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  1. Currently yes. Unless they add another tomorrow in the new playtest, this is 100% current.
  2. I'm assuming they are placeholders as well. Not much reason to increase your maximum resource pool in most cases. But who knows.
  3. 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.
  4. Home from work and no longer forum posting from a phone, Hooray! So finite vs infinite ammo is something I'm sure many people have run into in different MMO's and really all games. In MMORPG's, it's gone to mostly infinite ammo. In an FPS finite ammo isn't an issue in most cases due to how the ammo system works (I explain below). In other RPG's of the non MMO variety (say Skyrim), it often defaults to finite ammo. Why is this the case? What influenced the game designers to make their games this way? MMORPGs In most cases it's due to the players convincing game designers that it isn't what they want. Not to mention it makes it easier on the dev team since they no longer have to come up with new ammo every time new content is added. Classic World of Warcraft all the way through Wrath of the Lich King had ammo for bows, guns and crossbows. I don't know the exact reason that ammo was removed but, complaints on forums about having to have arrows equipped all the time, and always purchasing more from vendors, etc. probably had an influence. Most reagents have been removed as well. FPS In most FPS games, it's almost a mindless mechanic. You shoot, kill, run over the person's body and recover full ammo. It's not fun, it's not even really a mechanic you think about. It just happens. Single Player RPG In Skyrim and single player games, there's not a lot of competition (except in maybe speedrunning). They are games where you don't interact with other players, so you don't hear people crying about running out of ammo in the middle of fighting a Yeti. In fact, that kind of experience is really something memorable and fun to think back to. But once again, there is no player interaction, which is why it's easier for the game design philosophy to be more realistic in deciding finite ammo is an OK concept. Crowfall: The Game of Thrones, Walking Dead, EVE Online Throne War Simulator MMORPG Strategy Game... A bold dive into a sea of new design concepts for a genre that is evolving... What do we have in plan for ammo? It's such a simple question but it's really going to have a HUGE influence on the game. The way that campaigns and the EK work makes it feel like maybe a single arrow item (or hurlbat) that provides infinite ammo could work... because items decay. Eventually the item would break and you would have to buy 1 new infinite arrow. It seems like this answers the question of infinite vs finite pretty easily. But what about crafting? What about the people who make these arrows as a living? A guild may recruit a craftsman of several trades, whose core focus in the game is to ensure the guild members have decent gear during campaigns. Imagine guild members gather the materials, give it to the craftsman, and he build the single infinite arrow... and then what. The craftsman sits there for the rest of the campaign? Hopefully items would decay quick enough that it'd need to be repaired. But what if there was finite ammo? And you constantly had to send Work Requests to your guild's craftsman in order to receive new equipment for different missions* and campaigns? Gathering resources would become more important. The Craftsman would become more important. Everyone would play a more vital role in your guild's success. I want to give a quick example before I wrap up. In Original EQ, fletching has and always will be a valuable tradeskill. I was a Wood Elf Fletcher for a long time. My guild's rangers regularly came to me asked me for more Blessed Champion Arrows, because I was one of the few Fletcher's on server who could make them. I didn't often go with them in party to do anything, but I developed a relationship with these guild members just because I was constantly making them more arrows. And they'd tip me so I could go buy other things besides crafting materials. Now think of that on a grand scale for a Crowfall Campaign. Alright this is just a quick take on the idea of finite vs infinite ammo. What d'yall think of this her' idea? *I know there are not quests or missions. What I mean by missions are guild tasks set out by leadership, whether it's gathering intel, or gathering materials, etc.
  5. This is a great design topic. Im at work right now so I'll dive deeper later but for now: Since items decay over time anyway, it'd make sense to have an infinite ammo item, because eventually the wear and tear would break it anyway. Meaning it'd only be infinite till it's durability hit 0 To get a better sense of what I mean check out this thread: http://community.crowfall.com/index.php?/topic/10302-infinite-vs-finite-ammo/
  6. Great that you bring economy into the picture. When the developer's can find ways to cause systems to interact, then all players tend to feel more valuable in the game overall. I talk about this a bit in another thread that isn't hardly related: http://community.crowfall.com/index.php?/topic/4502-parkour-inspired-movement-in-crowfall/page-4 It's the novel somewhere towards the bottom of the page. Point is, if we have Hurlbats/Arrows/Spell Reagents all craftable + different strengths are craftable at different levels*, then we take some of the power that fighters (a very general term but fitting here) have, and give it to the crafters who tend to lack power in MMOs. Balancing power and making everyone feel valuable with their own playstyle is going to be completely essential with the game design philosophy that ACE has going for Crowfall. *Levels not meaning vertical progression levels, rather skilled crafters who have passively trained their blacksmithing skill could say make mithril hurlbats more efficiently vs. plain iron ones crafted by someone who has less skill.
