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Showing content with the highest reputation since 01/06/2015 in Posts

  1. 51 points
    8 days after Kickstarter -- and we're already back to work producing new characters and features to bring this vision to life! This Week At A Glance Lot of "under the surface" stuff happening at ACE this week! The Guinecean Slayer was well-received on Tuesday -- a little TOO well-received for an April Fool's Day joke, actually. He turned out a lot more popular than we expected! (and who knows, perhaps he'll become a future stretch goal?) Our design team did a full pass on the documentation that details how land ownership (and the fealty trees) work in the Eternal Kingdom, and started to detail out the UI for building and parcel placement. We have to tackle this first, because the parcel system is part of the foundation that will be used for generating unique Campaign Maps, too! Our tech team spent the week making the changes to the combat system -- revisiting the base concepts of movement and targeting, as we discussed last week on the Crowns & Crows and Gold & Glory podcast. On the art side, we're creating swappable equipment for the Knight, concepting Hunger-infected versions of our (also unlocked!) Mounts and catching up on some archetype and building concept art. In fact, another of the archetype concepts is ready for you now: the female Ranger! As an added bonus to this one, we've given her a wolf pet -- since we achieved that stretch goal when we crossed the $1.7m line in Kickstarter! (No, this doesn't mean that the female Rangers automatically get pet wolves! It's just a picture, folks!) New Faces ...additionally, we're inviting a few new faces to join our team! In fact, over the next few months you can expect to see a bit of shuffling: a few new people will join us, and a few will move to new positions (like Tully, who recently moved to the CF design team, and Val who replaced him as our new community manager!) and a few will wrap up their contracts and leave. This is normal game development stuff, inevitable as we transition from a project-that-we-hope-will-happen to a project-that-IS-happening! The Crowfall.com website was also updated this week: the front page now displays (quite proudly!) the amazing level of support that you guys showed us during our Kickstarter campaign... and it shows our next stretch goal (Hire a Graphics Progammer, at $1.85 million)! Even though our Kickstarter is over, we still love adding new Crows to our community. Every new pledge makes the game better and the community stronger. We've had a lot of requests to allow package upgrades, too -- our website doesn't support it, yet, but we have plans in the works to make it possible. It's coming, so stay tuned! As always, THANK YOU for being a part of our community, and for continuing to spreading the word about Crowfall!
  2. 51 points

    Incoming! Hallo And Stuff

    Greetings and salutations! As Tully transitions over to the design team, I'll be stepping up to the plate as your liaison with the Crowfall team. I'm still learning the ropes around here, so you may only catch fleeting glimpses of me this week, but I expect we'll all be well acquainted in a very short time.
  3. 49 points

    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
  4. 48 points

    Ask The Team!

    vague hint: "I <3 D'Orion" now, to your real question: I am ALL IN on Crowfall. I've invested a big chunk of my savings. I left my cushy job. I gave up my safe little nest, and took a bold (arguably foolhardy) leap into the unknown. Why? Because I HAVE to make this game. March, 2004: Shadowbane basically ruined me. I put everything I had into Wolfpack; I crunched for years. I spent all the money that I made from selling my previous company. I lost friends. I alienated family members. I'm not going to go so far as to say "shadowbane caused my divorce", but I will say: it certainly didn't help. We shipped it, yes. and it sold well. But it was riddled with issues (technical, design, and operational) that caused it to bleed players like a sieve. All that effort, all that cost, all that pain. and it just didn't work. We lost. We sold the company to find a soft landing for the team. The founders? No such luck. Unemployed. I had invested everything in Shadowbane, and walked away with almost nothing. For about a year, I basically fell off the grid, didn't do much of anything but think about what went wrong. I'm over that, now. I'm not longer haunted by 'this went wrong' or 'that went wrong'. I'm years past the autopsy. What haunts me is this: it ALMOST worked. The vision we (the Wolfpack founders) had was amazing. The vision was right there, so perfectly clear in our minds. It was tangible. And, every now and then in development, the rarest of moments. A break in the storm clouds, the sunlight would pour through like a light from heaven and everything would just WORK. For a few moments, you could FEEL it. Ask the folks who played the SB beta, they can tell you what it felt like: THIS IS IT. THIS IS THE GAME. THIS IS THE VISION. IT IS REAL. IT WORKS. ...and then the clouds would roll back in, fires would erupt all around me, and everything would go to hell again. The idea behind Crowfall -- the original idea that pre-dates Shadowbane, that was born in a pizza joint as a scribble on a paper napkin -- that vision is my white whale. We had it once, right there, in our grasps. It was so close! It ALMOST worked. I've spent every day of the last decade learning how to build MMOs. Shadowbane was the first game that I ever worked on, remember. I made a ton of newbie mistakes. Say what you like about Wizard101, but we had a flawless launch and amassed over 50 million players. I've picked up a few tricks. I learned what I need to learn about building MMOs. Launching MMOs. Running a live service. and with Gordon here, and the team that we have recruited, we can do this. We can make this game great. This isn't just a game to me. I'm on a mission. It is time to right a great wrong. Todd ACE
  5. 43 points

    The Crowfall Budget Question

    Yesterday, I announced that we had unlocked another stretch goal, one that will let us better serve our European players. We've added a new stretch goal today that will follow the current additional graphics programmer stretch goal, localization of Crowfall in six additional languages. While this new stretch goal doesn't affect the majority of our audience, expanding our overseas audience helps the entire game in multiple ways. More on this below. Talking about money brought something else to mind that I’d like to discuss. We've gotten this question several times about our project budget over the last few months (and we've answered it both on the forums and interviews, but never in a major update). So, let's have some straight talk about project financing. Specifically, let's answer the core questions: How can you make Crowfall for less than $10m, and where is that money coming from? After the Kickstarter and several achieved stretch goals (thank you backers!), our “core module” expanded what in essence is the “core game”! Our vision is bigger than the core game though, and we’ll continue to develop the game beyond the launch of the core game. But the budget we are talking about here is for that core game: the core module + the stretch goals we achieved during Kickstarter. Here are some of the reasons why Crowfall is going to be much more inexpensive to build: 1. We aren't making a Player versus Environment game. PvE games need hundreds of hours of handcrafted content. In our prior experience, it’s not unusual for PvE content costs to drive 70%+ of the overall cost (and time it takes to build) of an MMO project. As crazy as it sounds, it may take three to five people working for half a year to make a single zone -- which offers the players only a few hours of gameplay before they move on. 2. We’re using procedural generation to randomize our worlds out of pre-build pieces. Custom building a world means a TON of handcrafted content, and it takes both time and a lot of people to do this well. Building a world procedurally means that you create a library of assets, and then construct many, many worlds out of those pieces. Effectively, you're building a machine that produces worlds instead of building each world by hand. 3. Our archetypes approach means that we don't have to create a combinatory set of art. If you have 10 races and 10 classes, and each one can be combined, and you want to create 10 custom looks for each, that's (10x10x10=1000) custom characters that you have to make. The ongoing cost is even worse because it's effectively exponential -- every time you add a new race or class, the problem gets exponentially worse. With handcrafted archetypes, we've kept that cost linear -- which also means that we can still have a high degree of customization for each archetype, and we can spend MORE time making each one look unique (and fantastic!) We can still achieve customization for each archetype. We can't stress enough how important this was to keeping our costs in check. Other MMOs spend TENS of millions of dollars on combinatory avatar systems. 4. We acquired a backend MMO technology stack when we formed the company. One of our first employees (who previously worked on titles like Shadowbane, Pirates of the Burning Seas and Wizard101) had spent four years as an independent developer, building his own proprietary MMO backend technology base. We acquired a license to that technology (and hired him!) right at the beginning of our company. This alone cut our time to market by over a year and reduced our costs substantially. 5. We’re using a commercial engine (Unity 5) for our client, along with additional technologies like PhysX and Voxel Farm, which we are modifying and extending for our needs. This means we get the content pipelines built into Unity 5 as part of the package, and we get to focus our efforts on multiplayer, responsiveness and improving the visuals fidelity and performance. 6. We’re outsourcing some of our production work. We’re keeping our core team relatively small, filling with contractors as needed. We hate the idea of overstaffing and having to lay people off when the bulk of the content is done, so instead we will be working with a few quality outsourcing companies (like OMNOM workshop) to help us with much of our content work. This isn't really about cost savings so much as it is a strategy for expanding our team's capacity when we need to do a lot of work in a short period of time. Both Todd and I have lots of experience in utilizing outsourcing and know how to select and work with the best of the best. Typically even a small MMO is going to take over $10 million to build (and probably closer to $20 million). If the fully-loaded cost of an employee (once you add in the cost of office space, insurance, taxes, etc.) averages about $100k/year, which means a $10m project will buy you 100 man-years of work! We’re doing a much smaller than normal MMO by choosing to be PvP-focused, doing algorithmic world generation, tight (but effective!) constraints on character customization and heavily reliance on off-the-shelf technologies. Our cost for the core game will be in the $6 million range. The full vision we are working toward will cost more, of course, as launch is never the "end game" when you make an MMO. It's only the beginning. Once we're up and running, and the game is generating revenue, we'll continue to expand it and grow it as long as our customers will support us! Now where is the money coming from to make this game? We've been clear that crowdfunding is only one piece of the funding puzzle, albeit the most important one! Our first source of funds was early investment. We started with the founder's money, then did a minority equity sale to raise a total of $2.35 million. We used this money to start the company and to kick off pre-production on Crowfall. This is how we financed all of our efforts leading into the Kickstarter: the website, the forums, the videos and (of course!) the game. Many of you noticed that the Crowfall Kickstarter had a LOT more content and details than other similar Kickstarter campaigns. That's because we raised money and started working on the project more than a year before we presented it to you! The second source of funds is crowdfunding, which started with our Kickstarter campaign. As you know, we raised almost $1.8 million dollars from that campaign, which is huge! But it doesn't stop there. We will continue to crowdfund post-Kickstarter, as we think this funding is the purest we can get -- not only does it help make the game better, but it grows the community at the same time. We've already collected over $50,000 on our site since the Kickstarter ended. We don’t know how many more people will back us between now and the core game launch, or how much in total we’ll raise, but crowdfunding pledges make a big difference and we’ll spend every bit of it to make Crowfall as good as it can be! Our third source of funding is licensing foreign rights. Distributing and supporting an MMO outside of your home market is both time-consuming and capital-intensive, far beyond the means of a company like ACE at this point. Based on the early data, we believe the game could also be very popular outside of English-speaking territories. Our business model works fine for the Western markets, and we've committed to having European servers for launch (either we’ll do it ourselves or do it with a partner). Our design and business model may have to be modified to work outside of Western markets, which makes distribution more challenging for those markets. Typically, we can ask our partners to pay licensing fees for the overseas rights to our games, which means that we have another source of money that we can apply towards development. To this end, we are in active discussions with multiple parties already. As a fourth option, we can always bring in additional investment money (i.e. sell more equity). After our Kickstarter ended, we were approached by a number of people (ALL of them backers!) interested in investing in ArtCraft. We are currently considering taking a small investment from a few accredited investors (we call them player/angels!) We like the idea of having backers as investors, as they are "pre-filtered" to believe in the Crowfall vision and won't want to change the design or the business model. We don't feel that we HAVE to raise this money, but we do feel like we could put it to good use to both reduce our risk and make the game better -- if we can find individuals who are a good fit. It would also put us in the best negotiating position for the overseas rights, meaning we can wait for the right partners and deals. So there you have it, our plans for building Crowfall and our plans for funding it, all out in the open and in one place! We’re happy to entertain constructive discussion and questions in this thread, but please understand that we can’t go into details on our business development efforts without potentially harming those efforts. Happy to engage, as long you guys realize that some questions might be answered with, "I'm afraid we can't talk about that!" As always though, when we have anything that can be made known to our backers you’ll be the first to know! Thanks again for your support! Gordon Walton Executive Producer ArtCraft Entertainment, Inc
  6. 42 points

