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Showing content with the highest reputation on 08/10/2018 in all areas

  1. 4 points
    I remember using those, too, until I wrote my own map system for myself (I used to play Eve a lot). In other news, the Clusterizer is done today, aside from a bug I need to track down in the next few minutes.
  2. 4 points
    Right now, we're not placing multiple gates to different zones on a gate parcel. It's been discussed, but my current process is a separate gate parcel for going to a specific zone. I haven't written the rune gate placement system, yet (I did some planning today, though). What I'd like to do is name the parcel "Gate to <insert zone name here>", so it's clear where the gate goes. On top of that, I have a design for placing the gate in the world nearest to the cardinal direction that it shows on the cluster map. For example, if a gate goes to a zone to the northeast, then the gate should be placed in the zone on the northeast of the landmass. The connection line on the cluster map should give you a clue to run to the northeast until you find the gate. Admittedly, some odd shaped maps might mean you need to explore more than usual to find the gate.
  3. 3 points
    Your equipped gear loses durability slowly while in combat, and it cannot be repaired, so eventually it'll be gone and need to be replaced. When you die it takes an extra durability hit, speeding up the process. It actually used to be a huge loss - like 25% total durability per death - it recently got balanced down to be a much, much lower loss (too low IMO). Finding the right balance is an ongoing process, but they definitely want gear breaking and keeping crafters in business throughout the campaign. There's not (yet) a way to see on the map where things are happening. The whole map interface is a pretty rough first pass that's going to get redone, hopefully soon.
  4. 3 points
    How it's displayed is currently being planned, so where the data is displayed and how it will be displayed is still up in the air. We definitely want the campaign information on the cluster map and the zone map. I haven't worked on fog of war. I know it was turned off, because we only stored fog of war data for one zone. With the cluster system, you could explore part of one zone, gate to another zone, and the fog of war would be explored for an area you hadn't visited. I don't know what solution will be made for that issue.
  5. 2 points
    I have played Crowfall since 5.3, I am a pvper/harvester and have never crafted anything for anyone. I have never played Shadowbane, I never even heard of it until I was about a month into Crowfall. I played Everquest, Everquest 2, and LOTRO for about 5 years each and I have tried SWTOR and Archage. I only mention this because if this game is to be truly commercially successful people like me are at least half of your new audience. While I am not familiar with the Shadowbane player counts my understanding is that they are not enough to be the core audience for this game. This means that a lot people like me who try the game without any prior knowledge of Shadowbane and its mechanics will make up a large portion of your first-time players. With that in mind I am going to give you some thoughts I had about the game from an outsider’s prospective. (The “It is a pre-alpha” excuse will not be applicable here as most of my critiques are around major game systems and not the balancing or lack of detail or something nitpicky like that though there will be a few of those as well. Ill be sure to label them) TIMEGATING (Major Game System) For this game to be successful it must capture a new audience and to do that it will need a create a great first time/early game for players and currently the early game is lackluster at best and pointless at worst. When 5.7 launched I was as excited as anyone I got on as it launched but about an hour in I sat there and began to wonder “Why am I doing this again?”. For the first 8.2 days (that is on 3x training too, it will be a month when it launches with the current system) you cannot make advanced armor or weapons. The vessels maybe even longer though I do not know the time to make all the different kinds of vessels. When I have nothing to work toward really there is not much reason to play and while you could say that I should be working toward stockpiling mats for gear there is not much reason to do that either as even if I got crafters good resources (green or above) they have no experimentation points to do anything with it so why waste my time when I can free farm for gold and convert it into white materials of any kind (this method of farming is far superior I alone farmed over 20k gold on day one that’s 44 stacks of whites for people who don’t want to math). All the crafting progression for the game (by which I mean recipes and experimentation points) is locked behind these time gates and there doesn’t even seem to be a real reason why it is done that way other then that’s how we have done it so far. I think that for combat the time gating