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Showing content with the highest reputation since 01/09/2016 in all areas

  1. 39 points
    Content: Posting 1 (this one): Content, Foreword, Basic Informations for new players, list of numbers of supported players per stronghold parcel type, picture of full BigWorld 3.3-3.5 Map (spoilered), most important stronghold parcels Posting 2: Picture of BigWorld 3.3 to 3.5, compared to maximum basic map/EK size (spoilered) Posting 3: All existing parcels with pictures and descriptions, as of BigWorld testing build 3.3-3.5. Posting 4: The new canyon parcel in BigWorld 3.7, as of 2016.12.12 Thread: Mountain Parcel - New details as of May 2017 Also visit my Stronghold Comparison if you like to, now including the number of wall parts you will get for your stronghold packages during the 3.8 tests. Foreword A while ago i made a Stronghold Comparison to show and discuss how big Strongholds will be in Crowfall. Though mostly based on rough estimations and a lot of calculations, the numbers turned out to be pretty good. Now, with the opportunity to take measures within the BigWorld test environment, the possibilities of calculations rose as much as the curiosity how the dimensions of parcels will feel and how the world will look like finally. In this thread i will try to juxtapose parcels that we have seen seperated and from a bird's-eye perspective (like concept arts) or mixed up and from a worm's-eye view (like in the BigWorld test). Please note that those are NOT the real things. Based on given informations, these 3D parcel pictures are roughly self-made emulations, so they won't be perfect. But they should be good enough to give a general idea. After some basic informations for newcomers, i will start with the most important stronghold parcels and show you how they look like, compared with each other and the actual BW 3.4 test environment, and will add new informations and pictures from time to time. Have fun, good luck Kraahk Basic informations For those who are not into geomancy, some basic informations. Parcels are the modules our worlds are made of. Each parcel contains one or more quadratic cells with a side-legth of 256 meter each. Crowfall uses basic maps with a scope of 20x20 cells. In the case of Campaigns, several procedurally compiled basic maps will be stitched together to build the whole world. In case of Eternal Kingdoms, players will have the opportunity to build their very own kingdom (they way they want to) within the frame of one basic map. Parcels and Strongholds can be bought in the shop. They can also be build out of ingame materials (if the necessary skills are trained - like stone masonry or geomancy) or shared or traded with other players in game. Parcels can be placed in other players kingdoms. Placing a parcel somewhere else doesn't change the ownerships. The same is true for building components like walls. So people can work together, without fear to loose something. Parcels and Strongholds support different number of players/shops, mostly depending on the parcel type and rank. The numbers show the estimated support provided by the basic version of this kind of parcel. From Shire to Province - an overview We have seen a lot of pictures and we ran more or less frenetically through the BigWorld. But we haven't seen the parcels side by side yet. In this picture you can see the most important parcel types, including their names and supported player base. Where known, i also added the related strongholds, roughly true to scale. Parcels compared to the world It is nice to know how big parcels are if compared to others. But how big is this in game? To say: How will it feel? To answer this questions, we need something to compare an ingame feeling of scope with those dry pictures above. Since we have BigWorld testing, we can do that. The following picture shows the big stronghold parcels side by side with the explorable BigWorld environment of the 3.4 Test. The Palace parcel (province 3) would swallow the whole swamp area + 2 Shire parcels + 2 Estate parcels. To see more ingame maps of the 3.x tests, you can visit my Crowfall Maps thread. edit 161119: content summary added (including later postings) edit 170425: Time goes by. Adjusted some things, added some links.
  2. 31 points
    Nephal

    A comment on customer service.

