Official Feudalife CHALLENGE feedback Thread

Gaming_W_Pro

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How can you know what game you got before giving it away?
I already have the game in my library so it just says I already own it when I try to activate the key. thankfully all the keys I gave away seem to work fine.

I might be wrong but I think that you can only give them away without knowing what game it is.
how would I put the steam link for it if I dont know it tho
 

FreaKill

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Kalender

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How can you know what game you got before giving it away? I might be wrong but I think that you can only give them away without knowing what game it is.
I already have the game in my library so it just says I already own it when I try to activate the key. thankfully all the keys I gave away seem to work fine.


how would I put the steam link for it if I dont know it tho

Didn't read it completely but it might help and for learning what game; ı do use "SteamDB Browser Extention", which is the second option at this page.
 

test

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did apologize and stated that he did not intend to have his comments be perceived in a dismissive or otherwise combative manner,
While continuing to talk in such a manner. (not the combative part, that wasn't something I said) Even at the end I asked some direct questioned and I still haven't gotten a full answer (yes I read post #2184). Probably because Gaming wasn't really listening to me.

Unfortunately the very nature of a game like this rewards peeps like us who have a knack for timing based games.
And people with faster PC's. Are you denying it? Don't glide past that please.

In terms of your suggestion with replacing the malus reduction with more credits, i would say the reason why they won't implement a higher rate of credit rewards than the current one, is the exploitative potential that could open for people who would refrain from ever winning the challenges for the actual keys, and will try to go for winning as many galacredits as they can.
*Face Palms* More galcred for giving away games, not more galcreds for runs people didn't win! Something I directly stated if you had read my posts. If you think about what you're saying right here, you'd have realized your error. People don't get malas reduction for failing to win! (though that isn't a bad idea) And if there is suppose to already be such a system in place, it's not kicked in once for me despite my losing over and over.(and it's not mentioned in the game info either)

I would say that if there is an abundant issue of optimization for this game.

Come on, again you act like you didn't read my posts. You act like you only understood half my point and Gaming acts like they only understood the other half with with talking about limiting peoples performance. Maybe the two of you can compare notes and fully understand my point, or just fully read my posts. But fine, I will repeat and emphasis both parts.

I want them to make it so the game performs well on lower end systems, and performs no better or at least not much more, on higher end systems. So you don't just optimize, you limit. @gaming_w_pro You don't just limit, you optimize. You have a coding system that has it's own clock that isn't CPU cycle based thus evening out performance for everyone.

The watering while it indeed became quite a bit harder, i wouldn't say they messed up the challenge itself, as they only need to fix the highlight bug that occurs before you even target them with the green square.
That isn't the main issue. The main issue is targeting the squares. As it is now, I can spend alot of time trying to press my directional keys just precisely enough that I don't overshoot or undershoot the plant I am trying to water. I am not even looking at whether the plant is being highlighted, so fixing the plant highlight thing would do nothing for me. It's the same reason I rarely win the hoeing challenge, but at least with the howing challenge there is many valid targets and its easier to correct if you move too much or little with trying to target a space. With watering, you have to exactly water a spot, if you mess up, you got to try and move around till you can water that spot. It's impossible for me now, I can not win that challenge with even zero malas now much of the time. Sure, some of that is my skill. What of it? I can't do what I can't do and precisely pressing a key for x amount of time seems to be some of that. That seems unreasonable to me. Besides, I suspect a fair amount or more of it might also be things like my keyboard, which is is just this worn out cheap thing I have. You want to add more skill to the game, can it please be some method other than how precisely you can send keyboard signals which can also be effected by things like how good your keyboard is?

Also with challenges like sapling picking, very little skill is involved. I can not win that challenge with 7 malas no matter how perfectly I complete the challenge. That's not because my skill is shit, that's because I move and pick slower than someone with a faster PC! No amount of practice or YT demonstration videos will change that!

The regular 4 malus reduction in the past was simply not a feasible system anymore for their supply of keys. Their rate of distribution was too high for the supply they had, and if they would've maintain the same system, they would run out of them and would have to close down the challenges until they've made a deal for a new batch.
So you admit that the reason malus per win is higher is because of the malus reduction system. It allows certain people to win more keys, thus they need to compensate by increasing base malus per win even more.

But another effect is a bigger difference between those with fast machines, and those with slower machines. Those with faster better machines will get even more keys as rewards then they already have, and those with slower machines get even less. So basically these changes steal from the poor to give to the rich, and I don't like that!!!

But let's get back to that idea you Inspired in me. Can we please have malus that is reduced after so many game losses?
 