    You Guys Rock! (Crowfall Community)

    Thank you for all the support you guys have given to help us get funded. Trust me when I say this we are beyond excited to be making this game not just for all of you, but for us as well. THIS is the game I've personally always wanted to play!!! I give you all a solemn promise to keep working my tail off and help Todd in making this game a reality! On a side not I am exploring every opportunity to help make this game look better and better for you guys and gals(on the environment side of things). In fact for all you graphics nuts, I've been exploring with Unity's PBR work flow. Now that Unity 5's out officially, I can talk more about this soon. So far the early tests are coming out nice. -J
  7. 41 points

    Pve Campaign Stretch Goal?

    something something something no
  8. 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.
  9. 39 points

    Reddit Ama Summary From March 25

    http://www.reddit.com/r/Games/comments/30aqli/crowfall_ama_with_executive_producer_and_creative/ Replies from Todd (/u/Jtoddcoleman) Q: How will a victor be determined in FFA Campaigns such as The Dregs? A: The Dregs will be a system similar to Shadowbane, but adapted to the idea of a seasonal campaign. The basic idea is "take over as much land, as hold it as long as you can." We gave an example (the Bloodstones design) that showed how victory points are amassed; the details may differ but the core concept will be similar. Q: 1) What drove you to choose Unity 5 over UE4, UDK, CryEngine, or another engine? My understanding from speaking with Unity game developers is that it is less performant than many of its counterparts, particularly for fast-moving games. Do you feel that decision has impacted design decisions about the speed that things occur at? 2) Do you feel like the relative expense and difficulty of making MMORPGs prevents developers from taking risks in their designs? It feels like in the post WoW world, we live in a world of very similar MMOs which try not to deviate too far from the WoW model. Shadowbane was my first and favorite MMORPG, and the game that truly made me into a gamer. Crowfall looks like its spiritual successor - I'm cheering hard for it. A: 1) I'm not a programmer, but from a production stand point I can tell you that the Unity pipeline and toolset are world class. The editing features -- where you can interrupt the program while it is running, change a UI, and then "unpause" the game to see the results of the changes without having to re-execute is pretty amazing. MMOs are huge games, and anything you can do to increase the iteration cycle for making/testing changes is a HUGE win, in terms of overall time (and therefore cost.) In terms of performance, we were an early participant in the Unity 5 beta, and I think the performance increases have been pretty fantastic in this version. Again, though, I'm not technical enough to do a deep dive into the render pipeline... but from what I've seen, the engine is very impressive, and MUCH easier to adapt to an MMO than most of the other commercial engines available. 2) Absolutely, when a game makes BILLIONS of dollars in revenue, suddenly that's the "right" way to build that kind of game. It means that the people funding these games all wanted WOW success, and the best way to pitch WOW success is to start the pitch with "Wow, only with XYZ". I feel like we had more innovation before WOW, because no one knew what was possible (and therefore, what wasn't.) Crowdfunding has really changed this equation, quite frankly because the people with the money (you) are better at picking visions that will be appealing to a large audience. Of course they are, right? Because the idea only takes hold if it manages to attract a large audience. It's basically taken the traditional studio "green light" process and democratized it. Thanks for playing SB, btw! That was my first professional game, and it was a hell of a ride. I'm glad to be able to go back after all this time and try some of those design ideas again. Q: What do you think is the biggest lesson you learned from your past projects? How are you using those lessons and applying what you know now to Crowfall? A: The biggest lesson that I learned (the hard way) is that you can't make a game that is going to make everyone happy. Instead, pick a focus and make a game that THOSE people will love. "Sometimes you gotta let those hard-to-get chips go" Q: As an old Shadowbane player, I've never really found an MMO that compared. The amount of freedom, choice, and complexity of the classes and politics in the world is second to none in my opinion. Where will this game settle between being something new and a blast from my past? Will this game give me the feeling of reliving my time with SB in some respects? A: That's my goal. Only without the sb.exe problems. Q: The selection of archetype – promotion – and discipline runes seems heavily influenced by Shadowbane. What sets it apart? What is one of your goals for improving it over the Shadowbane system? A: First off, I think some of those original SB ideas are still awesome, and deserve to be revisited. But the core difference is the "Campaign Worlds", the idea of unique maps will unique rulesets that come to an end... this fixes what is (IMO) the biggest design flaw that we had in Shadowbane. Q: Thanks for the answer JTC. If you have time after answering all these other great questions could you give me something a little more specific to character advancement? I know my prior phrasing was ambiguous. A: Well, first off, I made the tough (and obviously highly debatable) decision to combine race and class into archetype, because it leads to characters that are more thematic. You can see that I was heading in this direction on SB, especially in the pre-requisites for Disciplines -- but in this game, I decided to push it further. Some people don't like it, but they also haven't seen the pay off, yet. The result will be characters that feel more unique and stylized, and themed. And it allows us to make characters that are amazingly varied -- I mean, we have centaurs and minotaurs and guineceans! The reason we can do that is because we decided to lock the races and classes, instead of creating a system that demanded a combinatory result (race X class)... you'll notice that the trend in the industry for MMOs has been to allow any race with any class, and to reduce the number of base races to try and cut the art cost. Next, we split Talents into Advantages and Disadvantages, because I always liked that in Gurps, and I thought it would be a cool way to expand on the original idea. Then we went with passive training. This is a big one, because it means that we don't force players to invest hundreds of hours into the game (i.e. the grind) to get to the fun part at the end -- there is no end-game. Crowfall is nothing but end-game. sorry for misunderstanding you, before! hope this clears it up. Q: First I want to preface my question with this, I know Crowfall is unlike any game I've ever played, so forgive me for making comparisons to other games. I am only trying to compare to what I already know. In no means am I trying to say it's the same as the games I compare it to. You've already redesigned the Holy Trinity paradigm of Tank/Healer/DPS without dedicated healers into something similar to Combatants/Crafters/Scouts (which I think is awesome). As a well versed MMO player, I've spent many days playing WoW, Rift, SWTOR, etc...and as such each game tends to have the preferred class/spec combo. I remember when Frost DKs were taken over my Enhancement Shaman due to different class/spec abilities/buffs. So I was wondering if Crowfall will redesign or break standard MMO class/spec composition paradigms? I.e. Will a horde (or herd?) of Minotaurs be able to be as effective as a group of mixed Archetypes? Will groups/guilds need to balance the amount of each Archetype they have? Or will we see that Archetype doesn't change how the game is played, the player [skill/style] changes how the game is played? Hope that makes sense, sorry for the wall of text! Thank you for your continued effort to make this game amazing! A: yeah, it's hard to explain when you have a more free-form ability to customize your character, because roles are less defined. that doesn't mean "everyone can do everything" -- at all, it just means "I'm not ONLY a tank" or "I'm not ONLY dps." and again, we're not killing the idea of support classes, we just don't have firehose healers, because the game isn't being made with the goal of having parties fight monsters with 40,000 health. It's a different mindset, so we changed the roles to fit the new paradigm. Q: With the Crowfall physics (inertia, gravity, etc.), is it possible to climb some very steep slopes? Or the characters will rather tend to "fall"? A: yes, we've already got a version of this working, it's interesting to play with. Your guy will "slide" down a sleep slope -- and when you add it to the feet placement IK system (which you can see in a few of the character screenshots) it works surprisingly well! Q: 1.are the world's seemless or do you select a world on login? 2.Are you guys planning on a mobile app for acct, char, guild, shop mgt? I think mobile mgt would be crucial for merch owners. 3.How lush are the RSS going to be throughout the maps? A: 1) Each Eternal Kingdom and Campaign world is a separate world. Within that world, it is seamless. 2) mobile app would be cool, but it isn't part of the core module. sounds like a great stretch goal. I know I would use it. 3) I'm not sure what you are asking, here? Q: It is my understanding you do not have traditional leveling. Will a freshly made character be able to fight a character that has been around the block and skilled up? Also, am I correct in thinking that instead of choosing a race then a class, you choose an archetype, and the race/class are one choice together? Thanks for your time - first time I ever backed anything on Kickstarter. A: high level characters have an advantage, but not a huge one. In most MMOs, a 40th level guy can take on an infinite army of 20th. In ours, a high level character can take out one or two, but if he gets caught off-guard by 3 or 4 newbies, he could be in serious trouble. Yes, archetypes are race/class combos. This makes them more thematic, because when you decide to make every race and every class go together, you have to make animations and armors that match everyone -- which means you end up with characters that are inevitably more generic, and a spiraling art cost gets quickly out of control due to all the combinatory results. Thanks for backing! Q: You have said crafters could craft full time and be their main role in the game. Is this true for gatherers as well? Could you have a character that spends its entire game harvesting resources for your guild and crafters? A: absolutely! this will be a more dangerous route, because it means you'll have to brave the Campaign Worlds -- but it can be a VERY lucrative path, if you're good at it. Q: What has been the most memorable moment for you both during this whole Kickstarter campaign? A: that first morning was brutal. terrifying, and exhilarating in equal parts. Q: Thank you ACE for the Ask me Anything post in reddit. So here is my question: - What do you plan as background for the different gods and when do we see these ideas? A: I have a firm idea of all the gods, and how they interrelate, that I've been working on for the last year or two. We just didn't have time to do all the art to back it up, going into kickstarter. This is an area that I'm really looking forward to. The Pantheon of