    Context: The last MMO that I played was Archeage. I had inherited over time essentially all of my original guild's holdings (an absolutely massive contiguous area in an ideal location). One day I went to log on and one of my two accounts was locked. I immediately sent an email and waited. I didn't get a response in weeks, even though I repeatedly attempted to do everything I could. *Poof* the land started to go and that was it for me in Archeage. Today: I sent an email at 11:12PM to ArtCraft Support mentioning that I had my email linked to both my Crowfall and MicroVenture accounts and had not recieved my investment bonuses yet. Fully expecting to have merely missed something obvious I got an email back ELEVEN MINUTES LATER from Gordon telling me he had solved the problem. Keep in mind it was after 10pm in Austin... The Point: Just wanted to say publicly how much I valued such customer service, especially in an age where in order to talk to someone at my cable company I had to wait on hold for over two hours last week... Nephal et al
  3. 25 points
    So, we had a nice livestream today with an open Q&A. Here are the questions and the answers. General jtoddcoleman : For next 24 hours, 33% discount on Bronze Bundle. Get it while it... lasts? is hot? something. jtoddcoleman: In general, I need to start answering more things with "post launch", if we ever want to launch Q: 5.3 when? Thought they'd come at the same time as the R/C split A: no, we've been pushing to get CW polished, and 5.3 will destabilize everything. Here is the order of operations: 1) get past gamescom 2) get our first real campaign worlds up, with short timeframes (1 week) 3) get 5.3 out to you guys to start testing Q: With the 5.3 skill wipe is there going to be another 2+ week headstart for only alpha 1.2 players or with the lower test population of late will it be open to more packages A: We haven't actually talked through exactly when the next wipe will happen. that last one was actually because we pulled an OLD copy of the skill tree over, and hopefully we can avoid that going forward. Q: Will the Live Server universe get an update before 5.3? A: You know, I actually don't know what the roll-out plan is relating to 5.2.x and 5.3, will have to coordinate with BD and GW, because it's always more complicated than it seems at first glance. Q: Did you finally found a nice sitting position for our beloved centaurs ? A: no, actually. they've gotten worse. Q: If we sign a petition can we get coolwaters put in a little stronger than even the fallen hero? A: I saw that. I will post something when I get back. I need some time and focus to get my thoughts on paper. Gamescom Q: How is the reception to Crowfall at the convention? A: It's been incredibly well received. I had (not kidding) like 12+ interviews today. we had a line outside the booth all day. It's funny, because I forget how much stuff the "average" player doesn't understand/know about CF. Q: Going to be able to stream in other days....? A: We'll see! I hope so. Q: are u showing the game as it is ..like on test servers or have you made like a "GC version" ? A: Gamescom verion is 5.2.1. you have to submit in advance of show. Campaign Worlds Q : When we get our 1st CW will the map be the current size or will it be bigger? A : First CW will be like current map (the larger one, not tiny tyranny) Q: Will roads enable faster movement? A: I definitely want to provide a benefit for roads, but I don't really want to offer too many speed ups for players because it can lead to issues once they stack. my current thought is to offer a speed benefits to PACK and CARAVAN animals on the roads, to speed them up and make it more attractive as a means of moving building materials ...with the obvious side effect of increased risk Q: Would it be possible for Strongholds to grant players of the owning faction who are nearby a buff, similar to what a Bard's song does for a group, or what SB's spires did? A: Not directly, but we do have some plans (related to relics) that would be similar to that. Q: Any chance of upping the 10 import/export limit? Maybe with a change to spirit bank only working near a local bank? Trying to save the loot at the end of the test is a massive chore. A: Great point on the spirit bank. let me talk to TB about that one. And we definitely could up those limits. I would love to put a regen on them, so they max at 10/10 but they reset based on time or game activity. Q: An interesting way to increase the 10/10 limit and drive more activity to the Tug of War would be to tie the number to the slider. A: Agree! that would be even better Q: So the more forts you own the more you can import export? still doesn't help the fact that the limit of 10 is really low. 1 set of gear and a weapon is 5... meaning 5 for resources. and guilds that actually farm it typically have more than 5 stacks of each type of resource A: If you guys feel (in general) that more imports/exports would be better, I have no problem increasing the numbers. that would be a trivial thing to do (it's just a variable!) Q : Does the tech exist in the 5.2.4 build to make it possible for Stronghold Bank chests to only be usable by the faction that owns the Stronghold? A : Great question, I actually thought it worked that way. I'll have to find out if it's a flag we can set. Q: After release will we have access to all campaign worlds types or can we expect to see them introduced via packages through the store? A: No limitation to CW types. I could imagine us doing some kind of a tournament with a separate buy-in, but nothing planned for that right now Q: How is the faction bar experiment going? Are we going to see different win conditions in this build or next? I personally find the bar ... unfulfilling A: I want to try it on a real CW map, but we already have "King of the Hill" mode ready to go Q: As a designer, have you given any thought to possible ways to introduce persistence to the 'throne war' that is at a scale larger than campaigns? A: Eventually, I'd love to try out some campaigns that are more "sports" like in approach. For example: "This Campaign runs every evening from 6pm to 9pm CST, only." or "This Campaign allows each guild to send in a roster of 20 champions, and they start with a Fort. It's an elimination world; lose all your land and your roster is out" Q: Neat idea but that seems like something at the opposite end of the kind of persistence I was referring to. A: I have something coming on that "involvement of the Gods" topic Q: Can you elaborate on mounts and their use/presence in the Crowfall campaigns. As killable "items" are they also lootable etc? A: So mounts & pets & caravan animals is another design that needs a full pass now that we are here, about to implement. You guys see my pattern now, I'm sure: get the initial idea on paper, sketched in broad strokes, then don't touch it again until you get close enough to see it. Then rebuild it, knowing everything that you now know, that achieves the spirit of the original idea in the best/most efficient way possible. Q : With the ability already in game to Warp spirit crows back to the temples. why not warp non faction players in beachheads out of the beachhead? A : I'm not sure what you are asking exactly, but in the next build it the issue of beachhead camping will be addressed better Q: If we could just lock out other factions from entering the beachhead of other factions that would solve that issue. A: Next build (I hope) we should have a hunger effect on any players who sneak into an enemy beachhead Q: I am constantly surprised at how many completely new players I see in the test every weekend. One thing which befalls all of them is losing their first set of gear to having used the wrong statue to respawn. Any way this consequence could be made clearer in game via tooltips or some-such on the statues themselves? A: The entire new character and respawn flow needs another pass. It just needs to be cleaned up. Eternal Kingdoms Q: When can we expect to see the new castle pieces added to the current castle packages? A: Probably in the 5.3, we've got some issues importing data in 5.2 because all of the tables changed for R/C Q: Is the plan for EK's to have PVP flag for the whole EK only. Or will we be able to set it up by Parcel? A: We're going to start with whole world first, it's a good idea though so I'll try and keep it in mind Q: will there be the ability to sub-divid the EK to non-public areas but keep the general area 'open' A: I would rather find a way to allow you to use walls to restrict access... artificial boundaries seem lame Q: Will you make the maps less "square" than current ones e.g. land branches into "zones" A : Probably keep the square grids, but I really want to get "linking" of EK grids in -- which would mean you could make different shapes by connecting them Q : If a fort "supports" 10 players, does this refer to vassals (so there can be 10 houses but more tennants)? A : It's actually the reverse -- the player limit determines who can own / place buildings there. players are not limited to 1 building each. It depends on the building capacity, and upgrading the rank = more buildings in the same space. you can divide them up among players as you like. Q : I understand the chicken ticker nightmare will stay in CWs but is there a possibility to have it removed/disabled in the EKs? not really fun to stop everything to deforest the EK every 10 minutes A : good point. also seems like a good potential relic effect for a monarch to install in their EK Q: With the placement of target dummies in the beachhead. Will this mean the target dummy system/EK asset be done in the near future? Possibly 5.3 or earlier? A: Yeah it's also likely a 5.3 thing, for the same aforementioned issue with exporting our design tables CW/EK mix Q: Will we ever be able to build across parcels in a CW? A: No plan for cross-parcel, because it means that we can't move parcels in real time. maybe if we forced you to remove any offending pieces PRIOR to moving the parcel? Q: Even in a cw world where parcels cannot move? A: TBH I haven't really thought thru the implications. I like the idea of a great wall of china, though, so agree it would be cool Q: And will we ever be able to build roads via hippos? A: Eventually I think it would be great to add a system to paint roads, but that's not in the plan for launch. I think we'll start with "road tile parcels" (1x1s) that you can place Q : Will relics in the EK affect gameplay in CWs? If so, how? (Trying to see if EKs will have a use beyond setting up shops to sell to people going into CWs that allow imports) A : I feel the same way about the vassals system, actually. So I want to take another look at the relic design. SO MUCH has changed since we wrote that, I think it needs a complete pass. Q: Will their be none player controlled defenses added to game eg towers ? A: Yes, we need to allow for NPC guards Q: Will we see game mechanics like toxic water in swamp parcels which may damage players over time if they traverse it ? A: Yes, I definitely want environmental spell effects / bufs & debufs Q: How do you envision thralls in the world? Will they have the same 'model' and different names? Will we enter combat with them - or harvest like a node? Will they be static/predictable to spawn? A: We definitely need some "spirit thralls" (think spirit bear effect) but I'm actually thinking we might want hirelings, too -- mortals who look like, well, mortals. Q: Do we have to fight them to capture? will they roam the map or be static spawns? A: 1) probably 2) undecided 2) (or both) Q: I recently played a game which had meteors that fell from the sky, which introduced a dynamic event and focus for conflict over the rare resources - would CF's mechanics allow for such a thing? A: The seasons system is going to be our first stab at environmental adjustments. events are definitely possible, but post-launch. Q: Can you share any progress about the taxes/maintenance concept with us? A: Oddly, I have made progress on Tariffs, now that Import/Export is settled. But not maintenance. Q: Once the Class/Race split finished will the art team start working on the Kickstarter, 2016, 2017 EK asset skins? A: those are separate tracks; environment artists aren't part of R/C split. We'll get to that stuff, but my priority right now is to finish out this first archetype set and then move on to adventuring areas (of which we are SORELY lacking) Q: Adventuring areas? A: I feel the lack of adventuring areas as keenly as I feel the lack of TOTINOS PIZZA ROLLS Combat & Skills Durenthal : 5.3 makes combat systems-complete. Can we expect the devs to start paying more attention to balance at that point? jtoddcoleman : Yes, but don't assume that life becomes "easy" for the designers. they're going to be under the boot. Q : Any chance of using the lame-duck/zombie 5.1 Live server to test a high-level skill training environment, by resetting skill training to max for all players? Get some use out of it while we wait for it's repurposing. A : Not opposed to a "max skill" test. great idea. Guilds Q: So we keep hearing that guild support is working in one of the dev branches. Any ETA on this? A: It is in early testing, and will hit the website soon. but then we'll have to tie it into the game, so unfortunately it will take some time (like everything else) Q: Any decisions or thoughts on supporting guild-owned EKs? or still going to let players work that out for themselves? A: My plan (right now) is to have it technically owned by the GL with succession rules. Ultimately, someone needs to "own" the guild object, anyway, so might as well resuse the existing admin structure. Resources Q: Will we ever see new 'mothernode' types e.g. trees or leather? A : Yes on leather at some point (giant monster carcass) Q: Has your design approach changed at all in regards to regular nodal resources and POI's? thought we'd see (any) the later in these tests. A: In terms of # of resource POIs, we kept it low to encourage fights. I'm sure it will go up (and isn't hard to do, it's just another thing) Q: So far we've never seen hides higher than rank1 off boars or cats. Is there tech limitation preventing that? A: No limitation, probably just something the designers haven't gotten to, yet (that I know of -- could be wrong) edit: sorted & formatted
  4. 21 points
    EntityGaming

    Metal Bar Combinations

    Spent a while harvesting a bunch of Metal ores and combining them in every way possible. Here's the list of the different combinations and the benefits they'll grant to the items that you create with them. Built a great Sharp Rapier for my Duelist with only top tier Tin and Iron and it rips people apart.
  5. 21 points
    This was reported early on which is why we were limiting thing. The ways to do it were blocked. The people that took advantage of it did lose any ill-gotten gains (still a few in progress).
  6. 21 points
    Yeah, I agree. I think this was a PR misstep. To give a little context, we didn't make the video *for* PC gamer. We just had it on the schedule to make a video for a normal Tues/Thurs update, to show how the destruction stuff was coming along for people who aren't in Siege Perilous. If this video had just been posted for you guys, i.e. just another weekly update, I don't think it would even been talked about that much. "Oh, some of the destruction stuff. Cool." An opportunity came up to place something with PC gamer and we took it. In hindsight, the video was a bad choice. It would have been better to do an interview with some screenshots, or character renders or something. We have a lot of great stuff to show, but the truth is that the game just isn't in a state yet where we should be trying to cut together trailers. It's too early and too un-optimized. On the good side, we did see a big up-tick in registrations yesterday (a multiple over any day last week) so at least some of the people who read the article (which was positive) and saw the video were interested enough to sign up. So: we learn from it, and do better next time. ... Oh, and one more thing, I would just like to say to Courant and JamesGoblin and the others who jumped in to defend us: Thank you. Todd ACE
  7. 19 points
    Seems a bit of an over-reaction.
  8. 19 points
    i would personally welcome a skill wipe etc [especially if it comes along with some sensible skill tree revisions]
  9. 19 points
    I'm good with this.
  10. 18 points
    The plan hasn't significantly deviated, other than in some systems/areas we've built more than we originally intended (vessels, disciplines, real-time parcel stitching... and of course the poster-child of expanded scope, the race/class split). That said, while the "top-level" feature list hasn't changed, I have made -- and will continue to make -- made changes to content and implementation where it makes sense -- the vassals system, which I'll be doing a refresh on soon, is the one that leaps to mind (because I'm working on it right now). My general rule in these cases is to give you guys something either more flexible/functional than promised, or -- if and when we have to fall back -- to explain how and why and do the best that I can to live up to the spirit of that feature. When major things happen, Gordon and I will typically announce them "off-cadence" with a Founder's Update, typically on a Wednesday but occasionally on a Friday. In terms of the milestone schedule, yes, of course we have a plan internally but we never share that because I things shift around constantly in the development process and it doesn't matter how many caveats we make; if we say it, or even imply it, some players take it as a gospel -- and get really mad when we "break that promise". So instead our approach is to (1) communicate constantly, (2) be as transparent as possible, (3) which includes openly owning our mistakes, and (4) show constant forward progress. To that end, I think we've done a pretty good. Hopefully you guys agree. Todd
  11. 18 points
    It will be pretty similar to Hunger Dome. Everyone else is hostile (red) to you. If you /group up with other players, they become green to you. That being said, we are focusing more on all the new server/world/gameplay systems tech we built over the summer. I am much more interested in can you start out just harvesting wood and make it through the resource tech tree as well as if you can make it to crafting the more advanced Runetools. (bonus points to those who can make it into the weapon / armor crafting) Also of paramount importance is if people understand how single recipes produce a variety of outcomes based on resources used. If you want to craft and harvest and avoid other players make a Duelist, they are very hard to spot and can vanish if needed.
  12. 17 points
    Kraahk

