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Is CROWFALL the 'Game you signed up for'?


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When backers originaly started we were given a spec of what the game mechanics would be - PvE PvP PvP-PvE etc. Crafting was one of the main mechanics, I believe. This post is not my opinion, per se, but I would like to see what other CROWS think of the 'CROWFALL' release and is it what you expected?

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It's definitely changed in some ways that I disagree with, but in other ways I think are good.

For instance, I think it sucks they got rid of free-city building/placement, because that was one of the best and innovative features of SB.  That's cool though that they said it was one of their goals to implement.  Let's see if it ever comes to pass.

Also, I think it sucks they apparently got rid of all the siege physics type stuff.  I remember during the first Hunger Dome testing that when you broke through a wall, large rocks and debris would collapse and become part of the landscape to navigate during the siege.  Is that just gone now or what?  There was also talk about tunneling and making moats around your cities, etc.; all seemingly gone now.

 

As an example of a change I think is for the better is getting rid of that awful passive system they were trying to bite from EVE.  I think the best changes have been in the character progression area and I think the talent trees, attribute points, and discipline system is one of (if not the) best feature of this game.

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Not even close. Went from a proposed PvP/War simulator (built off Shadowbane even being NAMED), to a "Count-Chocula" stylized janky-crafting-fortnite (who the H knows what) generic bowl of gruel. 

Lesson Learned for KS.  

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In communication there are 3 parts:
1. What you mean to say
2. What you actually say
3. What the person in front of you actually understands 

For me Crowfall is exactly what I understood from JTC's and GW's vision in the kickstarter video.

/salute

Edited by Prometeu

Gen. Prom
Guild Leader of KDS
Recruitment Post - Guild Recruiting and Management - #warstory
Visit us at www.kdsguild.ro

 

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For me Crowfall is not exactly what i understood, but it is very close. I do miss the character customization at creation like in Shadowbane that they were going to have, but pretty much everything they promised is here or in development.

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Not quite, but its close.

I was prepared to have a game built around archetypes so the race/class split was a welcome addition.

I wanted a game with passive training and the removal of it without any real attempt to fix it still bothers me. Overall the game has become much more abount grinding for progression than just waiting for progression and doing the best with whatever your current progression is, and I think that has pulled the design in an overall negative direction away from campaign/team goals and more toward personal goals.

Variant campaign types and wild RNG worlds that made scouting important were features I was very excited about, but the maps are all very samey, we have yet to see any meaningful variation in campaign types, and scouting is an afterthought. The map is now instantly full of icons marking out predictable resources/grinds/pois and stuff like the event schedule and map just handing out free intel left and right because the game seems to think getting people to fight is more important than the context of those fights.

I expected caravans to be a much more involved system central to harvesting and full of important ridable mounts and what we got was a janky NPC escort system that works so poorly they had to integrate what feels like a bug testing tool in to the game for it to work at all.

 

The pieces are all there, but they're misshapen or unpainted. I think there is "potential" but I honestly didn't think we'd still be making the excuse of "potential" on launch day five years later. Like ACE, I think I'm done crowdfunding and this is going to be the last time I buy in to an early access thing, no matter how much I might think I believe in the people developing it, as crowfall has proven that for whatever reason just having the funds, experience, and independance to make decisions doesn't result in a quality product.

I'm still enjoying crowfall, and will likely do so for quite some time but to be completely honest if I hadn't already sunk money in to it several years ago and tried the beta today, saw the cash shop today, I would be very unlikely to buy the game in its current state as a "released" product and still waiting for it t actually become a game good enough to justify a purchase.

Edited by PopeUrban

LMAO my website is broken please click this to apply to Flames of Exile (maybe, if that's not busted too)

On 5/11/2015 at 1:48 PM, CAWCAWCAW said:

Rub rock on face and say "Yes food is eaten now time for fight"

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Maybe like 90% what I was expecting.

I backed based on the broad description knowing that the details were almost certainly going to get changed or cut along the way. However, I'm still kinda disappointed that the passive progression got cut.

But who knows, maybe a year from now they'll reexamine the possibility for passive progression.

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With 2 exceptions, it's pretty close to what we were led to expect. those 2 are huge for some players and no big deal for others.

I like the concept of the passive system, so folks that didn't have a lot of time to play every day could still be advancing.

I REALLY miss the ability to free build and defend something that has value.

Mac

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In short nope, needs more tactical play in the lines of territorial warfare (taking and holding parcels) and actually having a throne to capture and hold not going by imaginary points.The game has good parts to it but it's outnumbered by the poor parts.

