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

  1. 11 points
    thomasblair

    MMORPG Update: Harvesting Reveal

    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 individuals (and presumable teams) will be rewarded for group harvesting.
  2. 5 points
    Jah

    MMORPG Update: Harvesting Reveal

    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.
  3. 4 points
    Behind-the-scenes look at designing the harvesting system FULL STORY
  4. 4 points
    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 thinking, for example, about Albion: a game where, in my experience harvesting has got to be one of the most boring and unrewarding systems conceivable. With the increase in frequency of chest fights (FFA PvP on Points of Interest), our guild essentially logs on for that in order to get any resources. If there are players out there who truly love the harvesting system in AO, good for them. The developers, however, have chosen to essentially gate most of them behind a "you can't kill me" rep/flagging system, and therefore removed a great source of interaction for PvPers. tl;dr If harvesting is fun only if you are a "harvester" personality, then will that personality quit when they interact with PK and lost materials?
  5. 3 points
    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.
  6. 3 points
    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 type effects an item in a different way, players will min/max the outcome over using what they have available. Any crafter worth a damn isn't going to just randomly slot metals and try to sell an un-optimized weapon on the market. 2) My problem with the system so far is 2-fold. -The first problem is that you're deciding ahead of time what makes the game interesting for people. The idea of forcing groups for harvesters by creating a gating mechanic (nodes that are impossible to harvest alone) or designing an entire skill tree around requiring a group (leadership) limits the potential interactions that you will have over the course of playing the game. It is the crafting equivalent of requiring players to run an instanced dungeon to find a particular kind of resource. Yes, instanced dungeons can be fun if you have an easy way to find group members and everybody has the same goal but, now you're forcing people who don't care about dungeons to put up with them because there's something that they need inside. In the harvesting info drop, they noted that even in the highest difficulty band, you have a 0% chance of getting a legendary quality resource unless you're in a group with a person who has leadership buffs. What that means, is that the people who care about reaching the pinnacle of harvesting are required to either train leadership themselves or find another person who has it who is willing to let them take the rare drops. You're basically saying that, in order to reach the top tier of this activity, you must be socially extroverted and have the ability to make people like you. - The second issue I have with the system is something McTan touched on above. Players that enjoy harvesting do not necessarily enjoy pvp. The pvp aspect of this type of activity has always been from emergent gameplay. In Ultima Online, you would venture outside of the town guard area to get to the mining area and because it was an area of high value for PK'ers you had to be careful when you went out BUT, it wasn't a part of the game system, it was a players choice. It's one thing to have a random chance of encounter and another to force it with mechanics like "Motherload" nodes that become beacons to surrounding players. This feels more like a way to drive pvp encounters than a way to spice up the harvesting system. It feels different than the idea of POI's which spawn dynamically but, are permanent for the duration of the world. What about instead of making the nodes beacons, you make it a tracking skill to find those kinds of nodes? This is an active choice instead of a forced mechanic. 3) I'm a huge fan of the concept of a player driven economy and I think that player interdependence is an important feature for the strength of a community but, as stated above, I'm not a fan of creating hard dependencies in a sandbox environment. Sure, you need a group of people if you want to siege a castle because that makes sense but, it seems silly that you'd need a group of people to chop down a tree. Will this system spill over into other crafting like skills such as farming? Am I going to have to get a buddy to help me pull a carrot out of the ground if it happens to be a VERY difficult carrot? I sense a meme incoming "Very Difficult Carrot" TM I'd like to apologize if any of that came off unintentionally rude, harvesting and crafting is obviously the system that I care most about. In general, I think the system in it's current form will be very successful but, I'm just playing devil's advocate here. I'd like to see a full design break-down at some point.
  7. 3 points
    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.
  8. 3 points
    coolster50

    MMORPG Update: Harvesting Reveal

    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.
  9. 3 points
    Zushakon

