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Nyt

ACE Development Partners
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  1. Like
    Nyt got a reaction from courant101 in Ui Customization Is One Of The Biggest Things That Is A Must Have   
    I don't think a fully custom UI at release is a "need", but a convenience "want".  It doesn't directly affect gameplay.
     
    Many MMOs have released without UI customization and added it later.  If needed, due to limited resources and time, I'd rather this get UI customization tabled until after release.  It's not something that should delay the game release at all.
     
    Color-blind options, however, are definitely a "need".  It directly affects gameplay for colorblind people, since they're unable to view all of the colors on the UI.  If you don't understand why, see this: http://pulptastic.com/ever-wondered-colorblind-people-see-now-can-find/
     
     
        Personally, the more flexibility they give players to customize their UI, the better game CF will be.  We have MANY UI elements that have evolved thanks to WoW having full customization early release, which the community created.  Many of these features have since been incorporated into WoW and many MMOs since.  Without that level of customization, we wouldn't have nearly the possible experience we do today.  In fact, many of what the OP wants originated from community UI mods for WoW.  
  2. Like
    Nyt reacted to courant101 in Ui Customization Is One Of The Biggest Things That Is A Must Have   
    It may be a matter of convenience rather than necessity. I can't see how nearly everyone in every mmo would need to change the font or adjust the mini-map.
  3. Like
    Nyt reacted to courant101 in Ui Customization Is One Of The Biggest Things That Is A Must Have   
    In the OP it's written that the UI needs to allow customization of the mini map, size, position, form, number of bars, etc.
     
    I think that we don't need to be able to do all this, that a basic functional UI would work well too.
     
    If they decide to work on this kind of customization, it's fine I guess, but I think it's not a necessity nor a priority.
  4. Like
    Nyt reacted to zinnie in You Can Only Build Cities On Specific Plots In Campaigns?   
    I think they mentioned it in one of the latest interviews, I remember hearing it aswell.
    They are going to use the same system for both CW and EK.. Makes sense really, as making a completely different system when you could just duplicate the same makes no sense.
     
    Its all based on parcels.
  5. Like
    Nyt reacted to courant101 in You Can Only Build Cities On Specific Plots In Campaigns?   
    Oh yea ok, what I was thinking was incorrect. Thanks for the info Nyt, zinnie and purplestreak.
     
    From oberon  transcript :    VM: Will there be any buildings either obtained or crafted that can be placed by players within the campaign worlds?    JTC: Uh yes! So you got buildable area with any given parcel right? And what goes in there is still a little bit up to debate, um the way it's currently built the stronghold has castle walls, castle towers and it has one central building that is kind of the base of power. A great hall, or a throne room, whatever, um all the other buildings are placed    TB: Yeah you place the other spaces    JTC: And that's also in the entire parcel, not just within the castle walls. Right you've got buildable space within the castle walls, outside the castle walls and then usually you got a couple, room for like satellite villages basically. So the mechanism for building and repairing by the way is the exact same between the campaign world and the EK. Once again we're not trying to build two different systems. We're trying to build one system and get multiple used out of it.
  6. Like
    Nyt got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    ... and all of that can be done within the current plot and "footprint" system they have designed.  Now, things are subject to change.. and one thing that they have made clear in recent months, is that strongholds will be pre-placed in CWs.  Most likely because they're part of the plot system and not free-floating structure entities like cottages.  Players don't have plot level access within CWs, like they do in the EK.
  7. Like
    Nyt got a reaction from courant101 in You Can Only Build Cities On Specific Plots In Campaigns?   
    ... and all of that can be done within the current plot and "footprint" system they have designed.  Now, things are subject to change.. and one thing that they have made clear in recent months, is that strongholds will be pre-placed in CWs.  Most likely because they're part of the plot system and not free-floating structure entities like cottages.  Players don't have plot level access within CWs, like they do in the EK.
  8. Like
    Nyt got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    If you want to understand how the building system will work, and how the CW may be generated, and the various building options we may have available.... learn everything about the EK.... regardless if you have any interest in your personal EK.  The info is actually relative to the functionality within the CW as well, even if some of it will be handled for you.
  9. Like
    Nyt got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    The differences between the two are:
     
    the gameplay rules:  CWs are bound by seasons and time, with a victory condition, while the EK is permanent, without a victory condition, and the players define the rules (e.g. PvP) and who controls the territories.  POIs and territories within a CW are fought for, while they are assigned to players by the EK owner. world design: CWs are generated/built by Ace and to support the CW rules along with establishing and naming the territories, while the EK is built by the player however they wish and with whatever they want to name their territories. maximum world size: EKs are far smaller in size than a CW. plot types and building structure availability: the CW will obviously have far more options than the EK ever will. Otherwise, objects and functionality will most likely be the same, except that the EK has a limited/reduced scope.  I'd be surprised if they'd waste resources developing 2 separate games when they can do it with 1 development effort and just toggle specific features per object on whether it's used in a EK or particular CW.
     
