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Completed 7.300 - Campaign Rules and Modifications


DEV-Tiggs
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Summary

Design can create packages of “rules” via the CampaignConfigurator tab in the Campaign Data table. These Campaign Rules drive the specifics of a particular campaign. Design wants to leverage these to influence the metagame and keep the game fun and fresh.

This document outlines several tech requests for new rule types.

After each tech request section, some specific use cases for the new campaign rules are listed. These could be used alone or combined with other rules. 

These campaign modifiers are messaged on the Enter Campaign UI screen in a section called Campaign Rules & Restrictions. This doc concludes with some requests for UI and Art support for this initiative.

New Tech Requests

Location Adjectives and Global Adjectives

There are a large number of systems that can be driven by or react to the presence of adjectives. Having the ability to apply these to parcels and/or globally will give us a large amount of flexibility. Out of all the Tech Requests in this document, these are the most important as they open up a wide swath of functionality we can leverage.

Zone Adjective Rule Type

The Campaign Configurator should allow us to apply location and/or global adjectives as discussed below. At the end of the day we want to be able to do these two things:

  • Apply adjectives globally to the entire campaign, e.g. every player gets XYZ adjectives
  • Apply adjectives to specific areas (via location adjectives)

Below is an example of what the data for this may look like. It is essentially just a rule name linked to a location adjective foreign key. We should be able to specify the number of these per rule.

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Potential Use Cases

  • Apply the effects of a particular discipline to every character. This doesn’t take a discipline slot and is a free bonus.
    • Archer World: Everyone starts with Archery, Bow Slot, Ammo Slot. All players have ranged attacks.
    • True Sight: Everyone starts with Head Up. All players detect stealth.
    • Quick and Brutal: Everyone starts with Glass Cannon, Pound of Flesh, and Last Resort. Players deal and take more damage generally. They also cause more damage at low and high health. It’s a DPS fiesta in a fine china shop.
  • Stat effects:
    • Critalicious: +35% Crit and Heal crit chance. Tons of crits.
    • Flatlander: -100% crit chance. Even guaranteed crits may not crit.
    • Famine: -2000 Max Health for all players.
    • Crafting Dangerously: +20 Assembly and Experimentation when on Outpost, Castle and Keep parcels.
    • Superior Masonry: Wall health is doubled.
  • New Unique Passive Effects
    • Berserker: Players don’t immediately die at 1 HP. Instead, they enter a Berserker mode for 15 seconds during which time they cannot be healed and after which they die. They can fight and act normally during that time.
    • Corpse Blossom: When players die they cause AOE damage to friendlies and an AOE heal to enemies.
    • Vampirism: Players can become a Vampire who is more powerful at night. At night gain life steal, max health, perception, and damage bonus.
    • Vampire Hunter: Gain a single target Stake power and AOE Holy Water power which do high damage versus Vampires only. You cannot be a Vampire.
    • Elemental Form: Players can turn into one of three elementals with unique elemental combat packages.
    • Quickening: Players get a full heal, resource restore, and a damage/healing buff when they behead an enemy.
    • Gaea Connection: Gain randomly applied stacking combat buffs from harvesting. For example Health, crit chance, crit damage, and damage bonus. Characters become extremely powerful if they can harvest for a long period of time.
  • New Equipment Slots
    • Trinket: All players get a new “trinket” slot which can equip a no-export activatable item that can have any ability effect/passive (such as the ones above or any other). We could leverage the quest system to start players with a quest to earn the trinket for that campaign for example or use many other methods to allow access to the special trinket.

Guild Members Allowed and Alliance Cap Sizes 

We want to address super guilds/alliances who monopolize and crush the smaller ones. To address this we’d like the ability to restrict a few different aspects of guilds/alliance player campaigns/zone concurrency. The changes mainly deal with how many guild players are in the Campaign “right now” as opposed to a max potentially defined by inactive and less active players.

Guild level Changes:

Cap total Guild Members Allowed at the Campaign level!