    MMORPG Update: Harvesting Reveal

    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.
  10. 3 points
    chodie

    Idea for Gamifying Harvesting

    Giving us an open world pvp game with POI and harvesting nodes will amount to more than enough emergent gameplay. This idea is unecessary.
  11. 3 points
    APE

    Idea for Gamifying Harvesting

    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" can result in a watered down experience that doesn't really please anyone overall. Guess I worded it backwards, but a larger group wouldn't use a ward obviously. But I don't see much help for a smaller group if the larger can just wait for it to drop and run them over. Why even send people in and split the force to begin with? A temp protection on resources seems against the entire point of a open world PVP game. That is a risk v reward no no. Glad you are giving suggestions, but the concept doesn't seem to mesh with the CF vision. Maybe try something like it on a CW to see what people like, which is great about having multiple rulesets. But I for one don't want to magically avoid being in battles with anyone with some artificial system.
  12. 2 points
    *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 chould also link to it here from this thread or submit it at CrowfallRP.com or message me. I will also update this post with links to new entries to make it easy to read them all. All entries should be original works by a single author who is also a member of this site. Entry by proxy (for a friend) is not allowed. (We don't want to be worshipping false writers). One entry per author please! Once you post your story on the RP section further editing is NOT ALLOWED (And may lead to disqualification). Entries will be judged according to originality and creativity. Please keep the language and content away from NSFW territory. Content is of course subject to the Crowfall forum guidelines for language and behaviour. Its OK to allude to Game of Thrones levels of naughtiness - but don't be too graphic. Illustrations can be used but must be original artwork by the author. It is at the judges discretion to allow arkwork to count towards final scoring (For example its likely a graphic novel or comic format would be allowed). I've cheekily asked for help in the judging. We want judging to be transparently fair and impartial. Stay tuned for more details on that. Closing date for entries is the 31st of October (Halloween!) and I hope we can announce our winners by the 5th of November (Cos its Guy Fawkes night and symbolism is neato!) Dislaimer: This is a privately run competition run by a fan for the kicks and giggles. Artcraft Entertainment are not responsible for the prizes or the fallout if it all explodes in my face. Www.crowfallrp.com is an amateur non-profit fan site. I am an amateur non-profit fan. No unicorns were hurt yet in the making of this event but frankly we can't rule it out. Please consider the whole thing a fan effort and please don't get antsy if we hit hiccups along the road. If you have a habit of antsyness this competition might not be for you. What's in it for me? I would like to help build the RP community. This is a very selfish interest as I then get more people to roleplay with. I would like to draw attention to our new RP community site www.crowfallrp.com which only has 2 members as I write this (In fairness it might be the site colour scheme scaring ppl off). Other stuff: Authors retain all rights to their works - If you write something great I would love to use your stories (with full accreditation) as lore for an Eternal Kingdom I am making called Rhime. Stories will be a big deal there. Please tell me if you *don't* want your story used in this fashion. Writing about crowfall stuff requires Artcraft permission cos its their license. Please don't abuse their generosity in allowing us to dfo this sort of thing. The Nightmare and the piggy have KS /they will be gifted from a KS package). Competitions are fun. Good luck!
  13. 2 points
    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.
  14. 2 points
    That was an interesting watch, Thanks.
  15. 2 points
    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
  16. 2 points
    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."
  17. 2 points
    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.
  18. 2 points
    I think this is the best case scenario. In my experience, the more common scenario is that person quits the game.
  19. 2 points
    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.
  20. 2 points
    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.
  21. 2 points
    Phylor.the.Jester

    -W- in HD 9/13/16

    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
  22. 2 points
    VIKINGNAIL

    MMORPG Update: Harvesting Reveal

    I know the game will have gold dust, but will it have the dudley boyz?
  23. 2 points
    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.
  24. 2 points
    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.
  25. 2 points
    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.
  26. 2 points
    I agree open world PvP/Gankers is your mini game.
  27. 2 points
    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
  28. 2 points
    Svenn

