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Showing content with the highest reputation on 03/20/2015 in all areas

  1. 25 points
    TullyAckland

    03/20/15 - Eternal Kingdoms!

    In Today's update we unveil more information about the Eternal Kingdoms. We hope you have a coffee, this is a long one! How do I get a Kingdom? Every account is granted a Kingdom. They start as mini-worlds that players can use to build and explore, which can be expanded to become much larger. What is the purpose of a Kingdom and why do I want one? Kingdoms are smaller versions of the Campaign worlds – not just social lobbies. You are the Monarch of this world! You can explore, craft, build structures and even fight monsters… but a Kingdom is limited in terms of difficulty and power. All accounts are granted a kingdom at the beginning of the game, but using it is not required (…beyond maybe a tutorial? We haven’t decided yet.) We fully expect that some players will prefer to spend the vast majority of their time participating in the Campaign Worlds, and we intend to let them do so without maintaining a Kingdom. How do Kingdoms compare to Campaign Worlds? Kingdoms, while potentially quite large, are limited in size compared to the Campaign worlds. They are also limited in functionality and content. They start with a relatively small amount of land and no buildings. If you want to upgrade them, it will take time and effort (and materials, which come from Campaign Worlds.) Kingdoms must be upgraded (and developed) to increase their functionality. They start as single-player realms, and must be upgraded to allow more players to join. How are Kingdoms laid out, and how big are they? Is it like a housing instance? The map of every Kingdom is divided into a square grid. Each square in the grid is called a “cell.” Kingdoms begin as a 3 cells by 3 cells square. We’re still building this system, so the cell sizing will probably change a bit… but in the current prototype, this equates to roughly half a mile square of virtual territory. The Kingdom can grow to be many, many times larger than this starting size. Why would the size of a cell change? At some point (soon) the size of the grid cell will be locked. At this phase in development, there are some unknowns which would affect cell size. For example: Our Mounts and Caravans Kickstarter stretch goal is about to be funded! Obviously, that system will change how quickly players can move through the World, and we’ll need to test the world size to make sure it feels right for both mounted and un-mounted players. For now, we are estimating a cell will likely be somewhere between a quarter of a square acre and two square acres in size. Either way, even the smallest Kingdom will be much larger than a typical MMO housing instance. How can I make my Kingdom larger? It will likely take a combination of time and raw materials (stone, iron and wood) to add cells (raw square footage) to your Kingdom. When I add a cell, what is it filled with? Terrain/Land. The contents of each cell is initially “wild”, meaning that it is filled with untamed (and unusable) forest. You cannot build assets on land that is wild – and without buildings, the land has very little utility/function. To develop one or more cells, you have to unlock it, after which you can use materials to buy “parcel deeds”. These deeds represent tracts of land that can be dropped onto your map. Parcels can have unique shapes (like Tetris pieces) that always fit within the boundaries of one or more cells. Our plan is that parcel deeds will be purchased with in-game resources. Note: our Kickstarter backers who receive tax-free parcels with a pledge will automatically receive enough unlocked cells to place those parcels. What size are these parcels (in cells)? The most basic parcel is 1 cell x 1 cell, and will include very limited features. Some parcels are much more complex, like a chain of 7 parcels that makes up a Mountain Citadel, multiple player villages, and the mountain range around it. Think of these larger areas as a complete region of a country, i.e. “I am the Lord of the Western Reach. From my Citadel, I control all of the Darkspine Moutains -- as far as the eye can see.” Once you drop a parcel into a cell (or cells), these areas in your Kingdom will be “terraformed” and appear in your Kingdom. Using different types of parcels, you can build the World to be completely unique – the only limit is your creativity. Not all Parcels are the same size, and shape? No, but they are constructed to fit precisely within a pre-determined, contiguous set of cells. While there are many parcels that are 1x1 squares, there are multi-cell parcels that form different shapes, as well. The Mountain Citadel, for instance, is actually a 7 square parcel that forms an “S” shape. It includes not just the Citadel, but the mountain range that surrounds it – and enough building area to construct two mountain villages. To place this parcel in their world, a player would need to have enough cells unlocked in the appropriate shape (or larger) in which they could place the specialty “S” shaped parcel. In order to obtain a multi cell parcel a players will be able to combine basic 1x1 parcels for specialty parcels. Why would I want to have these larger parcels on my World? Having a larger parcel (like a Mountain Citadel, or an Imperial Palace) added to the World is highly valuable to any Monarch, especially one who is trying to build a mercantile empire, because it offers very efficient use of build space (number of available contiguous building lots), increases the concurrent player cap of the World, and increases the Kingdom’s visibility for other players when the Kingdom is set “public”. All of which equates to a more popular Kingdom, increased commerce and a larger potential tax base. In game terms, does a larger Kingdom (with more parcels) give me an advantage? Yes, and no. Larger maps have more cells. More cells allows you to place more parcels. More parcels means more buildings. More buildings allow for more tenants, higher online player population caps (i.e. how many players can be on this world at any time) and better visibility when other players are browsing the Kingdom list for new markets (or Kingdoms). All of this also means more