
Player Disputes
Let's start by addressing one of the major questions brought up by the community: How will the team manage player disputes? Easy, we're adopting a hands-off approach to conflicts within the game. If the game mechanics allow you to do something, provided no bugs are exploited, we will allow it. Within the world of Life is Feudal: MMO, we want conflicts to be resolved by swords or diplomacy, no matter how honourable or underhanded your tactics are. We will only get involved if your actions break the game rules, or if there are issues that arise as a result of bugs/exploits.The New Map
First thing's first, the size. We've long announced that this new map will be a lot smaller, but just how small will it be? Coming in between 5x5 to 7x7, this map is a really small one, so you should expect a much more intense playing field.
PvP Changes
All of the changes that we've made to this new map point in one direction, a much stronger focus on PvP. However, it's not just the map size that has been changed, a lot of the game mechanics have been rebalanced or even entirely changed.
Judgement Hour
Though prime times are tied to the servers, when a guild installs a monument, they can choose a time from a selection of pre-set times. Our hope is that this would result in a much more coordinated and concentrated PvP experience, as all of your neighbouring guilds will have their Judgment Hours at the same time. PvP combat enthusiasts will be pleased to know that we've also loosened the reins of PvP outside of Judgement hour. Siege constructions can now be deployed outside of Judgment Hour. All of this may sound rather daunting (and dare I say, unbalanced) towards the attackers, but fear not valiant defenders! You will receive various buffs based on guild rank, these buffs will ensure that the playing battlefield is not skewered to only one side of the equation.PvPvE, the Knool Camps
Venturing further, PvPvE encounters at Knool camps are going to be a major focus of the game. This is because in order to craft high-quality equipment, you will need to raid these camps.
Trading
Thanks to the smaller map and the various changes introduced so far, trading in our medieval realm has grown more perilous. No more teleportation, you'll need to transport the goods yourself. Just like with the Knool camps, bandits are sure to be active, so you'll need to prepare yourself well.