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lethality

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  1. Like
    lethality reacted to Arkade in Is crowfall fundamentally boring?   
    From reading the last few posts, it looks like this thread has moved very far from where it started, but I will address the concerns in the OP.
    To sum up the OP, the game is a grind and not fun.
    Currently, yes, the game is a grind, though it's entirely subjective as to whether people find that fun or not. I enjoy gathering and crafting. I don't find them boring. Regardless, none of this really means much at this point in the game. 
    The OP clearly wants to fight other players and not be bothered with harvesting or crafting. That's totally fine, but the support structure doesn't exist in the game yet for players to do that. If you are going to forego harvesting and crafting, then you need other players who will be doing the harvesting and crafting for you. Some of that exists now to an extent, but not to the levels it will when there is a much larger population. Gear WILL be much easier to get because the people who will be harvesting and crafting will be the ones who enjoy doing it and are trained to do it. They will get resources much faster than the non-trained people and they will produce higher quality gear faster than the non-trained people.
    Of course harvesting and crafting are a grind if you aren't trained for it. Getting the required resources to craft is going to take much longer.
    Beyond that, there are things coming which will make it less of a grind. The Season of Plenty buff coming in 5.6 will make everyone, trained or not, better harvesters. And when factories are added to the game, trained crafters will be able to produce higher quality gear with less overall effort.
    I think it's premature to judge how fun a game is in pre-alpha when we are only getting a max of 40-50 people per campaign. The devs have done what they can to make it fun for us to test, but it is still just a test. That's not to say that people shouldn't voice their concerns, but with that should come an understanding of where the game is currently at in development and what is coming in the future. 
  2. Like
    lethality got a reaction from Malikye1975 in Crafting / Economy F A Q   
    One topic that seems absent from Thomas' list above is crafting stats! Should there be crafting-specific statistics, just as there are combat-specific statistics? 
     
    I like systems that add this layer (Vanguard was one) since it gives players another  of customization and decisions to make. 
     
    Harvesting Tools are a good place to apply these stats, but armor/outfits of course could also hold them. It would be great for a crafter to be able to create his own awesome set of gear, wether he's a farmer or a blacksmith or what have you!
     
    Beyond this, the way it seems like the EK is shaping up, it seems that might be another great opportunity for crafters to customize and apply these stats in the form of blessings from appropriate gods or through other mechanics.
     
    It's possible crafting stats are already in the mix, but, just wanted to put it out there!
     
    p.s. also material properties
  3. Like
    lethality got a reaction from JamesGoblin in Crafting Master List   
    o/
  4. Like
    lethality got a reaction from JamesGoblin in Crafting / Economy F A Q   
    One topic that seems absent from Thomas' list above is crafting stats! Should there be crafting-specific statistics, just as there are combat-specific statistics? 
     
    I like systems that add this layer (Vanguard was one) since it gives players another  of customization and decisions to make. 
     
    Harvesting Tools are a good place to apply these stats, but armor/outfits of course could also hold them. It would be great for a crafter to be able to create his own awesome set of gear, wether he's a farmer or a blacksmith or what have you!
     
    Beyond this, the way it seems like the EK is shaping up, it seems that might be another great opportunity for crafters to customize and apply these stats in the form of blessings from appropriate gods or through other mechanics.
     
    It's possible crafting stats are already in the mix, but, just wanted to put it out there!
     
    p.s. also material properties
  5. Like
    lethality got a reaction from JamesGoblin in Founders' Update: Soft launch strategy   
    Delays are inevitable, no one has ever built a Crowfall before... lots of unknowns
     
    If I have a concern (or two), they'd be these:
     
    1 - I joined the project primarily on the promise of a deep economy and crafting system. I understand those things have to come eventually, but even in today's announcement those portions of the game were not addressed. Or the Eternal Kingdoms. My fear is the game will inadvertently shift direction into more of a glorified battleground and shift away from the potential economic gameplay. Any reason to worry? 
     
    2 - A longer schedule means more $$ burn to support the staff (look at the Motiga situation as a current example, which actually had some good news as far as resolution today!). Will more money be needed? Or another way to say it, is there any of this type of risk due to extending the schedule?
     