commerce, which can generate more tax revenue. Note, however, that these are indirect benefits – meaning social and economic benefits that you derive from other players. However, since every Campaign World will have import rules (that determine what can be brought into the World), having a larger, more developed Kingdom will not directly impact the game balance within the Campaigns. How do I collaborate with other people (like my guildmates) on a Kingdom? The Monarch can select sub-sections of your world map (in cells) and grant that area to another player. This selection of cells is called a “Province”. Any player who has been granted a province is considered a “noble” on that world. Nobles can drop, rearrange and remove Parcels within that Province. Once I drop a Parcel, what can I do with it? You can build on it. As the World is divided into cells, each Parcel is divided into “Lots.” You drop buildings and props onto Lots the same way you drop Parcels into cells. You can also grant Lots to other players -- just like the World Owner granted a province to you. (In fact, we use the same system at both the micro and macro level!) A 1x1 parcel of land is divided into many lots. On this grid of lots, some areas will be marked as “open” and others will be marked as “blocked” (meaning that you cannot place buildings there). How do I drop buildings and props on my parcels? This works the same way as dropping parcels on the World grid. Each building or prop has a footprint in Lots. (again, think of these like Tetris pieces!) A lot owner can place buildings and push them around to find the “right fit”. Buildings can go anywhere within the designated build area(s) of the parcel, so long as the footprint of each building is clear of other structures. Are the buildings locked into pre-determined places? No – the lots that are designated as “building areas” within each parcel are typically grouped together, to allow you to slide your buildings around. Generally, the building areas will be obvious… you can’t drop a building on top of a lake, or over the edge of a cliff. What do these buildings do? Buildings serve many purposes. They can… Hold Artifacts and Relics (see the Artifacts and Relics FAQ for more information), Act as crafting stations for crafting new goods, Provide marketplaces (i.e. house player-run NPC vendors to sell crafted and collected goods), Hold trainer thralls (who work in much the same manner as relics, providing buffs to types of passive training speeds) Act as personal housing and social hubs …and other services, as we think of them. Can other people visit my Kingdom? Yes, though which players can visit is a decision left up to the Monarch (owner) of that Kingdom. “Public” worlds are open to the public, meaning that anyone can visit them and trade. “Private” worlds are not open to the public. Only land owners (nobles, vassals and tenants) of the Kingdom can enter the World. Can I open (or close) my Kingdom? As the Monarch, you can change your Kingdom to be “public” or “private” any time you like. Why would I make my Kingdom “public”? Players will be able to visit those Eternal Kingdoms that are public. Players who want to create marketplace (or social hub) will want to set their Kingdom to public and create one or more attractive, easy to navigate marketplaces in that Kingdom to attract other players. What can players do in my Kingdom? As the Monarch, you control the administration of your Kingdom. You can set the PvP rules, collect taxes, and grant provinces to other players, making them nobles of your Kingdom. You can collect taxes in whatever form you want to from your Nobles, be it resources or materials! Hey, it’s good to be the Monarch! As a Noble, you can grant Lots to other players, making them vassals of the Kingdom and allowing them to place buildings on your land. As a Vassal, you can erect buildings on your Lots, and grant access to these buildings to other players as tenants. As a Tenant, you can place relics and thralls in the buildings you have access to, using these buildings as crafting stations and market/vendor locations. (And remember, these permissions are hierarchical in nature – a Monarch can naturally do everything that his or her subjects can do!) Can I control the layout of my Kingdom? Yes. Parcels fit together like Tetris pieces. You can arrange them however you like -- as long as the pieces fit together. You can even pick up and move the pieces, if you don’t like where they are placed. What if that Guild Leader stops playing? If the guild leader quits, you can always remove your parcels (and any buildings/improvements) and put them in a different Kingdom. Can I own a house but share Admin rights? Yes, you may add another player to the Admin list of your building making them a Tenant of the structure. This will also add them to that Kingdom’s fealty tree, allowing them to log in even if the Kingdom is set to “private.” Can I own land or be a tenant on multiple different Kingdoms? Yes, you can – but you should make sure you have the appropriate amount of land to place for the provinces you are granted. No monarch is going to want to grant provinces to Nobles who can’t put that space to good use! Is there an upkeep cost on the land or buildings? Yes. You will be required to pay taxes and maintenance to the system for the structures and land – unless you have a tax free parcel, in which case the land has no upkeep cost. If your taxes fall into arrears, the structures on the land will begin to degrade. Once the buildings have fully degraded, they won’t disappear – you can still repair them – but the land will fall back to its “wild” state and the buildings decay to the point they are removed from the world and placed into the owner’s inventory. They will not be usable until the taxes are repaid. If I invest in parcels or buildings and drop them on a World, are they locked there? What if I change my mind and want to leave? If you decide to leave a world – or, if you are ejected from a World by the players above you in the fealty chain -- all of your structures (and any relics or thralls placed in them) will be moved into your account bank. Parcels and Buildings can be moved easily from your account bank into a new Kingdom, once you find one.
  2. 22 points
    mal