system may work because I can still PVP but I will PVP better over time (the same thing goes for the harvesting) whereas for crafting I can’t craft anything of use for the first 8 days or a month at launch. This experience will drive away new players in droves because they will be told of all these cool items they can make but then realize they can’t make them for a month and just go play something else. After some discussion with my guild we thought that the best way to minimize this problem would be to remove the recipes from skill training and instead put them on the crafting disciplines when they come out. Make these crafting discs drop off of bosses in the wild, the spider queen for example though you would need to add more, and have players need to get together for some PVE and go kill a boss to get their main crafter the blacksmithing disc or so that they can make armor or weapons. It would drive PVP in those areas and make it so that a new player (or guild as we have seen many gaming groups come over as a whole to try the game) has something to work toward beyond training 6 skills and going AFK for a month. The loop would go something like Load in -> gear up (basics/intermediate) -> group up -> PVE for discs to get recipes -> harvest -> get new gear (advanced/runetools) -> maybe PVE for higher end or more specific recipes (sickle or rapier come to mind) -> use new items to harvest actual motherloads or high ranked nodes -> make high end gear. PVP would naturally occur in at most points in that structure. Under this system I still have something to work toward (gear/items) but the stuff I work toward will get better overtime with the skill training system. If you want to take the recipes you now know you just export that vessel at the end of the campaign and move it to the next one. Its not a perfect idea and has its own problems but I think it would go a long way to improving the first time/early gameplay for new players. Harvesting (Major Game System) The harvesting grind is another thing that a lot of people I know have talked about and it is something that will need to be addressed especially given the new durability changes, which are a step in good direction but may need to be toned down a little. The vendors were a great change that will help guilds get large numbers of people geared the first time around without hitting a ton of rocks, that’s good but it does not solve the problem in the late game when I need blue+ mats to be competitive from a gear stand point. People, myself included, do not want to hit rocks all day they want to get the gear they need so they can go PVP (which is why they play). I have heard about the old mine system from shadowbane and think something along those lines would fix the problem nicely as long as they generated higher end mats. If I am going to have 20 people go take and hold a mine I better get some blue+ mats from it. That system also generates PVP which is what makes gathering fun and creates a lot of great memories for the players. Telling new players, they need to go harvest for hours and hours to make a great set of gear and then it will be destroyed fairly quickly in PVP is great way to drive away players. Creating a system to help generate resources for people who do not want to hit rocks would be a step in the right direction for the game and would once again improve the new player experience after all most of the player base is there to PVP. Group Size (Game system/mechanic) The reduction of group size from 6 to 5 simply put is a mistake. In a group OF ANY SIZE I need two healers if I am going to survive. As I have been told by a number of people, other healers included, a healer is not supposed to be able to heal themselves very well. While I disagree with that principle that is fine on its own the problem is that a healer outside of group has minimal healing for you as well. I play a druid so I can only give you my end but the clerics appear to have just as many problems with this as I do. As a healer trying to heal another healer or just another player outside of my group there is not much I can really do. As a druid my left click cannot heal people outside of the group and that is most of my healing when you really think about it (more about why that is when I discuss assassin poison next). With no left click I am left with five ways to save someone, soothing winds (in advanced gear 100 point HoT, yea that’s not saving anyone), healing rain (It is a good heal but it requires the guy being focused to stand still in the puddle and I have to wait the full animation which is way to long), Will O’ Wisps (Actually a good heal finally, but with a 25 second CD), and then disc heals. Standard bearer does not stack making it minimal value add as the large group fights get larger (that 200 - 300 point heal is not saving anyone when they are plague lorded disease toxined and attacked by 6 people), Rescue is a good heal with a forever CD though that maybe actually fine for that skill specifically, other healing discs are used rarely at best and are used for