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Holyvigil

Testers
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  1. Like
    Holyvigil got a reaction from alexgwyn in Procedurally Generated Back Story   
    This suggestion is to add a module which procedurally generates back story for all the dying worlds of Crowfall.
     
    Worlds need depth and I want random stuff to read and obsess about. This proposal is for the all the enemy NPCs that we will be encountering and the environment of the temporary world. Perhaps this information could be found on loading screens, perhaps it is all just implied by the placement of creatures and buildings in the world or perhaps there are books in the game to be read. The possibilities are endless of how this is actually implemented and it is very easy to do.
     
    All stories go back to some kind of archetype and over my years of playing I have realized there is nothing that is so unique about stories that an algorithm could not create. Some video games have a depth of their story telling that is greater than others that is true but depth does not mean it can't be randomized and recreated it only means it was told better (generally) or it was more in depth. I think Crowfall's dying worlds need the basic back stories that are found in almost all MMOs. MMOs are the lowest tier of story telling video games in terms of depth/quality and because of that it is the most easily procedurally generated genre. This proposal is in keeping with the spirit of Crowfall by retaining dying worlds and being a cheap and effective core module. 
     
    Before I go into what it is let me explain what it is not.
    It is only for the dying worlds. It is an easy way to produce a unique background for all of the dying worlds of Crowfall. It is not for the players story and it does not replace the players story.
     
    This is a hard concept to understand so here are a couple examples of how this core module could work:
     
    Tribal warfare region (randomly generated)
     
    Four tribes of creatures are at war with each other in this region of this world. The ____(1) the ___ (2), the ____(3), and the ____ (4). They have throughout time in this world sent out patrols to attack the other tribes regions in a quest to utterly destroy each other. This war has gone on for an eternity with no clear victor. Then the crow's starting falling. The players have the opportunity to upset the balance by completely destroying one of the tribes, three of the tribes or what is most inevitable all the tribes. When one of the tribes get destroyed the other tribes move into their territory. . Perhaps some other interesting results would happen. 
     
    The completed module would generate like this:
     
    Tribal Warfare Region
     
    Four tribes of creatures are at war with each other in region of this world. The centaurs the fire elementals, the dryads, and the frost giants. They will throughout the time in this world send out patrols to attack the other tribes regions in a quest to utterly destroy each other. This war has gone on for an eternity with no clear victor. Then the crow's starting falling. The players have the opportunity to upset the balance by completely destroying one of the tribes, three of the tribes or what is most inevitable all the tribes. When one of the tribes get destroyed the other tribes move into their territory. Perhaps some other interesting results would happen. 
     
    Then within the region itself there would be even more randomly generated back stories like this
     
    Star crossed lovers (would also be randomly generated)
     
    ____ (5) of the tribe of ____(1) and ____ (6) of the tribe of ____ (2) secretly love each other. They meet every night at the ____(7) in secret. Their tribes are at war and would never condone such a relationship. ____(6) did not show up at the normal meeting time and ____(5) is worried something has happened to her. ________(8) & (9) .
     
    The module would generate this piece of back story like this:
     
    Star crossed lovers
     
    Xerxes of the tribe of centaurs and Beasag of the tribe of frost giants secretly love each other. They meet every night at the Forest of Mann in secret. Their tribes are at war and would never condone such a relationship. Beasag did not show up at the normal meeting time and Xerxes is worried something has happened to her. TheCrow hears the sad tale of these two lovers as he continues to explore.
     
    Key:
    (1) randomly generated earth related creature 
    (2) randomly generated fire related creature 
    (3) randomly generated nature related creature 
    (4) randomly generated ice related creature
    (5) randomly generated male name from the race of (1)  
    (6) randomly generated female name from the race of (4)
    (7) randomly generated forest
    (8) player name
    (9) randomly generated player interaction with this back story. 
     
    I created this story in a couple minutes so it's obviously very rudimentary. All stories have some kind of predictable archetype and after playing so many RPGs you start to recognize them The "Tribal Warfare" region is any strategy board game like back story; "star crossed lovers" is Romeo and Juliet. You can see how easy it would be to create a base module and fill in the back story for world's very easily with hundreds of randomly generated facts that all fit coherently within the defined parameters of the algorithm. This would keep the back story new while also spending the minimal (this is a text based module only) amount of resources to it. Also I am sure the entire design team would like to contribute there own back stories to the worlds in Crowfall and the forum members would love to do that as well. With a dedicated video game writer to polish everything up you would have a infinite supply of interesting, unique, and in depth worlds.
     
