in LiF, because it wouldn’t be a PvP MMO if that wasn’t the case). Since our archers were in light armor, the enemy was much slower than us, meaning he was very easy to kite around. This was made even easier because our neutral would body-block him, and the enemy can’t kill the neutral without taking a large alignment hit. The funny thing is he tried to fight us for a good while, running back and forth like a fool. Eventually we hit him enough times that he ran away, and he would have died had our gear/skills been a bit higher to hit harder.

In a different engagement, another enemy showed up to our gates. This time we had five of us on, so we had three people grab a weapon and no armor (faster running), while I was in full gear, and our fifth was a neutral again. The enemy initially tried to fight straight up, but it only took a few hits before he started running. We gave chase, getting in more shots, before he finally used the flee ability (removes your weapons, gives a speed boost) to end the chase. Here had we done a better job of catching up to him and cutting him off, I think we could have gotten the kill, but it was a good learning experience.

On our way back to our base, we noticed a bear in the nearby woods, so stayed clear of it. An enemy horseman however lured the bear into our area, no doubt hoping it would cause us problems. That wasn’t really the case, as the bear wasn’t able to climb up our walls, and we were able to easily shoot at it. At one point, the horseman rode into our crafting area, and got himself stuck between a building and the bear. The bear mauled him once before he was able to ride away, and that was the extent of his ‘harassment’.  We ended up killing the bear and skinning it for some nice and easy materials.

In addition to focusing on combat, we have also been working on our stone walls. We have a gatehouse built now, along with about 30% of the walls. We also have a warehouse build, which is a large storage building that makes it much easier for everyone to place stone and wood materials inside to be later used on the walls. I expect we will have all our walls built prior to Judgement Hour on Saturday, but a lot of work remains to make that happen. Once the walls are fully built, it will mean enemies can no longer disrupt our crafting/gathering within our holding, and can only harass us when we venture out, which will be very nice for those times when only one person is online.

I was initially a bit worried that the gondor harassment would result in people being less willing to log in, or getting frustrated by not being able to do what they want when online. But surprisingly, so far it’s been a positive. We have a very clear short-term goal (combat training and walls), and are actively learning a major part of the game (PvP) without it heavily impacting the other part (crafting) that we initially focused on. We are also getting some good laughs from the actions of our enemies, and get a reason to really group up and focus on something together for a short time (chasing an enemy). Good times all around.

 

Posted in Inquisition Clan, Life is Feudal, MMO design, PvP | 7 Comments

LiF: Guild report Feb 2nd 2018

Oh how quickly things can change.

Saturday at 10pm EST every week is Judgment Hour, an hour where guild realm claims (the larger outer area of each guild’s space) is vulnerable to attack. You can destroy buildings, dig up dirt, cut trees, loot chests, etc. The inner space, the town claim, is not vulnerable however.

Last Saturday nothing happened in our area during JH. This Saturday was much different.

About 15 minutes prior to the start of JH, a Chinese guild called gondor (yes, no capital G) declared war on us. War means they can attack and kill us without an alignment hit at any time, not just during JH. Then when JH started, they sent a force of about 7-8 armed fighters to our area. Thanks to our new wooden walls and gate, they couldn’t get in and kill us, and our realm area really didn’t have much of anything on it save one hut. That hut took a beating, but it really doesn’t matter.

Our new friends from Revenant came to our aid, declaring war on gondor, and were able to push the enemy away, getting a few kills along the way (Life is Feudal is full loot, where you drop everything you have when you die. You also loss some skill points, with more lost the lower your alignment).

The war declaration however meant that now, at all times, someone could attack us. This was somewhat true before, but killing someone you aren’t at war with is a large alignment hit, and so rarely happens. The war placed a much higher priority on our stone walls, along with our combat training.

Since Saturday night we have had a few more skirmishes with gondor, though because of our limited combat skill progression and gear, we are still reliant on Revenant sending people over to assist us. I’m very hopefully we get that fixed soon, because skill-wise the Chinese are TERRIBLE, so even behind a bit on gear/stats, we should be able to engage them. It’s just not doable in rags and practice weapons.

The thing the Chinese are best at is chopping trees and generally making a mess of the environment, and they bring those life skills to full use in LiF (zing). They have chopped a good number of trees around our base, leaving the stumps behind, which does impact our ability to haul in lumber. It’s not too too bad, since we are in a forest and all, but it is a bit annoying.