  • Campaign Limit Value - This value defines the total number of people from a single guild who can concurrently be in a campaign at a time.
  • Defined in a campaign configurator rule. (Dregs rulesets only)
  • Once the limit is reached no more players from that guild are allowed to log into the Campaign, until a player from that guild logs out. 
    • This should leverage the current world queue system using the number of players currently logged in as a filter on top of it.
      • This means messaging can be added to the existing queue popup, about the guild having too many players logged into the current campaign.

Alliance level Changes:

Alliance Cap -  How this currently works:
This value is hardcoded in a template (set at campaign creation time in the OPs tool) that defines the max size of an alliance (currently 500). A guild's “size” is based on the total number of players fetched from the web. (if the web says your guild has 200 people in it, that is the value used for the guild) The sum of all the guild’s players never exceeds the Alliance Cap template value (or the guild going over the limit is kicked from the Alliance).

What we would like Changed:

  • The “size” of a guild as counted in the Alliance is based on the number of guild accounts that enter the Campaign.
  • This allows the same account to not count multiple times against the guild. (people don’t like being charged multiple times)
    • For example, I have 2 characters on my account I locked to this Campaign, since they are on the same account, my guild's contribution to the Alliance Cap is 1.
      • If the same account has characters in multiple guilds, then both guilds are charged 1.
  • Guild “size” is also capped at the max guild concurrency value.

Zone Limit Value - Limits the total number of people from a single alliance/faction who can concurrently be in a zone at a time.

  • Defined in a configurator rule based on zone type. (Dregs + Shadow rulesets)
    • Ie adventure zones get one value, keep siege zones get another value. (Zone type is already defined based on zone adjectives)
  • Once the limit is reached no more players from that alliance/faction are allowed to log into that zone, until a player from that alliance/faction leaves the zone.
    • This should leverage the current zone queues with a filter on top of it.
      • This means messaging can be added to the existing queue popup, about the alliance/faction having too many players logged into the current zone.
      • If a player in an alliance/faction attempts to log into a “full zone” from the lobby and the zone is full, they should be given an option to instead log into their Temple zone.

 

Allowed Races

We’d like the ability to restrict what types of races are allowed to be created or imported into the game. The data could be represented similarly to the adjectiveDefinitions table with rows corresponding to every race with a boolean indicating whether the race is allowed.

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Potential Use Cases

  • Elf World: Only Elves allowed. Players must be Wood Elf, High Elf, Fae, or Half Elf.
  • Monster Mash: Only Monstrous races allowed. Players must be Minotaur, Centaur, Guinecean, and Elken.
  • Oh the Humanity: Players must be Human, Half Elf, or Half Giant.

Monster Template Alias

A monster template alias allows us to swap one monster template with another. The data could have columns for a group name, before template, and after template. A group is specified in the campaign configurator and all templates in that group are swapped.

Potential Use Cases

This will allow us to easily amp up or modify certain classes of NPCs and do so from the campaign configurator. Since we’re choosing what is swapped and what is not, rather than automated, this preserves any quest or special NPCs. Here are some ways we could use this.

  • Wartribe Boss Rush: All minion ranked Wartribes NPCs are now elites. All elites NPCs are now bosses. All bosses are now raid bosses.
  • Spider Infestation: Wolves, cats, and aurochs are replaced with spiders.
  • Holiday Town: Swap out neutral NPCs with versions in holiday themed clothing.
  • Gryphon Power: All Gryphons are bosses, group bosses, or raid bosses.

Loot Multiplier/Adder

Things along the lines of “Double Loot Weekend” are go-to promotions that MMO teams leverage strategically. We need a sane way of doing this. Currently doing this requires duplicating thousands of rows in multiple tabs, which is the opposite of that.

It seems the most straightforward way of doing this is to allow us to apply a mod to the num_rolls column of the “Goody Chest” tab in the “Item Data - Goody Chest” google sheet. We should have support to do both a scalar, which acts as a multiplier to that number, or an adder that just adds the value.