    Meet the Elken!

    Would be cool, yeah. But it might cause certain strategical problems.
  13. 17 points
    Tinnis

    Crow-a-Thon July 25

    section index: blair and todd intro and qa sessions blair and mhlash cleric powers and QAs dogget human assassin smoke bomb animation after stream reset back to todd eric modeling stoneborn shield back to todd destruction FX effects back to todd and dogget Blair and Susi character sheet and QAs back to todd New building pieces back to todd greco half-giant myrm art back to todd jonathan world parcels after stream reset back to todd blair hlash new racial powers back to todd [starting the booze] stream back billy and lars UI skill tree changes, powers etc back to todd and blair closing QA todd and blair
  14. 16 points
    I must confess, i nearly missed it. I only recognized it because just a few minutes ago i said in a discord channel, that today it's the first time ever that i have a strange feeling of being bored about Crowfall, though i would have never dreamed that i would say so (yeah i know, shame on me ... but hey, i went through a lot, so maybe you can forgive me xD ). Then someone asked me how long i am here. I didn't know, so i looked it up. And yes, kickstarter just started ... exactely today three years ago, on february 24th 2015. Which was the same day i first was introduced to the new Crowfall project. So, hail to subconscious informations. I got it and understand the source of this strange inner turmoil now. (which also means that it is gone now ) So, how long have you been here? What is your story with Crowfall. What changend in your eyes during the years? Which of those changes did you like most and which least? How much are you still into Crowfall. What is the thing you liked or hated most since you followed Crowfall? What did you expect and what are you still waiting for? I am really curious about your stories. It would be great to hear some. Let's see how much energy the community can provide at the 3-years mark to get them. Have fun, good luck - and happy anniversary Crowfall! Kraahk
  15. 16 points
    Fellow Knight fans, rejoice (yes, I'm looking at you, Durenthal)-- the designers have given him some love. Lead Designer Thomas Blair introduces the StamiKnight in today's update. FULL STORY
  16. 16 points
    Pann

    Murder of Crows: Gordon Walton, Pt. 1

    How did this one-time paper boy become the legendary Tyrant? FULL STORY
  17. 16 points
    Pann

    Who the hell is Jamesgoblin

    James Goblin is proof that there is a higher power than ourselves. I wrote a haiku in my head this morning about JG as I was driving to work -- Man of mystery Always lurking, never posts "JamesGoblin likes this"
  18. 15 points
    Mytherceria

    A Crow has Fallen - Coolwaters

    I honestly was unsure what to make of Cool when I first met him. He was brash, opinionated, and oh my god did he love to argue. He set off all my buttons. And then I got to know him and meet him in person, and all the uncertainty just vanished. His absolute genuineness, his passion, and selfless decency to those he cared about was just so clear that the knowing was immediate. He was one of the most authentic souls I have ever met. His bluntness was not malicious. It was just him. And who he was was awe inspiring. I want to scream at the universe as loud as I can and tell it to custard off but I also know that we will get through this together because that is what families do.
  19. 15 points
    Hyriol

    They call him a Tyrant, but...

    ...who would be afraid of that face? ♫ Me and Tyrant, GuineaPals ♫
  20. 15 points
    Grave Digging follows all the new rules from the harvesting redux. There is no tiering of tools nor tiering of Grave types. Unfortunately this was written weeks ago before I had made all those changes. (downside to trying to get ahead on our weekly content drops) We are going to replace those sections of the content drop to avoid confusing people. There are many more Human nodes in the map than anything else. Also Monster GY's also drop Human parts since Legionnaire is largely human, and elkin and minos are largely Human except for their legs and heads. I tried an even lower level of bones, cartilage, muscle in one of my early drafts of the system and frankly it crossed too many lines. Where we ended up is a good in between. (thankfully you also missed the "moist" stage of vessel crafting as well) I will talk more about this system and demo it tomorrow morning on the Live Stream. So be sure to stop by!
  21. 14 points
    Pann

    Crowfall curious? Get answers here

    Big Crowfall caw-out to @Rauthr for this great contribution on the Crowfall Reddit! Thanks for taking the time to create such an in-depth, comprehensive answer resource for some of the most commonly asked questions about the game. We really appreciate the time you spent putting this together! You can view the original post here . Do we have to be the same race to play together since the start? You can be any race, any class. What determines if you can play with your friends, is if you join the same faction for a campaign or not. Is the game full loot? Do you lose your set when you die to another players? Different Campaign types, will have different rules. Some may be full loot, others may have a timer for you to return to your body before others can loot, and yet others may have only a random item or two drop. Campaigns will last for limited times, and is the source of more rare materials/rewards. The winning faction will get to keep more/better rewards from the campaign than other (also depending on how much you contributed), and then the new campaigns might have a new ruleset on the world. Is the game more focused on PvE or PvP? As far as I can tell, there isn't so much a "PvE" in the usual sense. Right now it is PvP focused in terms of your activities. But you will have to kill some animals, either to skin them, or to get to materials they are guarding. In a recent email that crowfall sent out, it talked about how they are still working on the "moment to moment" game loop (the one that keeps you on from one 10-20 minute session, to the next) How does the grind in Crowfall work? Do you have to grind levels, items, etc..? You will get the majority of your stats from the gear you equip. BUT if you do level up, you will get a few (3) extra stat points to spend how you like. You will find that you can more quickly earn exp through crafting, and sacrificing items, than you might notice from going out and just killing mobs. Crafting will require more and more items, the more complex the recipe is. And with experimentation points, you will be getting different results with each craft. The "Ideal" crafting would be that you keep crafting until you get a set of experimentation procs that you would then "blueprint" (allowing you to replicate that EXACT craft again in the future) Is there a competitive scene? Most players that have access to the game, are avoiding the "burnout" since the game is more game-assets than it is a "game." Yes you can play the characters, Yes you can enjoy yourself, but it's not (yet) something that you will want to log in each/all day for. Currently the focus of the campaigns will be holding forts. and the only way to control a fort is to fight off everyone inside. Similarly, if there is a small region with high quality resources, you'll need some bodyguards to help protect you/others while they are collected. Are there factions? Can players from different factions play in the same guild? You can join guilds (see through the Crowfall website), and there are 3 factions to choose from. It would seem that even if you are in a guild, that does not mean that you HAVE to join the same faction as them. I'm not sure how this would work, as I have not fully tested/experienced this aspect. How is the population of the game? The population is currently quite low. You may encounter a group of 5-10 from time to time if you stay on during popular play hours, and near points of interest. Normally however, most people seem to be playing right now, just to get a feel for which classes and professions, etc, that they enjoy the most. How does disciplines work? Is it like Archeage where you can kind of mix multiple classes together? I have not played Archeage, so I can't give you a "yes" or "no" about that. BUT Each character gets 2 "Major" disciplines. These major ones will generally offer 1-2 abilities and a passive. You will then be able to choose a "Weapon Mastery" which will provide you with another 1-2 abilities, and lastly are 3 "Minor" disciplines. These can be used to further alter your character's strengths and weaknesses, either in mobility, combat, or even harvesting. My suggestion: If you think you will be interested in the concept of the game, go ahead and pick it up. Skills train off of Real Time, and are permanent to your "Crow" which then carries these bonuses into ALL characters that you make. By starting sooner than later, you can at least start training some skill trees to see if A, that's a tree you want to focus on come launch, or B just to see what other people may be getting as options in a tree you may never touch once playing for real. I get the impression that this is the main reason a lot of people are playing while it is still in such an "alpha" state. So that when the more polished gameplay elements are live, they will be able to see how strong certain classes/builds can be once fully trained; or, like I mentioned, if they are even worth the time/trouble.
  22. 14 points
    ACE_JackalBark

    Shoutout to Support

    Thank you so much for the shoutout, @Farske! Gordon, Pann, and I work really hard to be on top of support tickets, and it's always awesome to hear you guys appreciate it. This made my day!
  23. 14 points
    Handies

    Compiliation Of Crowfall Pictures

    This linked album has all of the current Crowfall pictures in it. If I have missed any, please let me know. Note: The most recently added pictures will be at the bottom. http://imgur.com/a/BcdKz - Album 1 http://imgur.com/a/zuzS0 - Album 2
  24. 14 points
    catberry

    I did a thing... for my video.

