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Bawr

How to build Houses?

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Hello all,

I generated the Eternal kingdom and got in to it it has some Statue, some Trees and rocks and metal vains.

But I do not understand how to build a house in it, or several houses for that matter.

Any tips please? I read several threads here but it is about advanced buildings or specific issues which are just above my head at this time.

How does housing work, if it work at all at this point of development...?

Thank you

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3 hours ago, Bawr said:

Hello all,

I generated the Eternal kingdom and got in to it it has some Statue, some Trees and rocks and metal vains.

But I do not understand how to build a house in it, or several houses for that matter.

Any tips please? I read several threads here but it is about advanced buildings or specific issues which are just above my head at this time.

How does housing work, if it work at all at this point of development...?

Thank you

Welcome to the forums.

On a first note: Everything regarding building is still in flux, so what you see now is not what you will get in the final game.

Second: There is currently no way I know of that would allow you to start crafting your buildings completely on your own. But you can do with a little help.

 

Check your "Purchase" tab in the ingame Lobby.
- If you have parcels and houses there, import them. Place the parcel in your EK, place the house on your parcel. Leave your EK and go to a stonemasonry table in God's Reach temple, craft a stonemasonry table, put it in your spirit bank, bring it to your EK and place it in your house. Now use it to craft buildings.
- If you don't have parcels and houses in your purchase tab, well, it get's more complicated.

Currently Stonemasonry recipes can only be used in Eternal Kingdoms. So, if using a stonemasonry table in God's Reach or the Campaigns, you won't see the recipes there to build houses. But in order to place a stonemasonry table in your EK, you need a land parcel and a building. See the problem?
So right now the only way would be to visit an EK of someone else, who already has a stonemasonry table in the EK, and then to use it to build your first farm parcel and cottage, which you then transfer to your own EK, so you can place your stonemasonry table and start crafting on your own. 

Building has currently no priority, it's all about the campaigns. We surely will get there eventually and things will become more easy again. But most likely not in the nearest future.

Anyways, have fun and good luck.

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Thank you for the explanations, it answers the question for now perfectly.

It is just to early in the dev cycle for this feature.

I do hope however that it will not require down the line additional monetary investment and purchases and that we will be able to build our houses and social hubs with in the game. At least I hope that is part of your plans, given the realities of Business models today or Crowfalls business model.

I played both Ultima Online, Shadowbane and Star Wars Galaxies (best crafting and housing system ever for me), and I consider these to be the Housing paradigm. Crowfall is already in that view a step lower than them because it is instanced Housing (some 21 years later starting with UO and not unlike all the Asian F2P games and some regrettable more recent titles such as Albion and Archage or relatively less recent such as Darkfall, and VanGuard with their node based housing all of lesser Housing systems. As such, to ask to have to buy land and houses on top, at least from an old school gamer's point of view is not appealing, because we have seen known and experienced better.

I have not gathered all my first impression yet about what can be experienced in Crowfall, but I am taking notes. I like much of what I see and the feel of it, I am not sure about the Character combat system with the trays and the additional action to go in and out of combat (why can;t that be automated?)..I play a ranger mind you and it is cumbersome.

Anyways I say all this with reserve, since I still need to experience the Campaign and other mechanics maybe there is a reason why the IN/OUT of combat tedium is required which I am just not seeing or realizing yet with just PVE. Yet first impression I do not find it fun truth be told, yet I digress at this time, will make another post in appropriate area about all this.

Thank you kindly!

 

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2 hours ago, Bawr said:

I played both Ultima Online, Shadowbane and Star Wars Galaxies (best crafting and housing system ever for me), and I consider these to be the Housing paradigm. Crowfall is already in that view a step lower than them because it is instanced Housing (some 21 years later starting with UO and not unlike all the Asian F2P games and some regrettable more recent titles such as Albion and Archage or relatively less recent such as Darkfall, and VanGuard with their node based housing all of lesser Housing systems. As such, to ask to have to buy land and houses on top, at least from an old school gamer's point of view is not appealing, because we have seen known and experienced better.

You can craft all the land parcels and buildings in-game in CF,  using harvested resources and the Stonemasonry skill. It's not necessary to purchase unless you want that convenience. 