Gods, and their relationship to the Hunger, is one of the coolest parts of the CF universe IMO. We haven't quite gotten to the part where the players (and guilds) know them well enough to start building their own stories around them. That's coming. Q: The combat in MMOs is usually very generic and doesn't really feel like the characters have any weight when they are landing blows. Have you considered going with more of an action rpg combat system instead? I think larger battles will feel a lot cooler and take more use of your physics engine to if characters can't just walk right through each other and a shield actually has to be facing someone to block them. A: that's what we're doing. We are using PhysX and locked animation sequences, to give weight to the character's actions. Q: With the development of the tournament and championship systems, do you see Crowfall breaking in to the esport scene, and if so will we see shorter more televisable campaigns? I could get behind watching a Hunger Games like arena with a single spawn. A: We should be lucky enough for the game to be that popular! How far we go down that road is really for you guys -- the community -- to decide. Q: 1) Any reason why "The Shadow" rule set is on the only rule set not to be included in the core module? A: Yes, the order of the rules was chosen to explore the outer edges of the design. I picked the Dregs, first, because we didn't know if we would hit any stretch goals at all, and I knew this ruleset would be most popular with our core following (many of whom are ex-Shadowbane players). Once we cleared that hurdle, I went back to the 3 faction rules, because I knew those two rulesets would give us the most coverage. Once we cleared THAT hurdle, now I had two left to choose from, and the 12-god cage match sounded more fun. As we get more funding, we'll expand the rulesets -- in fact, after launch, we'll be constantly adding new rulesets, that is the single coolest thing about the design's architecture. Q: Regarding the new Infected Ruleset: Will our characters pledge permanently to one god or will it be on a per campaign basis? A: This is one that we're still debating. It's not an easy answer, and if we can't agree internally, we try to resolve that impasse before we talk about it publicly. Q: I watched a video from MMORPG.com and apparently the game has survival elements like hunger, cold and thirst. Can you confrim this? And if so can you talk about it a bit? A: Yes, we are including survival elements in the game -- though we haven't released an FAQ yet that talks about how these elements work. (We actually wrote one, but in the review process prior to release, it raised a handful of new debates internally, and that's how we knew we weren't quite ready to talk about it, yet.) Q: How do you plan to handle stealth in Crowfall? A: My goal was to make it similar to the SB stealth game; there were two different play styles, one geared towards stealth (infiltration, information retrieval, assassination) and one geared towards anti-stealth (seeking out and eliminating the former.) In SB, a lot of this was focused on troop movement and city infiltration -- which was awesome, but in Crowfall we have opportunities to expand on that foundation, thanks to resource collection and caravans. That should add a new layer of cool gameplay to reconnaissance. Q: Excited about the game, a few questions for the team! 1) You've analogized the game economy to EVE before (Items with durability requiring replacement, a highly complex crafting system), in which case I'm wondering what form marketplaces will take. Will they be exclusively in player owned eternal kingdoms or scattered throughout the land in NPC towns and castles? Will players have the ability to place buy/sell orders or contracts on said markets, or will trade be exclusively face-to-face or mediated by a WoW type auction house? 2) Will players be able to move their characters from one account to another, and if so will that be free (Besides buying another account of course) or paid? I'm thinking this because VIP players will be able to passive train up to 3 character slots at once, and this could create a secondary market in trained characters. As a followup, will characters be tradeable in-game? 3) Will characters on the same account all have access to the same eternal kingdom? As in, could my fighting character procure some valuable resources, leave it at my keep, and then my crafting character logs on and makes advanced materials or items? Thanks! A (Todd): I'll try and hit these quickly: 1) no automated auction house. we want people to move their avatars (and resources/materials) around the game, we feel like it makes the experience cooler 2) no current plan to move characters between accounts 3) yes, the EK ownership is at the account level, not the character level A: (Gordon): 1) We have no NPC EK's or marketplaces. So everything is player driven and owned. We'll start with face to face player commerce and player owned vendors, and move to the contract model over time. No global auction houses! 2) We are not planning to be able to transfer characters between accounts. We will have the ability for players to buy up to 3 additional character slots per account (6 total). 3) The account owns the Eternal Kingdom, not a character. Which means all characters on that account share the materials/items in their Eternal Kingdom. Q: Hey thanks for putting this Q&A together. Here are a few questions I have answer as many as you like! To what extent is this game combat/questing/mission based? Is the possibility of non combat skills off the table? For example, I think Runescape was revolutionary in the fact that it had an incredibly wide skill system (woodcutting, fishing, agility, etc). This made so many new possibilities for the players, it allowed them to play the game in an infinite number of ways (pures, mains, skillers, etc). It also gave them small sets of goals and the psychologically satisfying feeling of gaining experience and levels to accomplish those goals. How important is it to you to have a a "satisfying" feeling combat system? League of legends does this incredibly well (Nidalee spears, Jinx's ult, Zed's auto attacks). The satisfaction of hitting a skill shot or attack. You hear the noise of the attack and see your opponents health bar instantly chunked down. How wide will the skill range be for PvP combat? League of legends and Super Smash Bros would be examples of a massive range of skill that the player can develop. In both these games the extent to which you have timing, positioning, and knowledge of the strengths and weaknesses of your opponent give an enormous range of who is "good" and who is "great". A: the game is heavily focus on crafting and economy, it's one of the pillars of the experience. but it isn't focused on narrative, pre-written quests; instead, we generate opportunities for conflict that will cause players to come into contact with other players (sometime cooperatively, but more often competitively) -- for example, we spawn a valuable strategic resource in a disputed area and let the teams fight over it. It's not a "quest" per se; instead the system is driving players to become the content for other players. incredibly important. meaning: if we don't get the feel of combat right, our game is dead. it will likely be similar. we're using an action-combat model, so yeah, some players are going to be MUCH better than others. add that to a shallow advancement curve (where level and equipment aren't going to protect you) and you've got a game that is much more focused on player skill (and strategy.) Q: This action combat model can be very hit or miss. I hope you guys find something that looks nice and feels good to use. Not just a bunch of running around and turning the camera while trying to throw attacks at your enemy. A: I think the animation locking will have a pretty big impact on addressing this, but we'll have to try it to know for sure. Q: Will different archetypes of the same race have different physique to fit their role more? A: f I'm understand correctly, you're asking "if we add a Fae spellcaster, would she had a different height/weight/body style?" Yes, she certainly could. One of the benefits of the archetype system is that each archetype can be VERY different. That said, we'll always have to be mindful of animation reuse, because animations are INCREDIBLY expensive, so it'll probably be a mix. For example, I'm expecting that we'll get some reuse between the Male Champion and the Minotaur... even though the overall look will be significantly different. Q: Can players swim in crowfall? A: yeah, yeah... OK, swimming. sure. We'll have to do something, here, obviously... but we don't have a firm answer yet. It's actually a significant cost for, sadly, a pretty minimal gain IMO. I have no intention of adding an underwater themed biome, or water dungeons or anything. Ideally, water should be another environmental resource that you have to take into account, tactically. (Honestly, I would really love to say "you don't swim! characters just walk across the lake floor", and since the characters are Immortals, I think there is some narrative precedent. * but I don't think we can get away with that. We'll figure something out. man, I hate swimming. *highlander reference ftw Q: and along these lines, will there be oceans, lakes with boats and sailing? A: boats are another matter entirely. I love ships. Ships are awesome. that said, we don't have the budget to do ships. This would be a great stretch goal, but it would unfortunately have to be a pretty big one. someday, perhaps? Q: Are granted rights (noble, tenant, etc) to EKs also based on account, or can it be different for different characters? A: Current design is account level. Though Blair just raised an objection as I type this, so evidently it warrants further discussion. Q: On the forums, Thomas Blair made a comment about land being "a big giant box of Tetris pieces and the campaign worlds grab a handful of them when the world is generating". Does this indicate that the entire world is not procedurally generated, but just select generated but QC'd plots of land and piecing them together? So could we expect after multiple campaigns to see the same 'pieces' multiple times, but possibly just in different order? Thank you! A: the answer is somewhere in between. we're procedurally generating the worlds, but using the tetris model to create them. yes, that means that some areas will be similar between Campaigns -- but not exactly the same. For example: I might recognize that this S shaped, 5 parcel area consists of hills and a river, but the villages within it are different. I don't know if there will be a city wall around the next hill, or a barracks, or a burned villa. Completely procedural worlds, using a fractal algorithm to generate the terrain, tend to look cool when viewed from a distance but don't feel right when you play them. I struggled with this problem for 4 years on shadowbane. This approach, IMO, the best balance point between "custom-built areas" and "procedurally generated maps." Q: Can attributes (Str, Int, etc.) be trained after the advantages/disadvantages selection? Will there be any cross-promotion classes (like Shadowbane hybrids, i.e., fighter lock vs mage lock)? Looks amazing guys! Power on to 1.7 Mill! A: They can be increased through: disciplines, equipment, and buffs. We elected not to do the "level based" increases at the same time we elected not to do levels. Q: Hey guys, first of all thanks for doing this and I want to say the game looks amazing. It's the game I've always dreamed of. Now to the