    Inspiration of this suggestion came primarily from Dwarf Fortress which is like Crusdaer Kings 2, Skyrim, Dragon Age or any other game with a really huge amount of things to discover.
     
    I know that this proposal is fairly complex so if you have any questions or would like me to expand on something go ahead and ask.
  2. Like
    Holyvigil got a reaction from bahamutkaiser in Dangerous Steps: Difficult/deadly Terrain.   
    When I first read this topic I thought he meant things like tripping over rough terrain or rocky terrain causing you to fall and slide. I those ideas.
     
    Plus I am highly in favor of swamp terrain. 
     Movement slowing terrain is really good . It fits well with the current climate that Crowfall takes place in while being enough of a difference to be meaningful. It allows more use of swimming and buildings which are close to bodies of water.
  3. Like
    Holyvigil got a reaction from sneaky_squirrel in Procedural Campaign Worlds, Fog Of War, And Cartography   
    Here's some of other people's posts about in game maps, and the cartography skill for the OP and other new players; if you're interested in them go ahead and like them or comment on them. 
     
    http://community.cro...r-in-game-maps/
     
    http://community.cro...-map-item-slot/
     
    http://community.cro...ap-system-idea/
     
    http://community.cro...tography-skill/
     
    http://community.crowfall.com/index.php?/topic/5014-map-making/
     
    http://community.crowfall.com/index.php?/topic/5410-maps-as-items/
  4. Like
    Holyvigil got a reaction from Flere in Procedural Campaign Worlds, Fog Of War, And Cartography   
    Here's some of other people's posts about in game maps, and the cartography skill for the OP and other new players; if you're interested in them go ahead and like them or comment on them. 
     
    http://community.cro...r-in-game-maps/
     
    http://community.cro...-map-item-slot/
     
    http://community.cro...ap-system-idea/
     
    http://community.cro...tography-skill/
     
    http://community.crowfall.com/index.php?/topic/5014-map-making/
     
    http://community.crowfall.com/index.php?/topic/5410-maps-as-items/
  5. Like
    Holyvigil got a reaction from things4fun in Procedural Campaign Worlds, Fog Of War, And Cartography   
    Here's some of other people's posts about in game maps, and the cartography skill for the OP and other new players; if you're interested in them go ahead and like them or comment on them. 
     
    http://community.cro...r-in-game-maps/
     
    http://community.cro...-map-item-slot/
     
    http://community.cro...ap-system-idea/
     
    http://community.cro...tography-skill/
     
    http://community.crowfall.com/index.php?/topic/5014-map-making/
     
    http://community.crowfall.com/index.php?/topic/5410-maps-as-items/
  6. Like
    Holyvigil got a reaction from CopperStall in Procedural Campaign Worlds, Fog Of War, And Cartography   
    Here's some of other people's posts about in game maps, and the cartography skill for the OP and other new players; if you're interested in them go ahead and like them or comment on them. 
     
    http://community.cro...r-in-game-maps/
     
    http://community.cro...-map-item-slot/
     
    http://community.cro...ap-system-idea/
     
    http://community.cro...tography-skill/
     
    http://community.crowfall.com/index.php?/topic/5014-map-making/
     
    http://community.crowfall.com/index.php?/topic/5410-maps-as-items/
  7. Like
    Holyvigil got a reaction from A9AM0use in Faction New World Exploration   
    To answer your question first: I think if they release a new rule it would be easy to release a new monster along side it but they may wait out on releasing the majority of those for DLCs.
     
    So your suggestion is that there  should be new new permanent world's which are entirely pve since they would be from the same faction or that there should be one new permanent world which everyone explores (not for long of course since colonies would quickly turn into forts and forts into well armed territories).
     
    I don't support the pve idea since I want Crowfall to be about the players. If it were to be enacted however the price of the expedition should be equal to the land since it in effect expands the EK size to the size of the world.
     