    The route they're taking is very smart, since they're focused on building the CW and it's very easy to just expose some of it to players for their EK, without additional development.  It's the same system, but just a difference on who controls it.
  10. Like
    Nyt got a reaction from JamesGoblin in You Can Only Build Cities On Specific Plots In Campaigns?   
    The cities are pretty much strongholds/forts in a ruined state and require upgrading.    Strongholds and forts are pre-established on the plots that are placed within the world (EK or CW), and since the CW will be generated/built by Ace, the strongholds/forts and other POIs will already be pre-located on the map.
       
    See the most recent Dev Q&A as they answered my question on this, which is that players will have the ability to construct the buildings that go in/around the strongholds/forts.  It will be similar to the cottages and other buildings you place on plots within the EK, since it uses the same system.  You can see an example image that I posted in my prior reply.
  11. Like
    Nyt got a reaction from Kiro in You Can Only Build Cities On Specific Plots In Campaigns?   
    Like I told scree in Slack, if you want to understand how the building will work in the CW, you can't ignore the EK FAQ and info drops.  Ace has mentioned numerous times that they first develop for the CW and then provide those same things for players to use within their EKs.  So, in particular to placement, read the EK FAQ #16 and #17: https://crowfall.com/#/faq/eternal-kingdoms
     
    We will have "free-placement" within the bounds of these footprint grids, which you can see an example green grid in this image:
     

  12. Like
    Nyt reacted to courant101 in You Can Only Build Cities On Specific Plots In Campaigns?   
    The way I think CW buildings will work is that towns, resources factories and other POIs will be pre-placed at the beginning of the campaign, in a ruins state, while certain strongholds may be freely placed by the players on the map but with restrictions.
     
    As boogiee wrote, the FAQ mentions that there may be different types of construction and placement of building in CWs : Rebuild ruins, build a stronghold at the mouth of a river, drop a forge, build walls, build defenses and structures around  Bloodstone Trees, etc.
     
    In an interview, they talked about how buildings that are destroyed can be built back up, that we can build the walls, just like in the KS demo. In another interview, they say that players will have building tools to build castle walls and towers and place buildings.
     
    The devs also talked about this in a Q&A and said that in CW, when players find a structure that was dropped by the system, it will be in a ruined state, and when a player drops one, it will be in construction state.
    Developers answered some questions in an interview, one of them was about the impact of players actions on towns, NPCs, etc. and the answer was that players will be building and upgrading villages in-game, and to another question about the ability for players to create new villages by themselves, the answer was that they could in their Eternal Kingdoms.
  13. Like
    Nyt reacted to purplestreak in You Can Only Build Cities On Specific Plots In Campaigns?   
    When ACE said this, they meant that any content like assets that were available in the CW could be available in the EK world. The EK/CW always had the same world building system. I think the procedural generation of the CW comes from the fact that no one owns the campaign world and the parcels have the be placed somehow. 
  14. Like
    Nyt got a reaction from JamesGoblin in You Can Only Build Cities On Specific Plots In Campaigns?   
    The differences between the two are:
     
    the gameplay rules:  CWs are bound by seasons and time, with a victory condition, while the EK is permanent, without a victory condition, and the players define the rules (e.g. PvP) and who controls the territories.  POIs and territories within a CW are fought for, while they are assigned to players by the EK owner. world design: CWs are generated/built by Ace and to support the CW rules along with establishing and naming the territories, while the EK is built by the player however they wish and with whatever they want to name their territories. maximum world size: EKs are far smaller in size than a CW. plot types and building structure availability: the CW will obviously have far more options than the EK ever will. Otherwise, objects and functionality will most likely be the same, except that the EK has a limited/reduced scope.  I'd be surprised if they'd waste resources developing 2 separate games when they can do it with 1 development effort and just toggle specific features per object on whether it's used in a EK or particular CW.
     