filling in after we have the necessary standard bearers and pixies for the raid. So in summary a druid has one good heal, a small hot, and rescue to save a guy outside of their group plus someone’s standard bearer. There just not enough HPS from outside the group to allow a healer to be in a group with 4 other DPS. The healer NEEDS another healer in group for their druid orbs, cleric illuminate, and their Qs. But this is not a complaint about where healing is at as a whole it was strong last patch and I think it will be decent this patch. The point is simply a healer needs another healing buddy in group to have a consistent stream of healing. This means regardless of group size there will be 2 in a group from experienced players. If anything, we needed to make the groups bigger maybe 8. The way it is now 40% of my player base must be healers to be competitive. There is no game in existence where 40% of the base are support players. Its far closer to maybe 25% or lower. Many of the current healers are people who were dps but realized we are going to need more healers to be competitive. People want to play what they like so we should model the ideal group for PVP to be a fairly accurate representation of the player base demographic. A change of group size to 8 or even just back to 6 would be greatly appreciated. Assassin Toxic (Balancing, flame me because it’s a pre alpha its ok) The entire meta of 5.7 on test was based around the assassin toxin and for good reason it is really strong at all points of the game. 2500 points per assassin that STACKS INFINATELY. While I am not against this type of mechanic in the game, in fact the 5.7 fights on test with full epic gear were a lot of fun and were a prime example of why people want to play Crowfall, the toxin is simply too strong early game. It will take 8 days for the toxins to be made on live (or so I’m told again, not a crafter but I trust my guys math skills) when that happens the game will be unplayable from a healing prospective. Right now as an intermediate geared druid if I could put out 2500 healing in total from all my skills outside of Q (and even then that’s only going to help med for about ½ of a disease toxin one time) I would be surprised and then I have cooldowns where as the toxin will stack far faster than my save skills will come back. The amount it absorbs healing needs to scale with weapon damage or something because in 8 days when people get this toxin you may as well have no healers because not a single heal will get through to your guy who’s dying. On test in full epic gear we were having trouble with this and the only counter we found to this meta are defensive druid bomb heals which worked fairly well (this is the reason we need 2 healers per group you really need a druid per group to save people with these defensive druid bombs and we need clerics as well for illuminate and their Q) but that was because we actually had gear. This all stacks with plague lord/mortal strike from champions. Simply put this needs a nerf bat or there’s going to be a lot of problems. Also as a side note that mechanic is really not fun to play against especially for new players you need to add some feedback for people to know their healing got absorbed because they will be confused and think there’s a bug or they missed or something. I know, its pre-alpha but it would be nice to get in at some point. Food (Game system) Food consumption is a joke, the vendors saved players from the massive food grind but come on, I need 10 whole briskets to fill my stomach for maybe 20 minutes of PVP. There has been a lot of talk about this already but I figured I would toss it in quick. CC (Balancing) Crowd controls as a whole are really strong right now, as of live test yesterday it was taking over half of my stamina bar to retaliate just one time. And after that I was just stuck there at the mercy of endless CCs with nearly 0 diminishing return. This is something that has been a problem for several patches and as the game gets larger the problem will only grow. Most classes have a CC, a few usually, and right now there seems to be no way to escape an endless CC chain. There is escape artist but with the 5-man group size how many people can I really have running that disc before there’s a major hit to my raids DPS or healing. Also, it does not work on knockdowns I am told. There needs to be a better way to handle the endless CC because right now you can be knocked down retaliate it and then get knocked down again almost instantly, then you are stuck and will likely die. It is one of those mechanics where people feel like they really didn’t have a chance to even play the game because they were chain CCed so long. I don’t have a solution to this really, but it is something that should be addressed at some point. While there were several critiques for the game here I think its important to note that I think the game is a lot of fun and has a lot of potential but there are somethings that need to be addressed if the game is going to really gather a large player base.
  6. 2 points