    Oh.. Hey...

    I feel like I am way out of the loop here right now. I've missed about a week of posts! Don't worry though, I'll be back on like normal next week! I just thought I'd leave y'all with this little gem of my dad walking me down the aisle! Thanks to BenWP for the great picture! <3
  3. 19 points
    thomasblair

    03/20/15 - Eternal Kingdoms!

    Several Kingdoms is probably what is going to happen naturally. I would guess everyone won't have the materials to unlock the cells, or the materials to buy the parcels. It's much more likely that people will band together to make 1 big world and build on it, but we aren't forcing it to happen. We are just creating the tools for the players to make it happen.
  4. 17 points
    Yes there will be a cost to building the EK's (nothing is free) however from our perspective this is the same core tech we are using for the Campaign worlds. We plan on using same Tetris piece overlays to make the Campaign worlds POI's, ruins, castles, work. In a crude example: imagine a big giant box of Tetris pieces and the campaign worlds grab a handful of them when the world is generating, drops them down and then fills in the remaining space with smaller pieces. We have to spend the time to make them already, this way we get lots of re-use out of them for those who are interested in the EK portion of the game.
  5. 12 points
    Poposhka

    I Just Doubled-Down On My Pledge

    I didn't know about Crowfall until the kickstarter was announced (I think I saw it on PC Gamer's FB feed), and the initial videos explaining the vision and ideas of the game blew me away. I wanted to go in hard, but I decided to go in at $100, let the kickstarter run its course and keep up on the news and information coming from the developers and community. I'm happy to say that most everything I've read and watched has been positive. I like the news flow and updates coming from their camp, their enthusiasm, and the way they have responded to questions from the community. Above all, I like the community here a lot. I think this game has a bright future if they stick to their vision, and since the kickstarter almost done, I decided to double-down on my initial pledge.
  6. 12 points
    raeshlavik

    03/20/15 - Eternal Kingdoms!

    That really seems to be the crux of the kerfluffle here: EKs might make it so that not everyone will be available 24/7 to report for killing duty. God forbid players might do something other than stab / get stabbed for a few hours here and there. But ultimately in Crowfall they have to report to the killing fields to continue to play in their hidey holes. At least occasionally. So there is still the opportunity to stab them. Okay - let's pretend the EKs don't exist. Now the folks who don't do 24/7 non-stop stabbing don't even show up - even occasionally - and the player-base winds up eating their own and eventually shadowboxing themselves just like the last bunch of pure PvP games. If the non-stop blood-bath MMO model worked, we wouldn't be here. So let folks take a breather somewhere where they aren't going to get farmed for getting up to get a soda, and look forward to collecting their scalps when they show up in the campaigns to fund their happy place.
  7. 11 points
    M0rdred

    03/20/15 - Eternal Kingdoms!

