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ACE Development Partners
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Everything posted by YouTubejasonwivart

  1. With tradable VIP (which I love by the way) it means there will be tons of people shouting P2W since you can buy VIP and sell it to another player for some kind of currency, that is a downside but I still love being able to earn VIP time just by playing the game.
  2. I think you run in tech/bug issues that could possibly delay the game a lot hence why the scarped the character slots and went with the crow system. There might also be something in place to prevent running multiple clients at the same time, like a one game per one PC thing in place. I am not sure if they touched on that yet. Those are the things that come to mind. In the sense of a traditional MMO game you just add your alt accounts to your friends list/guild/family and there most of those type of things have like shared warehouses and storage stuff. It also helps them sell more copies of the game which would be valued at a higher price than a character slot You can get away with charging $50-60 for a game but no way in hell will people pay $50-60 for a character slot, LOL I guess I should clarify this, the masses wont pay 50-60 for a charater slot but the hardcore players will essentially buy them as they want to progress as fast as possible but this way it just doesn't cause a PR nightmare where all people complain about is WTF character slots are $50 bucks each! Black desert online comes to mind with this, as people liked the game but the costumes were/are $35 per or something like that
  3. Ya, what I though is the crow is your account or your soul. Being locked into a campaign is good IMO, Of course, there should be some way to forfeit and just leave the campaign as what happens if you really HATE the game mode you chose. I would make it where if you leave you cannot come back to this CW and this should have a cool down on leaving like you can only leave 1 campaign every 1 month or something like that so you are not hopping to different CW trying to find a group that is like way ahead or winning. If you want more crows you have multiple accounts, and I am pretty sure many people will based on the passive skill training system. Multiple crows don't work on the same account because the skills are account wide, the whole reason for the crow system in the 1st place
  4. 1 Archeage forums 2. Site is very good, and the FAQs is the most helpful thing. 3 Adding more answers or FAQs about how many archetype are you planning at launch, ETA for launch even if it is rough time frame like 2017. What different types of campaigns rule sets are you planning on if you have a better idea now verse when you wrote that one up. Pretty much just keeping the FAQ fresh and up to date.
  5. I think they way it is set up you ideally want to do it all on one account, since you can only train a select amount of things at any given time. The level is real time based and I believe they said some skills will also activly level up based on how much you use them to a certain degree. Supposedly anything will be craftable right at the start of the game and the benifits you get for specializing in crafting is better chance and succeeded and or a better rare proc chance. Like everyone has 1% chance to craft this sword, but if you a weaponsmith or what it will be called and have it decently leveled your chance will be 40% with a 20%chance of procing a high rarity tier. Check out the crafting FAQ for more info https://crowfall.com/en/faq/economy/ Beta suppose to be winter 2016 last I heard. Release probably early 2017 is my guess but there is no release date yet that I know of
  6. The SP tests are pretty buggy, got to test on Friday the 8th, so it doesnt really make for the best 1st impresisions of the mode. I would expect it to clean up shortly though.
  7. Why would they allow anyone to comment in a survey, especially if they don't know about crowfall? ACE surely knows if this is true or not but this company seems to understand how to build a game and have tons of prior experience. So I don't think they would allow random people to take a survey and post the results, advertising the game a certain way on a popular gaming website. No question about social features being different than killing mobs. "Players will often need to fight NPC monsters near resource nodes, to gain access to points of interest, scavenge for food and equipment and often to simply survive. Many of these creatures are powerful enough that they will be very challenging to defeat – even for groups of players working together." Key words highlight that there will be PvE in this game. NO dungeons or instance PvE, well maybe in the Eternal kingdoms you can build a PvE playground...
  8. Ok, I have, maybe you should. There will be plenty of PvE I even quoted from the FAQ for you above. There is also the player survey that you guys filled out that shows YOU GUYS want a more social and political game verse straight PvP http://www.mmorpg.com/showFeature.cfm/feature/10569/page/2 They are not design a game specifically for you and your wants, they have a target audience now with over 100,000 backers they will do doing things that the majority of the players want to see as to not run off those 100k pledges and based on the data you guys provided PvP isn't the only thing going on here, its a part but not the main appeal. its not a MOBA where you just pvp all day and hell even in moba there is still some creep farming needed. An MMORPG does not exist with out a good amount of PvE, your lying to your self if you think there wont be raid bosses. Its an open world WHERE pvp CAN and WILL happen but there will be PvE objective even if it is as simple as farm this big ass dude to gain mats to craft weapons and armor for the PvP that will happen later in the season Even in the hunger dome right now, I would imagine most players spend the majority of their time killing mobs to gear up before the pvp showdown at the end. So, about 5-10 min mob farming and then about 5-10 pvp...hmm seems like PvE is about 50% of the game, even in acombat testing mode. This is with fully crafted gear already dropping. With fog of war being active the 1st few seasons will almost all be PvE heavy, explore the map, farm mobs to gather basic materials, craft weapons and armor, etc... until the latter/last season where you are fully decked out in gear and battling for the win. S
  9. Collecting resource will be a large part of the game, it may not be that part you personally do. Someone has to provide all the mats for your uber gears. "A lot of ways to be a badass" These things will be required to make gear and craft. They are also separating the "hardcore pvp" players with the different modes like dregs.