    3 - Nerf druids.
     
    Thanks guys
  6. Like
    lethality got a reaction from courant101 in Founders' Update: Soft launch strategy   
    Delays are inevitable, no one has ever built a Crowfall before... lots of unknowns
     
    If I have a concern (or two), they'd be these:
     
    1 - I joined the project primarily on the promise of a deep economy and crafting system. I understand those things have to come eventually, but even in today's announcement those portions of the game were not addressed. Or the Eternal Kingdoms. My fear is the game will inadvertently shift direction into more of a glorified battleground and shift away from the potential economic gameplay. Any reason to worry? 
     
    2 - A longer schedule means more $$ burn to support the staff (look at the Motiga situation as a current example, which actually had some good news as far as resolution today!). Will more money be needed? Or another way to say it, is there any of this type of risk due to extending the schedule?
     
    3 - Nerf druids.
     
    Thanks guys
  7. Like
    lethality got a reaction from McTan in Founders' Update: Soft launch strategy   
    Delays are inevitable, no one has ever built a Crowfall before... lots of unknowns
     
    If I have a concern (or two), they'd be these:
     
    1 - I joined the project primarily on the promise of a deep economy and crafting system. I understand those things have to come eventually, but even in today's announcement those portions of the game were not addressed. Or the Eternal Kingdoms. My fear is the game will inadvertently shift direction into more of a glorified battleground and shift away from the potential economic gameplay. Any reason to worry? 
     
    2 - A longer schedule means more $$ burn to support the staff (look at the Motiga situation as a current example, which actually had some good news as far as resolution today!). Will more money be needed? Or another way to say it, is there any of this type of risk due to extending the schedule?
     
    3 - Nerf druids.
     
    Thanks guys
  8. Like
    lethality got a reaction from mythx in Founders' Update: Soft launch strategy   
    Delays are inevitable, no one has ever built a Crowfall before... lots of unknowns
     
    If I have a concern (or two), they'd be these:
     
    1 - I joined the project primarily on the promise of a deep economy and crafting system. I understand those things have to come eventually, but even in today's announcement those portions of the game were not addressed. Or the Eternal Kingdoms. My fear is the game will inadvertently shift direction into more of a glorified battleground and shift away from the potential economic gameplay. Any reason to worry? 
     
    2 - A longer schedule means more $$ burn to support the staff (look at the Motiga situation as a current example, which actually had some good news as far as resolution today!). Will more money be needed? Or another way to say it, is there any of this type of risk due to extending the schedule?
     
    3 - Nerf druids.
     
    Thanks guys
  9. Like
    lethality got a reaction from JamesGoblin in A change to our forums - Official discussion thread   
    I like the idea of private forums for top-tier contributors... These people really put their money where their mouths are and deserve to have that perk remain private for them, I think.
     
    In Revival, founders get access to an IRC channel with the devs. In Star Citizen, there is not 1 but 2 (that I know of) private forums - one for Subscribers (people who pay $10-$20 each month) and Concierge (backers who have spent over $1000). And who knows, maybe more I am not privvy to
  10. Like
    lethality got a reaction from crayolakitty in Mmo Crafting The Bane Of My Existence.   
    EVE isn't crafting, it's production.
     
    But this always drives me crazy... if you don't find crafting fun, then don't do it. 
     
    Developers really need to start creating crafting systems for players that love crafting, not for players that hate it.
     
    If players see all of that "other stuff" as fun, then by all means they should go do that. But they shouldn't cry that crafting is a grind or is in the way of their fun. Because it isn't designed to appeal to them - it's designed to appeal to us: the dedicated crafter.
     
    That's what I'd like to see here. Crafting should not be something you are allowed to "also do, besides combat." It should full-on be something you do instead of combat. Those players who invest in that should be the crafters that that matter the most because they'll be the best; dedicated.
  11. Like
    lethality reacted to evade2015 in Amazing job so far... But combat = le sigh   
    No I don't actually. I don't see a difference in using animation lock to tell an opponent "do not stand here, time to move" over particular effects/ground graphics that tells the opponent the same thing. One limits character control however, while the other does not.
     