The data can be represented by the name, type of modifier (scalar, adder), and value.

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Potential Use Cases

  • Double Loot: Double the rolls on all loot!
  • Loot Boost: One additional roll on all types of loot!

Modified XP

Double XP falls into the same category as the double loot as a tasty treat to include from time to time.

This tech would modify XP granted from killing NPCs, sacrificing items, and crafting items (if possible). The XP for killing NPCs and sacrifice comes from a single place in data. This tech might apply a scalar to both of those.

It’s desirable to also include crafting XP in this package but crafting XP is heavily derived so there isn’t a single good place to apply a scalar from the design data side. The XP calculations for crafting XP are fairly complicated so this would need to be applied as a final scalar somewhere in code.

Sacrifice XP is from the “sacrifice_value” column in the Item Templates tab of the Item Data google sheet. Monster XP comes from the “xp_value” column in monsterTemplateStatGroupsData tab of the NPC Data google sheet.

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Potential Use Cases

  • Level Land: Double experience awards for NPC kills, sacrificing items, and crafting!
  • No Noobs: No experience is awarded NPC kills, sacrificing items, and crafting!

UI Support

On the Enter Campaign UI, we show a Campaign Rules & Restrictions box with icons indicating the types of modifiers being used during that Campaign. This is shown below.

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We’d like to request some new icons to help message new types of mechanics. Here are the new rule types or mechanics being proposed that could use new icons.

  • Bonus Discipline
  • Unique Mechanic
  • Stat Adjustment
  • Special Equipment
  • Race Restrictions
  • Guild/Alliance Size Restrictions
  • NPC Modifications
  • Bonus Loot Drops
  • Experience Modifiers

UI Functionality

If you hover over an icon it will give you a blurb indicating what the modifier does. A major improvement would be to allow the player to do something along the lines of “Hold CTRL for all details” similar to what can be done with power descriptions for example. This should offer an exploded sort of view that gives something like a bulleted list of every campaign modifier.

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ArtCraft Entertainment, Inc.  [Rules of Conduct]

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Do not meddle in the affairs of dragons, for thou are crunchy and go well with ketchup!

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  • DEV-Tiggs changed the title to Campaign Rules and Modifications

Huh

40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

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Quote

What we would like Changed:

  • The “size” of a guild as counted in the Alliance is based on the number of guild accounts that enter the Campaign.
  • This allows the same account to not count multiple times against the guild. (people don’t like being charged multiple times)
    • For example, I have 2 characters on my account I locked to this Campaign, since they are on the same account, my guild's contribution to the Alliance Cap is 1.
      • If the same account has characters in multiple guilds, then both guilds are charged 1.
  • Guild “size” is also capped at the max guild concurrency value.

Guilds are already tied to accounts, not characters? What is even changing there?

Guild Leader of Seeds of War

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10 minutes ago, Svenn said:

Guilds are already tied to accounts, not characters? What is even changing there?

It dovetails with the other suggestion of counting IN CAMPAIGN toons for caps rather than website totals.

Saying that if you do it that way, you meed to also do this to not punish the same account.

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This sounds absolutely fascinating, but there's one area in which I think it is insane in a way that perhaps isn't apparent to everyone.


If you start replacing animals (or resource types), you're stealthily limiting which classes can be used or boosted effectively in the campaign. Specific to animals and ore, some classes will suddenly be restricted to NPC-drop gear to get their damage bonus type, or to gain resists against hostiles who tend to run a certain damage type. Others will have an "unfair" advantage if they are able to import and factory copy gear with certain damage bonus/resist types, as they will be essentially uncraftable within the campaign environment.

Without soft hide, 2/3 of the combos for attack power enarmes, weapon grips, and bowstrings are out. Fire, Poison, Crush, and Pierce bonuses (resist AND damage) are also out.