  10. "There will be monsters in Crowfall – lots of them – but they are intended to raise the general “threat level” of the game, not to be the primary focus. Crowfall will not have any instanced PvE dungeons and raids; however, the worlds WILL be crawling with monsters and former inhabitants of the dying worlds. Players will often need to fight NPC monsters near resource nodes, to gain access to points of interest, scavenge for food and equipment and often to simply survive. Many of these creatures are powerful enough that they will be very challenging to defeat – even for groups of players working together. Some activities will require players to seek out monsters – some recipes will require reagents that can only be found by defeating certain monsters or require the use of rare thralls (“ghosts” NPCs that must be captured) to bind into an enchantment. Also, remember that the monsters will also become more deadly as Winter approaches and the Hunger bleeds the warmth from each world." From the faq ... Did you really think there wouldn't be PvE at all? "Many of these creatures are powerful enough that they will be very challenging to defeat – even for groups of players working together." Means Raid verse raid or at least party verse party since it's open world you can bet that it will be contested if said mob is meaningful in anyway like a special drop or, OMG a win condition target. I don't believe they have talked much about win conditions yet, please show me if so as I must have missed it. They have said that the CW will vary, and based on player feedback/activity we can end up with a lot more PvE style win conditions if they are in demand. I am sure we will see some CW with Deafeat "insert massive baddies name here " to win. It will still be a pop game as it is open world are you can and will kill each other to prevent the other faction from winning but at its core the win condition would be PvE
  11. I agree that they should all have WIN conditions but they should have timers as well because what happens if that win condition is never met? I think there has to be both.
  12. Yes, the rewards for the longer CW will be better, this was stated in a interview or video from ACE. One of the core things is risk verse rewards, the more risky the better rewards. It will be more beneficial to play the longer ones if you win, iirc some campaigns wont rewards the losers anything. Playing a ton of shorter ones wont net you as good of rewards for winning all of them than sticking to a longer one and winning it, that was pretty much the exact words they said in their interview. They also said there will be something to discourage players jumping into the Campaigns at or near the end and joining the winning side. Participation matters and I guess time spent in the campaign matters as well. A lot of this stuff is still up in the air though, I know they talked about 1 year campaigns a while back but we have no info if they will add those or were just using them as a base line. As more info comes out we can get a better gauge on these things.
  13. Sadly, I don't there is any way to tell or guess how many player are actively going to be playing in a campaign at the same time. Everyone will have different play times. In order to get 500 online I would think that would mean around 2000-3000 players in total but again I don't know and this is just a wild guess. Or is your suggestion capping the campaign at 500 players? I didn't want to sway the votes by giving my opinion in the 1st post but now I will I think shortish campaigns of 8 days to 3 months would be the best. I would like them to start out with a lot of the smaller/short 8 days ones to test out different rule sets and then finally find out what people really like and have a longer one after they figure out what a lot of players really like playing. Size of population is really tricky as we wont know how many players are actually gonna actively play, meaning caps need to be pretty high 5000 like or so. If you cap the campaigns at say 1000 players but the majority of these players only log in once per day for about 2 hours at a time there world may seem very empty. This is another reason, I think starting out with shorter campaigns is ideal. It allows for testing out how long players play sessions are, how big the maps need to be and finding the right balance for all this. It would be really nice to see 500-1000 players online at the same time in one campaign. I expect a lot of the campaigns to be faction/team//god based so it will be like 2 warring factions or 4 or 6, if this is the case each faction needs to have at least a few hundred members, hence why we should have 500-1000 active players. Based on what I sad above I don't think there should be that many campaigns going on at the same time, as we need the population somewhat together. The amount of campaigns is IMO based on how many active players there are overall. For ever 5,000 active players there should be 1 campaign going on. Meaning if we have a total of 500,000 players there would be 100 different campaigns going on at the same time. I think the dregs for instance should be locked for a period of time until people are geared up some and the game has progressed. This does not mean each campaign will have 5,000 players. Some of these players will be only EK players doing that stuff, some will be bots,spammers, gold sellers etc.
  14. ​How long do you want the campaigns to be? There are 4 seasons and each season I would assume is the same length of time. If this is all true how long do you think/want the campaigns to be. 8 days? ​28 days or (1 month)? ​56 days or (2 months)? ​120 days or (4 months)? 365 days or (1 year)? 365 days+? And then what about player limit on these campaigns? There are suppose to be multiple matches going on at the same time so the population will be really spread out... How many people do you think need to be in the campaigns to make them interesting? 100? 500? 1,000? ​2,500? 5,000? ​10,000? ​10,000+? ​Lastly how many campaigns should be going on during the same time? ​2? ​3? 4? 5? 10? ​15? 20? ​20+?
  15. There will be PvE and plenty of it, just not in your traditional since of dungeons. Open world PvE will be here and allow for PvP to happen. Raids, there sure will be raids and lots of them I would imagine as there will be world bosses, it will be a lot of RvR tho to kill world bosses. I could imagine that some campaigns will have win conditions based on killing world bosses, which will in turn be faction bosses where you probably need thousands of players to down it or something where damage done doesn't regin and the faction that does the most damage to him at the end of the campaign wins. Not all campaigns will be the same, some will probably be super PvP heavy (Dregs and such) and others very PvE heavy, it will depend a lot on what rules and what the win conditions are etc Open world PvPvE is what your looking at in this game.
  16. AS I said in my video, shameless plug for my youtube channel! Healers Rejoice!!! they have a class to play now! This sounds like a great design for a semi healing class that is a little bit different than most games
  17. I'm pretty sure this game will be pretty large once it releases, probably 400-500k players at start
  18. WOW thanks for the shout out! So stoked to get in there again and see what the ranger can do after watching Zybak's gameplay there is a huge learning curve. He is so good at his ranger gameplay it may make people rethink the class a little bit.
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