    Also, Wildstar failed because it was too hard for the average MMO player.
  12. Like
    lethality reacted to evade2015 in Amazing job so far... But combat = le sigh   
    Telegraphs are simply indicators that provide the player an opportunity to use skill and reaction to get out of the way. Without indicators you essentially have a tab target game since its impossible to dodge abilities that you don't see coming.
     
    Indicators come in many forms. 1 such form are particular effects and graphics on the ground to tell the player "This area is about to be hit by so and so spell, you have 3 seconds to get out of the way" Many games use this type of telegraph. Here's 1 such example
     
    https://youtu.be/Hnyqmylv5c0   Another type of indicator (or telegraph) is animation lock. Instead of seeing the indicator on the ground, you see the character doing some sort of animation. It can't be instant though as that would make dodging it impossible so you get this clunky 1-3 second "animation lock".   I'm obviously still a huge fan having committed 500 hard earned USD to back this game and company.  Just needed to provide my feedback after watching the youtube videos
  13. Like
    lethality got a reaction from dawgs4ever in Crafting / Economy F A Q   
    One topic that seems absent from Thomas' list above is crafting stats! Should there be crafting-specific statistics, just as there are combat-specific statistics? 
     
    I like systems that add this layer (Vanguard was one) since it gives players another  of customization and decisions to make. 
     
    Harvesting Tools are a good place to apply these stats, but armor/outfits of course could also hold them. It would be great for a crafter to be able to create his own awesome set of gear, wether he's a farmer or a blacksmith or what have you!
     
    Beyond this, the way it seems like the EK is shaping up, it seems that might be another great opportunity for crafters to customize and apply these stats in the form of blessings from appropriate gods or through other mechanics.
     
    It's possible crafting stats are already in the mix, but, just wanted to put it out there!
     
    p.s. also material properties
  14. Like
    lethality got a reaction from Steven Yannic in How Does Artcraft Plan To Prevent Massive Eve-Like Guild Conglomerates?   
    Can't stop it. Better to embrace it and make it a key dynamic in the economy and politics of the game, like EVE.
  15. Like
    lethality got a reaction from Arawulf in Explore, Discovery, "personal Story" . . . Does It Exist?   
    I wouldn't expect any of that kind of narrative out of Crowfall. 
  16. Like
    lethality got a reaction from Steven Yannic in Explore, Discovery, "personal Story" . . . Does It Exist?   
    I wouldn't expect any of that kind of narrative out of Crowfall. 
  17. Like
    lethality got a reaction from Steven Yannic in Why Is Duping A Thing?   
    There are absolutely engineering and architecture practices that would prevent this sort of thing before it happened. 
     
    But they're usually not in place for video game development on a budget.
  18. Like
    lethality got a reaction from mythx in Why Is Duping A Thing?   
    There are absolutely engineering and architecture practices that would prevent this sort of thing before it happened. 
     
    But they're usually not in place for video game development on a budget.
  19. Like
    lethality got a reaction from hamopeche in Why Is Duping A Thing?   
    There are absolutely engineering and architecture practices that would prevent this sort of thing before it happened. 
     
    But they're usually not in place for video game development on a budget.
  20. Like
    lethality reacted to hamopeche in Why Is Duping A Thing?   
    I'm not asking how it happens. My question is rhetorical. I keep reading people talking about how ACE is going to handle duping bugs. The assumption that duping is going to be an issue, at least early on, in every new game is ubiquitous, and that's just pathetic.
     
    How unfathomably atrocious is your software if duping is even possible in the first place? How does game after game get so horrifically implemented that they have these bugs at all? Is the state of the industry so astoundingly terrible?
     
    Preempting duping isn't a matter of just testing enough. It's a matter of having the fundamentally sound design and development acumen not to create loopholes in the first place. This has nothing to do with computer games, specifically; it's just a basic software development topic.
     