A drastic decrease in flexible hide cuts out 2/3 of the support enarmes/grips/strings, and the crit strike / crit dmg. For armor, we'd see a sudden shortage in slashing, poison, and piercing gear, as well as disease and nature.

Edit: This also impacts which necromancy additives will drop, and which harvesting potions can or cannot be made by alchemists. There's ripple effects to every material in this game, across many different crafting classes. 

This seems like an extremely interesting way to shake up what people normally play, but it also puts a LOT of emphasis on VIP status to get a "stable" of choices, and also puts an unfair advantage to groups who perhaps get multiple accounts in order to import a bunch of gear that they can then copy and sell at a premium, at odds with the design intent by the restrictions. If it was a coordinated push to restrict those damage types across the board with import limitation, NPC drop limitation, and resource limitation combined, we could see some really interesting pushes to get not-so-common classes experimented with.

Maybe some temporary character slot for the campaign that can only roll into the specific allowed classes/races? That way also, everyone starts lv30 and it takes out some advantage of having already played that class before (though you can give advice to others, certainly). And start off with maybe a 3 free spec reroll for everyone while they figure out what they're doing.

Edited by Kynadre
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44 minutes ago, ACE-Tiggs said:

Guild level Changes:

Cap total Guild Members Allowed at the Campaign level!

  • Campaign Limit Value - This value defines the total number of people from a single guild who can concurrently be in a campaign at a time.
  • Defined in a campaign configurator rule. (Dregs rulesets only)
  • Once the limit is reached no more players from that guild are allowed to log into the Campaign, until a player from that guild logs out. 
    • This should leverage the current world queue system using the number of players currently logged in as a filter on top of it.
      • This means messaging can be added to the existing queue popup, about the guild having too many players logged into the current campaign.

 

I think this change is just likely to make those stuck in a guild queue log out and find a different game to play.  I'd rather see something that penalizes but still allows gameplay instead, like, "while <x> number of guild are in Zone A, increase damage taken to guild by x% until the number of members in Zone A decreases to below <y>".

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56 minutes ago, ACE-Tiggs said:

Guild Members Allowed and Alliance Cap Sizes 

Please give priority to those.

57 minutes ago, ACE-Tiggs said:

Zone Limit Value - Limits the total number of people from a single alliance/faction who can concurrently be in a zone at a time.

  • Defined in a configurator rule based on zone type. (Dregs + Shadow rulesets)
    • Ie adventure zones get one value, keep siege zones get another value. (Zone type is already defined based on zone adjectives)
  • Once the limit is reached no more players from that alliance/faction are allowed to log into that zone, until a player from that alliance/faction leaves the zone.
    • This should leverage the current zone queues with a filter on top of it.
      • This means messaging can be added to the existing queue popup, about the alliance/faction having too many players logged into the current zone.
      • If a player in an alliance/faction attempts to log into a “full zone” from the lobby and the zone is full, they should be given an option to instead log into their Temple zone.

I specially think this one is a game changer. We need it ASAP. The other knobs are cool, but this one is a must have.

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2 hours ago, ACE-Tiggs said:

Modified XP

While we are talking about XP please add XP for player kills.

A reasonable placeholder would be adding a modifier for player's skulls sac values.

Also, i will once again request player's skull match vessel rarity. Low hanging fruit, amazing improvement.

Edited by BarriaKarl
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2 hours ago, ACE-Tiggs said:

Design can create packages of “rules” via the CampaignConfigurator tab in the Campaign Data table. These Campaign Rules drive the specifics of a particular campaign. Design wants to leverage these to influence the metagame and keep the game fun and fresh.

Sounds fun. I think 4+ week long campaigns would make these lose their novelty. I at least feel like there is not really any reason to log in during spring/summer.

 

2 hours ago, ACE-Tiggs said:

Campaign Limit Value - This value defines the total number of people from a single guild who can concurrently be in a campaign at a time.