  7. Another great idea. This suggestion of course brings up a whole multitude of other questions to be answered as well for other Archetypes. Whether rangers will need arrows to fuel their shots, whether or not different reagents will be needed to cast specific spells on Caster archetypes. But definitely a considerable decision to make Hurlbats an inventory item. I like it.
  8. Quick note: this is a repost from our guild forum. I had to edit some profanity out. If you're looking for more interesting ideas for different archetypes, consider applying to Serrated.
  9. The Champion Today (1.1 Hunger Dome) The Champion is in an odd spot as a Melee Bruiser style Archetype. Because there are no dominant high range classes in the game yet like the Ranger, he fills that position with his spammable ability Throw Hurlbat. On top of that he spends rage. I'll explain why this mechanic bothers me and has continued to bother me through several games where Rage is a power to be spent. He also has some great things about his toolkit that really do fit the Archetype of Champion; a strong bleed, some great CC, and hard hitting burst abilities. I don't think those need to change too much, if at all. So let's talk about these 2 key things that probably need to be adjusted. There are likely to be more as the game progresses in development and as new Archetypes are introduced, but we're working with what we got right now: Throw Hurlbat: This is a moderately low damage ability that slows after the 3rd hit. The slow is quite considerable, and it can be used as an escape mechanic, or as a catch up mechanic. In the end, it isn't super powerful alone, but with the rest of his toolkit, against the other archetypes currently in game... it gets annoying to them. And pretty scary. A good Champion will keep you slowed all the time by spamming Hurlbats in between regular attacks to keep you perma-slowed. Rage: Generally, there are generator abilities, and spender abilities. Generators usually deal less damage than spenders. It's a simple, working mechanic that trends through several archetypes and classes in different games. How might these be adjusted? I think a good adjustment to Hurlbat would be to raise the Rage cost from 3 to 5 or 6, or remove it all together, and make it an ability with limited charges that regenerate over time. This would prevent so much spam and decrease his overall kiting power, while maintaining some of the uses of Hurlbat. Also if the slow wasn't as strong, but applied immediately, it would serve the purpose of catching up to your enemy's melee range better. I also realize this would lower the skill cap a bit, meaning that you only need to land one hurlbat and then it gets easier because your enemy is now slowed. Just some ideas there though. The hurlbat balances the power of the current Champion build, but to me doesn't fulfill the same fantasy that the rest of his abilities do. Rage This resource has its own dedicated section because I really need to layout the groundwork for how I think this should work. Rage... I hate this. Why is it, that if I don't have rage, I can't be the Archetype that I picked. I understand Mana as a mechanic and resource for casters. But I don't think Rage should be a spender. Let me explain. Rage seems misconstrued by game developers. Or maybe they are just to lazy to think of a system that'd make more sense because the system that is in place works mechanically. Instead imagine this. Rage starts at 0 as a Champion. All of your abilities are generator's though. No spenders. You can also gain rage from taking damage. As you fight, you bulid rage, and eventually reach the cap (100 cuz it's an easy # to remember). As your rage goes up, your damage and effectiveness increases (capping at 20%. In other words 100 rage=20% damage and effectiveness increase). I might cast my Bleed at 12 rage, but I'm not that mad yet, so it's not a very deep wound. If I cast that same bleed 88 rage later, it's going to deal 17% more damage. Abilities like Hurlbat would slow more and deal more damage based on Rage as well. That's what I mean by damage AND effectiveness. It'd be pretty boring if your rage didn't go down though and you just permanently had a 20% damage boost. So when you get CC'd you aren't dealing damage, but you are taking damage. CC would cause you to lose half your current rage. After getting out of CC, your rage generation would increase by 30% so you could quickly work your way back to max. Lastly, if you used Ultimate Warrior, it would consume all 100 of your rage to give you a permanent 5% damage boost until you leave combat, and you would lose a rank everytime you get hard CC'd (doesn't include slows). This could stack up to 4 times. So your total increased passive damage would be 40% in a battle if you can maintain 4 stacks of Ultimate Warrior. Lastly, this would create the whole argument of power disparity of "I want to be the same strength all throughout the fight, but I'm so weak at the beginning and I die before I ever hit 4 stacks of Ultimate Warrior!" Then you need to play smarter because the other rage system doesn't make sense for this Archetype!!! Sorry I get a little emotional. Ok, why is this system better than the current Generate & Spend version? The reason I hate the current version is that I can't cast the abilities that I want to when I want to. Just because I'm not mad enough doesn't mean I can't kick sand in my enemies face. Rage shouldn't tell you what abilities you can and can't cast, instead it should tell you how hard those abilities are going to hit. I don't want a Mana Resouce with a different name, I want an entirely new mechanic because it makes sense for this mechanic to work this way! Is that too much to ask? Doesn't mean there can't be classes in the game with the Generator & Spend resource system, I just don't think it should be the default system for Champion. And who knows, maybe ACE have discussed this internally and think the same way I do. But I'd love it if this version got implemented somehow. Alright that wraps up my maniacal theorycrafting for the evening. What do you guys think about this? Any other ideas about this Archetype's future design? Any other imbalances you see with these possible changes?