    Super short version:
    Duping issues?? Are we serious???
  21. Like
    lethality got a reaction from Tahru in How Does Artcraft Plan To Prevent Massive Eve-Like Guild Conglomerates?   
    Can't stop it. Better to embrace it and make it a key dynamic in the economy and politics of the game, like EVE.
  22. Like
    lethality got a reaction from mythx in How Does Artcraft Plan To Prevent Massive Eve-Like Guild Conglomerates?   
    Can't stop it. Better to embrace it and make it a key dynamic in the economy and politics of the game, like EVE.
  23. Like
    lethality got a reaction from jacobin in How Does Artcraft Plan To Prevent Massive Eve-Like Guild Conglomerates?   
    Can't stop it. Better to embrace it and make it a key dynamic in the economy and politics of the game, like EVE.
  24. Like
    lethality reacted to Arawulf in Gold And Glory: A Crowfall Podcast   
    Thank you all for your support. We've decided to take a break from the cast for now. We especially appreciate ACE's support of our work. We're all still very excited about Crowfall and what the game has in store. I'm personally stoked to see how the combat testing is turning out. Anyhoo, thanks again for being an awesome community. See you in the campaigns!
  25. Like
    lethality reacted to courant101 in Interviews Summary   
    Information may be inaccurate or outdated, subject to change.
     
    SB : Shadowbane, UO : Ultima Online, CW : Campaign World, EK : Eternal Kingdoms, GoT : Game of Thrones, KS : Kickstarter, POI : Point of Interest
     
     
    rampant speculation   12/22 to 02/23   ♣
    Kickstarter   02/24 to 03/26   ♠
      03/27 to 07/21   ♦
     
     
    g e n e r a l 
     
    audience
     

       Crowfall goes back to the roots of the MMO : hardcore PvP / player-driven economy and gear destruction
       radically different game for a niche audience
       no need for millions of customers thanks to a cheaper development cost
       consequential choices : Crowfall is for hardcore gamers, difficult decisions to take
       twitchy / MOBA players crossover : organically by word of mouth, friends, streams
       watching Crowfall on twitch stream will look cool and engaging
       CF to feel very different, memorable moments, emergent gameplay / in harsh PvP worlds like CF griefing exists : players have to ignore griefers / God's Reach is safer place to avoid griefing / Dregs : joining guild to betray, backstab♠   for players that enjoy long term character growth in environments that are changing every few months
    ♦   dedicated server for Europe for Beta, testing schedule may accommodate europeans
    ♦   8% of high backers are from Asia, 32% of the backers are from outside USA/CAN
    ♦   localized customer support at launch, likely to be outsourced or done by a regional distribution partner
     
    features
     

       some survival elements including warmth
       social system & emergent gameplay to replace quest system / gold farmers have to take risk
       no player-driven mission system / bounty hunter skills to track other players
       warmth is is a kind of hunger, Hunger is used for narrative, survival is a core aspect, CF inspired by MUD
       all endgame / no raid bosses / cut on content
       no hand holding, no scripted scenarios
       Crowfall exists on 3 fundamental levels : military might, economic wealth, political manipulation♦   [06:50] Crowfall is more like a game of Risk set in a fantasy world, Game of Thrones, political machination & intrigue
    ♦   [10:23] Crowfall is more a sandbox MMO, a blend between theme park (sense of accomplishment, goal) and sandbox (freedom and flexibility)
    ♠   Crowfall features elements of large-scale strategy games, political simulators and dynamic world sandbox similar to Minecraft
    ♠   Crowfall offers more consequence in the PvP, more intensity in gameplay and more depth in player economy
    ♠   Crowfall is a Throne War simulator, a blend of MMO with a large-scale Strategy game
    ♦   original design : high amount of control given to the players to affect the worlds, Campaign worlds explode and restart every few months
    ♦   all players in Crowfall start at the “fun” part of the game : no grind and no end-game
    ♦   ACE listens to ideas but has a vision for what they want this game to be and that vision is not going to change
    ♦   Crowfall makes RvR the central part of the system, rather than a peripheral feature
     
