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ArtCraft Dev
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Everything posted by MiracleMax

  1. Many thanks to everyone who has responded so far. We're combing through your posts and creating a player feedback report to share with our vendor so that they can improve the quality of the translations. We will continue to monitor this thread for any new posts and will incorporate those responses as well.
  2. Hello Crows, The German translations received an LQA pass that should be reflected in the 6.300.0 LIVE client. There may be some translations missing because they tend to lag a bit behind our data changes, but the German translations that are there should be substantially improved from previous versions. If they are not, we'd love to know what needs to change. This feedback will be collected and forwarded to our localization partner. Previously, @Kraahk stated "the current translation is bad enough to make new people leave the game." I would love to hear - at the bare minimum - that
  3. Good question. We have a backlog of those issues in our database already, and we'll start cleaning them up after the "final" translations are in closer to launch. No need to report those cases at this point in time; just the translation errors.
  4. Greetings Crows! First, I want to acknowledge that an official response in this thread is overdue. We're busy bees trying to get Crowfall to launch, and your patience and continued support is greatly appreciated. The replies so far have been excellent; this is exactly the kind of feedback that we are looking for. Second, I want to explain what the process for correcting these issues looks like from the developer side: We are working with a reputable game localization team to review and correct/improve all of the non-English strings in Crowfall. Verifying that the translations w
  5. Quick update: The LQA process for German strings on the game client has begun and I expect it to reach completion sometime during the 6.200.0 phase. Once our translators have made their edits and access to a 6.200.0 build has been made public (on TEST), I will post a new thread asking you to examine the refreshed translations and give your feedback. Locking this thread. Thanks!
  6. I really, really appreciate you taking the time to write this up this analysis, Kraahk. Thank you. Pann did make me aware some time ago that the Crowfall community was concerned (to put it lightly) about the German localization for the game, but we were not in a good position to do anything about it at the time. Now that we are in Beta, we are taking a very serious look at the translations we have and will make adjustments as necessary. We recently partnered with a vendor that has substantial experience translating video games - including fantasy RPGs - and I intend to send them a r
  7. Hi, Hi.! Good catch! We've discussed arranging themes for each adventuring area (canyon, forest, etc.), and possibly applying a variation of that theme based on the mob that inhabits it. For example, if it's a spider canyon, the melody might be be played by a cello... but if it's zombie-themed, then the melody might be played by an organ! The key word there is POSSIBLY. Right now Nelson is filling out the soundtrack with more general tracks that can be used broadly across the game. This is a great suggestion and one that we would like to pursue, but I can't guarantee it'll happen
  8. Absolutely! We had some back in the Siege Perilous days for those who remember, but they will likely get a polish pass or complete overhaul very soon.
  9. That's fair. Kills come first! We are doing things in Wwise to pull important sound effects up above the music and other atmospheric sounds (birds chirping, wind blowing, etc), similar to the way Overwatch does. I'm sure our sound designer, Bobby, could do a whole write-up on that. The short version is that things affecting you, such as enemy footsteps and spells (or buffs/heals from your teammates), will be louder, whereas things that do not will be quieter in the mix. Also, the music is not constant. As you may have noticed already, the music fades in and out over time. We want it
  10. Gibson filmed some EKs this morning and afternoon, and I think we have everything we need for the video now. Thanks, all! If you were a participant, keep an eye out for yourself in the Gamescom 2018 video when it debuts... Locking the thread.
  11. Good fights, everyone. Thanks for participating! We grabbed some great footage. I hope you enjoyed stomping me (over... and over... and over...) as much as I enjoyed dying! NOTE: We will continue filming Eternal Kingdoms tomorrow between 10am and 2pm CDT. If you want us to see your EK, please make sure you get it ready and make it public!
  12. Hey, Crows! I’m here to offer you an opportunity to help ArtCraft and our partners at Travian make a big impact at Gamescom 2018! Our booth will feature a large screen that overlooks the queuing area and faces out to the consumers on the show floor. Instead of making a trailer like we did last year, we’re going to create a montage of game footage that highlights the very best of Crowfall for those who are unfamiliar with what the game is all about. That’s where you come in! On Thursday, June 21st at 2pm CDT, we will bring up a new Gamescom-specific campaign using the Abattoir
  13. I offered, but by the time the stream was over, I was back to being "the worst."
  14. @SirGeorge I'm putting a link to this on my résumé.
  15. We all got a good laugh out of this video. Priceless. Can someone make a supercut of every time Todd complimented me yesterday? I'll need to lean on it for emotional support during the next Crow-a-thon.
  16. For clarity, folks... Happy testing... and from all of us, thank you for your patience! The team has been grinding for weeks to get this thing out the door. As always, this is pre-alpha and there are a few bugs. Please report what you find in the appropriate playtesting threads and we'll fix them as soon as we can.
  17. I prefer the handsome group of former interns we hired last summer.
  18. This issue should be resolved. Please try patching again.
  19. Fellow Knight fans, rejoice (yes, I'm looking at you, Durenthal)-- the designers have given him some love. Lead Designer Thomas Blair introduces the StamiKnight in today's update. FULL STORY
  20. ACE founders Todd Coleman and Gordon Walton lay out some exciting plans for February in this week's Founders' Update... FULL STORY
  21. The art team at ACE walks viewers through the creation of the in-game Crow in this video update. (We are aware of an issue where videos do not play properly on our site. To go to the video directly, click here.) FULL STORY
  22. My first thought when I read it. There must be a ghost writer behind this update. Either that or Blair is deliberately trying to confuse/frighten us.
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