    I really went a little bit overboard. You can say I like Duelist. A lot. And yes. That's my face. Very shopped and overpainted, but it is.
  25. 14 points
    miraluna

    That sad zerg feeling

    Instanced mini-games would kill the open-world concept of CF. A better approach is to design world maps, territory objectives, and a scoring system that encourages players to disperse across the map in smaller squads.
  26. 14 points
    Tinnis

    Founders' Update: Soft launch strategy

    Do whatever you need to to get it right
  27. 14 points
    People can go berserk, but this is a no-brainer. If the game needs a lot of optimization, it will fail in today's game market. I'd rather be too patient for a game I love than be too eager for a game that is broken. I'm certainly left with questions about the launch process, but I'll presume not all the details have been worked out. To me the core of the game is: combat seiging/building 13 archetypes (promotion classes can be delayed, since they are behind a time wall anyway/maybe consider a two-tiered promotion system, too so the combatants diversify even more over time) 20-30 disciplines crafting 1 workable rule-set win/loss embargo
  28. 14 points
    You are 100% correct. Testing, testing, testing...Only way we can get this game to where everyone wants it. That's why I love our community. Like us, you all want this to succeed. There is true passion in this community that I've never seen before. Makes coming to work every day that much cooler and more rewarding. Just wait until we polish this destruction...Going to be epic!!
  29. 14 points
    Hey guys, This is Larissa (can't log into my "official" account so this will have to do) I feel incredibly grateful for all the support and love that this community has given us. Thank you so much for caring about the individuals who've made Crowfall apart of their lives. I've been on the project for two years and, though there were times that it still felt like a job, there's really no experience like working on badass stuff and shooting the ---- with amazing coworkers. What's so great about the game industry is that we're all family here. It's such a small world. You'll hear from us again in some project or another. I have faith that Crowfall will be an incredible game. Please continue to support the people who are still there; they deserve a lot of appreciation for all the effort they've put into making this an enjoyable game. They really DO care. They are passionate and wonderful, and I really will miss them a ton. I am still going to be posting art if you ever feel so inclined to come follow me, and I am kinda-sorta-really-not-much on twitter @larissaangus If ACE allows me, I'll probably still stalk the forums too. Anyway, super mushy stuff aside, thanks again! It means a lot to us!
  30. 13 points
    I'm just dropping this here. Most of you already on these forums will propably not learn alot from this one. But, i'd like to mark this as my starting mark for a series of vids wich will eventually go into deeper waters! For now, this might be a good tool for anyone wanting to educate a newbie about Crowfall for the first time!
  31. 13 points
    We all still want to do the Wereforms, and even more exotic Disicplines! The first round of disciplines was very design, art, and tech heavy and we didn't want to sign up for more than we could accomplish for round 1. I'm really happy with what we put up is functional disciplines (minus FX and sound in some cases) and not just another list! Also there is a much more detailed description of each power in the Powers UI once you have the discipline equipped. Obviously to prevent the inventory tooltips from too much bloat we limited ourselves to a 5 or 6 word high level description.
  32. 12 points
    With Jon O'Neal's part of the Big-Reveal stream from May 18th, we got a first look on the ingame Mountain Citadel Parcel (Province, Mountain, Rank 2). (And i must confess that i am pretty proud of how close my own 3D reconstruction of Dave's concept art in my parcel & stronghold comparison threads were, compared to the real parcel now. Couldn't help to mention it. I seem to become vain... ) However, in this stream we also saw an example of how this parcel could look like with buildings on it. The interesting thing was to see how many buildings of what kind were placed on this test parcel. If my count was right, there were about 108 buildings plus the citadel itself. As we know, regarding the mountain citadel parcel (likewise the large castle and the palace) the original plan was a support number of 120. We didn't know though what those support numbers might mean. Now, seeing this number of buildings on this mountain citadel parcel example might lead to some more conclusions. There were several types of buildings. Some of these building were large buildings -- for example garrisons, which are surely made to be inhabited by and providing living space for much more than one single person. Calculations here and there ... to cut a long story short: the pictures hint that support numbers - at least when it comes to the mountain citadel - look like to be the maximum number of vassals. To say: house owners -- who again can grant tennant rights to others. So I calculated which number of citizens would make sense, based on the number and scale of buildings, and landed roughly on about 430 + citadel inhabitants. Thats pretty near to a total of 480, which is 4 times the basic support number. So i'd say: to fill a stronghold parcel completely, expect to need 4 times the basic support number. To make it feel alive, expect to additionally need 6 times the support numbers of guests and visitors (to say +1.5 times the number of citizens). So even a single Citadel parcel seem to be enough to support a thousand players (including visitors). And that's already the goal of concurrent players. So just as a general reminder: don't underestimate the scope of what your strongholds can do, even a lot smaller ones. Since i will use a Citadel for my EK myself, i put some more work into it. Initially i made this for my own community EK alone, so please excuse if the picture doesn't focus on general and neutral usability. But i thought for all current and future Citadel owners, this little basic allocation concept might be of use, too. So, why not sharing. It highlights specific quarters that seemed to make sense for me personally and it copies how the buildings were placed in the stream parcel - but with some exceptions. The buildings are numbered, so you can easily let people choose where they would prefer to live. One additional interesting thing. If you look at the picture above, you will see a dark grey part of the citadel. This is the main building of the large castle as shown in the stream an in Tinnis' video. The white buildings around it are the additions a citadel will probably have. So this will be reeeeally huge - stay tuned. Have fun, good luck Kraahk
  33. 12 points
    ACE_JackalBark

    First Look: New EK Assets

    Check out a brand new set of building blocks! FULL STORY
  34. 12 points
    Hello everyone! First forum post from me but anyways I'm Purposeful, most call me Purp, I've been following crowfall since early 2016 and I've been dabbling in the playtests as the weeks have gone by. After struggling a bit to start out myself and seeing lots of newcomers ask the same questions I compiled a video to help people get started. Here's the link! https://youtu.be/x-2PlKhD9Xk I plan on making lots more YouTube content for Crowfall as the game grows. Cheers everyone!
  35. 12 points
    Pann

    Content Pending on removal. 

    SirGeorge, please don't abandon this project. All of us on the team were excited when you announced it, and we're looking forward to seeing how it evolves. Sometimes constructive criticism isn't as kind as it could be, but don't let that get you down. If we jumped ship when someone said something unkind, there would be no Crowfall. Let me know how we can help.
  36. 12 points
    I really disagree, and will continue to disagree, with being able to train 2 universal skills. It will be one of, in my opinion, the worst changes ACE could do the the skill trees. Not only does it take away specialization, if it's VIP benefit it will pigeon hole players into feeling like they need to pay money to stay relevant which is terrible. If you're concerned about multiple accounts, I wouldn't be...yah you can get like 5 accounts if you want to be totally self-sufficient, but the point of the game is not to be self-sufficient. And the people in my guild w/ multiple accounts have em to fill in the spaces we don't have covered in crafting/harvesting atm. There really isn't much you can do to stop multiple accounts, and training more than 1 universal is not the way to go about it. I agree combat trees are pretty garbage atm, but even as they stand i've theorycrafted more than a few, what i'm hoping are, really strong builds when you take AT skills into mind as well...you have a surprising amount of options. Let's wait to see what the skill trees look like after a few iterations, it's waaaay to early to be asking for stuff like this imo. Takes away too much from the game, and really takes away from the dependence on interplay between people specializing and building relationships when they start toeing that line of self-sufficiency. Just my thoughts, but I don't think training 2 skills is worth it. As a side note: I don't know why people use the "takes soo long to get through just a few of the trees" when the point of the passive system is to take a long time specializing in those trees. If it really takes waaay too long, they can change numbers. But keeping 1 specialization per account is the way to do it.
  37. 12 points
    Crowfall - Caldera - Faction vs Faction Testing out some friendly fire discpline! Groups of 3+3 vs 3+3 Druids, confessors, champs vs Legios, duelists, rangers very buggy patch both in terms of powers, visuals and performance and had a number of local recording issues not all clips complete, some lacked sound and i lost entire matches and no more guild tags to make proper factions with! p.s. whenever i used natures avatar on Caenth's confessor i said: *you're powered up! get in there!* Couldn't help it PoV of my group's champion (Xeno) video PoV of the other group's confessor (Hammarr) - playing with no UI for extra guts / cinematic effect.... video 1 video 2 Also some of his view when we crashed US EAST server fighting versus ourselves and sugoi and whoever else was around video
  38. 12 points
    Nivhawk

