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Showing content with the highest reputation on 09/22/2016 in all areas

  1. The question isn't can you gamify the harvesting process more, but should you attempt to gamify the harvesting process? Does the "combat player" enjoy the same gameplay as the "harvesting/crafter player?" This is a discussion we have had many times on the implementation path and decided not to go with a mini game. The approach we took was a deep RPGesque system where stats, min maxing, preparation, calculating probabilities, exploration, and environmental risk is very important. (As you can see by the skill trees) We further added in a beneficial social element ontop of that where individu
    11 points
  2. You can do both. They are not mutually exclusive at all. Some people will want to specialize but you don't have to. All Crows can fight. None are helpless. I am pretty sure they can all harvest and craft as well. You could choose to train some of each of the skills rather than focusing on just one. Given enough time you could train them all.
    5 points
  3. Behind-the-scenes look at designing the harvesting system FULL STORY
    4 points
  4. The major dilemma to my mind of building harvesting or crafting as really an alternative game-play style is the interaction between those players and those of us more interested in the PvP/PK side of things. There seems like a pretty simple loop in supplying a demand, but I am talking more in line with: if harvesting is built around players who are relatively uninterested or even discouraged by PvP, then they will play a different game, right? And if it's built around players who are interested in PvP, it will likely be shallow and become a source of tedium and, ultimately, burn-out. I'm
    4 points
  5. In my opinion, nobody "needs" a Legendary drop. Sure, you may want one, but that is different. If you really want Legendary Unobtanium, and it only drops from motherlodes that require groups to harvest, then you always have the option of buying the stuff from other players. Or kill someone and loot it from them. I don't think ACE should try to design their systems so everything can be done by a solo player. In fact, I think catering to that mentality is one of the problems in today's MMOs.
    3 points
  6. 1) When alloying a metal or combining another resources types, are the quality levels of the product an average or do they take on the higher of the two. This is an important factor in balancing the surplus of low tier resources as well. If you average them (like in SWG), players will intentionally NOT combine them because they will lose value. I can understand the low tier resources having a built in sink with things like walls needing thousands of stone etc but, that doesn't necessarily apply to different stone types unless all stone types are equally easy to acquire. Also, if each resources
    3 points
  7. Yeah, I can't wait to see it, either. I like to imagine Blair having one of those crazy conspiracy walls somewhere in the office to keep track of what connects to what in the Crowfall economy design. Those first few campaigns are going to be very interesting since the only way to know these values will play out is to throw a bunch of players at it and see what falls out.
    3 points
  8. I think you may have misunderstood the point. Dedicated crafters, harvesters, and explorers will be just as valuable as dedicated combatants. The Devs didn't gamify harvesting because they thought combatants would find it boring and would want to spend the least possible amount of time harvesting, but because they wanted harvesting to be a more group-oriented activity, and mini-games would detract from that.
    3 points
  9. Very sensible call in my opinion!! A lot of effort and resources could go into these minigames and still leave the "combat player" feeling very unimpressed by the experience.
    3 points
  10. Giving us an open world pvp game with POI and harvesting nodes will amount to more than enough emergent gameplay. This idea is unecessary.
    3 points
  11. For me, "emergent" gameplay is allowing players to be and create the content, not have it handed to us or directed by the devs. You said it yourself, relying on us to do it is risk and ambitious. It will be great or not. Rather have the chance to try. It's a slippery slope when devs start trying to cater to a larger audience or specific demographics and they said from the start it might not be for everyone. Again, Albion is having issues trying to please a wide audience with one model. Doesn't seem like it will turn out all that great. The more systems added to make it "fair" and "fun"
    3 points
  12. *Might be a slight exaggeration - but noone ever died for that amirite? [Competition Closed - Entries to be announced] Announcing the www.crowfallRP.com Epic Short Story Competition! Open 03 September - 31 October 2016 ____________CURRENT ENTRIES____________ A pig! Some kind of ... fluffy? pig. A pack pig package in fact! Probably useful in some capacity. $10 value! Adorable! This pig could be yours! Rules & Judging Details: Entries must be submitted by 31st October to the RP section and clearly titled or prefaced as a competition entry. You c
    2 points
  13. This is silly, MMORPGs are supposed to be interesting because of the social elements. A solo player should never expect to see 100% of the content if they don't want to participate in the social aspects of the game. The whole point of crowfall is to make sure that you have some sort of reliance on other people to experience a lot of the game. Can't take a castle by yourself.