    inspiration
     

       Wildstar influence : running and double jumping, but not combat
       genesis of the idea of Crowfall was Brave heart, large scales battles, make players aim toward a common goal
       mix of elements from Shadowbane, Game of Throne, SWG, EVE online
       CF is a strategy game, some similarities to civilization / MMORPG with strategy elements : resources and time allocation with win conditions / Throne war simulator
       similarities with EVE : persistent universe, harsh universe, open world PvP, emergent behaviors, not the depth of statistical map management meta game level 
       similarities with GoT : narrative, mortals crossing worlds?, faction & team based worlds, large political structures, impact in losing a siege = losing the entire campaign
       walking dead : corruption from Hunger, raise the general threat level, general feeling of survival, finding objects to survive♠   resemblances to Game of Thrones : environment and art will have a dark and gritty look, players in Eternal Kingdoms swear fealty to each other for parcels of land, in CW the seasons will advance from spring to winter, with the world getting much more difficult as winter arrives
    ♠   return of many design concepts that haven't been seen since the dawn of the MMO
    ♦   George R. R. Martin's books inspired ACE on how to build our fealty system and for concepts like Monarchs, Noble Lords, Bannermen, and Tenants
    ♦   the hierarchical nature of the guild system is very similar to Shadowbane
    ♦   core of Crowfall is really about PvP, or realm versus realm (RvR), which goes back to games like Shadowbane, Dark Age of Camelot, and World of Warcraft (WoW)
    ♦   Crowfall is bringing back ideas that haven't been explored in a while, not so many new inventions
    ♦   Crowfall cleverly puts together existing ideas and existing technologies that unlock potential that hasn't been pursued in a really long time
     
     
    t e c h
     
    Unity
     

       why Unity over other game engines / no royalty / fast production velocity
       Unity performances / KS demo : unity client + partial unity server with physics, 200 zombies and physics objects♠   Unity 5 includes Oculus support natively for virtual reality
    ♠   Unity 5 has a fast iteration cycle and quick learning curve
     
    VoxelFarm
     

       VoxelFarm : complicated technology, highest risk point, great result already, performance & look fantastic
       VoxelFarm : hard to implement, risky♠   the extent of VoxelFarm use to be tested : to start very free-form
    ♠   VoxelFarm, Unity and PhysX together allow the power of fully-voxelized, destructible terrain and physics-based combat and movement
     
    servers
     

       number of players per campaign / battles : based on what feels better
       server infrastructure technology used in Shadowbane, Wizard101, etc. / PhysicX & VoxelFarm / architecture of the client is Unity client / server vs. client side / communication between platforms
       biggest question : how many players & objects in one area / Amazon cloud for high number of players♦   number of players who can take part in the sieges is unknown, depends on technology
     
    development
     

       reducing development costs to less than $10M : more system driven than content driven, home back-end technology, Unity, PhysX, Voxel Farm, servers cloud Amazon & Google♠   ACE is interested in DX12
    ♦   building of the game started well over a year ago
    ♦   no PvE extravagance to keep the development cost low
     
    system requirements
     
    ♦   only 1 graphics version of the game / CF requires high-end, high performance, recent 2015+ machine / cutting edge experience / core customers have high-end equipment
     
     
    m o n e t i z a t i o n
     
    model
     

       buy-to-play + store : players are the content, model encourages players to continue playing
       expansion pack possible, but ACE rather focus on keeping the game fresh♠   Crowfall to use the Buy-to-Play model, best suited for Crowfall design where players' interactions is the primary content
    ♠   optional subscription to allow players with more time than money to be just as competitive as players with more money than time
    ♠   subscription gives more depth and options but doesn't make characters advance faster
    ♠   buy-to-play model allows ACE to not constantly hound the players for money
     
    balance
     

       cash shop to have low impact on campaigns, higher impact in Eternal Kingdom / preventing P2W & Uncle Bob
       avoiding P2W : one of the biggest design concern is P2W, no effect on campaigns
       items sold in the shop are for Eternal Kingdoms, don't effect the overall balance of the game or who wins the campaign 
    store & VIP
     

