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gravagio

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About gravagio

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    Nestling

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    USA
  1. My suggestion for a permanent world: Have a world where there is no "Win-Condition" at all. Instead, make it a world where the story of Crowfall takes place. I am not saying make a PvE world. You can still have it as an open PvP world. However, there is no win-condition. You just "quest" so to speak (not kill x rats, gather y herbs), but quest to advance in the World Story. You can still have all the drop loot on death, item decays, risk of other players killing you, etc. Limit the resources on this planet or have no resources at all. This will force players to eventually go to core rulesets since your items will eventually break or looted upon death. They will need the resources from the Dregs, for example, to replace their gear. I think this idea will satisfy the PvP players who still like story and it won't leave the wonderful lore already written as just a "backstory". Also, after completing "quests", there shouldn't be any rewards. Just story progression. That way, it is completely optional for players who strictly want to murder Guinea pigs. Obviously, this is just a brief generalization of the concept I had in my head. I also would rather have the core vision and concepts from the devs finished and implemented first. But, this would be a cool way to have a "permanent world". Note: When I mean quests, I mean like "go explore this cave that this God used to reside in" or go kill this "boss-dude" who has taken over this "god's" kingdom. I don't mean direct linear quests that we see in WoW. Just quests/missions that help us understand the direct lore/story that has already been provided and advance on that.
  2. This is the kind of story I was talking about, not your typical MMO Themepark quests. I can see a good story where the Gods say there is this dragon and it is important to kill it (obviously more detail than that). However, don't have this "quest" pop up in each campaign. Make it progressive over time. Maybe you can start off the first season where you see signs of a dragon, second season you see the dragon, but can't get to it, third season it gets crazier, and finally winter, you kill it before other players/factions/guilds can kill it and the "win-condition" is whoever kills the dragon first. You still have massive PvP because you would need to fight off the other players, build a stronghold to scout the dragon's movements, sabotage other player's strongholds to put them behind, etc. I am talking about only having the dragon be available in the winter (the last season before the world resets) so that way, only the players who were dominating in PvP have a chance to kill this dragon since they will be well equipped.
  3. I still think there may be stagnation in this game, even though they are claiming there won't be. When the game launches and for awhile after launch, I agree - there won't be any stagnation because you are going to various "servers" where the rulesets vary and the terrain is different after each reset. You do this to get your resources for your Personal Kingdom which resides in the Eternal Kingdom world (which does not reset). You also retrieve resources for crafting weapons/armor (which ultimately decay, break, can be looted upon death, etc). I understand ALL of this. However, what happens after awhile (talking months), you have gathered enough resources to finally finish building your castle (or get bored with it) in the Eternal Kingdoms? What is my incentive to go back out and retrieve more resources, other than getting enough to craft gear after it decays or breaks. Sometimes I can't even bring gear into a world if there are import restrictions. Since, there is no linear story, which is stated in this article (http://venturebeat.com/2015/02/24/artcraft-entertainment-launches-kickstarter-campaign-for-crowfall-fantasy-online-game/), I can see people getting bored with the repetitive action of gathering resources, building your castle, crafting gear, just to go out and do it again. How can Crowfall keep their player base entertained when the goal is always "permanent"? I say permanent because you meet a win condition, you win resources. Even if the win-conditions are different and the world has different terrain every time, the goal is always to win to bring resources back to build/craft stuff. That repetition of gameplay is permanent and will result in stagnation. As stated from ACE, the goal was to have permanent characters, not permanent worlds. What are their views on permanent/repetitive goals? They set up the background story/lore in a fantastic way. I love it. But, why stop there? I still believe there needs to be a linear story progression to keep people more entertained over the long haul of the game. I am not calling for PvE quests where you kill x guys enough times to enter a dungeon to kill Y boss, because I don't want that. I don't know a solution. Does anyone agree with this? Am I not understanding the "story" vision completely? Does anyone have a solution if they agree? If you disagree, can you help me understand your vision? Edit: Read below From FAQ - General "Many of these creatures are powerful enough that they will be very challenging to defeat – even for multiple players working together." This is the kind of story I was talking about, not your typical MMO Themepark quests. I can see a good story where the Gods say there is this dragon and it is important to kill it (obviously more detail than that). However, don't have this "quest" pop up in each campaign. Also, make it progressive over time. Maybe you can start off the first season where you see signs of a dragon, second season you see the dragon, but can't get to it, third season it gets crazier, and finally winter, you kill it before other players/factions/guilds can kill it and the "win-condition" is whoever kills the dragon first. You still have massive PvP because you would need to fight off the other players, build a stronghold to scout the dragon's movements, sabotage other player's strongholds to put them behind, etc. I am talking about only having the dragon be available in the winter (the last season before the world resets) so that way, only the players who were dominating in PvP have a chance to kill this dragon since they will be well equipped.