    Crow Spotlight

    Have you ever wondered who’s behind the character you’re about to clash swords until only one of you remains standing on the bloody field of battle as glorious victor? FULL STORY
  7. 2 points
    There may be rulesets where you also drop equipped items when killed similar to UO/Rust/DF/MO - most likely the Free for All "Dregs" servers. Currently equipped items take durability loss while in combat stance as well as upon death. Harvesting tools take durability loss each swing. There is currently no repair mechanic in Crowfall. Gear/Tools will need to be replaced which keeps the harvesters/crafters busy.
  8. 2 points
    The contents of you inventory can be looted when you are dead. If people don't loot you then you can recover your stuff by returning to your body. Your equipped gear can't be looted (at least in the current ruleset we are testing). But it does take durability damage while you are combat stance. You also take small durability hit on death and a larger one if you summon your corpse to a temple. Gear won't last forever at all. Perhaps the map will show captured points on the map at some point. For now you have to go out in the world and explore to find out.
  9. 2 points
    Adventure zones are meant to have more "dungeons" (forests, canyons, etc) than siege zones. Adventure zones will still have areas you can conquer (outposts/forts), but not as many (or any) siege keeps. 5.7 includes our new rune gates, which allow players to move between the different types of zones.
  10. 2 points
    We kicked off a team to explore what the final cluster map will look like. So, our plans are being planned. Should they be auto-generated or painted by hand? I prefer auto-generated, but we need to prototype the cluster map out and see how good it looks.
  11. 2 points
    I've updated some of the crafting spreadsheet to include changes from 5.7. Note that there are still a lot of things that I need to update and I'm trying to mark potentially Deprecated information with a red box until I can confirm that combination has been removed or changed. Also added to our list of resources is @Yoink's Race/Class Harvesting combo spreadsheet that lays out what race/class combos get what harvesting bonuses in their training trees. It is more of a quick overview and doesn't go into really deep details but it is good for a quick at glance resource for planning out your training. Yoink's sheet can be found here: https://docs.google.com/spreadsheets/d/1ruGD4wy2FXNZ-QHXCSRBwa5LHdk8p00fnk4vd3fqw4U/edit#gid=1219762797 or on our Crafting Resource page: http://winterblades.net/crowfall-resources/ In the next few days we will also be releasing Jah's 5.7 map that he has meticulously crafted as he has done with previous versions. The high rez image will be available on his page through the crowfall resources page linked above
  12. 2 points
    Yes . "Flattened power curve" is needed to keep the PvP competitive, and this system makes crafting a primary role in gameplay. The passive account level training is not intended to be the main focus of progression in CF, it's only one part. It is the part that is persistent and cumulative, so it can't hold the most power (or vets would be crushing noobs). This is related to what the VIP training benefits will be and hasn't been finalized yet. I do think it would be a good idea to give nonVIP 1 train at full speed + 1 train at half speed. And VIP the 2 trains at full speed.
  13. 1 point

    The state of the game

    Well, I have been through it all with Crowfall. I've stuck around for good patches, I've stuck around for bad patches. However, this one really gets me. I can't take it anymore. Specific patches of flowers are missing from the Test Environment's beachhead. Below is a screenshot of where they should be. These patches of flowers are the ones I've always ran around when I'm bored. Please ACE, add them back, for me. @thomasblair
  14. 1 point
    Not as informed as you think. https://crowfall.com/en/news/articles/founders-update-mid-year-check-point-2018/
  15. 1 point

    Passive Skill Tree is Very Alarming!

    @Xhavier Here is the more recent announcement that will not soft launch this year. https://crowfall.com/en/news/articles/founders-update-mid-year-check-point-2018/
  16. 1 point

    Passive Skill Tree is Very Alarming!

    I'm with zatch on this one That's the one aspect of the passive training I think most people agree on. Within a skill tree box, the training choices feel too linear. If the prereq to advance to the next tier is 50% or 75%, give us more freedom in how to fill out that %.
  17. 1 point
    I hope they change it as well. Who cares if you double dip in using points that you've earned. Those are different than just buying a time. I don't want to be forced to give away part of my time just because I didn't want to wake up at 230 in the morning to make a skill change. They need a queue system where when one skill tree maxes out points, you can have a backup that would start accumulating points.
  18. 1 point
    I haven't seen any planning for being able to gate between zones without a rune gate. I think there were some water cooler design discussions, but I'm not aware of a design that has been written up for personal gates. Our current system teleports players from the gate onto a 256x256 meter rune gate parcel. The landing points around that parcel are random (much like landing around a gate in Eve randomly places your ship).
  19. 1 point