       Plex system
       tax-free parcels sold in shop, not in-game
       tax-free parcels are maintenance free
       ACE won't sell new archetypes / 1 month early use for VIP / characters are balanced / possibility of skins being sold♠   Store will offer extra lands, cosmetic, game time and additional character slots
    ♠   VIP membership exchangeable to other players in-game, inspired by EVE Plex system
    ♠   VIP membership tickets can not be looted
    ♦   VIP allows players to train more skills simultaneously
    ♦   guild package in store that allows guilds to select from an expanded set of symbols and colors
    ♦   premium guild bundle to create custom guild crests with unique symbols
     
     
    i n f o r m a t i o n
     
    in-game data
     

       world selection : either the CW or a list of EK, biggest EK will show on top of the list, filters
       economy game / systems to browse EK economy / visibility ranking by specializing
       API, statistics : real-time information on what happens in the world (stretch goal)
       EK & guilds management = 2 different things / flexible guild management tool
       some information (active data) available on current CW state, rulesets
       identifiers, strategy map like in Shadowbane, guild crest size corresponds to the amount of territory controlled by a guild 
    external tools
     

       leaderboard, API, connectivity tools, companion apps : possible but must not become the game
       guild stuff on the web 
    user interface
     

       minimalist UI for nameplates♦   less focus on health bar or smashing keys during combat
    ♦   custom content of user interface UI should happen : hard to make it open and modifiable while still secure
     
    leaderboard
     

       several types of leaderboards : scout, crafting, fighting, etc.
       leaderboard for teams and guilds, not individual
       Tournament System : another type of incentive to go in the campaigns, bragging rights♠   Tournament System : qualification system for guilds to engage in seasonal tournament ladders, one guild emerges at the end as the Champion
    ♦   badges & achievements system is plausible
     
     
    c h a r a c t e r    a d v a n c e m e n t
     
    customization & specialization
     

       possible for the players to fail with their build
       players can choose their progression path : narrow deep character vs. multidisciplinary
       hundreds of disciplines to make exploration / combination really interesting♦   characters that can feel customized & different, advancement system deep enough to allow unique set of skills to fit different playstyles, different approach than grind / items focus
    ♠   goal with characters customization is to go wide rather than deep, with more options at character creation, with armor sets and enchantment instead of customized one-of-the-kind pieces
    ♠   hard choices to make during character creation, alterations of the build may be possible at key points in the character advancement (respec)
    ♠   players to have the freedom of making decisions, not all decisions to be equal in consequences
    ♠   choices to be consequential and have meaning
    ♠   body types and height can't be customized on the archetypes : physics and performance considerations
    ♦   many of the advantages and disadvantages are locked to certain archetypes based on available animations for the race
    ♦   Drought and Famine Resistant  increases the characters warmth conversion and physics mass
    ♦   the choices at character creation are important
    ♦   some disciplines that allow for skill crossover : ACE wants to provide as much cross-over as possible
    ♦   list of archetypes that have access to any particular disciplines will expand over time as ACE add animations to races that lack them
    ♦   anti-stealth disciplines (bounty hunter)
     
    training
     

       time-based skill progression : EVE like passive training
       maximum skill potential determined by the base, the promotion class and the discipline
       active training to make it more exciting, scale of 1 to 100 and over to make it noticeable
       bots and macros are unnecessary : skills are trained passively
       ability to quickly gain the first 10-20% or up to 30% (early base usage) of skills, then it's passive♦   advancement model closest to EVE online : passive training 3 skills (e.g. long sword, alchemy, dodge, spell crafting) allows players to take a break without being disadvantaged / all endgame / cut off the grind
    ♠   characters continue to increase skill passively whether they are online or offline
    ♠   maximum skill cap determined by the archetype, advantages and disadvantages and disciplines
    ♦   players can just set a skill as active training skill and it advances over time
    ♦   players can set three skills as their passive training skills that will advance automatically as time progresses
    ♦   example of skills : One-Handed Weapons or Combat Tactics
    ♦   active training : using a weapon in combat will cause the player to gain a slight amount of weapon skill
    ♦   skills have a value from 1-250 with a specific maximum based on the archetype, promotion class, disciplines and advantages (Legionnaire maxes his polearm skill at 175)
    ♦   large number scale for skills so the players can feel skill gains even on the longest skills
    ♦   multiple skills can be trained at the same time
    ♦   prerequisites to the skill tree
    ♦   skills are passive and affect how well a character does or react to things, impact on how powers function (damage and other types of impacts)
    ♦   powers are active and players kick them off to make something happen, granted by the archetype, discipline and promotion class
     