    The permanent world idea you can see my posts on the other suggestions related to this idea.
  8. Like
    Holyvigil reacted to Maeri01 in World Boss Controlled By A Person   
    Its just a fun thought, but i once read it off a story somewhere and i thought that it would be fun. Having a world boss appear once in a while in a campaign and be controlled by an actual person like an employee or even the devs. That would make it alot less predictable and much more fun to beat  .
  9. Like
    Holyvigil got a reaction from Corpsewake in Eternal Kingdoms Colosseum   
    It would be cool to have but remember the devs aren't balancing around 1v1. So there could be a possible archetype that will always win and the devs won't care. So don't expect this to become a really big thing in Crowfall.
  10. Like
    Holyvigil got a reaction from zinnie in Manure....   
    I don't think this would add that much to the game. Also it would make the game rather ugly. I'd be ok with it if everything else was rendered and it's the only thing left. That is not the case though. This just creates waste.
  11. Like
    Holyvigil got a reaction from MBLiberty in You Guys Rock! (Crowfall Community)   
    Weird. You know there's way better games for a much cheaper price if more detailed artwork is what makes a good game to you.
     
    I'll introduce you to a few of them:
     
    Elder Scrolls Online

     
    Dragon Age: Inquistion

     
    The Witcher 3
     

     
    But to answer your question: I think that detailed art work costs money and I think in depth infrastructure and expanding/refining the amount of things to do costs money. They are in fact mutually exclusive when you have limited resources and you can't afford both.
  12. Like
    Holyvigil got a reaction from CopperStall in Another Idea About Eternal Kingdoms   
    I'm neutral overall toward your suggestion. There are a few things that have already been confirmed that you repeat then are a few true suggestions.
     
    Here are my opinions on your suggestions.
     
    The floating island suggestion: I don't prefer it, I'd prefer a seamless world where the lands continue beyond your own land; it just looks clean. 
     
    The different zones: There will already be the option to set the rules of your world as you see fit so limiting the rules to only three options would be bad in my opinion. 
     
    The different zones spatially represented: this won't be happening; too expensive and too much of a diversion of resources.
     
    Bridges and anchors: All possible ways to connect the EKs. 
     
    The last thing that I should explain is how land works as currently envisioned. The suggestion of combining the EKs truly is redundant because the tenant will be granted grids by the landlord then the tenant can insert their own tiles. When the landlord kicks the tenant out or if the tenant chooses to leave they bring their tiles with them and all the things they own. The landlord has the option to have no taxes if they want to bear the upkeep of maintaining the parcel. 
  13. Like
    Holyvigil got a reaction from Dsanzv in Railroad(Caravan Upgrade)   
    Doesn't fit the setting and it'd be a form of fast travel for resources at the least. Which is bad.
  14. Like
    Holyvigil got a reaction from Benaerth in Procedurally Generated Back Story   
    This suggestion is to add a module which procedurally generates back story for all the dying worlds of Crowfall.
     
    Worlds need depth and I want random stuff to read and obsess about. This proposal is for the all the enemy NPCs that we will be encountering and the environment of the temporary world. Perhaps this information could be found on loading screens, perhaps it is all just implied by the placement of creatures and buildings in the world or perhaps there are books in the game to be read. The possibilities are endless of how this is actually implemented and it is very easy to do.
     
    All stories go back to some kind of archetype and over my years of playing I have realized there is nothing that is so unique about stories that an algorithm could not create. Some video games have a depth of their story telling that is greater than others that is true but depth does not mean it can't be randomized and recreated it only means it was told better (generally) or it was more in depth. I think Crowfall's dying worlds need the basic back stories that are found in almost all MMOs. MMOs are the lowest tier of story telling video games in terms of depth/quality and because of that it is the most easily procedurally generated genre. This proposal is in keeping with the spirit of Crowfall by retaining dying worlds and being a cheap and effective core module. 
     
    Before I go into what it is let me explain what it is not.
    It is only for the dying worlds. It is an easy way to produce a unique background for all of the dying worlds of Crowfall. It is not for the players story and it does not replace the players story.
     
    This is a hard concept to understand so here are a couple examples of how this core module could work:
     
    Tribal warfare region (randomly generated)
     
    Four tribes of creatures are at war with each other in this region of this world. The ____(1) the ___ (2), the ____(3), and the ____ (4). They have throughout time in this world sent out patrols to attack the other tribes regions in a quest to utterly destroy each other. This war has gone on for an eternity with no clear victor. Then the crow's starting falling. The players have the opportunity to upset the balance by completely destroying one of the tribes, three of the tribes or what is most inevitable all the tribes. When one of the tribes get destroyed the other tribes move into their territory. . Perhaps some other interesting results would happen. 
     