The housing in UO and SWG was amazing, the biggest downside being the worlds eventually ran out of space and new players would not be able to find a spot. Crowfall's system is a compromise in that it is instanced so that everyone can build if they want to, but it's not just a house - it's a whole world that can be shared with friends, guild or merchant community using the permissions system:

https://crowfall.com/en-US/faq/fealty/3IbfChnulaCMuUGmq8aGiw


tiPrpwh.png

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Thank you Miraluna,

I have to agree that in that respect the Instance is a good decision. And I would add, that the instance is actually very well made and much better, in this case (as compared to others). 

It is true that UO suffered from not enough space for all to satisfy their Social hub dreams. SWG did not exactly had this problem, but maybe it never reached its critical point either.

In either case, thanks for the reply.

I am looking forward to this feature really because, game with warfare have been too many and numerous, but games with social interaction possibilities no, SWG was really the last one...since then all we get is Solo based gameplay in a Massively Multiplayer fashion, PvE Dominated Interaction without any emphasis or support to the Social aspects of the Game, Social interaction within the Game world, it is an after thought in most games, or others make it so hard to access that it destroys the purpose of it.

I have kept Crowfall on my radar because I liked that original announcement Video where the vision was expressed, and I hope the overall vision for something different is still prevailing.

I'll look in to Stonemasonry skill and see how accessible and feasible this content is as well as enjoyable.

Edited by Bawr

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On 8/24/2019 at 5:04 AM, Kraahk said:

Welcome to the forums.

On a first note: Everything regarding building is still in flux, so what you see now is not what you will get in the final game.

Second: There is currently no way I know of that would allow you to start crafting your buildings completely on your own. But you can do with a little help.

 

Check your "Purchase" tab in the ingame Lobby.
- If you have parcels and houses there, import them. Place the parcel in your EK, place the house on your parcel. Leave your EK and go to a stonemasonry table in God's Reach temple, craft a stonemasonry table, put it in your spirit bank, bring it to your EK and place it in your house. Now use it to craft buildings.
- If you don't have parcels and houses in your purchase tab, well, it get's more complicated.

Currently Stonemasonry recipes can only be used in Eternal Kingdoms. So, if using a stonemasonry table in God's Reach or the Campaigns, you won't see the recipes there to build houses. But in order to place a stonemasonry table in your EK, you need a land parcel and a building. See the problem?
So right now the only way would be to visit an EK of someone else, who already has a stonemasonry table in the EK, and then to use it to build your first farm parcel and cottage, which you then transfer to your own EK, so you can place your stonemasonry table and start crafting on your own. 

Building has currently no priority, it's all about the campaigns. We surely will get there eventually and things will become more easy again. But most likely not in the nearest future.

Anyways, have fun and good luck.

Well I am glad to hear that isn't the final building product...The snap and socket system is....extremely limiting...I was trying to build a wood fort out of the pieces they gave me to play around with but...one...I couldn't even get the ramps to properly line up or touch the ground. Two: because of the limited options of snap and socket it didn't actually feel like building...or creative at all..just felt meh...sort of "why am I doing this" especially when better (ish) crafting systems exist in games like Fortnite. I genuinely dislike Fortnite but the crafting system is relatively smooth, it feels like in order for crowfall to stand a true chance given a few other sandbox build your kingdom type mmos are coming out is they really need to nail the building system. I was disappointed in how little was in the pre-alpha because this mainly was what I was interested in but understand city building and more is coming soon (around feb). 

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4 hours ago, UnWiselyWords said:

Well I am glad to hear that isn't the final building product...The snap and socket system is....extremely limiting...

I am pretty sure they wont change that system at this stage.

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3 hours ago, mystafyi said:

I am pretty sure they wont change that system at this stage.

Yeah but most of these systems are still unrefined until beta or release. We're not even in alpha technically yet. Now that being said its still a very solid game from what were seeing but....the building system could use a fair bit of polishing. Like I said I will hold off judgement until the city building comes out with the next major Milestone.