    2 points
  14. That was an interesting watch, Thanks.
    2 points
  15. Here is to hoping since Mana regin in almost any other game is a stat people don't care about. If your mana decays a lot more during say winter and either forces you to bring extra mana pots or equipment weapons/armor will passives that counter the mana decay it would be a good thing IMO
    2 points
  16. I don't think they intend for it to be an alternative playstyle as much as they acknowledge that for some people it will be. They are not asking people to decide between being a harvester/crafter or a PvPer. They are saying "if you want to focus on one of those things, that should at least be possible."
    2 points
  17. While I'm sure this is possible, I don't think ACE would design the individual values so poorly that it would actually happen to any serious degree. In their old alloy chart, you have two wildly different alloys that use the same metals, but in different amounts. People may not care at all about [Rose Gold] for LIfesteal (copper + gold), but a lot of people will want [Crown Gold] for Critical Hit Damage (copper + gold + gold). Still, the information we don't know about crafting could fill an Imperial Palace, so I acknowledge your concern.
    2 points
  18. I think this is the best case scenario. In my experience, the more common scenario is that person quits the game.
    2 points
  19. Excellent point and I think they might eventually use the seasons to balance out the usefulness of certain alloys over others. Critical alloys might be more in demand in the summer when base mana regen stats are higher, while mana regen alloys are more useful in the dead of winter when base mana regen is at a crawl. But it will just depend on how the seasons affect stats.
    2 points
  20. We can hope if this happens there will be a flexible enough system that the stats and crafting recipes can be changed. It does seem we will be relying entirely on alloys to keep low end resources relevant.
    2 points
  21. Managed to get the 19th's test videos out before these but here are some earlier matches before the most recent patch on the 19th. The first is a match with 40+ people where team sizes were set to 8: https://www.youtube.com/watch?v=GUAcEgzDBCU The second is a match where we fought against some pugs. Has a good amount of action in it: https://www.youtube.com/watch?v=xNZpShWaqNw
    2 points
  22. I know the game will have gold dust, but will it have the dudley boyz?
    2 points
  23. We have updated our about section and forum post to better explain our guilds design and focus. This will better answer the questions that had been asked.
    2 points
  24. I think these modes are great options to add to the EK. Allow us to run our own Hunger domes/ SP if we want to! There need not be any rewards or anything but just fun with buddies and If the EK owner wanted to host like a tournament and offer prize support they could do that on their own.
    2 points
  25. They will need you if you want higher tier mats, which in turn is better weapons and armor. In the article they showed off the loot tables and a higher skilled players loot table is a lot bigger. The same principles will be applied to crafting.
    2 points
  26. I agree open world PvP/Gankers is your mini game.
    2 points
  27. I know how you feel. In the begin i told myself that i would be a ranger but with time i got to realy love the Elken Stalker so i realy wanted to use him in my story and he mande only a especial entry in the end of the tale. that escalated quickly
    2 points
  28. Cross-posting from the other thread:
    2 points
  29. Why would anyone do anything not in their self interest? Be it that self is the individual/guild/faction whatever. There is nothing stopping smaller groups from running around. Having smaller teams for scouting, exploring, testing enemy lines, gathering resources in a hurry, holding choke points or POI until reinforcements arrive, etc all seem viable. Along with simply fighting others doing the same. This has always been part of open world pvp games, without any need to gamify it or make it fair. While I assume those smaller groups will be part of a larger force, even if it's just them
    2 points
  30. That would be pretty cool. I know they are abject to having much PvE in the game, but I would not be opposed to that type of response. That would still guarantee some level of danger and excitement when harvesting. Press F to harvest - and then prepare for inevitable doom!
    2 points
  31. People will band together in large groups because it is effective. Other people will run solo or in small groups because they choose to. The sandbox gets really interesting when they all mix together in one open world. Sometimes you just have to run when the bigger gang comes along. Other times you can find a way to achieve an upset. Sometimes "victory" is just getting away with your life. If you want your roving band of 10 to only ever have to fight other roving bands of 10, well, I hope we play in different rulesets. I'm a fan of open-world sandbox PvP and don't want systems to prevent u
    2 points
  32. This type of Moba/Arena doesn't fit into my vision for a political PvP game. I don't want to be out harvesting and know that at worst I will get an even fight. I want to know that there is a chance I get roflstomped by 20 people. I like the idea of discovering a great node, rallying my friends, and gathering it quietly, quickly, and discretely trying to caravan it back to town or to an embargo. I do not like the idea of sending up a flare; besides this seems flawed because eventually that "equal" fight space has to be left in order to transport. I do not care for your solution of tempo
    2 points
  33. In my view, the way to be a dedicated crafter or harvester is simply to spend your time doing that activity. Some people will choose to do it, others won't. If I spend all day harvesting and you spend all day fighting, it won't matter that you have an alt account that is technically just as trained as I am at harvesting. I'm the one who harvested stuff all day. I got the stuff. You probably looted some stuff from your enemies. Perhaps you'll trade some of that loot for the stuff I harvested.