    The completed module would generate like this:
     
    Tribal Warfare Region
     
    Four tribes of creatures are at war with each other in region of this world. The centaurs the fire elementals, the dryads, and the frost giants. They will throughout the time in this world send out patrols to attack the other tribes regions in a quest to utterly destroy each other. This war has gone on for an eternity with no clear victor. Then the crow's starting falling. The players have the opportunity to upset the balance by completely destroying one of the tribes, three of the tribes or what is most inevitable all the tribes. When one of the tribes get destroyed the other tribes move into their territory. Perhaps some other interesting results would happen. 
     
    Then within the region itself there would be even more randomly generated back stories like this
     
    Star crossed lovers (would also be randomly generated)
     
    ____ (5) of the tribe of ____(1) and ____ (6) of the tribe of ____ (2) secretly love each other. They meet every night at the ____(7) in secret. Their tribes are at war and would never condone such a relationship. ____(6) did not show up at the normal meeting time and ____(5) is worried something has happened to her. ________(8) & (9) .
     
    The module would generate this piece of back story like this:
     
    Star crossed lovers
     
    Xerxes of the tribe of centaurs and Beasag of the tribe of frost giants secretly love each other. They meet every night at the Forest of Mann in secret. Their tribes are at war and would never condone such a relationship. Beasag did not show up at the normal meeting time and Xerxes is worried something has happened to her. TheCrow hears the sad tale of these two lovers as he continues to explore.
     
    Key:
    (1) randomly generated earth related creature 
    (2) randomly generated fire related creature 
    (3) randomly generated nature related creature 
    (4) randomly generated ice related creature
    (5) randomly generated male name from the race of (1)  
    (6) randomly generated female name from the race of (4)
    (7) randomly generated forest
    (8) player name
    (9) randomly generated player interaction with this back story. 
     
    I created this story in a couple minutes so it's obviously very rudimentary. All stories have some kind of predictable archetype and after playing so many RPGs you start to recognize them The "Tribal Warfare" region is any strategy board game like back story; "star crossed lovers" is Romeo and Juliet. You can see how easy it would be to create a base module and fill in the back story for world's very easily with hundreds of randomly generated facts that all fit coherently within the defined parameters of the algorithm. This would keep the back story new while also spending the minimal (this is a text based module only) amount of resources to it. Also I am sure the entire design team would like to contribute there own back stories to the worlds in Crowfall and the forum members would love to do that as well. With a dedicated video game writer to polish everything up you would have a infinite supply of interesting, unique, and in depth worlds.
     
    Inspiration of this suggestion came primarily from Dwarf Fortress which is like Crusdaer Kings 2, Skyrim, Dragon Age or any other game with a really huge amount of things to discover.
     
    I know that this proposal is fairly complex so if you have any questions or would like me to expand on something go ahead and ask.
  15. Like
    Holyvigil reacted to Decoy in Truth Or Inside Joke?   
    Cooking confirmed! 
  16. Like
    Holyvigil got a reaction from Archiebunker82 in Iowans?   
    Fun fact about Iowa: the presidential election begins here. So we get more campaign adds per minute than any other state. By the time the election is over we really miss normal advertisements.
  17. Like
    Holyvigil got a reaction from Leiloni in Cf Gets More Backers Than Cu   
    I would say this means more people are interested but there is less confidence that this will actually become the game the developers are envisioning.
  18. Like
    Holyvigil got a reaction from bahamutkaiser in Why Are The Tanks Super Boring?   
    Both knights and templars could be very unique aesthetically if ACE wanted them to be. They have chosen to make them relatively indistinguishable in art.
     
    In history knights were very showy. They were the leaders of men. They had the best armor, the best training, the favor of their liege and they were proud of it. Because of this they showed off their heraldry in everything they wore from their horse to their sword; everything had their liege's marking on it.
     