    Why do you assume that anyone who likes the more meta-elements of the Eternal Kingdom is a carebear? I love crafting, I love PvP, and I love actually having reasons to fight and win.
  8. 10 points
    oridi

    03/20/15 - Eternal Kingdoms!

    Reading through this thread - I'd like to say the following. For those who are stressed or dismayed by the EK because it's too much of a distraction from the campaigns or you're concerned that carebears will hide out on their EK's and never set foot in a campaign and therefore wreck the game I'm here to say that I'm going to make an alt, name them something horrible and taunting (Can'tTouchThis or WishYouCouldHitThis or even SquishyMcBearCake) and they're never, ever going to leave the EK. They'll be there day after day and they will never PvP. They might not even craft. They'll change their outfit now and again and roleplay with the flora and fauna. They'll lie on their back and stare at the clouds. But they're never going to leave the EK and they're never going to PvP. I bet my sparkly unicorn hat that you'll have a fantastic time in the game regardless. In fact I doubt that my lil squishycore McNeverFights will ever be on your radar let along impact any part of your gameplay.
  9. 9 points
    CopperStall

    03/20/15 - Eternal Kingdoms!

    OK, I slogged through all of the posts before putting this together to maximize the relevance of my own post. Here goes. EK clarifications: they have a couple typos where they mix up their terminology about parcels/cells/etc. If you see an inconsistency it is almost certainly one of these typos a 'parcel' is one of the 'tetris' pieces each parcel is made up of 1+ 'cell' squares the size of a cell is still in design largely to balance between foot/mounted/caravan travel each cell is made up of 'lot' squares. The buildings are sized to a grid of lots. everyone has their 9 cell 'home kingdom' any additional cells (KS rewards, in-game purchases, whatever) can be placed in either their home kingdom or another kingdom where they have sworn into the fealty tree leaving a fealty tree means that you take any parcels that you placed in that kingdom with you along with any improvements you built on them EK non-PvP vs PvP Campaigns A small number of posters seem to have a fundamental problem with the idea of the EK being innately non-PvP. Their fundamental objection seems to be that there is a built-in motivation for them to participate in EK to gain benefits in the game (crafting, etc) but that they will be forced to play non-PvP while doing so. This is fundamentally true but there are several things that will soften the blow. Mitigating factors for EK non-PvP: EKs have no innate resource generation whatsoever; PvP Campaigns are the ONLY source for all of the rent, construction costs, and crafting materials in the EKs. This means that EKers need PvPers but PvPers only want EKers. Campaigns will be long duration PvP worlds ranging up to 6 months in duration. Throughout that entire duration the majority of crafting will occur on a PvP Dying World. Completion of a Campaign will usually result in a PvP focused player touring through the EKs with their booty to find the best deals before quickly returning to the next PvP Dying World. EKs will always be happening but they will work heavily in a boom-bust cycle as each Dying World Campaign completes and the influx of resources is bargained over. Many EKs will wither and shrink between Campaigns if they don't negotiate well or plan badly. Smart PvP & EK Crafter players will team up; they will go to a PvP world together where the crafter will keep the PvPer in top fighting form in exchange for protection and a gauranteed share of the loot. I'm working on the logistics of putting together a crew to hire out for the last point, myself, CopperStall Edit: Lots of typos and some formatting fixes Edit 2: Eltahin reminded me of the name of 'Lots' so I updated my clarification
  10. 9 points
    rajah

    Oh.. Hey...

    Congratulations from the forum community
  11. 8 points
    oridi

    03/20/15 - Eternal Kingdoms!

    I think that you're missing a key point here. For PvP'ers the campaigns are the core of the game and they can give or take the EK. They'll campaign and love the challenge and the glory. For squishycores like me, if you left me to my own devices I'd never go to the campaigns. But because the resources are tied to the campaigns I have to go and I have to PvP. The lack of resources on the EK's/only source of resources is the campaigns is not a carrot for the PvP'ers to use their EK's as much as it is a carrot for us carebears to do the campaigns. Truthfully it works. I'll be doing the campaigns.
  12. 8 points
    ellie

    03/20/15 - Eternal Kingdoms!

    How are those people hiding going to get the things they need to build up their EK's? The things they need are in the Campaigns. I'm not giving mine to them ( assuming I have any ) Are you? If they wanna chase each other around undeveloped land then let them.
  13. 8 points
    Arawulf

    03/20/15 - Eternal Kingdoms!

