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Vulthuryol's Achievements


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  1. "No Levels, No Dungeons, Player Versus Player. Play to Crush." PvPers are going to be the bread and butter of Crowfall. Make the tagline something that appeals to them.
  2. There was another game that would list banned players in their "Hall of Shame" which would list the character name, their server name, their guild name, and the reason they were banned. I love that you have such a strong stance on banning cheaters. I hope you will consider publicly shaming them and their guild - it lets the players know what guilds are harboring the cheaters and in a game like Crowfall, mob justice can and probably will be served to guilds with numerous repeat offenders.
  3. So, let's pretend we are in a campaign doing our thing to earn Victory points (whatever that may be). The world shakes. Lightning strikes all around you. Fire erupts from the ground. A server announcement goes out. [PARAGON] has arrived. Insert some cool special name. The Paragon is like an epic hero of each race in the game. Essentially a random spawning world boss. They are present only for a limited amount of time. If your race's Paragon arrives, your job is to fight off all the other players and defend your paragon. Your Paragon is friendly to you. Succeeding could give everyone of your race Victory points and a 24 hour buff. If you are not of the paragon's race, your job is to kill the Paragon. The other race's Paragons are enemy to you. Succeeding in killing another race's Paragon gives everyone not of the Paragon's race victory points and a 24 hour buff. Your victory points will be determined by how long you are within his "circle of influence" if you are a defender, and how much damage you do to him if you are an attacker. Dying means fewer victory points for you, so as an attacker you have to decide between destroying those defending the Paragon and getting in your attacks for your own personal rewards. Paragon's should be incredibly tough to kill, have their own very strong attacks, and they should attack back when engaged. They could drop very rare crafting materials for people who have earned a threshold of victory points on the winning side. If he dies, sorry defenders, you get nothing. If he leaves the world before dying, sorry attackers, better luck next time. This could also be done with the Gods as well.
  4. To all of you at Artcraft. I just want you to know that all of this open communication you are having with us - your future players, your community and your customers - means a lot. You are all very open and candid about the game. Sure you might have a few details squirreled away, but big important questions are answered. You appear to be listening to your player base so far. I am stunned daily by your constant communication. Don't ever stop your level of community involvement. So many times in my career as a MMO gamer, game companies start out very strong in their communication. Then, when Something Bad happens, the community managers and developers disappear off the face of the planet and the players are left to wonder if anyone is even listening. Don't do that. Keep talking to us, even if it's just to say "Hey guys, we are still looking into this." I'm not expecting you to tell us every detail every time, but please keep in mind that your players have a vested interest in the game. Clue us in on what is going on behind the scenes. Treat us like part of the team; albeit a part of the team who has not signed NDA's and isn't an employee, however, still deserving of a level of being informed. I have only been following this game for a month, but what I have seen from you guys as a company plays a massive part in me supporting your game. There are other games out there that have some really amazing gameplay to them that are run very poorly. They should stand as a warning of what can happen if you languish in your community involvement. Don't let yourselves fall into that duldrum of development where information becomes as scarce a resource as a Crowfall winter. As a software developer myself, I know how easy it can be to bury yourself in the work and forget that there are people who want to know what you are up to. Remember we want to be part of the team in some fashion. We want to hear from you regularly. We want to interact and know that our voices are heard. Keep being awesome, ArtCraft Entertainment.
  5. Please implement two-factor authentication for your website accounts before you hand out kickstarter rewards. I would like to secure my account before tying anything monetary to my account.
  6. That turns telegraphs into an advantage for players that use them which essentially turns into everyone turning them on and then scowling at their screen because they ruin the beautiful artwork. Maybe they could disable them for certain campaigns for a more "hardcore" crowd.
  7. Is there a compilation of assets that have been released for use in fansites?
  8. I am okay with it at Launch just to get the game out the door, but down the road they should expand it so that your race and archetype can be independent.
  9. Visible account name does not have to be the same as login name. There are many ways to do it. Display name, login with e-mail address, add a random number to the end for login. What you see in game does not and should not be what you enter to login, but it should tie all of your characters together.
  10. Back in the day I played a game called Conquer Online. It is free pk from level 10 to 120. I Miss that rush of fleeing someone 30 levels over you because they might gank you, that weariness between two players who meet out on the field. Is he going to attack me? Should I attack first? I miss the drama of killing someone over spawn encroachment only to fuel a blood war between two guilds. I miss having a list of players who have wronged you and when you become powerful hunting them down, killing them, and then saying "That's for ganking me when I was level 20." I miss the camaraderie of leveling in groups for safety in numbers. I miss the friendships you forge in the trenches. I miss having a game where YOUR REPUTATION MATTERS. I am sick and tired of carebear zones where players who grief me can hide in relative safety. I am tired of games where an entire guild of asshats cannot be knocked down a peg by a coalition of guilds working together. I want drama. I want death and destruction. And if players want a carebear zone, they can go hide in their safe little no-pvp eternal kingdom. The real game will be out there in the campaigns where danger and death lurk just outside of your FoV.