    The Knights Templar, from which templar derives from, was a religious order. It was a business first. Some of them were real knights others were the unlanded poor. They were in the business of securing passage to the holy land. Other orders were concerned  with purging heretics from their lands (Teutons), serving the poor (Hospitallers), defending their lands from invasion (Santiago), running cities (The Holy Sepulchre) but the Knights Templar were most concerned with getting money to the Catholic Church by charging for secure passage to the holy land for pilgrims. 
     
    Aesthetically Templars in battle, as all crusader orders did, wore very simple white garb with some kind of cross. The members of the orders would not have multi colored coats or fancy looking weapons. The purpose of the multi-colored heraldry was so that other people in the battlefield would know who you are fighting for and to proudly display it. A cross made it clear enough to people looking at them to determine whether the individual is friend or foe. 
     
    ACE has chosen to make knights, templars, and champions indistinguishable in art and that is their choice but historically knights and The Knights Templar were distinguishable in their attitude, who they served, what they fought for, and yes even how they looked.
  19. Like
    Holyvigil got a reaction from Vuris in Why Are The Tanks Super Boring?   
    Both knights and templars could be very unique aesthetically if ACE wanted them to be. They have chosen to make them relatively indistinguishable in art.
     
    In history knights were very showy. They were the leaders of men. They had the best armor, the best training, the favor of their liege and they were proud of it. Because of this they showed off their heraldry in everything they wore from their horse to their sword; everything had their liege's marking on it.
     
    The Knights Templar, from which templar derives from, was a religious order. It was a business first. Some of them were real knights others were the unlanded poor. They were in the business of securing passage to the holy land. Other orders were concerned  with purging heretics from their lands (Teutons), serving the poor (Hospitallers), defending their lands from invasion (Santiago), running cities (The Holy Sepulchre) but the Knights Templar were most concerned with getting money to the Catholic Church by charging for secure passage to the holy land for pilgrims. 
     
    Aesthetically Templars in battle, as all crusader orders did, wore very simple white garb with some kind of cross. The members of the orders would not have multi colored coats or fancy looking weapons. The purpose of the multi-colored heraldry was so that other people in the battlefield would know who you are fighting for and to proudly display it. A cross made it clear enough to people looking at them to determine whether the individual is friend or foe. 
     
    ACE has chosen to make knights, templars, and champions indistinguishable in art and that is their choice but historically knights and The Knights Templar were distinguishable in their attitude, who they served, what they fought for, and yes even how they looked.
  20. Like
    Holyvigil got a reaction from amazering in Procedurally Generated Back Story   
    This suggestion is to add a module which procedurally generates back story for all the dying worlds of Crowfall.
     
    Worlds need depth and I want random stuff to read and obsess about. This proposal is for the all the enemy NPCs that we will be encountering and the environment of the temporary world. Perhaps this information could be found on loading screens, perhaps it is all just implied by the placement of creatures and buildings in the world or perhaps there are books in the game to be read. The possibilities are endless of how this is actually implemented and it is very easy to do.
     
    All stories go back to some kind of archetype and over my years of playing I have realized there is nothing that is so unique about stories that an algorithm could not create. Some video games have a depth of their story telling that is greater than others that is true but depth does not mean it can't be randomized and recreated it only means it was told better (generally) or it was more in depth. I think Crowfall's dying worlds need the basic back stories that are found in almost all MMOs. MMOs are the lowest tier of story telling video games in terms of depth/quality and because of that it is the most easily procedurally generated genre. This proposal is in keeping with the spirit of Crowfall by retaining dying worlds and being a cheap and effective core module. 
     
    Before I go into what it is let me explain what it is not.
    It is only for the dying worlds. It is an easy way to produce a unique background for all of the dying worlds of Crowfall. It is not for the players story and it does not replace the players story.
     
    This is a hard concept to understand so here are a couple examples of how this core module could work:
     
    Tribal warfare region (randomly generated)
     
    Four tribes of creatures are at war with each other in this region of this world. The ____(1) the ___ (2), the ____(3), and the ____ (4). They have throughout time in this world sent out patrols to attack the other tribes regions in a quest to utterly destroy each other. This war has gone on for an eternity with no clear victor. Then the crow's starting falling. The players have the opportunity to upset the balance by completely destroying one of the tribes, three of the tribes or what is most inevitable all the tribes. When one of the tribes get destroyed the other tribes move into their territory. . Perhaps some other interesting results would happen. 
     