This should not be at the guild level, it should be at the Alliance level. Will still have an issue where the most competitive alliance is the one that can have people on in all time zones (assuming global dregs). If you can field the max number of players in NA / EU / Aus time zones, you are basically 3x the cap.

 

2 hours ago, ACE-Tiggs said:

Alliance level Changes:

Alliance Cap -  How this currently works:
This value is hardcoded in a template (set at campaign creation time in the OPs tool) that defines the max size of an alliance (currently 500). A guild's “size” is based on the total number of players fetched from the web. (if the web says your guild has 200 people in it, that is the value used for the guild) The sum of all the guild’s players never exceeds the Alliance Cap template value (or the guild going over the limit is kicked from the Alliance).

What we would like Changed:

  • The “size” of a guild as counted in the Alliance is based on the number of guild accounts that enter the Campaign.
  • This allows the same account to not count multiple times against the guild. (people don’t like being charged multiple times)
    • For example, I have 2 characters on my account I locked to this Campaign, since they are on the same account, my guild's contribution to the Alliance Cap is 1.
      • If the same account has characters in multiple guilds, then both guilds are charged 1.
  • Guild “size” is also capped at the max guild concurrency value.

This does not make sense as written. A single account can not have different characters in multiple guilds. Accounts are tied to guilds, not individual characters.
Why are you going to have tech to limit concurrent guild members logged in but not for concurrent alliance members? It would make much more sense if you limited concurrency at the alliance level, assuming alliance scoring. 

Why are you capping guild size at max guild concurrency? There is then no reason to have a max guild concurrency if the max guild size is less than max guild concurrency.

 

2 hours ago, ACE-Tiggs said:

Zone Limit Value - Limits the total number of people from a single alliance/faction who can concurrently be in a zone at a time.

  • Defined in a configurator rule based on zone type. (Dregs + Shadow rulesets)
    • Ie adventure zones get one value, keep siege zones get another value. (Zone type is already defined based on zone adjectives)
  • Once the limit is reached no more players from that alliance/faction are allowed to log into that zone, until a player from that alliance/faction leaves the zone.
    • This should leverage the current zone queues with a filter on top of it.
      • This means messaging can be added to the existing queue popup, about the alliance/faction having too many players logged into the current zone.
      • If a player in an alliance/faction attempts to log into a “full zone” from the lobby and the zone is full, they should be given an option to instead log into their Temple zone.

Sounds interesting but what would the number look like compared to the limits to the caps you are putting on concurrent guild / alliance numbers?

Spoiler
2 hours ago, ACE-Tiggs said:

Allowed Races

We’d like the ability to restrict what types of races are allowed to be created or imported into the game. The data could be represented similarly to the adjectiveDefinitions table with rows corresponding to every race with a boolean indicating whether the race is allowed.

3sS2SDDytdk2XoIxoGdz2CMyu6upgWzkkJsosf6D

Potential Use Cases

  • Elf World: Only Elves allowed. Players must be Wood Elf, High Elf, Fae, or Half Elf.
  • Monster Mash: Only Monstrous races allowed. Players must be Minotaur, Centaur, Guinecean, and Elken.
  • Oh the Humanity: Players must be Human, Half Elf, or Half Giant.

Monster Template Alias

A monster template alias allows us to swap one monster template with another. The data could have columns for a group name, before template, and after template. A group is specified in the campaign configurator and all templates in that group are swapped.

Potential Use Cases

This will allow us to easily amp up or modify certain classes of NPCs and do so from the campaign configurator. Since we’re choosing what is swapped and what is not, rather than automated, this preserves any quest or special NPCs. Here are some ways we could use this.

  • Wartribe Boss Rush: All minion ranked Wartribes NPCs are now elites. All elites NPCs are now bosses. All bosses are now raid bosses.
  • Spider Infestation: Wolves, cats, and aurochs are replaced with spiders.
  • Holiday Town: Swap out neutral NPCs with versions in holiday themed clothing.
  • Gryphon Power: All Gryphons are bosses, group bosses, or raid bosses.