    The route they're taking is very smart, since they're focused on building the CW and it's very easy to just expose some of it to players for their EK, without additional development.  It's the same system, but just a difference on who controls it.
  15. Like
    Nyt got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    The cities are pretty much strongholds/forts in a ruined state and require upgrading.    Strongholds and forts are pre-established on the plots that are placed within the world (EK or CW), and since the CW will be generated/built by Ace, the strongholds/forts and other POIs will already be pre-located on the map.
       
    See the most recent Dev Q&A as they answered my question on this, which is that players will have the ability to construct the buildings that go in/around the strongholds/forts.  It will be similar to the cottages and other buildings you place on plots within the EK, since it uses the same system.  You can see an example image that I posted in my prior reply.
  16. Like
    Nyt got a reaction from JamesGoblin in You Can Only Build Cities On Specific Plots In Campaigns?   
    Like I told scree in Slack, if you want to understand how the building will work in the CW, you can't ignore the EK FAQ and info drops.  Ace has mentioned numerous times that they first develop for the CW and then provide those same things for players to use within their EKs.  So, in particular to placement, read the EK FAQ #16 and #17: https://crowfall.com/#/faq/eternal-kingdoms
     
    We will have "free-placement" within the bounds of these footprint grids, which you can see an example green grid in this image:
     

  17. Like
    Nyt got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    Like I told scree in Slack, if you want to understand how the building will work in the CW, you can't ignore the EK FAQ and info drops.  Ace has mentioned numerous times that they first develop for the CW and then provide those same things for players to use within their EKs.  So, in particular to placement, read the EK FAQ #16 and #17: https://crowfall.com/#/faq/eternal-kingdoms
     
    We will have "free-placement" within the bounds of these footprint grids, which you can see an example green grid in this image:
     

  18. Like
    Nyt got a reaction from Steven Yannic in One Account One Guild   
    Unless there is significant value to having multiple characters under an account, Players (that can afford the $) will just have multiple accounts.  Those looking to infiltrate other guilds, most likely already have multiple accounts.
  19. Like
    Nyt got a reaction from Steven Yannic in One Account One Guild   
    VN... please highlight the quote and copy-paste duplicates and reply to each fragment.... your posts are not only a pain to read but worse to quote and respond to.
  20. Like
    Nyt reacted to Cirolle in One Account One Guild   
    This is by far one of the most extreme decisions.
    I don't like it the least.
     
    My options on how to play CF got severely restricted by this.
    It means, that if I want to be able to play with my more casual family and friends, who aren't interested in playing super serious dregs, I suddenly only have a few choices.
    I either play with them.
    I don't play with them.
    Or I buy another account.
     
    I won't be buying an account when it feels forced. Sorry.
     
    I guess I could also just not try to get them interested in playing CF.
  21. Like
    Nyt reacted to Adall in One Account One Guild   
    In what definition of hardcore is having more accounts listed? I can go buy as many accounts as I need... it doesn't make it a good design decision.
  22. Like
    Nyt reacted to APE in One Account One Guild   
    Seems pretty strange to put so much effort into their hierarchy system to the point you are account locked to a guild to have what will most likely be the more popular campaigns not use guilds at all. Have seen nothing to suggest this. Sounds like the typical RvR/WvW/FvF system from other games.
     
    But this sounds like a great time for them to add "if you want to do that, buy another account."
  23. Like
    Nyt reacted to seventhbeacon in Ace Q&a For August – Official Discussion Thread   
    "Hey that knob sucks." -JTodd
     
     Even funnier in the UK.
  24. Like
    Nyt reacted to courant101 in Ace Q&a For August – Official Discussion Thread   
    Great Q&A, the way it was done improved by a lot imo, the audio (especially Pann  ), editing, visual supports, etc. I found the questions and answers really interesting too.
     
       
    I really like your idea KRIPTIK, I think it's worth exploring this avenue of combined or partially combined embargo vaults.
  25. Like
    Nyt got a reaction from JamesGoblin in Ace Q&a For August – Official Discussion Thread   
    Basically, you'll either be part of a "mega" guild or a "merc" guild.  Take your pick.
     
    The mega guilds will have an entire CW duration objective, while the merc guilds will scale back their objectives to a day-by-day or week-by-week objective focus.
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