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About ringhloth

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  1. I dunno. I don't feel like this system is every going to really add much to the game. I mean, will I be able to recognize someone's weak points and target my attacks? Not really, most people will probably go all or nothing on sets of armor. Full mail, full plate, or full leather, for example. Will I be able to anticipate someone's strongest attack, and shift around my armor to compensate? Not really, because no class will be centered around only attacking feet or the head, and I can't really even expect to only be fighting that class. So why is developing this system worthwhile when it isn't going to really change how I use my gear and abilities?
  2. In reality, there aren't many (if any) mobs on the servers right now. AFAIK, their pathfinding algorithms are too intensive for the game to handle well right now.
  3. I trust the word of god on how it looks now, rather than how they wanted it took look years ago.
  4. Well, it might not be unlimited. You can only import x value of goods per day or week, and have to give up a certain amount of goods in exchange, either to be taxed into nothingness, or sent to your EK. It'll also almost certainly be part of campaign rules, so at the highest tier, we can see very limited importing to give room for newer players to run around without worrying about older players clubbing seals, and at the lowest tiers, we could see a subset of players not wanting to play with any imports at all. Well, that's not how they phrased it. It seemed to me like the spirit bank was going to be kept mostly the same, with limitations on how and where you can use it. That doesn't seem to be a guild vault, at least not to me. That isn't saying they aren't going to be in the game, but that's just not what I picked up.
  5. Interesting thing they mentioned is that you'll be able to take stuff out of your import/export box mid campaign. I wonder if this is going to be "you import things once and then have to slowly take them out over the campaign at a specific location" or a "continually import/export things based on the rules of the campaign.
  6. You said it's stupid for enemies to trade with each other, and I agree. And in the lowest two tiers, guilds and individuals are the smallest groups. Alliances will occasionally happen, but aren't going to be frequent or reliable enough for an economy to rely on them. And guilds probably won't be able to sustain a currency economy all on their own.
  7. I think you underestimate how big of a deal it will be that 2 tiers of the game just won't have an economy.
  8. Why do we have to trade? The systems of Crowfall don't seem to encourage it, at least not what we've heard. There's no currency, so we'll have to work out exhaustive barter deals for large scale transactions. There's no higher power to ensure that one side doesn't turn on the other and just slaughter them and take the goods. It can be very dangerous to move around large amounts of goods, with people constantly preying on each other. There's a lot of risk and no reward, if my guild can get all the resources we need ourselves. Why risk trading away our excess for goods we already have? A lot of the time game designers assume that if they put players in a sandbox, they'll trade and ally with each other. That's just not true. Alliances can occasionally happen, but that's really quite rare, especially in an adversarial game like Crowfall. There's nothing gained by working with my enemy, if he's ahead of me, if it's an equitable deal, since I'm just pushing him closer to victory. When you look at board games, the best alliance and trade mechanics come from rules that are specifically designed to encourage alliances and trading between players. You cannot just expect multiple groups of people to work together, when one of them is a winner, and the rest are losers.
  9. Is this functionality guaranteed to exist in the campaign world? Worries about non-existent economies are very justified, imo. I mean, if I can attack you, and take all your inventory, why should I trade? If you can use the sword I'm trading to you to kill me and win a campaign, why should I trade? This assumes that we'll be able to bring more than a handful of items into the campaign world - it doesn't take more than 10-20 minutes to craft what you will be able to take into many EKs, and again, this doesn't impact the Dregs, and probably barely effects the GvG tier. Some players. GvG and dregs will likely see almost no importing, at least from the few impressions we have right now. Others will have almost no value in trading in EKs if they're only there to get items for importing into the game. This game is supposed to be built on crafting and gathering. The game has to be designed around a sound, functioning economic model, and if Crowfall doesn't get that right, it's going to fail. It's never to early to be talking economics.
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