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AquaPowerDisaster

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The previous Pick saplings could be completed with 8 Malus.
Currently 7 Malus is not in time.
It is the same even if it decreases with positive feedback.
Same with Mine rocks. (Not to mention Water plants.)
After changing the Malus specs, I can no longer complete easy challenges.
I'm very sad and frustrated to get only 2 or 3 keys and a few Gala Credits a day.
I can't forgive if they adjusted "to do so".

Finally. This is a delusion of a man whose brain was crazy by lottery. 🤪
If the words are strange, it's because of google translate.
 

AFFIRMATIVE

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myconv i'd like to emphasize that it's just unnecessary talking sharp like that 😄 even if you think your points might be correct, people will still be less prone to listen if you're combative with them. We're simply trying to cooperate and compare points with each other, not compete on who has a better argument.

Gaming_w_pro was clearly letting his guard down, compromised and apologized for any potential misunderstanding in post #2,177. Any further comment of his that might've further been confrontational with you was simply due to your direct response in post #2,179 that continued with the argumentative tone towards him. Obviously one won't take it in kind if you still conduct yourself towards them like that.

I have in fact agreed above that if the problem of optimization is abundant, regardless if it's on lower end or higher end PC's, then the devs should prioritize that aspect.

Now again, if you think there's something i misunderstood from you, please don't take it as a way that i disparaged your points if i argue back with a different one. My point still stands on the exploitative potential even if the credits is related to the feedback reward from giveaways. The rest afterwards were merely alternate solutions that might appeal to people who might not have necessarily as much success in winning the challenges as others do due to their difficulty and increased malus.

In terms of watering. I still stand that the watering despite its less forgiving targeting system, is still manageable to get 2 wins with practice (at least at 7-8 malus). If i am to suggest an easier alternative to it, one could replace the green square targeting system, with being able to water them anytime they are highlighted like the original way, but the area of highlight will be reduced, so that you will need to be a bit closer to them by still being a bit more precise than the original structure, but it will also be more forgiving than the current way the challenge is.

I'm not sure i fully understand the "So you admit that the reason malus per win is higher is because of the malus reduction system" point properly so i apologize if i misinterpret it, but the idea i've implied is that the reason why malus per win is higher is due to their supply of keys running out, not because of the malus reduction system. I wouldn't mind if people who lose challenges have a more forgiving malus reduction to them, however that would simply mean the highly skilled individuals would still make use of that and still get the high number of keys like they would get in the past, while others with less success on the wins would still get 1-2 more keys. This essentially brings the system closer to the original one before they made the change, if not making it almost the same, which they specifically made it more strict because they're trying to decrease the distribution of keys so they don't run out as quick.

Best solution i can think to favor people with less success on these challenge, is to implement different genres of challenges that might not necessarily require a timing based skill to complete them. Perhaps a memory game or a puzzle based time event to the feudalife challenges. I sure am dogshit at puzzles, so it would definitely nerf me. I do believe however that the main priority from the devs at the current state is to restrict the distribution a bit more and polish the system in the future, assuming they will continue with providing more batches of keys.



Now again i think conversations like these will always be best solved and concluded if both parties don't try to create bad blood between them and they refrain from being contentious with each other, because doing that will simply span out pages of arguments without any productive discourse and without any resolution to it. What suggestions we might offer for the most part are addressed in a casual speculative brainstorming manner to maybe help the devs if they find it helpful or not.
 
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test

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idea i've implied is that the reason why malus per win is higher is due to their supply of keys running out, not because of the malus reduction system

I don't have the time and energy to read and reply to the rest at the moment. So I will just reply to this since it is low hanging fruit. It's also a key misrepresentation of what we are talking about.

If malus is reduced because of games given away, that means that person will get more keys, and thus the supply of keys will run out sooner. If you have something that reduces malus but don't increase the base malus even more, you will run out of keys faster. Thus the two are directly linked! They clearly have to increase base malus increase, with a introduction of a malus reduction system, you are clearly accidentally admitting to such.

Thus you are essentially taking keys from those with slower computers, poorer people, and giving it to those with faster computers, richer people. That is no good at all IMO.
 

Zoliv

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Are the challenges way faster tonight ? I'm speeding, and i think i can do the archers with 15 malus (but i just finished them, and i'll try tomorrow, hoping it's still speedy).
 

FreaKill

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Are the challenges still possible even with 7 malus? I couldn't finish even the easy ones after the malus change :(
Uh, short answer - yes.
A proper long answer about whether it's possible for you, depends on your specific situation.
Like, for example, why can't you finish even the easy ones? Is it because:
  • The game overall runs slow and jerky due to bad performance
  • The character moves and possibly hits slower due to dynamic difficulty
  • The layouts of the challenges are too hard
  • Something else?
Also, when you say you can't finish them, do you mean you can't beat a challenge even with no malus in 60 seconds or with 1 malus in 53 seconds?