    Already on my 2nd cup. What an update! This really helps backers like me finally understand what many of our rewards will do for us. Thank you!
  14. 8 points
    Drothschild

    Thoughts On Vr Support

    Think about these when you think about the beginning of VR... "Television won't be able to hold on to any market it captures after the first six months. People will soon get tired of staring at a plywood box every night." Darryl Zanuck, executive at 20th Century Fox, 1946 "There is no reason anyone would want a computer in their home." Ken Olsen, founder of Digital Equipment Corporation, 1977 "Almost all of the many predictions now being made about 1996 hinge on the Internet's continuing exponential growth. But I predict the Internet will soon go spectacularly supernova and in 1996 catastrophically collapse." Robert Metcalfe, founder of 3Com, 1995
  15. 7 points
    Semantics again pretty much. The Devs don't call them instanced because they see instances as short term and temporary phases of the world. Our Eks are persistent and always there to log into and zone into. EKs have more in common with Server shards then they do instances.
  16. 7 points
    I really really like this but I do have one big problem and that is collaborating with guildmates on a single EK. What would really make me go all Sapphire and Ruby would be a mechanic whereby players could voluntarily combine their EK cells into one. Right now it appears that to get a guild central EK going it will take "a combination of time and raw materials (stone, iron and wood) to add cells (raw square footage) to your Kingdom" which means a lot of unorganized sprawl as everyone is messing with their own EK's in the meantime. Let me add my 3 X 3 or w/e you decide cells to the guild EK and then my parcels on that. Please sirs I beg of you
  17. 7 points
    Kell

    03/20/15 - Eternal Kingdoms!

    Because ACE knows that the game has appeal beyond just hard core PVP. The beauty is that this does not detract at all from PVP...it enhances it. You MUST participate in campaigns if you want to play in your "carebear fun land". I would think if you are a fan of PVP, you would love what the EK is as it will keep a steady supply of people in campaigns. I know I am.
  18. 7 points
    tierless

    Thoughts On Vr Support

    I think it's a waste of time and resources. I'd rather they focus on game mechanics and additions for all rather than a gimmicky item that the majority of their base will likely never use anyway. I love the VR stuff and its the way of the future, but I think for a crowd funded niche game its just not a good move. /shrug
  19. 6 points
    steppenwolf

    Female Summer Ranger Wip

    First rough of summer ranger allot to still balance out in this one, should get more time tonight
  20. 6 points
    Because I'll be in a campaign and I could care less if they're roleplaying in the EK. If they win a campaign through pwning your face in the dirt, they deserve their 1% artifact that you wish you could go in and destroy later due to your butt hurt. If you don't want them to have their stupid artifact, then get good and prevent them from getting it in the first place. Edit: boogiee's my hero.
  21. 6 points
    headlight

    Eternal Kingdoms! Kickstarter Update 19

    "listen, I know I can spend months on end burning down their castles, stealing their resources, making them lose so they get a tiny % of the resources they actually got to mine, and I can gank them at the embargo point. But what I really want to do, is make them lose sleep that I might siege their EK to the point where they quit the game. Because despite what Artcraft thinks, I will be Uncle Bob" Fixed.
  22. 6 points
    primal

    03/20/15 - Eternal Kingdoms!

    It's honestly just a 3-way circlejerk between Teekay, Fenris, and Aang being vocal. The rest of the posters seem relatively happy about the system.
  23. 6 points
    FenrisDDevil

    03/20/15 - Eternal Kingdoms!

    If you need a reason to play on a PVP game apart from conquering, outsmarting your opponent, winning.. I don't know if you should be playing it at all.
  24. 6 points
    toxophile

    03/20/15 - Eternal Kingdoms!

    So much potential for loss though. What happens if the single owner of a 1000-cell EK, that a hundred people have been building on and improving, suddenly quits? Everyone get's their parcel/buildings back, right?, but the resources used to unlock the cells is wasted. We really really really really need to have EK that are "owned" by a guild. This way, no matter what human beings are playing the game, the EK carries through. And it also opens up political drama revolving around elections to be the "Monarch" of that EK.
  25. 6 points
    Nazdar

    Tell Me More Of These...caravans.