    The Clusterizer - Official Discussion Thread

    Personally, I would prefer that Runegates had multiple Portals. I'd also prefer you not attempt to simulate proximity and direction for the relationships between zones. They are broken hunks of dying worlds, floating in endless mist. They don't need to be near each other or have directional relationships. You also don't need to represent all the Runegate-routes on one handy map.
  20. 1 point
    First off, thanks for responding @Hanseshadow, its fun discussing this stuff with the person developing it. I wanted to give you some more clarity on what had been explained (sorta) in the most recent live stream talking about this system. JTodd had mentioned that he was concerned that one gate connecting to only one other gate, might lead to "Crowded" zones where gates were everywhere. To solve this he had an idea where a single gate could connect to multiple other gates. This was what spawned Tinnis's diagram, and my own question, seeking to understand how such a system might work. If this system did exist, it would lead to complications at the interface level, where you'd have to name each "zone" (so you know where you were going/selecting). Without this, a player wouldn't have any idea where he was going, and navigation through 20+ clustered zones would be difficult to say the least. Imagine trying to catch up to a group, and not knowing what named route they took. I personally think your current implementation is much simpler and solves these issues of needing new UI components to address the overcomplicated destination selection problem. Similarly, the idea that gates are geographically placed to indicate where they lead to is also an intuitive way to help explorers and cartographers explore cluster maps. It just "makes sense". If JTodd's concerns are valid, that the gate parcels are too big and having 5-10 gates on a "hub" zone would take up too much space... I'd recommend looking at shrinking the portals themselves. Gate parcels should be 1x1's, with only the "portal" as shown in some of the early concept art... and... These images were more in-line with my expectations on the physical design of portals. Simple "windows" that someone could click on to travel through. I'm sure the current structures were merely placeholders, but I don't see any reason why multiple windows couldn't be placed in a 1x1 parcel like the image directly above showcases. Surely the gate parcels could hold these smaller window assets easily? Even 5 to 10 of them if you wanted. Anyhow, my point was merely that your thought process on portals is spot on with my expectations of the Runegate/Moongate/Portal system; Gates are 1:1, one entrance leads to the same one exit everytime. Gates locations on the zone map mean something, in this case, a gate on the north, travels to the next zone north of the current one. Navigating portals is not subject to random destination rules Mapping the Campaign Worlds and visually representing them for your guild (using Photoshop or whatever) will be easy because of the above selections Using the system you've proposed, it should also be fairly easy to draw arrows connecting island zones to one another on your in-game Mapping system. This would help new players navigate through the system. These arrows, however, should only show up after actually using the portal and having the fog of war cleared from both connecting runegates. Kudos to this design. This clears up a lot of my concerns. I only have one question remaining; Is it possible to allow Players to "cast" runegates, proximally to the edge of a map, to connect to an island without needing to rely on a fixed runegate? This will likely be an excellent way to bypass gate camps that are so common in EVE Online which uses a similar system for travel (and for bypassing gates). P.S: @Pann, Hanses replies did not trigger/get added to the Devtracker API.
  21. 1 point

    Passive Skill Tree is Very Alarming!