question: What kind of control over ranks in guilds are we going to have? Is there a limit on the number of ranks? If possible can you give us a quick overview of the guild system? A: We haven't talked about the guild system (we will soon) primarily because we aren't doing anything here that will be particular contentious. My philosophy on this is: these guilds have existed long before Crowfall, and will exist long after. We need to give you guys the power to manage the guild, and to that end, we need to adapt to you -- not the other way around. Guild management IS intended to be a different system from Eternal Kingdom management, btw -- though the two will often be intertwined. We aren't forcing guilds to use our EK structure. Q: Hey there! Big fan, I played shadowbane a ton and even had a few guides make it on to the main site. I've been doing a bunch of building in the Landmark version of the Voxel Farm tech. I have a few questions about voxels: How much of the world will be made with Voxels? Will the buildings be mainly voxels or a mix of polys? Will you be using a poly to voxel conversion or making the buildings manually with VF tools? Will you be using the procedural grammar system for creating structures? A quick non-voxel question: Some of the pre alpha combat footage seemed to use heavy amounts of 'red carpets' to indicate where attacks would be. Is it a plan to stick with these or try to minimize their usage in combat? A: The entire world is voxelized. That said, you won't be able to carve it up as quickly as you see the forgemaster doing in the video -- that's edit mode. If we allowed that, the world would be swiss cheese within minutes of a new campaign coming online. the plan for buildings is voxels. plan for props is polygonal meshes. we build the stuff in 3DS Max and convert it to voxels. We're also working with VF to voxelize UV-mapped meshes, which is something that no one else has done with VS before (spoiler alert!) The analogy I use for this is a candy bar: tri-planar mapped interiors with a "hard candy shell" that can be mapped like a normal 3D polygonal object (instead of having to create the surface out of different materials). That work is coming along well, though it has been very tricky to work out! We've been working on it since ... October of last year? Re: procedurally created buildings, yes, that is the plan, but out of rooms/towers/wall segments, etc, not brick-by-brick. We're still playing with the target projections. TBH, I don't know if they will make it into the final game. Q: Is the Champion, Templar or Knight able to dual wield? I want to play a dual wielding plate wearing bad bottom and need to know which of the three allows that. I'm excited for beta and glad that I was able to help kick start this game. A: We haven't released a list of the promotion classes or disciplines yet, but I'll try to keep it in mind to make sure we have at class with both heavy armor and dual wield. Thanks for backing us! Q: Thanks for doing this guys! 1. Do you have plans for a support role to be able to deliver their support via melee in the form of something like an AoE effect? 2. Are you fine with some classes being able to own others in a 1v1 setting or will you attempt to balance it all? A: 1) yes, but we haven't announced the details yet. 2) absolutely, that's not the goal of balance (which is good, I suppose, since it wouldn't be possible.) Our goal is for players to be able to decide what play style they want, and customize their character to that end. Part of that means they need to figure out what situations they want to be strong in, and seek those out. It also means choosing some areas they WON'T be strong in, and avoiding them. ("Perfect balance" isn't actually fun, either, btw. Rock Paper Scissors is pretty balanced! and terribly boring.) Q: Thanks for doing this AMA, Im a fan of MMO's and a fan of hardcore PvP, even though i am really bad at it in most games, but I have fun while doing it, my question is with the passive training you have implemented can a super casual player truly compete with people in the dregs? Reword the question a bit Will the passive training be enough to get you by, or should someone really need to play all the time to compete in the more hardcore rulesets? A: Ok, so that's really two different questions, so let me break it apart. With passive training, will a more casual person will be able to achieve equal footing to the best players on the Dregs? Yes. Will a casual person be able to compete with the best player on the Dregs, character build aside? No. But honestly, even if your build was better, that person would still likely lose. Spending more time in the game wouldn't help either, though, if that helps! Some people are just crazy good. Stay away from them. Be careful. Bring friends. Q: Any plans for a human caster from a non-religious background? Wizard/Mage is usually my style and promotion classes would allow for a lot of others (battlemage, necromancer, warlock etc). A: yes, we have promo classes for some of the existing archetypes that don't have a narrative bend towards religion. Q: Talk about leaving a campaign has been vague, I understand you acquire resources there; but what happens to gear and spoils you've looted along the way? What benefit (to the next campaign, not EK) would loot have if when you start a campaign you're going in naked? A: Export rules determine how much you can take back to the Eternal Kingdoms. How much this matters in the next Campaign, depends on the type of Campaign you choose (and specifically, the Import rules of that next Campaign.) If you really want to bring in the gear that you looted, don't pick a naked Campaign (we call those campaigns 'terminator rules'). Terminator-rules Campaigns are great, however, for players who want to be assured of a completely level playing field at the start, or players who are new to the game and don't have anything to bring in from prior Campaigns. Q: Outside of the campaigns, will the Eternal Kingoms serve any military function? Eg: Will guilds be able to war with guilds between their Kingdoms, or is all combat relegated to the campaigns? A: you have control over your PvP settings, but that really isn't the purpose of the Eternal Kingdom. The Campaigns (and Tournament Worlds) exist exactly for this reason, and were designed to avoid the "Uncle Bob" situation where one team "wins" and the game is over. Q: Is there a small chance the All-Father is still alive? If yes, is there anything the players could do to help him fight the Hunger? A: I like to leave room in the narrative for crazy things to happen! But, no. He's dead. Q: With a heavy focus on crafting and economy and allowing RMT with VIP tickets...Could you tell me how this wont be pay2win? or pay2advantage? Wont people be able to RMT and have all the materials or anything they want in game? In turn taking that into pvp. A: Eve has allowed this forever, and it isn't a "pay to win" game. Why not? Because you can't win by paying more money. If your point is "players shouldn't get ANY items they didn't personally earn, because it's cheating", then the only way to fix that is to turn off trading completely. Guilds give items to guildmates. Those players didn't earn it. Friends twink up their friends. Those players didn't earn it. Players beg. Players bully. Players con. Players trade. Items are CONSTANTLY moved between players. It's a part of the game. If the items were created or collected in the game, by other players, IMO that isn't pay to win. and remember -- we have import rules on every Campaigns. if you REALLY, REALLY hate the idea of facing a player who is using an item they didn't earn, because another player gave or sold it to them -- then stick to the Campaigns that don't allow you to import ANY items. Problem solved. Unless it just offends you. Like I'm offended that a restaurant that I never go to, that serves a type of food I don't like, doesn't serve my favorite beer. In fact, a pretty good argument can be made that a system like this is the opposite of pay to win, because people who CAN'T afford to pay for a subscription can now invest time -- instead of money -- to get the same benefit as the player who pay for a VIP membership. That's not pay to win; it's the opposite. Replies from Gordon (/u/PSWTyrant) Q: Will the Alpha 1 run 24/7? Or will it operate off and on (i.e. weekends only, etc)? A: Probably not. Alpha tests tend to be very focused on particular aspects of the game, not the entire experience. Trying to play it for many hours will make most people very frustrated and give no additional value to the developers. Most early alpha tests will only last an hour or two at a time is my expectation. Q: Its 1 EK per account right? not per character? A: Yes, your Eternal Kingdom belongs to your account, not your characters. Q: When do you plan to 'release' informations on archetype/promotion classes/disciplines skills? A: These will be released over the coming months as they get finalized in the design. We've already released several disciplines and a couple of promotion classes but there are many more. Q: Why is the release date so far out? The videos you released make the game look playable. What are you going to be doing over the next 2 years? A: Games take time to build, we've only been working on this with a team for a year and it's an MMO. We think we're building it in record time in fact. The videos were a playable prototype in a very pre-alpha state. We're in the process of doing our first full combat iteration now from that version, and I'd bet we'll do that a few times as we go for the right feel. Q: What game comes closest to how combat is intended to feel in crowfall? A: A hybrid of Tera (the action combat) and Wildstar (movement). Q: Will there be peek and steal abilities, similar to those used by the Thief class in Shadowbane? A (Gordon): The design team loves this mechanic/idea, but there is not a definitive plan to have it in the core module release. A (Todd): One of my best friends is CONSTANTLY retelling me war stories about the times he would hide and corpse loot with his Aracoix in Shadowbane. Seriously, he has told me the same stories DOZENS of times, and he seems to think I've never heard it before. He will kill me if we don't put that kind of mechanic in Crowfall. Q: Congratulations on the very successful Kickstarter campaign. Did you expect such an outpouring of support? I know you guys had to quickly add stretch goals at the end, but what were your expectations when you started the funding campaign? A: Actually we were not sure we'd get enough support to meet our initial goal. We certainly hoped we would, and had done as much as we knew how to do to gather a community ahead of time. We've already done better than our best-case plans. The kudos really go to the backers though, not us, we just wanted to make something different and cool and hoped enough people would get enthused by this vision. Q: ACE has been very transparent with all of the updates during the KS phase. Since KS will be over in mere hours, what's your plan for updating us as to the progress? How often can we expect updates? Obviously, nobody should be expecting them to come as frequently, but...it's always exciting when there's something new posted. A: We won't be quite so talkative for sure, no actual work gets done when we are spending 16+ hours a day talking to players. We'll have updates on a regular weekly cadence for sure, what happens communication wise each day, week and month is yet to be decided though! That's what next week is for! Q: Please for the love of all that is holy, just tell us what's going on. Even if it's