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On 10/24/2019 at 8:11 PM, UnWiselyWords said:

Well I am glad to hear that isn't the final building product...The snap and socket system is....extremely limiting...I was trying to build a wood fort out of the pieces they gave me to play around with but...one...I couldn't even get the ramps to properly line up or touch the ground. Two: because of the limited options of snap and socket it didn't actually feel like building...or creative at all..just felt meh...sort of "why am I doing this" especially when better (ish) crafting systems exist in games like Fortnite. I genuinely dislike Fortnite but the crafting system is relatively smooth, it feels like in order for crowfall to stand a true chance given a few other sandbox build your kingdom type mmos are coming out is they really need to nail the building system. I was disappointed in how little was in the pre-alpha because this mainly was what I was interested in but understand city building and more is coming soon (around feb). 

I absolutely understand that. EK's are my main focus, too - has been since kickstarter, and will always be.

EK's got no development love within the, well, about last one-and-a-half year. That's disappointing for those who are into kingdom building. Especially for those few mega-landlords, like me, who were planing big stuff.

However, it's not my game, I'm not part of the team, I'm just a player. So, what to do when feeling disappointed? I usually tend to research the reasons and try to understand the decisions. Then reevaluate and check wether it makes sense to spend any (how much) energy into contributing to/working towards which kind of changes.

Of course it may be more easy, if you've been into the topic right from the start and watched the path of development closely ever since.

 

I think it is important to know, that the initial building related vision has been changed dramatically during the years. Why is that important to know? Because it means that they adjusted their initial plans and put a lot of the overall time and resources into creating the basics of a much much more extensive building system. That's not a bad thing for those interested in building. That's a good thing. They shifted the weight towards building. The initial plan was to provide us with parcels that had completely pre-build strongholds on them. We are far beyond that now. Is it finished yet? No. Do I care? Not the least.

 

Since the decision for modular building a lot of things have been tested.

For example:

Free world building

During the first "Builder World" tests I built a kind of chinese wall.

lbRdyoM.jpg

JTodd later said in a later video that it was awesome and he didn't know this would be possible. Is it awesome? Yes. Is it part of the current playtest environment? No.


Brick-by-Brick destruction

In the early "Siege Perilous" tests, building destruction was tested on a brick-by-brick base.

7s6T1W4.jpg

You can see more of it in this very interesting official video or this player video. Is it awesome? Yes. Is it part of the current playtest environment? No.


Point is, a lot of things would be awesome. If it is not in, it's not because they didn't think about it, because they are lazy or just want to annoy us. In a lot of cases they even developed (and let us test) the basics, so they could implement stuff later. But they had to make decisions about what is most important for the game and what is needed most urgently. Building stuff is, by definition, generally not most important for a PvP game, though.

Still they made building more interesting.

Modular Centerpieces

WHp89v9.jpg

 

Extendable Wall Pieces

UpgradeScreenshot.jpg

Wall panels

BattlementPanelScreenshot.jpg

Design variations

Keep_Versions_001.jpg

 

That's all so much more than what has been promised when they started development. Still, people are complaining. Builders complain "This part doesn't correctly connect to this part." PvPer complain "There are too many resources used for building." So, what to do?

Builders (including me) NEED to understand, that the preamble for EK's always have been: "We are building a PvP game. Everything we build for EK's is based on what we need/want to have in the campaign worlds. So, campaign world use first ... then EK use."

The campaign worlds are based on the idea that they will be generated procedurally. Each world looking different. Each stronghold looking different. The important thing for the game is, that the world builder system will be able to build unique strongholds on it's own, with a simple click. Wether WE will be able to do that is secondary. It will come later.

This priority simply has to be understood. And, to be frank, at least I am completely fine with that. I can wait. After nearly five years following the development closely, I am pretty sure they did, do, and will do the best they can. They will need to make tough decisions, and had to do so in the past. Something may be implemented for launch, some will come later or never. Not everybody will be happy with the outcome. But that's just the way it goes. Not really a surprise.

 

tl;dr: Personally, I am not really worried about things like the socketing system. ;) These will surely be solved, once all the basic campaign functions and with that the first game loop is working well enough to allow them to focus on pure luxury. Which will happen eventually.

This said,
have fun, good luck ;)
Kraahk

Edited by Kraahk

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