    groups & factions
     
    ♦   guild system is flexible, tools to manage and play the way players want to / individual small EK or massive collective one : guild choice / system to let guilds do what they want to achieve / elegant system integrated with the EK

       players can solo to achieve personal goal / players have to team up to win campaign or great goals / survival increased by joining a team
       individual level : personal crafting, kill creatures, building / guild & team related goal : need to team with players
       solo independent play can be successful but interconnected with other players
       physics will reduce zergs / collision makes monsters encircle a target
       ??? erratic solo players can not join campaigns♦   plenty of solo activities : gathering materials and resources, hauling them back to the castle, fortifying structures, crafting, etc.
    ♦   players can create guilds in the game and use a "crest creator" to generate a guild crest by combining symbols from a library with background and foreground colors
     
    balance
     

       3 new players equal roughly one maxed character
       the entire game is the "endgame", flat skill curve
       casual players can be competitive
       skill & time based progression / passive training : hardcore vs. casual players have more equal characters♠   Crowfall is suitable for casual players : different rulesets that players can choose from depending of their schedule
    ♠   economic trading game geared to incremental play schedule
    ♠   city sieges designed to be played in a single evening, can probably be resolved in less than an hour
    ♠   raiding is free-form with individual encounters of a duration measured in minutes
    ♠   minor difference in characters do not result in major power swing : flat power curve
    ♠   skill in Crowfall involves learning the game at a meta-level in addition to momentary tactical combat decisions
    ♠   every character to be fairly effective in combat thanks to the shallow power curve and base archetype skills & powers
    ♦   "monster" races are getting initial stat bonuses at the cost of creation points to keep races balanced
    ♦   archetypes to have roughly similar balance levels : variables to consider (seasons)
    ♦   in Winter warmth is scarce and archetypes suffer from the cold (centaur disadvantaged)
    ♦   player power level to be relatively flat so there isn't a giant gulf between newer and older players
    ♦   ACE is building tools to make power balancing easy to do when we get to that stage
    ♦   diminishing return curve for skills : encourage players not to invest all of their time and energy into one area and allow new players to be competitive
    ♦   ACE to experiments with new mechanic between the stealth and anti-stealthers
     
    roles & archetypes
     

       different roles can be more or less effective depending on situations : centaurs take a lot of food and warmth
       archetypes to be unique and more specific, saving cost by making less combination of race & class / archetype can knock others on the ground, prevent casting♦   archetypes cheaper than race / class system because of equipment / characters more specific, unusual and cooler with unique look and playstyle / SB choice to have diverse set of races (fly, horse body, stone) embraced in CF / more archetypes before launch
    ♦   some archetypes missing that fill popular types of playstyle : SB & GoT inspired

       various roles needed in campaign, full time crafters, builders, specialists♠   12 initial archetypes have interesting narrative and visual, and cover a wide spread of gameplay styles
    ♠   unique archetypes : elk-headed ranger, centaurs, talking guinea pigs
    ♦   12 archetypes for the core module with multiple promotion classes
    ♦   animations are a limiter for skills cross-over, stealth and number of disciplines per archetype
    ♦   champions have skills above the theoretical maximum that a human mortal can achieve
    ♦   only certain archetype(s) to have access to stealth
    ♦   some archetypes have access to hunting (anti-stealth)
    ♦   ACE leaning more toward a more permanent stealth model : breaks on combat, works great for scouting and assassinations
    ♦   stealth includes movement reduction and other elements (armor modifiers and visibility)
    ♦   stealth is a critical area of gameplay for Crowfall
    ♦   scouting and infiltration and assassination can turn the tide of an entire Campaign
    ♦   anti-stealth character is a valid playstyle, the Stalker covers that role
     