pictures of what the team is having for lunch. It's frustrating when you follow a game you're excited about and all of the sudden you get nothing for months about it A (Todd): We aren't going to disappear on you. I want this to be an incredibly open development process. The flip side of that is: we're going to make mistakes. count on it. we're occasionally going to go back to something we already announced and say "we tried this idea, and it didn't work, so now we are trying this, instead"... so please be patient with us. if you want to walk back into the kitchen to see how the meal is being made, be prepared to get a little dirty. Q: When a campaign begins, how will players be dispersed into the world? Assuming the answer depends on which ruleset, can you give us examples or ideas you have? A: It does change by ruleset of course, Faction-based ruleset worlds can have players enter in pre-determined areas, where the other rulesets will need a different mechanic for initial campaign drops, such as scattered across the world map. Q: I just want to say that I really hope you guys focus on risk vs. reward. Without consequences (full loot), an MMO like this will lose all of the thrill that games like Ultima Online, and Shadowbane had. It's long past time we had a real open world PvP game that had real risk vs. reward and gave it's player that thrill, and sense of dread and excitement all at once. I wish you all the best of luck, you already have my money. Don't let us down! A: Almost everything we have talked about and added to the game really comes down to risk versus reward. We want the game to be challenging, and thus not for every MMO player out there. These challenges along with a player driven economy drive socialization as players band together to solve the problems presented by the game environment. We want the bold souls that are willing to risk real adversity in their gameplay for the sake of satisfying accomplishments. And we've got an array of risk/reward rulesets so that players can find the sweet spot for their own personal risk/reward predisposition. Q: Will alphas and betas be locked under a press NDA? Will we be able to stream/record alpha and beta gameplay? A: We have chosen to have no NDA's for our tests. Stream away! Q: I'm a leap in and just give it a try kind of guy when it comes to learning, and as is typical with that strategy I mostly learn from my own mistakes. I can't imagine its too much different with game design due to how much iteration is involved in the process. So I love to know what valuable insight SWG provided with its various failures ( or "quirks") and if you'd please share that insight with us all? A: Lots of lessons, but a lot of them are the same old lessons unfortunately which most companies seem doomed to repeat. I think the biggest one is trying to change the fundamental nature of a game/brand post-launch is going to be doomed to fail 90% of the time. The few exceptions to this create executive optimism that leads to lots of future failures as people try to make a silk purse out of a sows' ear. Q: How much control will we have over our Eternal Kingdom? Will we be able to choose a biome/location or will it be a pretty generic area we build up? Also, when do you think Alpha testing will begin? A: The monarch has complete control over the Eternal Kingdom. They set the rules, hand out/take away fealty and land. We don't have a good array of biomes yet, those will be future stretch goals and/or content we do in live. Pre-alpha is set for this summer and we hope roll that release into the first alpha. Only that initial testing will determine when we'll get to go into alpha. Q: Hello ArtCraft! Been following the Kickstarter for a while, and have been impressed with all of the content y'all have been putting out. I look forward to the product! Now for the questions... Because I know it will be asked, Crowfall will be a mainly PvP MMORPG correct? People seem to be mixing up that Crowfall will be mainly PvE with light PvP with control over resources. When will we see more crafting updates? What has been shown leaves some ambiguity. -Lastly, do you plan on showing off Crowfall at any of the big gaming conventions throughout the year (PAX, RTX, etc.)? You guys gotta blow this thing up! A: The core of our game is PvP. We have PvE as an environmental threat to ramp up the danger of the worlds, much the same as the Zombies in Walking Dead make the world dangerous, but the other humans are the real threat. Of course we'll do more crafting updates over time as the system gets more definitive. We intend right now to spend more time building the game than attending conventions. We are likely to focus on consumer conventions in the future though as our game gets more playable, as getting the word out is important! Q: Have you decided on how the camera will be controlled. Would it be mouse-look like traditional FPS-es where moving the mouse will also move the camera? Or will it be traditional MMO-ish where you have to hold down the right mouse button to pan the camera? A: We are working on a Tera/ESO style camera and controls, where you have distinct modes for movement / mouse control. We'll play (and test) that and see where we need to iterate from there! Q: I’ve seen lots of discussion around animation lock vs telegraph combat (Tera vs Wildstar for two analogs). What other games are influencing other aspects of combat. For example; Attacking multiple attributes a la Health, Action or Mind in SWG Combining buffs or de-buffs into new effects a la GW2 Down states and executions a la DF Is warmth or hunger being considered for a Battle Fatigue system a la SWG A: 1) No 2) Maybe! 3) No 4) Not really like SWG in regeneration I hope this helps! Q: Hello and thanks for doing the AmA! My question is, will we be able to build and use siege weapons at some point? Because in the trailer i saw someone "charging" through a wall. If heros can do that, walls seem kind of pointless. But if you have to build a siege weapon, carry them somehow near enough to the enemy to use it AND defend it in order not to lose the siege weapon - now this would be whole other ballgame. I'm looking forward to play Alpha 3! Thanks for your hard work and please keep doing what you do and be true to your vision of crowfall! A: We will have player-built siege equipment for the core module (though we hadn't announced it yet). The wall you saw busted through had been attacked by spells before the hammer or shield bash finished it off. It takes a team to get through fortifications! Thanks for backing and see you in the Alpha 3! Q: Is it possible for weight to be a factor with the Unity engine? For example, if I dig a tunnel or cave with a thin enough roof and a large group of players run above could it collapse and trap them ala a tiger trap? A: Weight is a factor in the physics engine more than Unity, and we are using PhysX in our gameplay. We love the idea of traps and hope to have them in the game for the core module launch! Q: Hey guys, thanks for the AMA. I'm just curious if dodging and blocking will be available (if at all) to all classes or just specific ones? A: Dodging via "getting out of the way" is available to everyone, it is not an RNG stat. We are going with an active blocking mechanic and it will typically only be available to archetypes who can use shields. Q: This can be sort of a stupid question but here it goes: Do you guys have enough money to do what you said on kickstarter? A: Not a stupid question at all! We do have the money for the core module, but not all the money to build our complete vision for the game! We used our stretch goals to expand the core module to get closer to our complete game vision. We've been very open with our backers about this. We raised money before we did crowdfunding, and now the crowdfunding money (soon). Next we plan to license the game to some of the key overseas territories (Asia, anyone?), and most likely we'll raise some more money through equity too. We'll deliver the core module and stretch goals though even if these new money options don't work, we just want to go faster and deliver more of our game vision, which is what the additional money would help us do. Q: Are you considering any kind of player made items akin to the marketplace on steam or soe (now daybreak)'s player studio? A: Not at this time. Q: While I'm excited for all of the experience and ideas involved in this game, a huge selling point for me was the fact that you will be working with one of my gaming dev heroes -- Raph Koster. I'm just curious how involved Raph will be in his consulting role with Crowfall? A: We talk with Raph almost every week, and while he's mostly focused on our crafting/economic game, he weighs in on all aspects of our design which we like! Q: Can people score points by play against their own alts? A: Well, you can only play one character on your account at any one time. And only one side/guild/faction can win a given campaign. Hope this answered your question! Q: When the seasons change, let's say from fall to winter, will the players notice some major changes in the environment? Are there any impacts on gameplay caused by seasons? A: The world will look different in every season and as you move closer to winter the world itself and all the remaining creatures and zombie get more and more affected by the hunger, and not only does it make them more dangerous, it shows! Q: When do you presume the game will enter beta? A: Sometime mid-next year is the best estimate we have now. Q: Thanks for doing this AMA, thanks for making this game and thank-you so very much for Shadowbane! My questions is, will Crowfall contain or will you consider spells, powers or abilities that require more than one player to execute? Something like tandem casting, group abilities or any mechanic which results in such things which cannot be done alone. A: Pretty cool sounding, but no tandem casting at this time. It does take multiple characters/archetypes to accomplish some tactical tasks like breaching fortifications though. Q: How are you approaching sound effects in the game? For a long time now MMO(RPG)s have had very generic sounds, specifically when it comes to the combat. For my own personal preferences I like to have audio stimulance as much as visual.. What I mean by that is when landing a critical blow to an enemy is really sounds like a critical blow. And when I hit someone with a shield, it sounds like I'm hitting a shield. Usually nowdays is having all sounds in combat sound like you're hitting metal, no matter what weapon you are using or what you are hitting... Is that something you have put any thought/work into? A: We've got an excellent sound designer (who we have experience with) on Crowfall. And I like your ideas! Sound is where emotion lives so we'll be doing the best we can to enhance the impact of the sound space with our budgets in this area. Q: I like to run around and quest by myself and what not - solo killing monsters and collecting things. Is this game sole a League style tournament system or is there other aspects to it too? A: We are not really a questing or PvE-centric game. While you can solo within our game, its probably one of the most difficult ways to play. I'm not sure this is answering both of your questions though. Q: What will encourage a player to visit other players EK, rather than just invest heavily and stay inside of their own? A: Searching for the resources and items they'd like to have will be a big part of it. Also looking at other EK's will give players ideas for their own EK's, and finding other guilds to ally with (or hate on) also will be a motivation.
  10. 33 points