    MMORPG.com Exclusive: Harvesting

    Cross-posting from the other thread:
  29. 2 points
    APE

    Idea for Gamifying Harvesting

    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, they could still find fun for themselves as long as they are willing to accept the game is built with larger numbers driving the War to the win/loss at the end. But if the odds are "bad" they are simply bad. The game doesn't need to make them "better," we do. "Promote" can be another way to say "force." If we want to interact, we will. If we don't want to, likely someone will make us anyway... open world pvp - leave your rules at the door.
  30. 2 points
    GhostEye

    Idea for Gamifying Harvesting

    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!
  31. 2 points
    Jah

    Idea for Gamifying Harvesting

    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 unfair fights.
  32. 2 points
    McTan

    Idea for Gamifying Harvesting

    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 temporary protection. No inventory item should ever be protected, IMO.
  33. 2 points
    Jah

    MMORPG Update: Harvesting Reveal

    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.
  34. 2 points
    Jah

    Idea for Gamifying Harvesting

    I've never liked the "emergent gameplay" that comes from anti-pvp flags, safezones, or forced fair fights.
  35. 2 points
    Keep the applications coming: Heaven and Earth
  36. 2 points
    APE

    Idea for Gamifying Harvesting

    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 things (Bane's or whatever it will be called). If I'm running around with 10 and you are running around with 20, either my side needs to be "better" to compensate or we lose. ACE said long ago that smaller groups would need to join forces vs larger ones. This is a "Throne War" after all. One guild might lose a few 5v20 while the next day they win a bunch of 50vs30. It's up to us to figure it out instead of watering it down with "fair" systems. While I agree that a game should be fun for everyone, if losing in a game built around open world pvp with player looting, item decay, and lose is too painful, might not be the game for some. Losing is just an outcome, the means to which should be where the fun is happening. My issue is when it's entirely one sided without hope of victory ever. Luckily CF has ending CW so we get to restart and try again if the entire campaign is hopeless. However, I see issues down the line depending on how guilds/alliances and power management ends up.
  37. 2 points
    GhostEye

    MMORPG Update: Harvesting Reveal

    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.
  38. 2 points
    tsp_maj

    MMORPG.com Exclusive: Harvesting

    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 its own purpose and players should strive to strike a balance of obtaining all materials. Granted, some materials should be rare, but their purpose should reflect their rarity.
  39. 2 points
    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.
  40. 2 points
    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.
  41. 2 points
    We have updated our recruitment post! Don't forget to check our our website too! http://www.heguild.com/
  42. 2 points
    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.
  43. 2 points
    Hello, everyone. Our website is now available to accept guild and alliance applications: heguild.com
  44. 2 points
    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 place to do it. 6. more experienced players are always willing to take extra time to train and assist new or inexperienced players. 7. active and social on discord outside of testing times. (other games, anime nights, etc.) 8. sugoi has a unique and effective infrastructure to preserve quality and skill, but also scale in size depending on what the campaign worlds demand from guilds. most of all we have a lot of fun. we have a lot of logistics in the works for CWs, but for the most part we are focused on testing and catching our new members up to speed. Its been awhile since I have played with a skilled group of gamers, that are also humble and take the extra time to weed out toxicity. those who don't know us well may have a difference in opinion, but that's the internet. all of our focus and energy is on growing our guild and assisting ACE in their development process.
  45. 1 point
    Phylor.the.Jester

    -W- in HD 9/19/16

    Destrin has the opposing angle of the second video where I crash here: https://www.youtube.com/watch?v=wo1XxgwLFRk&feature=youtu.be
  46. 1 point
    Myrm needs to drop already so I can start playing it! -fuzz
  47. 1 point
  48. 1 point
    https://www.livechart.me/summer-2015/tv this season looks so good
  49. 1 point
    parasyte will give 8.5/10 cuz so many style points XD
  50. 1 point
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