    09\16\16 AMA Qs&As (Full List)

    I will only post questions that were answered. I also snipped down some non essential portion of the questions. I will also not include questions/answers that are redundant or questions not related to CF. Warning: This is a LONG list of questions and answers; hold onto your butts. Read at your leisure. I'm simply posting for convenience as I see there is currently a discussion thread already up. AMA <<< 1. Blazzen_LoD Why did you implement damage splitting? What is your current opinion of damage splitting after seeing player feedback? Are there any plans to change or remove damage splitting? JTC: yeah, we're looking at alternatives to damage splitting. (I'm not a huge fan, tbh.) Since the kickstarter and 2015 versions of the various strongholds (forts, keeps, castles, etc) were “retired” are we able to sell those items for real world money through the trusted trade program? Tyrant: All that is retired in the new modular system is the Kickstarter or 2015 accessory pack. All the other elements of the strongholds (the center piece building, walls and parcel) are common and not retired from the catalog. Anything retired from our store, either package or item can be sold to or purchased from a Trusted Trader. 2. WeeblesWobbles With the upcoming launch of a constant world pre-alpha test. Will the EK system be coming with that launch so we can start testing it and seeing what our in-game castles/forts/etc will look like? JTC: before we do Eternal Kingdom or Campaign World testing, we need to test the basics. the next version coming out will contain a bunch of "foundational" systems that are common to all worlds (EK & CW both). This includes stuff like: supporting a huge world that players can explore. supporting a more realistic number of concurrent players on a server (goal is 2000 on a world). moving to the real architecture; this is a big one because it touches everything (offline training, persistence, handling hundreds of thousands of players -- or more). so far, all of our testing has been "match" based. no persistence, small world(s), short durations. this milestone is where we shift gears to building Crowfall, the actual game that we promised. Do you have a launch list for the next few Archtypes that will be coming out? Tyrant: Nope! We hold that back until we start rolling them out with art. Anticipation! (the list is getting shorter) Has it been decided on how the backer rewards will work with mounts? Are they one time use since they can be a lootable item in your inventory? If you lose it, are you able to somehow replace it without having to buy it again in the cash shop? Tyrant: While we don't have the specifics, the goal is to have a way so you can change the appearance of a wild caught mount to have the appearance of the Kickstarter mounts. 3. Durenthal How far along are the following systems? - guild support - skills at the account level - disciplines - vessels being introduced (and crows, by extension) - crafting - harvesting - improved UI and chat systems When you launch persistent world testing next month, how many of these systems be ready for initial testing? JTC: our next milestone is focused on making the foundation of the MMO work: large scale world(s), persistence across days (...then weeks, then months), scalability of the game service. there are some new systems coming online (harvesting and crafting, revised chat, revised skills) -- but MOST of the next milestone revolves around the theme of "laying the foundation for the real game". Have you considered applying root motion to melee attacks only when the player is pressing a movement key? Alternatively, have you considered letting us press a key to suppress the movement portion of the attack? JTC: actually, no, the idea of having a trigger to allow you to remain stationary isn't something I have ever discussed with the team. I'll talk to Blair and see what he thinks. Is it possible to use collision detection to prevent our characters from moving past our opponents on a melee attack miss? Sliding past the opponent (or having them slide past us) is driving the complaints about melee. JTC: totally agree, it is frustrating. we recognize that the "sliding past your opponent" is a problem, and we're working on it. btw, if you haven't tested lately, you might want to try again -- it's still not perfect, but it's far better than previous builds. if you miss them, you will still fly past them, but if you target properly you should stop. JTC: I'd like to solve the issues with framerate and hitching before we try and put patches in place to address this. The solution you are describing sounds a lot like soft targeting, and I'm not sure you guys really want that. How satisfied are you with the level of healing represented by the Legionnaire and Druid classes in current tests? Tyrant: We will continue to tune these levels (so don't get married to them), and we stand by our "no firehose healers" position. 4. Tinnis_ When are we going to hear more details about EXPLORATION skills and mechanics? (e.g. maps!) *snip* JTC: next milestone is the first time we'll be dropping players into a real (large) map, which obviously is a vital ingredient. I will say, however: many of the 'convenience' items that you are used to in theme park MMOs, like quest compass pointers, won't be included in Crowfall. We want exploration to be challenging and rewarding, so we're not going to just hand it to you. Will regular players get in game maps - or will that exclusively be the territory of the cartographer discipline to craft and trade? JTC: we don't have a mini-map. we will have world maps, but the plan is to have fog or war in Campaigns, so you have to explore to unveil it. We discussed creating a discipline or a branch of the crafting tree to allow scouts/explorers to share that information, but we haven't formalized that design yet... (though I really want to). Would you also be able to give a small teaser about the broad design of the Templar as the final tank compared to the others with the "Dodge" label? JTC: On the templar: we're going to have to re-think some of her mechanics, the original idea was that she would be 'dodge' heavy compared to the others, but as a result of testing we decided to much more liberal in granting dodge to the other archetypes. in general, yes, she is intended to be a gish. what are the MYRM enchants?...it is the only thing missing for my resource site (bit.do/cftest)...care to tell us please now he is in? Tyrant: The entire enchantment system will be reworked before launch, the current enchants were placeholders for testing. What do you estimate the size of the mini campaign map to be compared to SP? How many CELLS and how many unique parcels will be used (ish)? Tyrant: Think 7x7 for SP (but you saw less due to the hunger) vs 20x20 for initial mini-campaign (and as soon there after 20x20's stitched together). Can we tame or ride BOG BEARS or HELCATS? Tyrant: Tamable yes, rideable TBD. Will the ranger still get HIDE once you start looking at STEALTH plans and the assassin? JTC: Blair still wants to go back and give Hide to the Ranger. To bump that up to stealth would require a discipline. When will we expect to see mounts enter testing? will mounts have food pools? JTC: we haven't talked about that, actually... it's an interesting idea. I'll discuss it with blair and the guys. Will all resource sources be finite in a campaign world? JTC: we've talked about that, and we might still have some resources that deplete, but the general rule was to adjust the respawn rates (in time and quantity) of resources over the seasons. some things would be easier to find in summer / harder in winter and vice versa. Example: in the current loot tables, the ability to harvest meat from an animal is cut in half in winter versus summer. How are you designing the systems so people don't just buy multiple accounts and have crafter only alts instead of crafter mains? Tyrant: This is not a design criteria. Some people will buy multiple accounts, it's not something you can realistically stop. Will hill/mountain climbing have more freedom compared to current implementations? JTC: yeah, this area needs a lot of work. we have made some changes internally that you guys haven't seen yet (related to movement) that will impact this; so let's chat again after the next milestone. 5. MrMitz Hmm.... So with the soft launch of the game will there be any of the crafting trees that will be excluded? or will all crafting trees be available for the soft launch? JTC: our goal is to fill out all of the trees currently represented, though I wouldn't be surprised if (through the course of testing) some of those branches are trimmed, some are replaced and new ones are added. Post launch, we will be adding more, because that's what always happens with an MMO. 6. nator316 When will we be able to test Eternal Kingdoms Tyrant: When we launch our EK milestone! Coming after our upcoming big world milestone. Goal: before year end. We'll see! 7. Belchonie What are the next items being added to the cash shop (if not specifics, generally what will they be? ie: More buildings, merch, etc.)? Can you tell us how many milestones from now we can start learning about the guild | sub-guild | and alliance systems? If not, can you guys share YOUR vision for it? (Of course with the caveat nothing and everything can change). Will there be seasonal/holiday themes/variations of items- In game item drops, cash shop items, gifts? Tyrant: 1)Likely to be more parcel and building types for the EKs 2) It's on our near term to-do list, but realistically it will be early next year before we roll out more information beyond the current FAQ. JTC: 3) seasonal stuff, like christmas items, etc. no plans at this time. if we do it (ever), it certainly won't be prior to launch. 8. Screelings *snip* Has their been any movement on the amount of time it would take a fresh newbie player to "max out" a given archetype and one of its promotion archetype skills? JTC: right now to get over a promotion class to max for a single archetype would be over a year. (that said, keep in mind these numbers are subject to change, and there is a high likelihood that you wouldn't want every skill for that archetype, anyway.) We know a decent amount about your goals with stealth, but what can you tell us about anti-stealth? Are you leaning towards a 100% chance to reveal targets around a person using a "reveal" skill, a percent chance based on the revealers individual skill level, or a comparison of the revealer vs those stealthed nearby? Any thoughts? JTC: the answer is: we are using components of all of the above. stealth/anti-stealth game was one of the systems that worked really well in Shadowbane, so I'll be disappointed if we can't deliver something equally engaging. Any estimation of when name reservation or guild name reservation might occur? Tyrant: We've missed a couple of estimates on this so I'll pass for now. It's something we want to do soonest, but requires game, platform and web coordination which makes it trickier to keep on schedule against all our other near-term priorities. Sorry! Beyond the bloodstone mechanic, do you have any other sharable information on guilds/factions/etc will be declared winners? Tyrant: Not yet, but we have to get the first revision of that design done pretty soon, so it won't be long before we roll that out to the website for feedback. I imagine we'll be adding and tweaking on scoring and victory conditions through launch and beyond though! Have you considered any other additional perks for VIP we don't know about yet? Tyrant: Yes, but nothing we're ready to formally announce. 9. matrius Where is the Frostweaver in concept at this point? Is it considered a melee mage? What sort of promotion roles can we expect from it? JTC: we haven't locked her powers list yet, because there were some tech questions that we still needed to answer, but we are leaning towards making her a specialist: she can use her ice-themed powers to do interesting things in combat, like conjure a wall of ice, etc. Can coalitions of guilds "win" a campaign, where the winner status applies to each sub-guild in the coalition/nation? JTC: we are planning to have a "kneel" mechanic, where guilds can sub to other guilds for a portion of the reward. Are there any plans to re-work some of the earlier archetypes (like the Knight) given that they were built before a lot of the new tech came online? Tyrant: The Designers are constantly making tweaks to all the archetypes as they get new tech toys to play with. I would think they would spend even more time once they start working on promotion classes. 