Are the challenges way faster tonight ? I'm speeding, and i think i can do the archers with 15 malus (but i just finished them, and i'll try tomorrow, hoping it's still speedy).
I played soon after the daily reset, so around 2.5 hours ago, and the speed felt about the same as usual for me. Maybe the dynamic difficulty lowered when you played?
 

tugamix666

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Seems like Guaranteed Giveaways don't count as positive feedback for malus reduction when they end, so if you do plan on buying a game on the store just to lower you malus, reveal the key and make a non-guaranteed giveaway.
You still get a reduction for buying the game though, so there is that.
 

FreaKill

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Seems like Guaranteed Giveaways don't count as positive feedback for malus reduction when they end, so if you do plan on buying a game on the store just to lower you malus, reveal the key and make a non-guaranteed giveaway.
You still get a reduction for buying the game though, so there is that.
Damn, still? I think I remember having that problem over a year ago. Don't forget to report it to support, maybe they'll make guaranteed ones count too.
 

Kalender

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The previous Pick saplings could be completed with 8 Malus.
Currently 7 Malus is not in time.
It is the same even if it decreases with positive feedback.
Same with Mine rocks. (Not to mention Water plants.)
After changing the Malus specs, I can no longer complete easy challenges.
I'm very sad and frustrated to get only 2 or 3 keys and a few Gala Credits a day.
I can't forgive if they adjusted "to do so".

Finally. This is a delusion of a man whose brain was crazy by lottery. 🤪
If the words are strange, it's because of google translate.

Just to be sure: You are saying; those are all delision right? İf it is not; How can you win sapling challenge with 8 second malus? And What do you mean by "only 2 or 3 key"? Was you winning more before? I am asking because ı was winning 2 or 3 "before", now generally 2.

Are the challenges way faster tonight ? I'm speeding, and i think i can do the archers with 15 malus (but i just finished them, and i'll try tomorrow, hoping it's still speedy).

I only played 1 today and waiting for a feedback to reduce my malus but yes, ı felt it too at that one challenge. İt was "sickling" challenge. I couldn't rhythm my movement, that is why ı remember but ı think it did help.
 
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Kalender

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-Just an idea:

-Peoples are already finds out what "secret game" is and it is only problem for the ones, that can't find out. So it makes act of hiding the game meaningless.
-So idea is: First; don't hiding the game(For people to not use claimed keys.). Then; without claming the key, using for a better or another game.
-İndiegala is already has a way for learning the price of the game on their system("Calculate" button at giveaway creation).I am guessing there is a "tier system" for all the games at İndiegala as it is on the "Gameplay Giveaway Rules".

-So persons who win a key can use the keys for buying another or better game.
-For having a "Tier 1(İndie game)" game: Offered game must have a higher price.
-For having a "Tier 2(Popular indie game)" game: Offered game must have two times higher price.
-For having a "Tier 3(Popular games / AAA games)" game: Offered game must have four times higher price.
-Person can add more than one game for the trade.
-For limiting: Only the game that exists more than one on the users existing game list is tradable and one copy must remain.
-İndiegala can limit tradable(Buyable) games by making a list for tradable games and add a rule to system for trade of only those games.

-I think this would be more better for both İndiegala and users. Numbers can change and ı think this way is more profitable for İndiegala and people can use the games that they win second time.
-I would use 4 or more of my games for a AAA game. As AAA games are likely more expensive; ı am expecting to use more than 4.

-İf there is a flaw on my thinking; please tell.

Note: English is not my main language so ı apoligize for any mistake at my writing.
 
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BurningPixels

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Nice game day today for me I got 3 keys, I won the rock stage then won 2 times the archers with malus then can't win nothing with 14 malus so I spent all galapoints in giveaways. I'm trying giveaways but looks very hard to win, there are too many partecipants and for only 1 key.
 

cheerie132

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I'm not sure this is possible to implement, but it would be nice (sometime in the future, I realize this is probably far from priority for devs) if the library section told us what the key is for before we activate it - I won some really amazing games that I'm sure somebody would enjoy a lot, but that I will never play because they are the wrong genre for me.

At the same time, if it's important that the games won be "secret", then the reveal stage could be two-fold: first when I enter the library the new keys I win are "secret", when I click on it the name gets revealed, and when I reveal the name, then I can reveal the key. The mystery (and the rush, let's be honest, I like the suprise) is kept because the name has to be revealed, but at the same time I can trade the key from the giveaway with other users for theirs from the giveaway, without activating it
 
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