The latest big development is gondor setting up a base just south of Revenant’s city. They have been fighting all day, with Rev getting the better of if, but it’s a highly aggressive move from gondor. We will see how it all plays out this week, and especially what happens come JH this Saturday, but things are now certainly more exciting in our neck of the woods.

In non-combat updates, our horses have started breeding, we have a full barn of sheep and pigs, and have converted a coop from chickens to rabbits to get more fur/leather for armor production. I’ve hit 30+ in tailoring, meaning I can make basic armor for slingers and militia, while our smiths can produce tier one and tier two metal armor and weapons. I need tailoring 60+ to make archer leather armor, which is my next push. On my builder, all of the stone wall construction is skilling up my masonry nicely, and will hopefully get me to 60+.

Posted in Inquisition Clan, Life is Feudal, Uncategorized | 2 Comments

LiF: Guild report Feb 2nd 2018

Time for another LiF guild update.

The big piece of news is I visited a neighboring guild, one of the largest on our server, to open up diplomatic channels. The visit was well-received, and I got a small tour of their very advanced holding. It was really interesting to hear that their stone wall design isn’t to maximize space, but rather so that there aren’t blind spots for attackers to hide in, which I guess is a common raiding tactic where people hide along your walls and wait for someone to exit and attack them.

They also had extensive piles of gold, silver, and iron ore, along with advanced and massive production areas. Perhaps most surprisingly, given their size and game knowledge, was that they were still working towards a lot of key building, including a siege workshop and school. It just reinforced that our guild has a long way to go before we max out our holding, and that’s a good thing.

The agreement we came to was to set each other as friendly, which means we appear blue to each other out in the world, but doesn’t grant any access rights to buildings or gates. It also doesn’t make us officially allied, so we don’t inherit their wars. I was also granted access to their Discord server, to make communication easier going forward. Longer-term, once our members are a bit more combat-ready, we could assist them on attacks or defense, and call on them should we get attacked.

Finally, I was given a male horse to put in our stable for breeding with our female, which was a valuable gift considering I had never seen a wild horse to tame, and had previously gotten very lucky to find the two tamed females I did.

Speaking of horses, I did end up losing one of the females due to a game bug. I was crossing a zone line and bugged out, going into an odd infinite loop of rubberbanding. I had to force-quit the game, and when I logged back in, I was not only in a different spot, but the horse was also gone. A guildmate and I searched a large area, but no luck. A support ticket to the game was answered after a few days, but as is usually the policy in MMOs, they don’t replace the item lost. That was unfortunate, but things balanced out not only from the gift horse, but a guild member also found two wild horses, and I was able to tame both without much trouble.

We built two small stables in our town, one for cows that we found/tamed, and the other for horses. The cows have started breeding, which means we now have a steady supply of milk and beef. Our only female horse right now however is still young, and so must remain in the stable to age until she is old enough to breed. Animals, oddly enough, don’t age or need food if they are in your inventory, but do when in a stable. Perhaps this gets changed at a later date, but for now is an odd quirk.

In addition to the stables, we have also started harvesting flax, and I finally opened up the skills to convert flax into cloth. This required a few new tools, including a spinning wheel, a loom, drying racks (for skins/leather), and dying tubs. It all makes for a fun-looking production area in our holding.

Right now I can only produce basic clothing and guild tabards, so not much in the way of armor, but at least we can easily recognize each other based on look from a distance. In a day or two I should have the skill to start crafting leather armor, and along with our smiths getting close to metal armor, we are inching closer to really get going on being combat-ready.

The ability to produce cloth also means we can create linen rope, which is an annoyingly key component in many important items and buildings, such as even the most basic wooden gate. Since we finally can make the rope, we put up a gate to properly fully enclose the inner section of our guild area, which is a good feeling.

Speaking of defenses, we have our first guild event set for this Saturday night, were we will go as a group up into our local mountains and mine for the massive amount of stone we need for our stone walls. The plan is to mine up in the mountain, convert the raw stone into shaped stone on-site, and once we have a large quantity of shaped stone, bring up a few of our carts to haul it all back, while others travel along to protect the carts should they be threatened by wild animals or enemy players.

It was a good few days for our guild, with many of us hitting some key milestones for skills, making a new friend to assist us, and getting started on the path to having horses available for more regular guild use.

Posted in Inquisition Clan, Life is Feudal | 2 Comments

Life is Feudal progression update Jan 30th

Our guild progress in LiF continues, and we are really starting to hit our stride.