  11. Also, no damn special characters. SWTOR has names that are impossible to whisper or invite because you have to know some obscure alt code. Names should be unique to the account name. Character@Account where the @ can be any special character delimiter. Account name should be visible. For a tell, then I can just type /w character@account My message here For the kickstarters, however, make our reserved names unable to be claimed by anyone but us for an account or character name. That will not take away from our early adoption by rewarding us with truly unique names.
  12. Link for the lazy http://crowfall.com/#/faq/54d23a28cb64aad54d68afd8 A couple of things: 1. #38 has no text description, just a reiteration of the title. 2. #27 Since expanding your kingdom is Social only, I would be okay with selling some kind of land expansion item for real cash and be able to trade that with other players in the game. We are already going to be able to trade VIP time, so adding this would not be pay to win since it is a vanity item. Some players may disagree, but I err on the side of understanding you need a source of income and this particular item has no direct effect on my ability to defeat other players or win campaigns. We do need to be careful and really think hard about what items are offered for real money and how that can impact the game, but I feel this one is okay. 3. #40 - why not let the monarch set Titles and parcel ownership requirements? Sure, there could be a few default levels, but allow them to customize their fealty system within their kingdom. Then you guys can come up with 2 or 3 default levels and let the players take over from there. 4. #31 - I like what I am hearing with Kingdom Warfare. The idea of putting up a wager is very interesting. What happens if I don't like the wager of someone who just wants to destroy my kingdom? This system is going to have to be carefully thought out. On the one hand, I want to CRUSH my enemies in their homes, but on the other hand, I would not want to see a large guild bully smaller guilds by coming in and destroying everything they own, or even a mega guild wiping out any and all opposition. On the same token, if a guild upsets me, I want to be able to issue some harsh retribution to them and don't like the idea of them being able to refuse my declaration of war over and over and over.
  13. Quote by ThomasB Source So, if I am to understand, Crowfall is going to have a Barter system with no forced currency. Okay, that sounds different and cool. I have one concern. I do not want to have to stand around spamming a trade channel to offload my surplus goods, items, or VIP passes. I experienced that pain point in GW 1 and it completely destroyed the game for me. You should still allow for those kinds of trading for players who like it, but for the majority of us who want to "set it and forget it" please implement a Marketplace system. Here's how it should work. As a Seller I have a VIP pass that I want to trade for goods. I open up the Marketplace window (maybe I have to talk to an NPC). I can search for my VIP pass in Buy Orders of players who have goods to trade for my VIP pass. If I see a good trade, I accept and my VIP pass is taken from my inventory and sent to the buyer and I am sent the goods they offered in trade. If I do not see a trade that I think is fair or has the materials I want, then I create a Sell Order. I put up my VIP pass and pick the items and quantities of those items that I want for my VIP pass. When I create the order, the VIP pass is removed from my inventory to be placed in escrow. I also pick how long I want my sell order to last before it expires. As a Buyer I want to buy a VIP pass and I have materials to trade for one. I can open the Marketplace window and search for the VIP pass in Sell Orders. Anything I cannot "afford" should be dimmed with an option to filter them out completely. If I can't find any trades that I have the materials for, then I can create a Buy Order which I pick what it is I want to buy and then I offer up materials from my inventory. I choose how long before the Buy Order expires, and when I create the order, the materials in my inventory offered up for the trade are removed from my inventory. Other Notes Most games use an auction house as a gold sink. Since we won't have "gold" in Crowfall, we won't need for the marketplace to charge a "cut" of the sale. A more advanced system might allow you to Haggle on a buy/sell order and allow the owner of that listing to accept or reject your haggle. The system should show the player name who created the listing. Player reputation is going to be important in crowfall, so it would be beneficial for popular crafters if their name can be on the listing. On the flip side of that, you could choose to not do business with less reputable crafters or crafters who are part of a guild you do not like.
  14. Selling the VIP tokens in game worries me. I did my time in Archeage and witnessed first hand how a wallet warrior can turn legitimately purchased tokens into greater in game wealth, giving them a clear advantage over other players. ArtCraft is going to have to be VERY mindful of this system. On the one hand, they need an avenue for the income. Also, I do like the idea of "free" players being subsidized by those who are willing to put more cash into the game in exchange for more resources. It's a system that needs carefully planned balancing. What worries me is that those with larger wallets could in essence buy themselves a top slot. We do have one safeguard for Campaigns where everyone starts naked. In those worlds, everyone starts pretty equal. SPECULATION: If there is going to be siege war in the Eternal Kingdoms, then you are going to have trouble wrestling control from wallet warriors. This is the kind of thing I do not want to see and would turn me off to the game completely. Any campaign where you can bring in gear, the wallet warrior will have an advantage. I urge you guys at Artcraft to tread very, very carefully along this path of the VIP tokens. I would hate to see an amazing game completely ruined by a poor monetization strategy. Personally, I am absolutely okay with buying the game and paying for the VIP status.
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