    I love the bandit paradox: You can attack a caravan, but you can't just loot and run. You have to set up your own caravan to get all that loot back to your lair.
  26. 6 points
    It will also allow smaller guilds to maintain their personality while being part of the bigger picture. Honestly a must for a game like this.
  27. 5 points
    I feel that some people argue for what they think would be best even though it would be a detriment to the game. The problem is, some people just can't buy or believe that their way would be bad for the game. People should ask themselves this, how many PvP games with player looting have flourished? For this reason alone I'm on board with them trying something different. If you allow players to invade others EKs and destroy / loot things.. all you're essentially doing it driving away some of the player base. That's a fact, not an opinion. I believe the EK's are a direct result of lessons learned from Shadowbane. In SB guilds would spend a good chunk of time farming and building up their city. Because of the amount of time and effort put into these cities and importance they had to a guild, people became very invested in them. Attached. Now, when you turn around and have someone take it away from them or burn it to the ground it can be very discouraging to some players. A lot of players quit SB after loosing their city. Think about how some players have difficulty with just loosing inventory loot. Now times that by 100 when talking about a guild city. So, what you try and do is direct that attachment to the EKs and the guild cities they may build there. That way you lessen the chance of players quitting when they loose their base / castle / whatever in the campaigns. So here's how I see it.. Eternal Kingdoms = player retention People can disagree all they want but I'm more inclined to let them try something different then to sit here and ask for more of the same, which has done nothing but fail. Don't get me wrong, I have my concerns. But I'm willing to give their vision a try.
  28. 5 points
    Reliq

    Death To Gold Sellers

    Suddenly everyone's ok with PvP EKs.
  29. 5 points
    I am sticking at gold and if the gameplay isn't too twitchy I'll cashshop my land and buildings til the wife finds out
  30. 5 points
    Eren

    03/20/15 - Eternal Kingdoms!

    I advice you to read FaQ and do some research. You dont seem to understand what campaigns are. Campaigns are temporary worlds, but i specifically called them "worlds" , they are not temporary battle-grounds, they are worlds where you will build , trade , craft , make houses if you want. Its where you will live. Until it gets consumed by hunger
  31. 5 points
    ellie

    03/20/15 - Eternal Kingdoms!

    That could get boring for who? Those that are burning things, killing things in the Campaigns? Like we will know or care. As I have said a million times the EK's will only be important to those that want to make them important. Btw; The EK's are NOT the game.
  32. 5 points
    raeshlavik

    03/20/15 - Eternal Kingdoms!

    As gets told to the carebears a dozen times a day: the game isn't for everyone. If a certain PvPer is so hardcore that if they stop stabbing virtual people for an hour to engage in crafting they start to self-harm - maybe Crowfall isn't their bag. I'm not being flippant - I'm pointing out it is a two-way street... We are asking crafters to risk getting beat up on occasion - and we are asking killers to do non-stabby stuff on occasion.
  33. 5 points
    pang

    Eternal Kingdoms! Kickstarter Update 19

    Nope, the reasons EK doesn't have greater significance is because the Dying Worlds Campaigns is the actual main part of the game. Sorry you can't see and/or understand that.
  34. 5 points
    Kell

    Eternal Kingdoms! Kickstarter Update 19

    Campaigns are still the meat and potatoes of this game. The EK only serves as a way to keep people active in the campaigns. People who are bent over the EK just don't see this.
  35. 5 points
    Jihan

    03/20/15 - Eternal Kingdoms!

    If I contribute resources to build cells in my guildleader's kingdom, and my guildleader goes rogue, I have no recompense or recourse. I can pick up my parcels and buildings (to some extent), but as it's been presented to us raw real estate doesn't move. That being the case, ownership of that real estate should be vestable in some organizational office as opposed to a named individual- unless the intention is specifically to make EKs a personal popularity contest rather than a community effort. Add my voice to those who would very much like to see the option to build EKs which belong to a guild, corporation, or other multiplayer organization, with systems in place to allow for eviction and replacement of individual leaders.
  36. 5 points
    Kell

    03/20/15 - Eternal Kingdoms!