     
    e c o n o m y
     
    crafting
     

       role of crafters in CW : equipment, repairing structures, really important
       gears destruction : harvesting / crafting / PvP loop
       crafters determine what metal goes in recipe / personalized stats / 9 different sub-stats / crafting market♣   crafting is a central part of the player-driven Economy in Crowfall
    ♣   goals of crafting : create items that tie in the different systems (equipment, city building and sieging), interlocking behaviors for players interaction, loop between crafters and combatants
    ♣   benefits of crafting : name will be known, items sought out far and wide, whispers from other players
    ♣   crafting is an exploration game, testing and tuning and building a reputation (and product) that other players can rely on
    ♣   crafters may craft unique items, explore new recipes, create customized items for all styles of play, mark their product to build a social reputation and audience
    ♣   every character start with some crafting skills, further crafting requires accumulation of recipes through gameplay and class specialization
    ♣   crafting as a viable profession, not required for every player
    ♣   recipe system inspired by UO and SWG, the randomized enchantment system inspired by Shadowbane
    ♣   the recipes are fluid, ingredients are not strict, high degree of system exploration
    ♣   crafters can choose which tiers of the resources to put in the slots, As long as the slots are filled with something valid, the recipe will craft
    ♣   result varies and players to figure out the right combination of reagents to produce the desired result
    ♣   players decide what they want to craft and how
    ♣   smaller recipe count and every recipe in the Crowfall player’s book remains useful
    ♣   possible outcomes from the Forging stage alone are much greater than a standard crafting system
    ♣   additional stages : refinement of alloys, forge of items and enchantment with thralls (Elven Blademaster Thrall)
    ♣   different alloys make the refinement stage varies greatly
    ♣   metal Alloys : combination of various types of ores produces either a Pure Metal or an Alloy, Pure Metals grant Attributes and Alloys grant Attributes and Statistics
    ♣   ores from all resource tiers are used throughout the entire crafting tree : no ore becomes obsolete
    ♣   amount of combinations : gigantic palette of options to use when crafting
    ♣   alloys : freedom to make customized items
    ♣   any metal, leather or cloth can be used to fill the corresponding metal, leather or cloth slots
    ♣   additive slot to alter the item in a significant way
    ♣   enchantment depends on the captured Thrall
    ♣   Dying Worlds are filled with thralls : souls of fallen warriors and craftmen awaiting judgement before afterlife
    ♣   Thralls make items properties change in certain ways (Dwarven Forgemaster : make the hammer stronger and more precise with every swing)
    ♠   crafters in both the campaigns (high demand) and the eternal kingdoms
    ♦   players can affix their mark to their crafted items
    ♦   thralls and additives dropped by most of the PvE content can be used for crafting
    ♦   crafting is the primary way that items are created in the game
    ♦   crafting is very likely going to be a major factor in deciding whether Campaigns are lost or won
    ♦   crafting is a full and independent game system : can be the central focus of a character
    ♦   Crowfall going with tiered resources rather than totally discrete numbers : better gameplay with fewer variations
     
    items & gears
     

       equivalent of non-exclusive KS rewards can be built in-game / KS items not influencing CWs
       currency, coins, VIP tickets
       gears are important but losing them is not dramatic♣   players can and will lose their items
    ♦   different types of armor have different strengths and weaknesses
    ♦   every character can wear any type of armor, plate armor makes more noise
     
    transactions & currency
     

       economy is all about transactions between players : no NPC vendor selling and buying items
       economic game affect every player at some level : forces interdependence♦   no system run NPC vendors & no auction houses / players can slot vendors / players to travel, browse and interact with other players / all players created items / mechanics to makes players interact with each others
    ♦   crafters (blacksmith, alchemy, etc.) need skill to convince people to buy their items / higher level of PvE experience based on PvP activities
    ♣   open-ended economic systems resembling Eve Online, ties with ideas of Ultima Online, Star Wars Galaxies, and Shadowbane
     
     
     
    part 1 or 2
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