10. LeBler Are there any plans to rework combat to get rid of animation locks? As someone who likes playing ranged classes, movement is generally vital to survival when kiting another player or mob. JTC: the trend, over time, has been for us to allow more and more mobility for ranged classes, to allow them to move while attacking. you'll see that trend continue in future builds. Any chance of that same trend occurring for Melee classes? JTC: are you talking about root motion? because we already allow you to steer during melee attacks. Can you tell us anything about a "scoring" system that may be put into place once we start getting into campaigns? *snip* Tyrant: We've got plenty of ideas around this, but the work on it has not begun. Once we have it fleshed out I'm sure you'll see a major update on the system and the theory-crafting wars will begin on it! 11. _Ketu_ Will anyone be able to play on any server if they buy the game from ACE or will there be restrictions based on the country/region? Tyrant: We've committed to EU/North America playing together as they desire. All and any other restrictions are TBD. 12. TwinHollowFangs *snip* What changes have been made in the last 6 or so months that addressed combat? Are your plans to stick with the same general system or are there major changes coming in the future? JTC: 1) combat IS slow and unresponsive. this is primarily technical issues, and while we've made great strides in the last year, we absolutely agree that it isn't there yet. but it will be! 2) we have no tutorial. we drop you into a single elimination death-match arena with a full compliment of powers and we do almost nothing to explain how they work. yeah, that sucks. obviously, we need to do better on-ramping before launch. 3) there are major changes still planned, both technical fixes and design changes. we made a decision at the beginning of the project to be completely transparent: no NDA, let players in to the build as quickly as possible -- way, way before most players ever lay their hands on a playable build. the downside of this is that players aren't used to seeing a product in such a rough, painful state. Every project starts like this; you guys just don't see it. *snippy* 13. Recatek Optimization-wise, what FPS do you consider acceptable for the following battle sizes: 3v3, 15v15, 50v50, 150v150? Tyrant: What kind of computer setup do you have? (as that will drive fps more than us). Seriously, our goal will be to keep fps above 30 even in larger groups of >50 visible archetypes. We've been working on fps improvements pretty consistently, and will continue to do so! Now a year or two into the project, how do you feel about the team using Unity? Doing it again would you make the same decision? *snip* Tyrant: Unity has accelerated our progress significantly. We wouldn't change course knowing what we know now. From an industry perspective, what US cities do you consider to be game development "hubs", and why? Tyrant: SF, LA/SD, Seattle, Austin, DC/VA/Maryland, Research Triangle, Atlanta, Phoenix,Chicago, NYC. It's all about the total number of studios/game developers. I'm sure I missed a couple. 14. HelixBiS what made you guys decide to shift off of split-body to root motions? What are your impressions of root motions now that they're in? A lot of people dislike them and some are playing the wait and see game. The split body changes in the past received a lot of praise where as the root motions not so much. How do you envision friendly fire being applied to the current combat model? What are your opinions on the healing and support archetypes currently in the game. There is a large consensus of people that are underwhelmed by the druid and legionnaire in this regard. What do the devs think the role of a support should be in crowfall? JTC: we're still playing with this to find the balance that we like. I had blair add the split bodies to try it. then we tried moving to root motion. I'm sure we'll try out more ideas before launch. This is the area of the game we decided we wanted to iterate on the most. I have some doubts about how well it will work (or how popular it will be) but we're going to try it. FF wasn't in Shadowbane, so it wasn't part of my original vision for CF... but given the way our Campaign system worked, it seemed like something we could make as a rule variant. That said, I still haven't been able to figure out a way to make it work in the Campaigns that 'auto-join' you to a team or a faction. (because if anyone can join your team, and you don't have the capacity to kick them out, then FF is the ultimate griefing tool). they aren't traditional MMO 'firehose healers' so if that is the expectation, yes, you're going to find them disappointing. we want them to act in a support capacity, and thrive in team situations, but we don't want victory to boil down to which-team-brought-more-healers, because that is lame. How "class defining" will promotions be in comparison to disciplines. Will we see a complete game play change depending on what promotion I choose? For instance, if there is a tank promotion for confessor, will I be granted new defensive type abilities? Where do the devs see promotions going? JTC: the two systems that we are planning to extend this is disciplines and promotions. I hear your concern about "waiting for promos and disciplines" but I don't agree. if we add more stuff to the base class, it means less flexibility and customization in terms of powers. moving those same into disciplines or promotions means more flexibility is in the hands of the player(s) to design their build. every confessor can be unique, for instance, which leads to a deeper game experience. 15. Joneh What are the plans for the upcoming tests of the campaign worlds. Will it be EU and NA players together or will the tests be seperate for EU and NA? Tyrant: Players can always play together in testing. We'll continue to test on installations in multiple geographical regions. 16. JamesGoblin How much is game / engine performance affected by possible friendly fire on, especially with more than a couple players on screen? In other words, was that important part of your decision to delay (or whatever is the plan) FF in tests? Tyrant: Some performance difference will be there (more colliding of powers with PC's) but that has no effect on our plans for the timing of introducing FF testing. Do you have any rough estimate of how much money you'll get from overseas licensing? Any orientation, say, at least: will the total pre-launch sum be measured by millions or hundreds of thousands? Tyrant: As much as humanly (or inhumanly) possible. It really depends on how the various markets perceive Crowfall will find an audience and keep them playing. Our game is different enough that some markets will need to see how we perform in beta before making that commitment. The later they wait the more it will cost as the risks are being mitigated. Millions is the norm is the short answer for major MMO markets. Could you roughly estimate the chances to have Australian servers on launch? Like 30%, 70%...? Tyrant: Likelihood of Australian servers at launch = number of Australian (and Kiwi) customers who buy the game / 20,000. We plan to continue to test with an Australian server, it's a great test of latency for people playing everywhere else in the world! A question about big battles in small areas (say, siege): Let's assume, for illustration, that you will be able to support ~100 players with smooth FPS or ~200 players with bearable and that ~300 players in the small area will make the game more-less unplayable. With these numbers in mind, how would you estimate Campaign server cap (concurrent players)? Could you allow, say, ~2000 concurrent players in the same Campaign with such engine performance? Tyrant: It's too early to make guesses on this, in the end the metrics are what drive this (along with the player machine capabilities for number of nearby players). This video might explain some of what we are doing though:https://www.youtube.com/watch?v=arjRVLlws54 17. Razwerd Possible beta testing date and maybe release date? Tyrant: We'll be letting beta 1 players into testing this year as we start more persistent testing. Actual beta TBD. Actual launch date even more TBD. 18. Streaksyd When can we expect to see caravans in the game and how will they be priced when compared to the horses and pack pigs in the store? JTC: a caravan isn't a "thing", it's a game activity. you get a bunch of players and pack animals and you load them up until they are bristling with goodies, then you force march to your destination. Will the archetypes such as the Myrmidon or Stalker be able to ride mounts? Or will there be a system in place similar to how the Legionnaire gets around. Tyrant: We will do something so the larger archetypes have access to fast mounted movement speed. Will we see any boss mobs or World bosses in the Campaign Worlds? JTC: We plan on having "zone sweeper" monsters that are huge and immensely powerful, but they aren't world bosses; meaning they aren't sitting in a dungeon, waiting for you to come kill them and rewarding you with treasure. 19. Nito_BlessSource regarding the "state" of the game "crowfall" - how would you describe your current state? Are you satisfied with the progress? What are your concerns? regarding buildings. Each stronghold will be "delivered" as pieces as I understood that correctly. Will you be able to let's say build a massive city out of buildings from different players or is it limited to 1 player can only built on one zone designated to that player regarding inventory: will there be a realistic inventory such as Quick slots are item slots on your belt so you can only use 1 or 2 potions, 1 optional weapon and such or will it be a traditional system where you can switch equipment on the fly? JTC: overall, I am pleased with the progress -- given the size of our team, we have made HUGE strides in the last two years. that said, there are some areas where I am still not satisfied: movement/responsiveness, combat, and framerate being the top items on that list. different players can (and should) work together to build out the parcels. Smaller parcels are made to support individuals/partners/groups, larger parcels are made to support guilds. we don't have "quick slot" items. we will eventually have consumables, but we are going to be very careful that combat doesn't become a game of who-brought-more-potions, because that is lame. 20. ShawnKL Does your dev team use scrum? If not how did they get to their current state of high performance? Tyrant: Yes, we use a variation on scrum. Smaller, more experienced teams are much easier to keep rowing the same direction is the real accelerant. 21. ILoveToEatLobster Can we get a bird-human race like the Shadowbane Aracoix??? Please!! JTC: I'm a huge fan of the Aracoix; though I have to admit that I blatantly lifted the bird-head-man-body concept from Shining Force. I believe the name was a variation of the Aarakocra from AD&D... anyway, enough trivia: yes, I'd love to add a similar race to Crowfall. Maybe sometime after launch. 22. blackspar For the last couple of creatures updates you've only released the summer and winter versions. Is it still planned to give creatures spring and fall versions? JTC: what we found is that two versions is probably a better use of resources. unless you are right up on the creature (at which point it is attacking you), you can't really tell a huge difference between spring/summer and fall/winter. they can still be different from a data standpoint, but cosmetically, I think we would do better to spend that coin elsewhere. 23. WonderBreadpvp How long till we can playtest the game in a persistent setting?*snip* Tyrant: Our next major release will be a day to a few days of play. Let's get though that release first! 