    Everything you just said is wrong. Which makes it hilarious that you are saying things like this: You should probably spend some time learning more about Crowfall before you try to condescend to people who are better informed than you. Current training rates are accelerated for testing purposes. And even at the current rate it would still take years to train all professions. They are not supposedly soft launching by the end of the year. They hope to launch sometime next year. All training will be wiped at launch. Current backers will start fresh just like newcomers. Rofl indeed.
  22. 1 point

    3.0 test forums messed up

  23. 1 point

    EU server for 7.2 live

    yes. in about 12-16 hours or so. and the current campaign will wipe, so bank your stuff.
  24. 1 point

    The state of the game

    You are the beautiful flower now. Everyone will run around you.
  25. 1 point

    Spirit and Crafting

    I was thinking if Spirit stat is going to be of any use in crafting skills whatsoever? I'm maining a healer and only bonuses I'm getting are from races, while classes get them from their core stats, like Strength, Dexterity or Intellect, which kinda feels like I'm gimping myself a bit, by focusing strictly on support. Enchanting has been shelved, but actually felt like the one, that would get the most out of Spirit IMO. If we can't get a chance to increase crafting skill, then maybe at least gathering or Thrall Capturing for instance?
  26. 1 point
    I would love to see vendor moved to these at random. Vendors that have limited amount of inventory , with a randomized inventory respawn. Things like food, bandages, etc pulled off from the forts and keeps.
  27. 1 point

    My New Player experience

    Passive training is jut one small aspect of the game. The guy who cuts down the most trees will be the best logger, because he will produce the most wood. That is the point of logging. People who sink a lot of time into their profession will be much more effective at that profession than someone who just passively trains. There are plenty of rewards for grinding for hours in Crowfall, don't be fooled by the one system that is entirely passive. Yep, and I am fairly confident that will be added. There will be different rulesets for different campaigns. There will likely be equipment looting in some of them. We are only seeing one unfinished ruleset in pre-alpha testing right now. And some pvpers would argue that being forced to farm even more gear would make the game less pvp focused, not more...
  28. 1 point

    My New Player experience

    (Person misunderstanding the state of the game #3682)
  29. 1 point

    My New Player experience

    Can you tell me approximately how much time you spent reading upon/researching this game before you purchased it?
  30. 1 point

    Big news for ArtCraft !

    https://venturebeat.com/2018/07/10/crowfall-studio-artcraft-will-license-its-mmo-making-tool-artisan-engine/ Hey folks, This morning we announced a new division of ACE -- ArtCraft Technologies. This is a long-term strategic move for our company; the intent is to build a technology base that we can not only leverage internally on future titles, but that we can also license to other studios. In the short term, this also provides two immediate, impactful benefits: 1. We signed our first major customer, and the funds from this will be used to hire a "core technology team" of 6 to 8 senior engineers. These individuals will be tasked, first and foremost, with bolstering and optimizing the Crowfall technology base in preparation for alpha, beta and launch. 2. To run this division, we recruited Josef Hall, a name that some of you might remember from my previous Murder of Crows videos. Josef was the co-creator of both Shadowbane and Wizard101. We've been business partners for 15+ years (every company until ACE, in fact) and not having him here at ACE for the last few years has felt, for me, like I was fighting with one arm tied behind my back. His experience, design acumen and technical chops are a huge win for our team. I believe that Josef and his engineer team are going to be a force multiplier for Crowfall, and for our future game titles. Simply put, I can't imagine a better addition to our executive team. Todd
  31. 1 point

    Worlds Parcels - Comparison and Overview

    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.
  32. 1 point

    Stronghold Comparison and Overview

    New: Comparison of redeemable wall parts of all strongholds in BigWorld 4.6. Link To anyone who is wondering about how big strongholds will be in the campaign worlds or eternal kingdoms or how big they are compared to each other, this comparison might be a little help. If you think that some measures won't be right, then, then ... well, then you are probably right. xD But they should be good enough to get a general idea. Anyhow, feel free to share your calculations, questions and filthy vituperations if you want to. Possible measures on a basic map, based on above numbers. See some other details in my Worlds Parcel Comparison Thread. edit 16-09-05: adjusted to new informations about big castles/capitol parces/supported players edit 16-09-08: new citadel parcel. added number of parcel cells and adjacent cells. edit 16-09-15: new palace parcel, indicating the scale of the palace and palace walls. edit 16-11-16: number of supported players/shops adjusted to new shop informations edit 17-03-28: --> redeemable wall parts, as of BigWorld 4.6
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