The big change since the last update is we relocated. Our original location was simply too far from clay and iron, two very key resources early on, so we moved north a bit, getting us closer to the mountains. The new spot is also on flatter ground, so we didn’t require the massive initial terraforming effort to get going. We are still close to forests for wood, and our distance from water hasn’t changed. We are closer to one non-Chinese guild, and I’ll be opening up diplomacy with them shortly.

I wish I had taken screen shots of our claim’s progression, because it’s very cool to see how we have grown. Right now we have our huts for bind points, a central area surrounded by a basic wooden wall should we get raided that contains a few training dummies for combat skills and our main storage, a smithing area, a few chicken and rabbit coops, and two farming fields.

In the somewhat near-term, we’d like to put up stone walls with proper gates, add some higher tier crafting stations to make better armor and weapons, and upgrade our housing from huts to multi-tenant buildings. We also need to make a barn and stable, to hold animals such as horses and pigs. I believe we will need to either trade with others or venture further out to tame and breed sheep and cows, again once we have the buildings built to hold them.

We currently have a few carts for hauling, thanks to our old guild Valhalla merging with another guild further away and leaving them behind. With a storage capacity close to triple of a player, they make moving large quantities of goods a bit easier, and will especially be useful when we head into the mountains to dig up the massive quantities of stone we will need for our walls.

From a personal progression standpoint, my main character is still working on the construction skill, which is one of the harder skills in the game to progress quickly. I’ll need to put in some serious work soon because without 60+ in construction and then 60+ in masonry (the next tier skill), we can’t build some of the buildings we really need.

My other character is working on animal lore (taming) and its higher-tier skills. This is again somewhat slow because the primary way to raise it is to find wild pigs and attempt to tame them by feeding them specific foods they like, but the females (sows) run away when you try, and the males (boars) charge you. As if all the chasing wasn’t bad enough, the real solid skill gains come from failing to tame, because when you succeed the animal goes in your inventory and can’t be released to re-tame. This means lots of time spent riding around trying to find an animal, and then praying you DON’T successfully tame it. And the higher your skill gets, the higher your chance of a successful tame, so the slower your progress. Compound this with the fact that skill gains naturally slow down as you go higher, and the grind to get 60+ is a big one. It also stinks that we currently can’t store or slaughter the tamed pigs, so they are all being dropped on the ground after taming.

Other members have been progressing as well, and we now have a few experienced carpenters, smiths, and farmers, which has opened up higher tier crafting/gathering tools. The better tools result in higher quality outputs, which is very important overall, but especially for food production, as the higher quality food you eat, the faster your skills progress when doing anything. What we all really enjoy about the game is how everything is so inter-dependent, and when one of us makes progress, it usually benefits everyone else in some way, be it better food, equipment, or town functions like higher storage.

It’s certainly still not too late to jump in and join us if you are interested, just drop by Discord and we will help you get rolling.

Posted in Inquisition Clan, Life is Feudal | 2 Comments

CoC: War stats are back!

Delpez is back with war stats! Below texts is all his work, which is always much appreciated. One important note; about halfway through the collecting of data SuperCell majorly nerfed inferno towers, which impacts how difficult it is to get two and especially three stars on a TH10, especially by a TH11.

————————-

Clash of Clans Performance: Season A.

It’s been two years since I’ve posted Clash of Clans data, so here goes! I’m not sure what season it is (Mikrakov gathered data for a while); so I decided to start from scratch with Season A. Data was collected for twenty wars from the conflict with Kings of Clash to the Chief’s Nation war. I’ve only included TH9+ players who participated in more than eight wars.

One of the key metrics is attacks against same-level bases. Engineered clans posed a problem, as TH10+ bases sometimes have TH9 defences. I used the war rankings and my own discretion to determine where a base fits in. For example, a TH11 with TH9 defences would be classified as a TH9.

A recap of the metrics:

Bleeds: How many times a player was attacked over and above the first. So, if you are attacked three times in a war, you score two bleeds. This is an indication of how many attacks were wasted on your base.

Holds: How many stars the player held onto – if your base was 2-starred at the end of a war, you score one hold.

Overall Closer: The player who scored the highest number of stars against a base will get the closer stars. For example, if player A got a 2-star and later player B got 3-stars against the same base, B will get three closer stars and A none. However, if B also scored a 2-star, A will get two closer stars (he was first) and B none. Overall just means that all attacks are considered, whether the player attacked up, down or sideways.

Overall All Stars: All the stars a player achieved on attack.