    RIP The Crowdfunder

    Culture wars. Playing out in real time in front of us. In-game these will make for some delicious conflict. There are a million places on the internet to be asshat (that's a Todd word) or get your ya-ya's out. Right now our forums are for helping us make a better game, and potentially a place for you to find allies and enemies. But backers don't get to run completely wild in that process. We'll get the new user forums working better in the near future, and eventually we'll even have places the veterans can call their own where no ArtCraft moderation exists (but those will be invite-only, not for every passer-by). After all, you are backers and we want to serve you. To a point that is. We expect it to be quiet until we give you more real (game) meat to chew on. We know you are carnivores. Try not to eat each other in front of us in the meantime. P.S. Investors don't give poorly made socks about the forums, or even the traffic on them. They only care about market potential which they mostly measure in dollars and heads that gave dollars. The investors that encouraged us to do an offering now are Crowfall backers after all!
  11. 33 points
    This speaks for itself. JTODD from the Reddit AMA: This SHOULD rest the case. It won't. But it should. If that's not good enough for you, then why are you still raising the issue in these forums? Go find a game that doesn't have a cash shop/PLEX-ish system.
  12. 31 points

    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
  13. 31 points

    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"
  14. 28 points
    I want to take this moment to host a centralized discussion and suggestion thread around some key areas that have been hot button topics on the Crowfall forums, the first of which is Player Experience & Griefing. Competition & Betrayal The core of our game is competition. If you want to experience everything that Crowfall has to offer, you won't be able to do it without competing, directly or indirectly, with other players. Part of our vision revolved around politics. A key component of politics is the concept of betrayal. We envision many relationships being formed and broken in the game. Whether it be a subservient guild who who overthrows their master, an infiltrator who loots the entire guild cache and delivers it to their sworn enemy, or an alliance that breaks falls apart at a key turning point of a campaign... We consider these to be "fair game" tactics. We are designing flexibility into the system to allow these events to happen. That also means that, from a support standpoint, we will be "hands off" when dealing with in-game betrayal by other players or guilds. Killing versus Griefing PvP (and competition in general) is the nature of this game. Big rewards only come from taking big risk. Taking that risk means it is quite likely that you WILL be killed by other players. Accept that fact and move on. You want a nemesis system for those who have killed you many times over? A bounty system to allow you to place a nice reward on the head of someone who’s caused you much anguish? We like these ideas, and we are open to them! Griefing, however, is not allowed by our Code of Conduct. Harassment of other players (either in-game via chat channels, or on the forums) will not be tolerated. We cannot condone abuse toward others, threats of real-life violence, comments regarding suicide, racial slurs -- there are a myriad of unacceptable behaviors, as outlined in our Code of Conduct. These behaviors have no place in ANY game and any player who feels it is necessary to test us on this position will be apologetically removed from our community. We have no tolerance for abuse or hate speech in our game, or on our forums. We already have plans for an (optional) profanity system, standard /ignore and /report functionality, and we have some interesting thoughts on tools to allow community self-policing, but before we go into those we want to use this thread to host your suggestions for what YOU would want to see, in regards to self-policing. So, on this topic: what functionality do you want to see? What would help you?
  15. 28 points
    It's time to reveal more details about Character progression! Introducing: The lifetime of a character: Character Progression FAQ How does character progression work? Character progression happens in a few different ways. At character creation, the player selects an Archetype, and a series of Advantages and Disadvantages. This is done on a point system; each character (or avatar) has a set number of points that can be spent to improve the character. Additional points can be gained by taking Disadvantages. There is a limit to the number of Advantage and Disadvantage runes that can be added to each character. After creating the character and advancing your base skills to a level of competency through gameplay, each Archetype has the option to promote to another Class or occupation. We are planning for multiple promotion classes for each base Archetype. The promotion classes enable the player to skew their character in a specific direction. Want to be a Knight who does more damage? Promote to Swordsman! Want to be a Knight who has even more defensive skills? Promote to Crusader! Want to be a Knight who has a ranged weapon and skills? Promote to Sentinel! Can I change my Promotion Class later? No. There are a few changes that are permanent, and this is one of them. Choose carefully. What does a promotion class grant? In almost all cases the promotion class increases your skill maximums on all relevant skills. This enables the player to train their skills deeper into a chosen path, becoming a master at what they do. Most of the time promotion also grants new powers to use in combat and extends the awesomeness of existing powers. Sometimes promotion will grant a new weapon that can be used along with skills and powers that accompany it. Such as a melee class gaining the ability to use a bow and the skills that accompany bow usage. Promotion also offers the character a final chance to alter any of their advantages and disadvantages. At this point we think the player fully understands what would be useful to their character as a permanent choice. What are the requirements to promote? We are still working on the exact mechanics that will allow a character to promote to their promotion class but are pretty sure it will have something to do with skill points. Either earn a specific total amount of skill points or train some specific skills to a required amount. It might even be a combination of both. After I select a Promotion Classes, am I done with customization? No. In addition to promotion classes, characters can also take Disciplines, which are a type of “sub-class” to further customize your character. Disciplines are applied by collecting Runestones in the game, and applying them to your character. Not every Discipline will be available to every Archetype – but every Archetype will have access to many, many Disciplines. Disciplines allow you to further customize your characters skills and powers. Want to focus that Knight on more sword damage? Or increasing his Strength attribute? Or turning into a Werebear? These are the types of customization effects that can be added by using Disciplines. Discipline runes can increase your skill max with certain skills, grant access to new skills and powers, grant you new crafting recipes, or give you the ability to master weapon types that are normally restricted. The skills, powers and recipes granted by Disciplines are typically very thematic. For example, we wouldn't have a generic “Weapon Master” discipline that gives you a bonus to swords, spears and shields – but we might have a “Gladiator” discipline that does exactly that, because it makes sense that a Gladiator might have that particular collection of skills. Discipline Examples: Alchemist Runestone “Wine from Water, Gold from Lead” Grants Potion Recipes Grants Alchemy Skill Grants Inventory Bag (Potions) - Potions placed in Potion bag will not explode when hit Werewolf Runestone “For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack” Grants Limited Time Transformation Power - Grants Werewolf combat powers while in Werewolf form Grants Bonus Damage Vampyre Stat Increases Movement speed Stat Grants equipment slot: Jorts Can my Disciplines be changed? Yes, you can overwrite existing Discipline Runestones with new ones. Doing so will remove or reduce the benefits granted by the previous Discipline, and destroy the old one in the process. Do Disciplines have restrictions? Some of them do, usually in any case where an animation set is required for that weapon which that archetype may not have. For example the Cavalier Discipline (which grants shield mastery and block powers) would not be usable by Duelist archetype, because they do not have the necessary skill pre-requirements (shields) or animation sets. Can you give me some examples of other Disciplines? Sure. Here are a few examples. Standard Bearer Rune Caster Collector Lapidary Beastmaster Ratcatcher Blood of the Ancients Berserker Swashbuckler Stonecutter Commander Where do Disciplines Runestones come from? Disciplines are found by participating in Campaigns. The exact method varies: they can be scavenged (meaning they will spawn in ruins, or uncovered as buried treasure when tunneling in the ground), some can be crafted (using additives and resources found in the Campaign worlds) some can be granted as a special Campaign reward. Can Discipline Runes be traded? Yes, but since they can’t be removed (only destroyed), you can only use them if they have not yet been applied to a character. ---- Falconry Wallpaper If you like the Falconry Discipline Illustration above, you may like this wallpaper... Enjoy the weekend! We'll see you on the forums.
  16. 27 points