    The completed module would generate like this:
     
    Tribal Warfare Region
     
    Four tribes of creatures are at war with each other in region of this world. The centaurs the fire elementals, the dryads, and the frost giants. They will throughout the time in this world send out patrols to attack the other tribes regions in a quest to utterly destroy each other. This war has gone on for an eternity with no clear victor. Then the crow's starting falling. The players have the opportunity to upset the balance by completely destroying one of the tribes, three of the tribes or what is most inevitable all the tribes. When one of the tribes get destroyed the other tribes move into their territory. Perhaps some other interesting results would happen. 
     
    Then within the region itself there would be even more randomly generated back stories like this
     
    Star crossed lovers (would also be randomly generated)
     
    ____ (5) of the tribe of ____(1) and ____ (6) of the tribe of ____ (2) secretly love each other. They meet every night at the ____(7) in secret. Their tribes are at war and would never condone such a relationship. ____(6) did not show up at the normal meeting time and ____(5) is worried something has happened to her. ________(8) & (9) .
     
    The module would generate this piece of back story like this:
     
    Star crossed lovers
     
    Xerxes of the tribe of centaurs and Beasag of the tribe of frost giants secretly love each other. They meet every night at the Forest of Mann in secret. Their tribes are at war and would never condone such a relationship. Beasag did not show up at the normal meeting time and Xerxes is worried something has happened to her. TheCrow hears the sad tale of these two lovers as he continues to explore.
     
    Key:
    (1) randomly generated earth related creature 
    (2) randomly generated fire related creature 
    (3) randomly generated nature related creature 
    (4) randomly generated ice related creature
    (5) randomly generated male name from the race of (1)  
    (6) randomly generated female name from the race of (4)
    (7) randomly generated forest
    (8) player name
    (9) randomly generated player interaction with this back story. 
     
    I created this story in a couple minutes so it's obviously very rudimentary. All stories have some kind of predictable archetype and after playing so many RPGs you start to recognize them The "Tribal Warfare" region is any strategy board game like back story; "star crossed lovers" is Romeo and Juliet. You can see how easy it would be to create a base module and fill in the back story for world's very easily with hundreds of randomly generated facts that all fit coherently within the defined parameters of the algorithm. This would keep the back story new while also spending the minimal (this is a text based module only) amount of resources to it. Also I am sure the entire design team would like to contribute there own back stories to the worlds in Crowfall and the forum members would love to do that as well. With a dedicated video game writer to polish everything up you would have a infinite supply of interesting, unique, and in depth worlds.
     
    Inspiration of this suggestion came primarily from Dwarf Fortress which is like Crusdaer Kings 2, Skyrim, Dragon Age or any other game with a really huge amount of things to discover.
     
    I know that this proposal is fairly complex so if you have any questions or would like me to expand on something go ahead and ask.
  21. Like
    Holyvigil got a reaction from baerin in Procedurally Generated Back Story   
    This suggestion is to add a module which procedurally generates back story for all the dying worlds of Crowfall.
     
    Worlds need depth and I want random stuff to read and obsess about. This proposal is for the all the enemy NPCs that we will be encountering and the environment of the temporary world. Perhaps this information could be found on loading screens, perhaps it is all just implied by the placement of creatures and buildings in the world or perhaps there are books in the game to be read. The possibilities are endless of how this is actually implemented and it is very easy to do.
     
    All stories go back to some kind of archetype and over my years of playing I have realized there is nothing that is so unique about stories that an algorithm could not create. Some video games have a depth of their story telling that is greater than others that is true but depth does not mean it can't be randomized and recreated it only means it was told better (generally) or it was more in depth. I think Crowfall's dying worlds need the basic back stories that are found in almost all MMOs. MMOs are the lowest tier of story telling video games in terms of depth/quality and because of that it is the most easily procedurally generated genre. This proposal is in keeping with the spirit of Crowfall by retaining dying worlds and being a cheap and effective core module. 
     
    Before I go into what it is let me explain what it is not.
    It is only for the dying worlds. It is an easy way to produce a unique background for all of the dying worlds of Crowfall. It is not for the players story and it does not replace the players story.
     