Overall 3 Stars: The total number of 3-star attacks.

Same Level Closer, All Stars and 3-stars: Track the same metrics as before, but you don’t get credit for attacking down.

Attack Down: Tracks the number of times a player attacked bases below his TH level.

So here are the numbers:

DEFENCE:

TH9

Bleeds

Holds

Jenks

3.1

0.3

Nalyd

2.0

0.3

LittleJonneh

1.8

0.0

Syn Alt

1.8

0.2

ThomasCat

1.6

0.2

TwinkAlistair

1.3

0.2

ElviaViux

1.2

0.0

Big Jonneh

1.0

0.0

It’s no surprise that Jenks achieved the best defensive stats, his base gave TH9s (and some TH10s) headaches! On average he was attacked four times per war, and every third war he hanged onto a star.

TH10

Bleeds

Holds

Delpez13

1.89

0.78

Mikrakov

1.79

1.16

Josch2k

1.75

0.38

Syncaine

1.63

1.11

Darren

1.50

1.13

Malcolm

1.30

0.20

North

1.13

1.25

The Bleeds are close at the top, Mikrakov, Syncaine, Darren and North all managed to hang onto more than a star per war.

TH11

Bleeds

Holds

Alistair

1.50

1.88

John

1.50

1.00

Sicarius

1.40

1.47

Bleeds are similar, but Alister hung on to the most stars. Maybe because of the ringbase?

ATTACK:

TH9

These numbers are sorted according to closer stars against same level bases.

Overall

Same Level

Hit Down (%)

Closer

All

3-stars

Closer

All

3-stars

Nalyd

3.86

5.00

1.14

1.93

2.50

1.14

0.00

ThomasCat

3.46

4.46

1.15

1.63

2.17

1.08

7.69

Syn Alt

3.26

4.53

1.05

1.56

2.22

1.00

5.41

Jenks

2.41

3.94

0.76

1.15

1.94

0.73

3.23

TwinkAlistair

4.69

5.38

1.56

1.09

2.09

0.73

65.63

ElviaViux

2.85

4.05

0.95

1.09

1.82

0.73

17.50

LittleJonneh

3.25

3.83

1.08

0.80

1.27

0.53

52.94

Big Jonneh

4.88

5.00

1.63

0.75

1.00

0.50

80.00

Nalyd, ThomasCat and Syn Alt all achieved more than 1.5 closer stars per war (and more than one 3-star per war). A lot of Nalyd’s attacks employed the witch-slap strategy; something other TH9’s might want to consider.

TwinkAlistair and Big Jonneh got the most overall closer stars, although this was often clean-up attacks.

TH10

Overall

Same Level

Hit Down (%)

Closer

All

3-stars

Closer

All

3-stars

Mikrakov

3.70

4.60

0.80

1.89

2.28

0.78

10.00

Delpez13

4.00

4.83

1.11

1.73

2.23

0.85

27.78

Malcolm

3.90

5.10

1.30

1.20

2.30

0.80

50.00

North

2.33

3.56

0.33

0.86

1.50

0.00

22.22

Darren

2.13

2.88

0.25

0.85

1.15

0.00

21.43

Syncaine

2.10

3.10

0.35

0.83

1.39

0.17

10.53

Josch2k

1.75

3.75

0.50

0.83

1.83

0.33

62.50

TH10 attacks are tricky to evaluate, some players like Syncaine and North always attack bases with Inferno Towers, while newer TH10s seldom does. Maybe for the next season I’ll differentiate between bases with and without Infernos? In any case, Mikrakov achieved the most closer stars against same level bases and Delpez the most overall closer stars.

TH11

Overall

Same Level

Hit Down (%)

Closer

All

3-stars

Closer

All

3-stars

John

3.25

4.00

0.50

1.70

1.80

0.20

37.50

Alistair

2.60

3.20

0.40

1.17

1.25

0.17

40.00

Sicarius

2.94

3.35

0.71

0.90

1.20

0.30

46.67

John has left the clan, but both Alistair and Sicarius’ numbers have improved a lot during the second half of the season. This is where most wars are won and lost; as more players join the TH11 ranks our performance at this level will become more and more important.

So that’s Season A. We are doing very well at the moment; our 50-war win percentage is close to 80%. However, we can still improve and the idea is to try and learn from the defence and attacks of the top performers.

I’m taking a short break from the stats and will start the next season in a couple of weeks.

Posted in Clash of Clans, Inquisition Clan | 6 Comments