    Declaring War on ACE!

    Ok, you guys have done a great deal to make the "vocal minority" angry. You are charged with the following: 1. Hiring xComVic 2. Not unbanning accounts like xComVic promised you would 3. Natalie hasn't been in videos for a while 4. Firing Doc Gonzo 5. Implementing the pay-to-say "feature" 6. Not grandfathering in pre-existing posters like Courant101 (rip) 7. Keeping JamesGoblin from liking our posts 8. Sheen is no longer with us 9. Creating a secret forums for the Bloodstones to suggest silly changes we can't see or dispute. 10. You KNOW what #10 is! For all of the above reasons, we are declaring WAR on ACE. A banestone will be dropped shortly. The trebs are placed. Prep to get rekt. -- Tr0ll Patrol
  17. 27 points
  18. 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
  19. 24 points
    We’ve just launched our upgrade capability for backers on crowfall.com. Let’s go through how it works! First, you have to have a crowfall.com account, and you have to have your Kickstarter package merged with that account (or have purchased a package directly at crowfall.com which is on your account). Now, if you are on the crowfall.com site and logged into your account you’ll see a “Upgrade Pledge” button at the top of most pages. Click on that and you’ll end up at the packages page and it will show you your upgrade options. For Kickstarter folks (including those who purchased during the Kickstarter period at crowfall.com), you can upgrade from your current Kickstarter package to a higher Kickstarter package for the difference in price. For folks that pledged after 7am CST on March 26th on our website, you can both upgrade from your current package to larger packages for the price differential, and can also purchase multiple packages if you want. We’ll be adding a gifting mechanism so if you want to buy a package for a friend and transfer it to them in the future you can do so. Thank you for supporting Crowfall! Gordon Walton Executive Producer
  20. 24 points

    03/11/15 - We're Halfway There!

    Wow, what a crazy two weeks! We started our Kickstarter on February 24th, which means that today is officially the mid-point of the Campaign. 2 more weeks to go! Needless to say, the response has been overwhelming. Thank you for being willing to support our company, and our vision! Now, let's talk about the next two weeks. First, we're going to keep dropping you information about the game, the team, and the ongoing development process. Expect more videos, concept art, game footage, interviews, forum posts, you name it! Second, we're going to fill in the last "big ticket items" of our game vision. We are reaching a point where the designs are less detailed, more like a vision statement of how each system will work, and where it fits into the whole. We'll be sharing vision statements for... - Artifacts and Relics. In addition to scavenged resources, Artifacts and Relics are items that you (or your team) can win in a Campaign, to take home to your Kingdom and offer up to the Gods to gain divine favor (time-limited guild and individual effects that persist across all Campaigns) - Championship Campaign Tournaments. The Tournament system exists as a meta-game layer on top of the Campaigns. To qualify for the Tournament, guilds must be victorious in one or more Campaigns. These elimination tournament ladders will separate the effective guilds from the mediocre, and the great guilds from the good. Complete for the ultimate prize in each band of Worlds (the Dragon Throne, or the greatsword Grievance) - Eternal Kingdoms and the economy game. Why do I want more parcels of land, and what can I do with them? What drives supply, and how can I maximize my player-run kingdom? How can I build a mercantile empire? We will be providing you all of this before the end of the Kickstarter (March 26th). We know that every vision document has the potential to alienate as many people as it excites... but, in keeping with our original statement, we realize that this game isn't for everyone and we hope your decided to come along on this journey with us to build Crowfall. As always, we thank you for your consideration, and we remain humbled by your support. More to come! Todd ACE P.S: We've had a few questions from people eager to know what character customization looks like. While we're a little while away from delivering specifics here's an early concept of our direction right now, using a male Knight as an example!
  21. 23 points

    Crafting Master List

    This is a master list of all the people who wish to be known throughout the Crowfall community as a crafter. No matter what alignment, faction, guild or god you decide to follow, you will make crafting your primary way of life until the hunger consumes us all! Post a reply if this describes you and you want to be on the list! *Updated 01/12/2017* NEW GOOGLE SHEET! Click the link and add your info. All names will now be added to this spreadsheet link which provides the community with the ability to add your information. For now the list will be wiki format (meaning everything is honor system). Once I get more time to work on it, I will update it with some cool new spreadsheet functions and a customer satisfaction system where people can leave ratings and feedback on different crafters. Link: https://docs.google.com/spreadsheets/d/1lGoXYdgSPhoUrwvcdSGnElkT07ukrEfRUZ9AiJohFv4/edit?usp=sharing Keep showing the Crowfall Devs that crafting matters.
  22. 23 points
    I've already acknowledged the confusion, and it was clearly our fault. The answer is accurate, but the question should have been "when does testing begin?" I don't know why it was written this way; it is certainly confusing, and it absolutely could have led someone to make a purchase decision based on incorrect information. Which is why I offered clarity and then invited people to contact me directly if this miscommunication would have affected their decision to back us. So far, not one person has done so. You now have two options. 1) you can accept our apology for this miscommunication and move on, 2) you can decide that my apology and answer are not good enough for you, and contact me directly to take me up on my offer, Either of these options is fine. What is NOT fine is continuing to call our integrity into question on this thread. Todd ACE
  23. 23 points

    disgusting Like farming

    its really gross how many posters are farming likes and im glad the guild forums have that disabled. im not starting a witch hunt and naming names but you know who you are anyways, discuss Like Farming and whatever you do, DONT Like Farm in this thread. about how bad Like Farming is.
  24. 23 points

    03/20/15 - Eternal Kingdoms!

    Several Kingdoms is probably what is going to happen naturally. I would guess everyone won't have the materials to unlock the cells, or the materials to buy the parcels. It's much more likely that people will band together to make 1 big world and build on it, but we aren't forcing it to happen. We are just creating the tools for the players to make it happen.
  25. 22 points
  26. 22 points
    Even if we did remove all that stuff -- which, of course, we won't -- 6 months is actually a great starting point. If our average player plays for half a year, that's huge, because it means our real fans will stick around for years. Keep in mind that the trend for recent games has been to measure player retention in weeks. Our industry has become obsessed with the day 7, day 14, day 30 retention numbers common to FTP games. I'm hoping that our campaign-focused design will change that equation for CF. We'll see! Todd ACE
  27. 22 points
    Yes there will be a cost to building the EK's (nothing is free) however from our perspective this is the same core tech we are using for the Campaign worlds. We plan on using same Tetris piece overlays to make the Campaign worlds POI's, ruins, castles, work. In a crude example: imagine a big giant box of Tetris pieces and the campaign worlds grab a handful of them when the world is generating, drops them down and then fills in the remaining space with smaller pieces. We have to spend the time to make them already, this way we get lots of re-use out of them for those who are interested in the EK portion of the game.
  28. 21 points