24. RhaegonGrey *snip* What measures are you taking for the game not ending up being a disappointment like No Man's Sky , which could not live to all the hype built around it? JTC: we're taking a very different approach to development and visibility. we don't have an NDA. we started putting people into testing from the very beginning, before we even had textures on the world. we don't hide our warts. we expect you to judge us based on the game, not our promises. and you will know the state of the game well before launch, because thousands and thousands of players will already be playing it. we make no promise that we have created the most amazing game that everyone will love. Crowfall is not for everyone. we are making a specific vision, for a particular type of player. If that's you, great, you will probably love it. if it's not, that's OK. there are plenty of other great games out there. 25. youtube_Jasonwivart Real money transactions, once the game goes live will we be able to buy and sell things from other players? Why or why not? Tyrant: Good luck with that. We will have a way for people to trade in game. We have a way for people to monetize retired items no longer in our store. If you try to advertise buying and selling in our game or on our forums we will discipline the account. If you get ripped off, too damned bad, not our problem. If you bring it to our attention that you bought and sold for real world money we'll probably discipline your account for wasting our time. We don't try to police things outside the Crowfall service, but if it causes us problems we'll play whack-a-mole. Nuff said. How is the controller support coming along? Will we have that before soft launch? Tyrant: While we've played with internally as a proof of concept, it's not something we want to prioritize over other features currently. Too many things we believe are more critical are in front of it currently. There are a couple of advocates in the office so don't lose hope completely though! 26. AilosCount *snip* Will I be able to support my team by exploring? Will I be able to profit from exploring? I guess I just want to ask: What makes world exploration a core pillar of the game? JTC: The best way to illustrate this point: how important is it to know the map in a fresh game of Civilization? each of our Campaign Worlds is unique: unique map, unique placement of resources and terrain features (mountains, valleys, rivers, coastlines). Figuring out the terrain -- and how to use it to your advantage -- is going to be absolutely vital to success in the Campaigns. 27. imwoods I saw there was a King at the top of the hierarchy, care to add a Queen next to them? Tyrant: Titles are paired, so that either sex can be used. King/Queen, Baron/Baroness, etc... 28. Mastakos Would you ever be open to the idea of permanent campaigns? JTC: I'm not opposed to doing it; we just haven't yet found a way to make it work and avoid the "uncle bob" scenario! After launch, my hope is to constantly try out new ideas for Campaign rules. My launch goal, really, is "build a platform that we can test ideas on for the next decade or longer." One idea that was floated recently was to have some "doomsday" mechanic -- so the world isn't pre-determined to die at some fixed point, but it is up to the players to keep it alive. That's not permanent, but it's "indefinite" (which all MMO servers are, if you really think about it). 29. ghuuru I'm happy to pay to play. What is the monetization model for the game? Tyrant: Buy-to-play. Buy once, play forever. Optional VIP subscription Optional store (no power,just convenience)http://crowfall.com/en/faq/pricing/ 30. EnterOpen Will Crowfall have SLI support? Tyrant: Would we like to? Yes. Will we? TBD. 31. PlebianGames When will Crowfall go into "no wipe" persistence? Tyrant: Hopefully when it's ready. That would be a likely "soft launch" moment, as the game would be persistent. How will name reserves be dealt with? Are those still a thing? Tyrant: Username is your Crowname and you have a vessel name you can add. The vessel name will be at least 24 characters, but I don't think we have a final limit set yet. 32. noobaddition When do you expect an open beta? Or a closed beta for supporters who pay =< $50? *snip* Tyrant: We plan a series of open beta tests. Everyone with a free Crowfall.com account gets access to one of these open beta tests. 33. skilliard7 Will there be the ability to purchase tax-free parcels from a cash shop at launch, or are they pledge bundle exclusive? Tyrant: We don't know yet. When the design is fully fleshed out and published for all the parcels we will know though! It won't be long before that is done. 34. SvennEthir What are the plans for itemization? Will items decay and need to be replaced *snip*? Are dropped items randomly generated stats (Diablo style random loot) or fixed items? ie. How much variety in equipment stats? I know that PvE isn't a focus, but just how much PvE are you planning on?*snip* Is PvE mostly just farming mob camps (a la Shadowbane or Black Desert)? Will there be any sort of world bosses or other PvE stuff to fight over? Quests? etc Tyrant: Items primarily come from player crafters. Items decay and need to be replaced periodically. Stats are determined by the kind and quality of materials used in construction of the equipment. Optional crafting Additives to enhance those stats primarily come from NPC's. Similar to open world MMORPG's such as Shadowbane/UO where NPCs are in camps in the world. As for questing, no plans. JTC: yes on item decay, and I totally agree, it's absolutely necessary for a player-driven economy to work. items generally don't "drop". resources drop, players use those resources to make items which you can buy/sell/trade/loot. high degree of item variability based on how you craft it and what resource(s) are used. that said, power curve is very shallow (i.e. diminishing returns curve). a maxed-out player in great gear should avoid finding himself in an alley with 3-4 other players. more like Shadowbane, the monsters are there to raise the threat level of the overall universe (and add an element of chaos to your strategic planning; i.e. "do we bring this caravan through the swamp, which saves time -- but is more dangerous?") we do have some incredibly tough monsters planned, i.e. zone wipers, but there isn't a quest system and there are no instanced dungeons. these creatures aren't sitting around in some dungeon, waiting for you to come beat them so they can drop some magic boots. 35. tuieee How complex would the economy be? Would it revolve around the game currency or mostly material trading? Maybe an auction based? How much interaction would a player have with mobs? JTC: it's completely player-driven. we have currency, but the main reason that you would want to use "gold" or another precious metal as liquid resource is because you can press it into smaller inventory shapes (meaning it stacks really well). remember, we don't have system-spawned NPC vendors or an auction house. It's more like UO or Shadowbane; if you want goods, you need to collect the resources and craft them -- or find other players to do that for you. Tyrant: The goal is the economy is totally player driven. What players choose to use for currency is what the market decides. There are mobs all over the worlds that raise the difficulty level of the world. 36. vluhdz What kind of character appearance customization is there going to be? *snip* JTC: customization is important, and we'll be starting to add it soon. we're going to do gender, hair, hair color, face(s), skin tone and full colorization of items and equipment via the crafting system. (the colorization is already working, actually -- when you login our current tests, we re-color your character equipment based on your God / team selection). Tyrant: http://crowfall.com/en/news/ch-ch-ch-changes-gender-variants/ This may help also. 37. theStroh *snip* (referring to cash shop) Are you attempting to balance the power gain from convenience items, or are you okay with the inherent advantage these may give players who pay extra? JTC: we don't offer any earn-XP-faster potions or 'complete this item now' stuff. in terms of store philosophy, we have two types of servers: CAMPAIGN worlds, which are PvP-focused, competitive strategy games and KINGDOMS, which are personal worlds which will primarily be used for social and economic gameplay. We have a cash shop that allows you to buy houses and castles to use in your personal (or guild) Kingdom. These purchased structures cannot be taken into (or used in) the Campaign Worlds. 38. Zoroark173 When will we get any new information about stealth systems? Tyrant: I would expect to see those systems coming online with the next major milestone. 39. Irbs Will Forgemasters be some useless pet support class or can we hope to see Forgemasters kicking ass and taking names? Tyrant: I am very confident the Designers don't set out to make any useless archetypes! As to the specifics you'll have to wait until we officially announce the class. 40. macroscian How much of a limiting factor is having to adjust for botting and hacking countermeasures? Do you yourself/yourselves feel this makes all aspects of production overly complicated or is it just another parameter? Tyrant: It's like the weather, it's coming at your eventually so you prepare for it as best you can. So it is more of a parameter than a limit. 41. coolster50 Any tidbits you guys can tell us about the Stalker design that may have changed since the last time they were mentioned? Tyrant: I'm fairly certain the design team has not changed their views on the direction of the Stalker. Will there be a weather system in CF? (i.e. rain, snow, lightning & thunder and the like) Tyrant: Unlikely for launch, not currently in the plan. I heard the team LOVED the Centaur, but how do they feel about Arachnotaurs (half man/half spider)? Will promotions and disciplines that allow you to use different weapons be in for soft launch? Any hints for cracking the rune code? Will we be able to build strongholds where ever there is flat land in CWs, or are we still using ruins for strongholds? Or a mix of both? What biome parcels are planned for soft launch? I heard the Assassin would be shorter than the Duelist; is that true? How tall are they? JTC: Blair has been pushing for an arachnotaur (ha!) and Naga from the beginning. someday! Some crossover, yes. and after launch, I want to expand that list. That would be telling! Check the last ACE Q&A, we talked about that My first concern is seasons, and providing a large enough array of parcels to generate N worlds procedurally. Biomes will come later. Duelist is short, but not THAT short. On one of the livestreams, Jon mentioned using GAIA to change seasons during a CW, could you describe that process more? Has the number of Disciplines we can equip been nailed down? *snip* How do you imagine the guild infrastructure to work in CF? JTC: We're still working out details on the seasons, but once we have it set, I will see if we can arrange a livestream with Jon to show off the pipeline. Don't assume anything from the UI. We have a Guild FAQ, which is a good place to start. That said, it's a bit dated, so we probably need to do a refresh! 42. chick3234 What programming language(s) did you use to create crowfall? Tyrant: C++, C# in Unity. JTC: Most of it was done in C#, using Unity. We also have bits that are done in C++, and web stuff done in Java. 43. lumpking69 *snip* Any chance you'll add a tab targeting option? Tyrant: nope! 44. moneda How will character creation, death, and/or respawning work in the first up-coming persistent mini-campaign world? Tyrant: The initial death and respawn were in Siege Perilous, but the vessel system is yet-to-be-shown yet. It's coming though! 45. ChuCHuPALX We all know passive training will be implemented. Will Active Training be also implemented in some form? If so, will Active Training be restricted to certain skill trees (ie, only combat, crafting, etc.)? Tyrant: http://crowfall.com/en/faq/skills/ We don't have an active training component, we aren't big fans of grinding for tiny gains. We want your play to be viscerally rewarding.
  39. 12 points
    Zola

