The only thing more frustrating than playing a bad gaming is having a good game end early, and Life is Feudal MMO is just such a game.
I want to be very clear here, I really, really enjoyed LiF. I might still enjoy LiF in the future, as its technically in Early Access and plenty can change. Hell a ‘big’ patch containing who-knows-what is slated for later this month, maybe it will deliver (it won’t). The group we had in-game is/was great, we had zero drama, and we met some very cool people in other guilds, plus got to fight the Chinese in enjoyable PvP. All good, and well worth the hundreds of hours I put into it.
But what frustrates me about LiF is it suffers the same critical flaw far too many MMOs suffer; progression ends and everything falls apart shortly after. What I hate most is a lot of devs have this idea that once people are ‘done’ with progression, they will happily start doing something else in-game, even if that ‘something else’ has little to do with what the progression gameplay was.
In LiF you go from improving your character, expanding your crafting options, and building a guild city together, to PvP’ing for the sake of PvP. Think about that for one minute and realize how insane that plan is. Anyone who hasn’t quit in the first 30 minutes is someone who enjoys the progression and what it is, even if much of it is macroing or doing the same digging task for hours. Call us all crazy, but its what we enjoy. No one is so insane however to trudge through hours and hours of that JUST to get to the PvP. Those people have far better options, both in getting to the PvP faster, and in the PvP actually being better all around.
Yet here you have yet another MMO that has gameplay that a core group enjoys, but that runs out way too quickly, and the answer from the devs is to go do this totally different thing. Even crazier, their own view of what the game is and who it caters to is that they have a PvP-focused game, despite the fact that (guessing) 95% of all in-game activity ISN’T PvP. I’m not saying PvP should be removed from LiF, far from it, but the idea that the majority of LiF players are there to PvP is just so wrong.
Progression ending is also just such a dumb concept, both from a game-design perspective and financially. The financial model is not just to attract someone to buy your game, but to keep them, right? Yet your game design has a pretty definitive end. How the hell are you going to stay in business like that? Just so, so dumb, and so, so basic a flaw.
World of Warcraft also has this flaw, but Blizzard is big enough that they can just keep adding content on top and have people return. Your indie MMO ain’t that, so maybe try to think past the first 3 months? Is that really asking too much?
Plus there are simple fixes to LiF that would make this possible. Instead of a hard skill cap, have a soft cap system, where once you reach a certain number, every skill point after takes far longer to gain. Switching between alts to get things done around town is already annoying, just let me grind for a long, long time to have one character do a lot of things, and make one character being able to do everything take nearly forever, that’s fine. Another fix is rather than having a cap on material quality, again go soft-cap, but with items above 100 degrading faster and being unable to be fixed. You but a reasonable cap on power inflation, but you don’t put a hard stop to progression. Let us upgrade the quality of crafting stations slowly rather than having to tear them down and rebuild them, at again an ever-increasing cost-to-gains ratio.
So yes, for now LiF is on the back burner. Since you don’t have to sub, I’ll continue to pay the maintenance cost of our town, and will continue to follow the game, but we as a group simply don’t have anything to do right now, and as such have mostly stopped playing. It’s a shame, and hopefully future patches fix this, ideally permanently.