    The EK gives a deeper meaning to Campaigns. It does not detract from your enjoyment in PVP..it is meant to keep the campaigns more active. That is all. Don't worry, you will not have any shortage of people to fight if that is your concern. Why get so hung up on one piece of the game you don't enjoy, but clearly others do. I also look at it as genius. It WILL keep the campaigns relevant and active. (Sorry, I wont comment any more on your threads (Stalker alert)...I keep saying the same thing, but I am excited for how both the EK and Campaigns play off each other, not detract from each other)
  37. 5 points
    Kell

    03/20/15 - Eternal Kingdoms!

    ACE knows they arent going to please everyone with this announcement. They have also said this game isnt for everyone. I think overall, creating an EK that people want to build and grow will in turn stimulate the campaigns which is the only place you can get resources to grow your EK. That to me says the campaigns will be VERY active, and PVP will be awesome!
  38. 5 points
    teekey

    03/20/15 - Eternal Kingdoms!

    I'm still hung up on the idea that the EK Fealty system is completely separate from the Guild system. The fact that you can swear fealty to multiple Monarchs just takes the Game of Thrones-aspect of the game and takes a huge sh!t on it. At this point, I'd much rather hear about social organization within a campaign. Is organization going to be through Guilds only? Is there going to be a Campaign Fealty system? To me, that seems infinitely more important to the game than 'optional social hubs' (their words). But they've not talked about that aspect AT ALL. The Eternal Kingdom for me will likely always be a huge missed opportunity, because I think they've insisted on making it their Cash Cow (selling castles and other stuff). But to do that, they're also making them devoid of risk or meaningful choice. If they made the EK apart of the guild structure, and allowed you to attack other Kingdoms to destroy or steal their relics (using Bane-style rules, defenders select attack time)...then the EK could actually be a compelling aspect of the game.
  39. 5 points
    While I would love for there to be EK sieges, I think it would be a bad idea to have full or even partial loot on the Eternal Kingdoms because that would just draw players away from the campaigns that already have those rules. If I had to change EK for whatever reason, I would have EK PvP sieges available to those who choose to participate but it would be no risk no reward.
  40. 5 points
    freeze

    03/20/15 - Eternal Kingdoms!

    for all the users who don't use acres as a square measure: their cells will be between 1000 and 8000 m²
  41. 5 points
    EDM

    I Just Doubled-Down On My Pledge

    VR is an expansion, i don't know why people decided not to pledge because of that. It is an expansion that might not even happen. Plus it's not like Crowfall owes us these features.
  42. 5 points
    courant101

    5 Days

    Many of us have already been sharing the word about Crowfall and I think it makes a huge difference on the KS campaign. $1,262,271 13,236 backers 19th KS video game I'm sure there are still a lot of gamers who have never heard about Crowfall and who would really love to join the adventure. This video could be used to present Crowfall to different gaming communities : https://www.youtube.com/watch?v=lOJqMKceFyg 5 days to tell everyone about our project.
  43. 5 points
    steppenwolf

    Female Ranger Wip

    Last scribble before colour knock over a few commissions first, may get back onto this tonight
  44. 5 points
    Nyamo

    Thoughts On Vr Support

    To all of you that thinks that VR appeals only a niche of players and it's just a new technology, try to think about all the "new" technologies that have been developed in the last 50 years. Try to think at the mobile phone for instance... Maybe many of you are too young to remember how elusive and exclusive (and appealing a small userbase) were the first mobile phones... Memo to self: cheer more the developers and support them on their decisions.
  45. 5 points
    IdeaMatrix

    Crowfall Chat Room

    You know what would be a fun idea? What if we took all of these people in the forums and we made like...a graphical user interface where people could create characters. We could add all of these ideas from the forums into it. It would be multiplayer....like, massively. You could name it after the forums too, call it Crowfall. I think there's a lot of money on this idea.
  46. 5 points
    I think it goes with out saying that Falconry won't be one of them.
  47. 4 points
    swordroll

    03/20/15 - Eternal Kingdoms!

    Won't this essentially be the Uncle Bob situation you were trying to avoid? The largest guilds control the largest persistent trade networks. The rich become richer. And no one else really stands a chance in rising up to become a major kingdom because they either don't have enough players, or they weren't well-established early enough to compete.
  48. 4 points
    My goal is to bring beauty and art to the dregs.
  49. 4 points
    I have also just learned I am 24 hours late to the party. I am embarrassed for making this thread and will never log in after waking up at 2:30 again.
  50. 4 points
    There should be a separate definition in the dictionary for a Shadowbane "friend".
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