    Gamescom Backer Party Impressions/Stories

    It was a great evening and I was glad to be there and it was quite a drive to get there too. I got in about an hour late due to traffic jam caused by a culmunation of about 3 car accidents and a closing of one Lane. Though I even saw a fellow crow in a small car accident on the way to the Camp. I hope he managed in the end in time to appear. He had a very slight drive up with another car, as I recall. The Camp itself was cramped to the brink and... well Caenth knowing bout my Phobia was so kind to guide me along, many thanks once more Canth! Couldn't have done without you, literally. If you wouldn't been there I would have turned around before I collapsed. It was great to meet all the fellow guild members of Caldera and some other people around there. Especially Travian Games and Todd, its very reassuring to hear how pationate they are about everything and listening to the Techno MumboJumbo had my heart fly out my Chest. They really got some genious plans ahead and how they pull everything off and I'm certain that what they can manage to achieve will be great! I really hope we will may find some more Tech Information on the weekly posts, it would be awesome to read/see. In the Evening there was like Caenth mentioned quite a vivid discussion with Todd going on, only slightly disrupted by a flashlight in my eyes from peeps that sneaked up from a nearby campside. Overall it was a awesome time and I'm looking very forward for further events whenever Travian has them planned. I think with this little Party they tightend the community well and won even some more fans over.
  40. 12 points
    Being shortsighted on the multiplicative implications of decisions on supporting zerging; friendly fire (they haven't spoken about it enough to disuade my fears), damage splitting, target caps, introducing any sort of "stick" to discourage the behavior. For a strategy game, they sure are emphasizing strength in numbers so far with little if any counter except equal numbers to fight back. *yawn* I'm sure it''l be a big issue 3-4 months past launch when the entire player base is complaining.... except for the zerg guilds. All of which will be far too late in development to deal with it.
  41. 12 points
    Hello Everyone, I would like to announce a new fansite called CrowfallMerchants.com; a website dedicated to EKs in general, and specifically the EK I will be running. This endeavor is to help crafters/merchants get their wares to the public by spreading the news, and providing a one stop shopping experience. Any crafters/merchants that would be interested in the pooling of resources, please check out the site, and drop me a line. I realize that the site is lacking in deep content at the moment, so if you have ideas of any crafting/merchant/EK information you would like access to, please let me know. Also because this journey was started with a slight RP slant, I would like to provide any fan fiction writers/RPers a place to publish their works about Crowfall. Faithfully, Mazon servant of Maeve *Edit* - Added RSS function @ CrowfallMerchants.com/wp/feed 25 May 2016 - Added German and French language options (still needs a few tweaks)
  42. 12 points
  43. 12 points
    Thanks! I will be covering the progression of icon design in an upcoming update, but yes, it seems like this direction is the way we are pushing things moving forward. We originally had traditional painted icons, and then I tried some more graphic illustration with the Ranger. We sat back and took a hard look and felt like they could be better, both as readable graphics but also at communicating not just the action but the intention of the powers. Like everything in the game, we are iterating and changing things all the time. Glad you like the current direction! Hope others do too. Im in the process of updating every class to match.
  44. 12 points
    I haven't read yet I'm too excited! edit: my favorite items from the list: The campaign will last multiple days (around half a week) and be “live” the entire time (except maintenance, as necessary) The world will include capture points that produce resources (stone, iron, wood) You’ll need to use caravan animals to move those resources around the map And we will be able to capture, destroy and repair strongholds. That sounds really cool.
  45. 11 points
    Don't be fooled. Doggett will make solid and unwavering eye contact while he steals your fries.
  46. 11 points
    Hi there fellow crows! I’m Minke and am the English Community Manager for Crowfall. I work for Travian Games and have been working for them for the past 7 years as a CM for our American and International domains. I’m here to gather the good, the bad and the ugly and use it to serve the community and the game as best as I possibly can. Some might call me a nerd, others might not. I enjoy playing games just like the rest of you and besides that I’m a big fan of anything related to biology and science. In Crowfall I’m enjoying the crafting and all the recipes and combinations it allows me to create. Creating and designing EK’s and big structures is something that is right up my alley. Nice to meet you all and if you do see me in game, try not to kill me TOO fast! Cheers, Minke
  47. 11 points
    Hyriol

    Giant - Official discussion thread

    Miri paused, but not because of fear. She had to do the mental math necessary to convert yards to meters. Her reticle doesn't show Imperial measurements!
  48. 11 points
    Thanks to everyone for attending the streams -- sorry for the initial technical difficulties! We'll be transferring both videos to youtube today, for those of you who couldn't make it to the live session. Todd ACE
  49. 11 points
    A first look at the premise for the upcoming Throne War module. FULL STORY
  50. 11 points
    Jihan

    What happened to Gaea?

    And by "go with it" I mean "kill anyone who picks a different story, in righteous fury at their blasphemy".
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