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18 hours ago, Mourne said:

Also, I think it sucks they apparently got rid of all the siege physics type stuff.  I remember during the first Hunger Dome testing that when you broke through a wall, large rocks and debris would collapse and become part of the landscape to navigate during the siege.

I remember getting stucks for 10 minutes under a part of the wall x]
honestly, it was pretty for the eyes, but, a pain in the ass to play, you had to jump and get your finger crosses

Edited by Aedius
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Yes and No.

They covered the basics of open world, crafting, harvesting, PVP, siege, etc but many specifics pertaining to those and how the game would function are not here. 

There's still a lot planned but looking at the last 6 years, I don't expect the roadmap to be pumped out in a couple months post launch. The roadmap doesn't include everything missing nor guarantee things won't change further either.

Things I expected based on what they said one way or another:

  • No cash shop game balance affecting goods for sale
  • Eternal Kingdoms being hubs of economic activity for all (no VIP restrictions)
  • Economic tools to compensate for no AH
  • Free building
  • Destruction
  • Deep crafting system, less restrictive
  • Deeper character building, less restrictive, Advantages & Disadvantages, Quality > Quantity, "Centaur warrior gladiator bounty hunter werewolf"
  • Better performance
  • More interesting maps with choke points and strategic layouts
  • Specialization
  • Combat with a wee bit more skill requirement be it mechanical or knowing what others are doing (less spray and pray) (Wildstar/Tera were referenced)
  • Risk v Reward
  • Campaign Ruleset variety (player triggered world ending, unique rules like no magic, player looting, endless options)
  • Fealty/Bend the knee type mechanics
  • Conquest with territory and POI control impacting the world and players

Expectations not specifically mentioned but I expect from a "PVP" game:

  • Leveling/Progression from PVP
  • PVP Rewards
  • Ranks/Leaderboards (crafting, harvesting, fighting, everything)
  • Value in PVP outside of ganking and timed siege be it objectives or XvX fighting

 


 

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5 hours ago, APE said:
  • Eternal Kingdoms being hubs of economic activity for all (no VIP restrictions)
  • Free building
  • Destruction
  • Deeper character building, less restrictive, Advantages & Disadvantages, Quality > Quantity, "Centaur warrior gladiator bounty hunter werewolf"
  • Better performance
  • More interesting maps with choke points and strategic layouts
  • Combat with a wee bit more skill requirement be it mechanical or knowing what others are doing (less spray and pray) (Wildstar/Tera were referenced)
  • Fealty/Bend the knee type mechanics
  • Conquest with territory and POI control impacting the world and players
  • Leveling/Progression from PVP

These are the main points I am disappointed with.  Some of them are in their roadmap, but who knows how long they will take to develop.  I was hoping many of these things would be there for launch.  I'm somewhat confused why they seemed to be too big of a hurdle for them to implement.  E.g., free building, which was one of the primary touted features of the game, and existed in SB back in '03.

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I really dislike the leveling and crafting I need to spam to progress, I rather disciplines level up through all activities i do in the game(which was my original feedback for active progression when passive system was removed). I dont want to spend anytime mass producing cheap items just to get a rng chance to get a discipline. That is a grind that isnt fun for anyone i think, nor is 1-30 fun. The game begins at 30, 1-30 is just a tutorial, great for new players but uneeded for any vet. Most things you do ingame already give you xp, devs should have it so that xp is applied to disciplines and they just level up. Active progression that you can speedup by "grinding" but it also just levels up as you do any harvest craft or mob kill etc.

I know devs wont do this but i dont even think that progression is needed, i think the game has enough to do, like prepping for siege, pvp, capping outpost and harvesting mats to make gear that grinding to level up harvesting/crafting is kinda pointless to me. I think leveling is a pretty outdated concept and only serves as a tutorial. Note im not saying crafting or harvesting is pointless just the progression, same with 1-30. I rather play what i consider the actual game. This is what crowfall to me was originally about.

Otherwise i think the game has gone through very positive changes and the roadmap is adding alot of what i would like to see.

f9nbMS7_d.webp

Edited by krevra

I don't want to kill more rats, fill another experience point bar or collect another meaningless badge. I want to play a GAME against PLAYERS, where my actions, my decisions and my SKILL will determine if I win or lose. Allies. Enemies. Alliances. Betrayal. risk. Conquest. To compete with THOUSANDS of other players for a chance to claim the THRONE. Even if i lose, the experience won't feel hollow. I don't want another worthless trophy.

PLAY TO CRUSH

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