  10. The idea of free running is fairly useless as far as I understand when it comes to a game like Crowfall. It might be fun to have a very agile class to be able to move quicker and have shorter cooldowns on movement abilities, but I semi-agree here. Free-running is something that originated in modern times. I'd imagine being able to run away by climbing up a tree very quickly would be something fun for a dexterity based class. Or even climbing the tree and using a farsight ability to scout the enemy base that is camping in the field on the edge of a forest. Once again, strategic advantages being gained from parkour abilities. Landmark a voxel engine game applied "free running" and "heroic movement" to all movement in the game. The overall effect: if I pressed shift in midair, I would do a somersault. If I was wearing double jump boots, I could flip twice. If I jumped off a cliff backwards I could do endless somersaults... There was no advantage this gave me. It got old quick, but it didn't hurt my gameplay. So say in Crowfall: if someone wanted to purchase a cosmetic ability that caused their rogue to do little pirouettes and flips when traversing the landscape I'd be fine with it.
  11. Wow I didn't expect such an overwhelmingly negative response when reading the initial post. But the replies... everyone hates the idea of any heroic movement. I'm on my phone at work so typing a lot is hard but just wanted to start my reply. Yes i think heroic movement in Crowfall would be valid idea. More to come in 4 hours when i get home. Until then have at it and hate on me for having a different opinion Alright let me unfold my opinion a bit now that I'm home. (Note: I use the term Heroic movement a lot in this post. This is synonymous with parkour) I think the first question that needs to be answered is: "Do I think "parkour" is doable in an MMO?" Yes. Secondly, do I think that Crowfall should have it? Yes. Why the hell should we risk putting a feature like this into Crowfall, when plenty of other games have been successful in the genre while not having this feature? Because Crowfall is not bound by the limit of genres. These close-minded responses to parkour are very ignorant. Yes, if you want a parkour experience, you're welcome to go play Mirror's Edge. But what if I want to play Mirror's Edge, while playing through a season of Game of Thrones, and advancing my characters dark magic skill and constructing a new castle fort? This game is taking a lot of steps in new directions for an MMO. And I believe that parkour could offer some... different routes to success in campaign worlds. Let me lay out AN example for why parkour could contribute to Crowfall! Because heroic Movement is just an extension of movement that we already have in game. Not every class should have all the same abilities for movement. Say, during a campaign, as my guild discovers more landmass (because no maps/minimaps source), we come up to this mountain cliff that scales for miles in either direction. We have an archetype with us called... Explorer (let's get generic, hell ya!). He goes through his passive training manual and finds a skill called climbing. He starts training it and we set up camp at a river and waterfall that scale the cliff for the night. The following morning we send the explorer up since he has the heroic movement capability to do so having reached the first rank in climbing. The actual process of climbing the mountain, probably involves jumping at ledges he sees in the cliffside. He reaches the top and scouts around to find a large supply of ores, wildlife, and game that would be valuable to the party during the campaign. With his climbing skill he gains the ability to use rope to drop down to archetypes that don't have the same parkour prowess that he does. The rope lowers and the rest of our guild climb the mountain. The forgemaster sets up a forge and begins smelting ore to forge new weapons for the party. The beasthunter sets about tracking food for the night, and so on and so forth. Look at that organic and cool interaction between players in the game. Had our guild not recruited an explorer for that campaign, we would have just continued exploring in either direction of the cliffside till we found a way to get up ourselves. It'd be SOOO fun to be that explorer class that just got your team a large advantage as well. You'd feel great as the explorer. Not to say there couldn't be other solutions to this problem besides bringing an explorer. They don't even need to be parkour related. In fact another group might find a cave at the cliffside that's filled with valuable ore. And perhaps some gemstones that can be enchanted and socketed into weapons. The core concept I'm getting at here is that valuable gameplay occurs when 1 player can provide a unique service to other players that they might not otherwise have access to! It's one of the reasons that playing a Wizard in classic Everquest was so fun! Players would come to you asking for a portal that was valuable and they'd often pay for it. It became an economy of services. If you have an explorer in your guild, you get to scale mountains for FREE! Rather than trying to hire one. Now the coolest part about all this: Was there any combat involved? Not at all. All the parkour and heroic movement that occurred were used to help gain a strategic edge in this theoretical campaign. Doesn't