    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.
  29. 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).
  30. 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
  31. 21 points
    Anything on the A-Line is the previous key, ie 4, 4, 4 will execute Onslaught 1, 2a, 3a. Anything on the B-Line is the currently bound to the E key, ie 4, E, E will execute Onslaught 1, 2b, 3b. (E will be able to be rebound at some point, we just haven't built rebinding functionality yet) Since the Knight has branching combos you can perfom a 4, E, 4 to execute Onslaught 1, 2b, 3a.
  32. 21 points
    When we started our Kickstarter, we wanted to offer our earliest backers the best deals possible. And we did! We didn’t do a perfect job though, our particular game is not identical to other MMO’s (as you may have noticed). Some of our backer packages ended up with pretty extreme value multiples because we love our backers! In particular the Amber and Sapphire packages are amazing values for backers, followed closely by Gold and Ruby packages. After our Kickstarter campaign ends on 3/26/15 (thank you for our success by the way!), it will be time to change the contents of these backer packages. We’re going to keep the package names the same and change the content of these bundles for NEW backers – again, we aren’t changing anything for those who signed up DURING Kickstarter! We love our early backers, and we are delighted that you are getting such good deals. But going forward, new people who sign up won’t be getting quite as good as deal as you did. Most of the non-exclusive items dropped from packages will be able to be purchased individually on our store, just not not right away. Kickstarter Backers got a number of exclusive items and “Backer Number Goal” rewards, most of which will not be offered in the post-Kickstarter bundles. Except the horses, because everyone likes and needs horses! OK, what do these old and new packages look like? I’ll show three example packages with color coding to illustrate the changes: XXX = Content changed, XXX = Content lost, XXX = Backer Number Goals Rewards lost Gold: Kickstarter bundle Gold: Post-Kickstarter 2015 bundle Patron title in credits Patron title in credits Digital copy of the game Digital copy of the game Alpha 2 Alpha 2 One cottage One cottage Digital Art Book Digital Art Book Digital Sound Track Digital Sound Track Gold Forum Badge and Frame (KS specific) Gold Forum Badge and Frame (2015 backer specific) Stronghold: Small Fortification - KS exclusive Stronghold: Small Fortification version 2 - 2015 backer exclusive 12 months VIP 9 months VIP Quarterhorse/War Horse/Nightmare KS Exclusive Quarterhorse/War Horse/Nightmare version 2 – 2015 backer exclusive Exclusive God Statue (1 of 12) Reserved Unique Character name 2 Extra Character slots Name a Fallen Hero Increased bank size by 20% The Arcane Weapons set The extra month of VIP The All-Father statue and Relic upgrade The Pack Pig! Caravan figurine 3 Bonus Tax-Free Parcels Dwarven Blacksmith Thrall Sapphire: Kickstarter bundle Sapphire: Post-Kickstarter 2015 bundle Patron title in credits Patron title in credits Digital copy of the game Digital copy of the game Alpha 1 Alpha 1 2 cottages 2 cottages Digital Art Book Digital Art Book Digital Sound Track Digital Sound Track Baron/Baroness title Baron/Baroness title 1 Divine Cathedral 1 Divine Cathedral Access to expanded colors guild heraldry Access to expanded colors guild heraldry Access to expanded symbols guild heraldry Access to expanded symbols guild heraldry 10 Tax-Free Parcels 10 Tax-Free Parcels Sapphire Forum Badge and Frame (KS specific) Sapphire Forum Badge and Frame (2015 backer specific) Stronghold: Small Castle - KS exclusive Stronghold: Small Castle version 2 - 2015 backer exclusive 72 months VIP 24 months VIP Quarterhorse/War Horse/Nightmare KS Exclusive Quarterhorse/War Horse/Nightmare version 2 – 2015 backer exclusive 1 Villa Physical Collectors’ Edition Exclusive God Statue (1 of 12) Reserved Unique Character name 3 Extra Character slots Name a Fallen Hero Increased bank size by 20% Reserve Guild Name The Arcane Weapons set The extra month of VIP The All-Father statue and Relic upgrade The Pack Pig! Caravan figurine +5 Bonus Tax-Free Parcels Dwarven Blacksmith Thrall Emerald Kickstarter Emerald Post-Kickstarter 2015 Patron title in credits Patron title in credits Digital copy of the game Digital copy of the game Alpha 1 Alpha 1 3 cottages 3 cottages Digital Art Book Digital Art Book Digital Sound Track Digital Sound Track Duke/Duchess title Duke/Duchess title 1 Divine Cathedral 1 Divine Cathedral Access to expanded colors guild heraldry Access to expanded colors guild heraldry Access to expanded symbols guild heraldry Access to expanded symbols guild heraldry 72 months VIP 72 months VIP 2 Villas 2 Villas 3 Extra Character slots 3 Extra Character Slots 1 Manor building 1 Manor building 1 Launch Party Invite + guest 1 Launch Party Invite + guest 1 Premier Backer Studio Tour + guest 1 Premier Backer Studio Tour + guest Monthly Q&A with ACE Monthly Q&A with ACE Emerald Forum Badge and Frame (KS specific) Emerald Forum Badge and Frame (2015 backer specific) 40 Tax-Free Parcels 80 Tax-Free Parcels Stronghold: Large Castle - KS exclusive Stronghold: Large Castle version 2 - 2015 backer exclusive Quarterhorse/War Horse/Nightmare KS Exclus. Quarterhorse/War Horse/Nightmare version 2 – 2015 backer exclusive Physical Collectors’ Edition Unique Guild Heraldry Exclusive God Statue (1 of 12) Reserved Unique Character name Name a Fallen Hero Increased bank size by 20% Reserve Guild Name The Arcane Weapons set The extra month of VIP The All-Father statue and Relic upgrade The Pack Pig! Caravan figurine +40 Bonus Tax-Free Parcels Dwarven Blacksmith Thrall As we get closer to launching the game we will probably change the packages again. Earlier backers will always get better deals! Thank you again for all your support1
  33. 20 points

    Kickstarting The Demand Culture

    I haven't been here that long. Hell, honestly no one has, since #play2crush lauched only in December. The people who found their way here from the launch of that website up until the launch of the kickstarter campaign were for the most part patient, very excited, mostly positive and enjoyed some good speculative debates. Now that the kickstarter campaign has launched, the general discussion has turned into a place filled with impatient, demanding, negative or vision changing requests and posts. It is honestly sad to see how quickly a community can change after only a few days of a kickstarter campaign. For a game in this stage of development, the team has been very forthcoming with information and have remained active, giving daily updates and dropping frequent forum posts. They have been doing a wonderful job explaining and releasing information on concepts, and many people who were here before the kickstarter campaign are more than happy to help you new comers understand what we know so far. The problem is in how some of you new comers have been posting; you sound like children who when mom allows you one cookie for dessert, you throw a fit and whine for more. Please be understanding and respectful to the development team with your posts. Curb your demands and offer up friendly suggestions or ask nicely for new information. We are all super excited for this game, otherwise we wouldn't be here, but please load up on patience and relax... I am certain all will be revealed in time! P.S. It is hard to do thise big post crap from your phone XD
  34. 19 points

    Vanguard Minor Discipline Guide!

    We in the Vanguard want everyone to improve, and have easily accessible information about the game. With the death of Expansive Mind, Demon's Pact, Fashion Statement and Hand of Glory - we often get asked "Which minors should I go with?". So to help the new players, and refresh the memory of experienced players, we have created a short guide, with the currently available minor disciplines in the game. *Note that we have left out minors such as those who improve songs, and thorns - as we would not recommend them to anyone currently. Enjoy. Remember to click to zoom! _______________________________We are recruiting! Looking for 2x flex players and 1 support player! Check us out here: GUILD THREAD
  35. 19 points
    Seems a bit of an over-reaction.
  36. 19 points
    i would personally welcome a skill wipe etc [especially if it comes along with some sensible skill tree revisions]
  37. 19 points
    I'm good with this.
  38. 19 points

    Female Ranger Revealed

    Glad everyone is enjoying the look! Funny to see the picture of Natalie cause I didn't even think of that i swear!
  39. 19 points

    Pre Alpha Have Nda Too?

    No NDA at any phase of testing.
  40. 19 points
    Logging into another persons account is against terms of service. This is a genuine CS investigation case, as ultimately you would be able to access personal details about the user (their listed billing address for example)... That's a possible security breach and will be treated as such. An account is listed to an individual owner. No other access is permitted.
  41. 19 points
    What I don't understand is, why be following a game you think so little of?
  42. 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
  43. 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.
  44. 18 points
    Just wanted to make an aesthetic note - the Confessor fire animation concepts are absolutely gorgeous! Well done!
  45. 18 points
    That's the nicest thing anyone's ever said about me. ;(
  46. 18 points
    No. A minority of people have demonstrated that you can't have nice things.
  47. 18 points

    Backers Email.

    If it makes you feel any better, my husband, one of our BFFs and I haven't gotten ours yet either -- and I'm the one sending them. They are going out in small increments because, every so often, there's a code that may not work correctly or has some other wonkiness that we need to work out with the Web team. By tackling those little bumps as they occur, we are potentially avoiding a possible log jam of unhappy people. Not that those without their codes are dancing-on-the-ceiling happy, but "impatient, waiting for code" is not as bad as "have code, can't redeem". Anywhoo -- a) thank you, thank you, thank you for your patience and thank you x a bazillion for backing us. I know we say that often, but believe me that we mean it every time. Your support really does mean a lot to us.
  48. 17 points

    Meet the Elken!

    Would be cool, yeah. But it might cause certain strategical problems.
  49. 17 points

    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
  50. 17 points

    disgusting Like farming

    I remember a former Mod saying something similar. Shame he is no longer with us.
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