    This is a hard concept to understand so here are a couple examples of how this core module could work:
     
    Tribal warfare region (randomly generated)
     
    Four tribes of creatures are at war with each other in this region of this world. The ____(1) the ___ (2), the ____(3), and the ____ (4). They have throughout time in this world sent out patrols to attack the other tribes regions in a quest to utterly destroy each other. This war has gone on for an eternity with no clear victor. Then the crow's starting falling. The players have the opportunity to upset the balance by completely destroying one of the tribes, three of the tribes or what is most inevitable all the tribes. When one of the tribes get destroyed the other tribes move into their territory. . Perhaps some other interesting results would happen. 
     
    The completed module would generate like this:
     
    Tribal Warfare Region
     
    Four tribes of creatures are at war with each other in region of this world. The centaurs the fire elementals, the dryads, and the frost giants. They will throughout the time in this world send out patrols to attack the other tribes regions in a quest to utterly destroy each other. This war has gone on for an eternity with no clear victor. Then the crow's starting falling. The players have the opportunity to upset the balance by completely destroying one of the tribes, three of the tribes or what is most inevitable all the tribes. When one of the tribes get destroyed the other tribes move into their territory. Perhaps some other interesting results would happen. 
     
    Then within the region itself there would be even more randomly generated back stories like this
     
    Star crossed lovers (would also be randomly generated)
     
    ____ (5) of the tribe of ____(1) and ____ (6) of the tribe of ____ (2) secretly love each other. They meet every night at the ____(7) in secret. Their tribes are at war and would never condone such a relationship. ____(6) did not show up at the normal meeting time and ____(5) is worried something has happened to her. ________(8) & (9) .
     
    The module would generate this piece of back story like this:
     
    Star crossed lovers
     
    Xerxes of the tribe of centaurs and Beasag of the tribe of frost giants secretly love each other. They meet every night at the Forest of Mann in secret. Their tribes are at war and would never condone such a relationship. Beasag did not show up at the normal meeting time and Xerxes is worried something has happened to her. TheCrow hears the sad tale of these two lovers as he continues to explore.
     
    Key:
    (1) randomly generated earth related creature 
    (2) randomly generated fire related creature 
    (3) randomly generated nature related creature 
    (4) randomly generated ice related creature
    (5) randomly generated male name from the race of (1)  
    (6) randomly generated female name from the race of (4)
    (7) randomly generated forest
    (8) player name
    (9) randomly generated player interaction with this back story. 
     
    I created this story in a couple minutes so it's obviously very rudimentary. All stories have some kind of predictable archetype and after playing so many RPGs you start to recognize them The "Tribal Warfare" region is any strategy board game like back story; "star crossed lovers" is Romeo and Juliet. You can see how easy it would be to create a base module and fill in the back story for world's very easily with hundreds of randomly generated facts that all fit coherently within the defined parameters of the algorithm. This would keep the back story new while also spending the minimal (this is a text based module only) amount of resources to it. Also I am sure the entire design team would like to contribute there own back stories to the worlds in Crowfall and the forum members would love to do that as well. With a dedicated video game writer to polish everything up you would have a infinite supply of interesting, unique, and in depth worlds.
     
    Inspiration of this suggestion came primarily from Dwarf Fortress which is like Crusdaer Kings 2, Skyrim, Dragon Age or any other game with a really huge amount of things to discover.
     
    I know that this proposal is fairly complex so if you have any questions or would like me to expand on something go ahead and ask.
  22. Like
    Holyvigil got a reaction from courant101 in Pack Pigs! I'm Naming Mine...   
    Eric
  23. Like
    Holyvigil got a reaction from Anti in Map Making   
    Yep it's been discussed before
     
    Here are the other threads that suggested the cartography skill.
     
    http://community.cro...r-in-game-maps/
     
    http://community.cro...-map-item-slot/
     
    http://community.cro...ap-system-idea/
     
    http://community.crowfall.com/index.php?/topic/4641-cartography-skill/
     
    It's probably the most repeated; not necessarily popular suggestion in the forum.
  24. Like
    Holyvigil got a reaction from courant101 in What's At The Edge Of The Map?   
    Water. Endless Water. Also make it so that no one gets the choice to have the advantage of being in a corner. 
  25. Like
    Holyvigil got a reaction from BraveSirRobin in Tone Of Pvp   
    In case either of you are serious about your statements here is how you access the ignore user button.
     
    Click your name top right > my settings > ignore preferences > add user.
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