Loot Multiplier/Adder

Things along the lines of “Double Loot Weekend” are go-to promotions that MMO teams leverage strategically. We need a sane way of doing this. Currently doing this requires duplicating thousands of rows in multiple tabs, which is the opposite of that.

It seems the most straightforward way of doing this is to allow us to apply a mod to the num_rolls column of the “Goody Chest” tab in the “Item Data - Goody Chest” google sheet. We should have support to do both a scalar, which acts as a multiplier to that number, or an adder that just adds the value.

The data can be represented by the name, type of modifier (scalar, adder), and value.

Ajuh2cbhiFmusqmOsVvVBNZkcs75ObleJfcpnV9B

Potential Use Cases

  • Double Loot: Double the rolls on all loot!
  • Loot Boost: One additional roll on all types of loot!

Modified XP

Double XP falls into the same category as the double loot as a tasty treat to include from time to time.

This tech would modify XP granted from killing NPCs, sacrificing items, and crafting items (if possible). The XP for killing NPCs and sacrifice comes from a single place in data. This tech might apply a scalar to both of those.

It’s desirable to also include crafting XP in this package but crafting XP is heavily derived so there isn’t a single good place to apply a scalar from the design data side. The XP calculations for crafting XP are fairly complicated so this would need to be applied as a final scalar somewhere in code.

Sacrifice XP is from the “sacrifice_value” column in the Item Templates tab of the Item Data google sheet. Monster XP comes from the “xp_value” column in monsterTemplateStatGroupsData tab of the NPC Data google sheet.

96JvC-OC6-qi_bshNYmOlFfWh_HeTko8UqQsrtlD

Potential Use Cases

  • Level Land: Double experience awards for NPC kills, sacrificing items, and crafting!
  • No Noobs: No experience is awarded NPC kills, sacrificing items, and crafting!

 

The rest of this sounds neat but I hope this isn't an attempt at providing more things to do or small scale content. I wouldn't feel compelled to log in any more than normal for any of these things. They would be interesting twists on an already engaging game though.

I think I want to double down on the campaign length. A month plus feels too long, its too much of a slog. But, if we had 'mini campaigns' running in tandem with these crazy rules or restrictions, that might be really cool.

Keep the 5 week long standard Dregs but then drop a new surprise 1 week long dregs with these crazy rules like, only elves or 35% crit or whatever else you come up with.
Give them reduced costs to build keeps to balance with the shorter campaign time.
Don't let us know the rules ahead of time. Don't give us time to prepare or work out a meta.
We have multiple characters, give us a reason to hop into multiple campaigns. You might also need these other campaigns running to alleviate some stress on the main campaign if you are putting in rules that literally stop people from logging into the only running campaign.

Edited by Yoink

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This does not even address some of the largest problems. Like the one driving most of the problems entirely, Timers. At the end of the day you are building castles in the sand. The problem is sand alone does not a good foundation make. No amount of paint, and trim is going to cover up the lack of a solid foundation.

 

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 Implement handshake sieging.  Something like Darkfalls method….

Attacking guild places stone 24 hours before.  Defending guild gets 1 hour to destroy the stone.  If defenders fail to destroy the stone the keep siege will take place 24hours later.    

With this method this allows for larger guilds to be hit by multiple smaller guilds at the same time at different locations.  Thus forcing super guilds to either chose, lose or split up.   Encourages smaller guilds and alliances to co-ordinate and politics to play out.

this also keeps us from burning out standing at the keep an hour every week when it just randomly goes live. 
 

unlike Darkfall sieges I’d suggest a blockout period that prevents guilds from dropping @ 4am.  That blockout period should be respective to the time zone of the territory’s regional prime time.