mean we can't have in combat parkour too. The last question I want to answer before I hit the hay and end my post to see what arises from it is this: Can Crowfall succeed without Parkour? Easily. It doesn't need to be in the game. I'll play it either way, but I just want to display a valuable outlook on this feature that could be overlooked. And to show that it isn't going to make anyone "imba". This game is about creating new playstyles for players who may be seeking a niche like this. And making these playstyles valid and valuable to groups of other players that want to do their thing. Now a little rant about the whole game design philosophy for Crowfall and ACE's dev team. A fully functioning gulid in World of Warcraft is a group of 20 players who log on 3-4 nights a week to kill X amount of farm bosses and do progression on 1 raid boss they haven't killed yet. As long as all of them mash their buttons in the right order and don't stand in fire in an encounter, they'll have success. I'd give a PvP example, but guilds don't really play a part in WoW PvP. Now a comparison: A fully functioning guild in Crowfall is a whole different beast entirely. Say you enter a campaign as a group of 8. You bring a knight, a Mage, a Forgemaster, an Explorer(yay my made up class!), an Assassin, a Huntsman, a Legionnaire, and a Stalker. Now each of these players can take a place in combat but they all offer much more than that. Strategically, the Knight is fairly simple in an MMO space. He gets in the frontline and deals damage and protects his teammates. He's also picked up some Disciplines like Shieldmaster, giving him extra abilities with his shield and letting him block more damage from attacks. The mage provides powerful damage from the backline, and has a Discipline called bounty hunter, letting them deal extra damage to enemies who have bounties on their heads. She can also create portals back to forts for your team so you don't have to traverse land that may be hostile once again. The forgemaster swings his hammer in combat and creates weapons for parties. He also prepares his allies for battle by sharpening their blades giving them bonus damage before a battle. The explorer gets you up mountains! And he creates campfires faster than anyone. He also has a discipline that hides campfires that he makes from enemy teams for a smaller distance. This lets him scout further ahead and camp alone before returning to provide intel and better stay safe. The Assassin wields daggers in combat and when the explorer has done his job right, she sneaks into enemy camps with proper stealth and poisons their food supplies before your team attacks. The poison lowers the enemy teams stats to give you a small advantage. The Huntsman gains extra damage against wildlife, and provides large quantities of food to your team to keep you fed and healthy, and crafts leather armor for teammates who prefer a more agile combat playstyle, including himself. The Legionnaire provides valuable buffs and abilities in combat. He creates strategic value for where to stand during a fight, and helps get the enemy's back line to your frontline. Lastly the Stalker sets out before a battle to lay traps, causing enemy teams to fumble forward in battle. He in coordination with your legionnaire setup valuable positioning to give your team the advantage they need to win. Now tie up all those ideas and apply them to nearly every encounter that your guild has during the campaign. That is going to make for some super fun, strategic, and skillful gameplay. This part of the post has been a total derail... too tired. But you get the point right? Value is created from all these different Archetypes. The value of a character isn't always in his combat skills. It's in the strategic value they offer to everyone. Keep that in mind for the development of Crowfall. Parkour could play a cool part in many archetype character designs. Doesn't need to... but it could
  12. I've removed the information in this post to better consolidate the Crowfall community who want to use voice chat services. I didn't mean to cause any hurt or offense. Thanks and see everyone in the Hunger Dome!
  13. Wont have Sylvannas. The movie follows the story of the first invasion of Azeroth. Meaning Warcraft: Orcs and Humans. If it has her, she'll still be elvish. Arthas is still a kid in this movie so there's no chance that he'd have had the chance to rip out her soul, turn her into a Banshee, etc. etc. Dreadlords etc. But hey... this turns out successful, maybe we'll get a 2nd movie with the undead Windrunner's story in there somewhere.
  14. I know we're not building an MMO clone here, that's obvious with Artcraft's design philosophy. This is a world all it's own. That's one of the reasons I feel comfortable asking these kind of questions and using examples from other games and virtual worlds. I mained a shadowknight in EverQuest, and a Shadow Priest in WoW and have for 11 years. Naturally these class archetypes have haunted me in my character creations in other games. Whenever there isn't a class that can directly interact with the "void" or something similar it makes me a bit sad. So my question is: Can we expect to see an archetype that uses dark powers against our enemies? Something akin to what I've mentioned would, I think, make a lot of players happy.
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