    2 points
  34. I've never liked the "emergent gameplay" that comes from anti-pvp flags, safezones, or forced fair fights.
    2 points
  35. Keep the applications coming: Heaven and Earth
    2 points
  36. Albion Online has something similar with their smaller instanced GvG matches that fight over territory and what not and Hell Gate dungeons that limit number of players per team inside. While it is an interested mechanic to make things more "fair," I believe it goes against the spirit of an open world PVP game. Adding in artificial gamey mechanics to balance everything takes away from the thrill, for me at least. If I want to do 5v5 or whatever, I'd play one of the numerous games designed that way. They'll already have CW import restrictions in place along with systems for control of th
    2 points
  37. Either way, the guy doing the mining is still pressing F and standing still for a while... FeelsBadMan. Also if you're in a large enough group to not get attacked, the guy doing the guarding is just standing around doing nothing while the miner presses F. It's just a really boring idea for a system that is apparently so crucial for success in the game.
    2 points
  38. Seems pretty scallywag to me. It even seems like you aren't embracing your own ideology. How is gold a higher quality than iron? Higher value maybe but quality? That sounds a whole lot like "you need gold for a higher quality sword". What makes oak a "poor" wood compared to yew? Oak is better for shields and yew is better for bows. Does that mean that shields will be cheap and bows will be expensive? It sounds like the vision guys put out a plan and the design guys don't quite understand it. Abandon the idea of quality as a comparison between materials, every material should have i
    2 points
  39. I did already spam her but tbh I think its important the devs keep focusing on the game She gave me some great advice on possibile judges. At this rate we might end up with 20 or 30 entries and I think it would take a day or 2 to do a proper judging job if thats the case. The roleplayer in me would be happy but..the gamer in me would be kicking myself for pulling a dev off the job I've reached out to a really good published writer. I think if we can get someone with real writing experience from outside CF community it would be awesome AND fair.
    2 points
  40. Hat, ring, tossed. It's a bit tricky to really noodle into the lore without a lot of lore to noodle into. Especially as I'm definitely interested in the Stalker archetype and the Elkin race in general and there is precisely zero information there... But as long as things are left as basic character interactions (read: combat) anything will probably fall within the realm of plausibility as we learn more.
    2 points
  41. We have updated our recruitment post! Don't forget to check our our website too! http://www.heguild.com/
    2 points
  42. I'm asking to make the current combat testing system part of the actual game that we can use in our EK's. As time goes by and if it's popular, they can expand on to include things such as rewards that won't conflict with the CW game play. The skirmishes could actually be a resource sink as the keep will need to be built and repaired after battle. But for now I'm just suggesting to include what they already have. I believe it is a huge extra for us while requiring the least amount of work from the ArtCraft team.
    2 points
  43. Hello, everyone. Our website is now available to accept guild and alliance applications: heguild.com
    2 points
  44. I've been a part of Sugoi for a month now. Some of you reading this may be interested in applying, and I just wanted to say that my experiences, as a new member, have been extremely positive. Here is a short list of what I have experienced in such a small amount of time. 1. active groups in every test 2. mature and humble people (no internal drama) 3. experienced players, many with competitive gaming backgrounds. 4. extremely organized and great communications (in and out of combat) 5. competitive environment. if you want to be challenged and reach your full potential, this is the
    2 points
  45. headlight

    Shadowbane Music

    China owns the license to Shadowbane. Ask Beijing
    1 point
  46. You misunderstood my point if you think I suggested that I thought I should have kept reading. We do not agree on that point.
    1 point
  47. The article states that multiple players will be able to harvest a node to reduce harvest time and that the highest skilled player's numbers will be used for the "loot roll" to determine what's produced. That means that a miner and his bodyguards can all whack on the node, drastically reducing the time to harvest, and still benefit from the skills of the most skilled harvester involved. So bodyguards serve a triple purpose (guarding and increasing harvest speed and being able to lug resources) and group harvesting becomes well worth the effort. And if the group gets jumped, most of them
    1 point
  48. Black desert is kind of not for us lol. We managed to hold front page for the first month but our leadership either hasn't had the time to keep up due to real life stuff or hasn't been able to hold enough interest in the game to maintain the grind . We're in Siege Perilous (most of us >.>) already so if LW doesn't keep you too busy feel free to stop by and say hi .
    1 point
  49. You can hold down the fort while everyone is sleeping. -fuzz
    1 point
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