Edited by OfficerDoofy
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On 9/20/2021 at 12:20 PM, ACE-Tiggs said:

Guild Members Allowed and Alliance Cap Sizes 

Everything in this section is great and urgently needed. 👍

I have mixed feelings about other things in the doc. I get that they can inject some fun variation in campaigns, but there are a number of more practical campaign knobs that are really needed to help alleviate some of the problems with the current system.

The most pressing one I can think of is something to create a more level playing field in certain campaigns or areas. Something like hard caps on stats to limit the power disparity (e.g. power tops out at lvl 30ish in blue WT gear). To see why this is needed, look no further than the current Shadows. A lot of new players stumble out of GR and dip their toe into Shadows and then get blind sided by some twinked out level 33+ that's camping the temple gate and two shots them from stealth. They turn around and ./delete the game immediately.

Less specific, something is needed in Crowfall to help filter players, guilds, alliances, etc. by some metrics into more of a spectrum of campaigns that fit their progression levels, skill levels, time commitment limits, or something else. MOBAs, BRs, and other competitive PvP games do this with matchmaking. This means that regardless of where players are in that spectrum they can find gameplay that is enjoyable and relatively matched to them. It's difficult, and potentially unrealistic, to see how to map that to Crowfall, but right now, Crowfall throws everyone together in one world and asks casual players who just want to have a fun competition with what limited time investment they have, with sweaty try-hards who are no-life-ing the game for every advantage. I think the recent deleted thread that shall not be named, is a good example of how this ends up. Maybe campaign settings isn't the way to address this problem, but maybe it is. I don't have a great way to work this into the campaign settings, but some thoughts:

  • Leveling the playing field, as described above, might help in Shadows campaigns, but it would need to be supported with other changes to improve competition and drive higher engagement in those campaigns.
  • Campaign settings with some kind of built in handicaps might be an alternative to separating the playerbase: scaling underdog buffs for smaller guilds. landless guilds; and/or scaling debuffs applied alliances controlling more and more land. If you're still dominating with all the debuffs, well that's just a badge of honor for all you try-hards out there.
  • (Probably not campaign settings specifically) Some kind of campaign buy-ins or something where you have to spend some kind of rank-based currency to enter could help provide, for lack of a better description, competitive-competitive and casual-competitive settings.
    • Alternatively some kind of league system? Award guilds ranks based on previous performance in other campaigns, including shadows? I dunno.
Edited by Pystkeebler
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please fix the core issue with Crowfall, as cool as all of this sounds the same issue persist...

 

What else is there to do outside of siege that matters?

Change the RNG/DISC system and force people to actually play the game instead of being able to get everything they need by trading or buying with gold. 

create content... this responsibility shouldnt fall on the people playing the game.

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17 minutes ago, Paladini said:

wth 🤢
This all weird new stuff will exist at our new dregs? 😡

Seriously this alliance and guild stuff proposals getting worse every news, it will end killing the game after this dreg... soon some alliance will propose more weird stuff 😒...
And  we will see that we must schedule a day ahead to login into the game 😑


Honestly I'd preffer to see stuff like this happening (bottom image) instead of such stuff enlisted above...

This UI its like how I use at my Warhammer while playing, just an idea because the UI designer really eat so much screen at CF, so much big stuff eating gaming screen for nothing.

UI-Adjust.jpg

I agree with this.  There is such a ton of quality of life failures on their part and instead this is their focus.  I don't care about the "campaign rules" if the quality of play is so bad, the UI is so bad and many many other things listed in other threads.  If you've never played SWTOR, give it a gander.  those people understand a winning UI system but quite frankly the issues are deeper than just the UI.  Ignore the insane amount of quality of life failures on your part at your own detriment.  Here's another one,  Dead spots in resources that when harvesting, I go into combat mode when I am aiming the cross hairs directly at the node....  This is just one of MANY examples I could give but quite frankly at this point in time feel it's pointless...  What's wrong with your code????  Rant over.  *steps down off soap box and shuffles away.....

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  • DEV-Tiggs changed the title to Completed 7.300 - Campaign Rules and Modifications
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