  4. Disney Infinity is the greatest. Hundreds of dollars well spent. I can certainly see them being chalked up as a business expense (creative motivation, right?). There is NOTHING WRONG WITH YOU!
  5. Glad to see BillyG is into Disney Infinity!
  6. As I have never played a game with friendly fire, can someone explain what kind of "debuffs" or similar consequences there are to hitting your own players? Are we talking a reduction in damage, reduction in hit chance, etc? or something like not being able to fire another spell for a few seconds? I realize Crowfall will have their own system, but I am just curious to see what has been seen in other games.
  7. http://community.crowfall.com/index.php?/topic/1326-the-costs-of-unlocking-the-gender-lock/
  8. I read it just as you did, the Elken being the hunted and ultimately the one who shot the arrow. "How quickly he fled the paved streets to seek refuge in the wood." "...wasn’t he wearing armor? Scale mail, could be enchanted." Those two lines, especially.
  9. Don't take everything you see in the videos as "How Crowfall will look or feel" Just see the potentially incredible elements that we will be introducing that Voxel Farm allows. We will be using physics. Moving a rock that size would take... considerable force and not really possible by a single character. Perfect. I wasn't sure if you guys had direct control over the "weight" of objects or if you just had to use the tech from Voxel Farm and the physics they have in place (I know nothing about tech, I just play the games).
  10. The only thing that worries me about this update can be seen here. https://www.youtube.com/watch?v=on-0Ou48tak#t=65 (The video should take you to 1:05 - 1:16, if not, that is the part of the video I am referring to). The dude just runs into the large stone objects and the stone gets pushed back. Granted, it was already knocked off of the main structure, but I still found it odd. I know Crowfall mentioned they are using physics in this game. I am curious if that was meant for combat only?
  11. Excellent point, updating right now! That also makes sense as to why they don't refer to their father by name. It would be pretty tough I would think for them to call their father by name if it is Kane since he is Arkon's brother and Arkon is married to Gaea. I won't put that up as it's not confirmed, but I bet you are right.
  12. Thank you! Thank you! I am as well. I want the missing pieces to make sense of everything. Patiently waiting lol. Welcome! Feel free to let me know if I missed any important details.
  13. I am huge into lore and I am putting together quite a large thread to try and make sense of different stories and list things that were mentioned be we don't know about as a "?". Please feel free to leave a comment if I have missed something or stated something incorrectly. I am going to try and keep this updated as time goes on. All the info is taken from the archetype stories and the lore drops. I am not sure if the Archetypes are actual Lore characters, but I put them in anyways. Battle of Cyrena - Centaur Legion defeated the "Stonemen". Beggar’s Crusade - ? Book of Deeds - ? Cloelia Lulianus – Wife of Gaius Aurelius. Fae – Males are captured, then they breed, then they are killed. Gaea – Mother of all. Wife of Prince Arkon. Died after giving birth to the Stoneborn. Gaius Aurelius – Member of the Red Brigade. Fought in the Battle of Cyrena. Killed Kylan the Whisperer. Husband of Cloelia Lulianus. Father of 4. Great Work - ? Hunger – A disease that overtakes life over time. Kane – Son of Valkyn. Brother to Prince Arkon. The moon was his birthright. Jealous that he did not get the sun as his birthright. Killed his nephew (a Sky Hunter) after a surprise attack. Kylan the Whisperer - Possible Oathbreaker. Killed be Gaius Aurelius. Lyessa – Queen of Wyrms. Came from ½ of the Wyrm Eternal. Her spine became the Heavens. Her scales became the stars. Her breath became the eastern wind. Her unborn became the moon. Mother Church - ? Oathbreakers - Tried to steal the Centaur's Empire. Possibly overlook the Senate floor. Prince Arkon(Arkyn) – Son of Valkyn. Brother to Kane. Husband to Gaea. The sun was his birthright. His son (a Sky Hunter) was killed by Kane. Prince D’Orion – First of the Sky Hunters Race of Elken - Sky Hunters, Sons of D'Orion. Red Brigade - ? Retribution – Greatsword used by Prince Arkon. Sorrow – Greathammer used by Kane. Stoneborn – No jobs, professions, or hobbies. Only have the “Great Work”. All were born together. Sons of Gaea. Their birth killed Gaea. Bastard sons of a "Wretched God". They take no wives and have no children. The Church – Tried to marry females with knights. The Watch - Group of hunters. Valkyn – Creator of All, The All-Father, Father of the Heavens, Sang the Universe Into Being, Oldest of the Gods. Sits upon the Dragon Throne (Yaemir). Ripped the Wyrm Eternal into 2, creating Yaemir and Lyessa. Made the Heavens from Lyessa’s arched spine. Used Yaemir’s fire for the sun. Used Lyessa’s unborn egg as the moon. Yaemir – King of Snakes. Came from ½ of the Wyrm Eternal. His fire became the sun. Used as the dragon throne by Valkyn. Wyrm Eternal - Split into 2 by Valkyn, becoming Yaemir and Lyessa. Below is a list of updates I have done. That way if you check back, you can quickly glance below to see if things have changed since you last visited so you have an accurate story. Updated 2/13: Stoneborn - Removed the statement of Arkon being the father. Updated 2/17: Race of Elken - Added that they are Sons of Prince D'Orion. Also, added "The Watch".
  14. I figured this is what it meant, but technically your furniture and costumes are "in-game". Someone explained they are items that are still in-game but they just cannot be obtained in-game.
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