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kuwani

What Else Would You Like To Know?

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With a little more than a week left on kickstarter what else would you like to know about Crowfall that hasn't be covered? Is there some particular tidbit of information that if released would lead you to upgrade your pledge?

 

For me its about buildings/structures both in campaigns and the eternal kingdoms. With the latest stretch goal there's talk of some of the buildings that can be constructed so that's at least a start. My personal questions are things like are buildings fixed shape place-able objects or are they more free form built from individual wall fragments? What are the options for the sorts of structures we can build? Can buildings be placed anywhere or do the have to meet fixed rules to be constructed in a particular place? Will we have to make choices of what sort of utility buildings we can raise or will the only limits be what we have resources for?

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I just want to get clarification on parcels and mounts, (should we get them):

 

Are parcels able to be taken over?

Are the mounts able to be taken away, stolen from you?

 

I think I read that the mounts could be stolen from  you, but not sure about the land....unless you open your EK for all to come in.

 

Anyone know?

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my actual last dealbreaker would be skill-sets.

if they plan to only let me use 5-7 spells/skills or nonsense like that, then I'd probably be out.

I had fun on GW2 but I got bored with the limited skills very quickly. I hope CF has more than that.


I role play a wordsmith.

 

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Will we have to invest training points (time) into attributes and individual powers as well as skills, a la Shadowbane, or is the training system now entirely skill-oriented? If the latter, how do attributes play into the character development system?

 

What will be involved in recharging a relic?

 

Will there be overlap professions like SB's Channeler which can be reached from multiple archetypes, or does each archetype get its own 3 unique specializations?

 

Will rare drops like disciplines be predictable-but-infrequent, or RNG based?

 

Why isn't "Meridian writes the lore" a stretch goal?


Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

Tully

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Why isn't "Meridian writes the lore" a stretch goal?

^^^THIS       And all the Tiffs Brownies he can eat.  Sorry Tully.


Maybe it not about the happy ending. Maybe it's about the story.

RIP Doc Gonzo "to anyone...speak your mind...defend your position...be prepared for an Argument and enjoy the process of the discussion...that's all part of any good Forum experience"

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If they do do skill sets make it atleast 10.

We will have base achetype, promotion class and 3 disciplines. At 10 on a bar that's about 3 base skills 4 promotion skills and one from each disc. That's not enough. I guess it depends on how they do weapon attacks it could maybe work with 2 base arch skills, 3-4 promotion skills and 4-5 disc skills on your bar. But that's if mouse clicking is causing you to attack with your weapon.

I'd like to see about 12 skillslots in my "deck" if they choose the deck system (I think I recall them saying they were going deck but I might be mistaken).

 

Edit: I'd like to see all the promotion classes and disc's they have at the moment and how attributes will improve (from just equipment or from skill ups like UO).

Edited by Dirtbag

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I'd love to see the following FAQs

  • Skills
  • Keep building 101
  • Hunger, and Warmth

 

Edit: Felt like wanting a skills FAQ could use a little more information since character advancement covers some information around skills.  So a couple questions that hopefully don't require to many specifics.

 

  1. Does each class have access to a majority of the skills even if the skill cap is set to a level less than Olympic athlete?  As an example the frostweaver probably knows to use the pointy end of a weapon but can't put much force into it or do a a special attack with it.
  2. Provide an example of a skill progressing for each of the primary forms of game play.  examples: Combat - Sword - each skill point improves your chance to hit, reduces variance in damage, or increases top damage potential.  at skill level x you get skill r, at skill y your strength increases by s.  Crafting - swords - each skill point reduces chance of failure, at skill x you learn a new technique adding stat r to the sword, at level y your int increases by s.  Specialist, and support could also have specific skills to flush out examples
  3. Do I have a limited number of skill slots I can use?  For example if I have 6 sword skills and 6 axe skills and I duel wield do I get all 12 skills to use? how does my duel wield skill impact both weapons?
  4. Can I count the number of skills in the game in the 10's, 50's, 100's, or 1,000's
  5. With just passive training would the average character take days, weeks, months, or years to train each skill?
Edited by Khron

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my actual last dealbreaker would be skill-sets.

if they plan to only let me use 5-7 spells/skills or nonsense like that, then I'd probably be out.

 

 

I had fun on GW2 but I got bored with the limited skills very quickly. I hope CF has more than that.

 

did you guys play gw1?

because in gw1 you were limited to 7 skills,but you had 2 classes(one of those classes was changeable whenever you like) and you could choose from hundreds of skills from both classes.

that gave you the possibility to build specific skill sets for more or less everything.

you could build a skill set that was only focused on working on a specific mob in one specific region,nothing else.

and for PvP you could build a special skill set that would work especially good vs another certain skill set.

this allowed for a lot of change,through constant adaption to other players common used skillsets 

 

i still think of this skill-mechanic as one of the best i have seen till now.

sadly in gw2 they scratched that perfect and flexible concept and gave each class only some dozen of choose able skills,paired with not even 10 elite-skills,which were only combinable to maybe a handful of viable builds....

Edited by kampfbock

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did you guys play gw1?

because in gw1 you were limited to 7 skills,but you had 2 classes(one of those classes was changeable whenever you like) and you could choose from hundreds of skills from both classes.

that gave you the possibility to build specific skill sets for more or less everything.

you could build a skill set that was only focused on working on a specific mob in one specific region,nothing else.

and for PvP you could build a special skill set that would work especially good vs another certain skill set.

this allowed for a lot of change,through constant adaption to other players common used skillsets 

 

i still think of this skill-mechanic as one of the best i have seen till now.

sadly in gw2 they scratched that perfect and flexible concept and gave each class only some dozen of choose able skills,paired with not even 10 elite-skills,which were only combinable to maybe a handful of viable builds....

 

Yes I played gw1 and I think skillsets are just flatout horrible.

 

 

I have 10 healthy fingers and a fully functioning brain, which means I can handle way more abilities, which ultimately leads to a much better combat system with more emphasis on the actual combat and not on pre-combat planning (which should already be covered by a more than indepth character creation).

 

I have absolutely zero interest in playing an action-combat MMO in which I will use less keys, than I'd do when playing a shooter.

 

Let player skill decide and not hear dumb excuses like "UNFAIR!!! I would've won, had I just equipped that 1 other spell!!!"

Edited by freeze

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Yes I played gw1 and I think skillsets are just flatout horrible.

 

 

I have 10 healthy fingers and a fully functioning brain, which means I can handle way more abilities, which ultimately leads to a much better combat system with more emphasis on the actual combat and not on pre-combat planning (which should already be covered by a more than indepth character creation).

 

I have absolutely zero interest in playing an action-combat MMO in which I will use less keys, than I'd do when playing a shooter.

 

Let player skill decide and not hear dumb excuses like "UNFAIR!!! I would've won, had I just equipped that 1 other spell!!!"

 

ye i get what you mean,but i wouldn't like to see a skill system like WoW either,where you have everything viable to you and in the end everyone uses the same skills in the same situations in the same way^^

Edited by kampfbock

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Will the worlds be full of diverse terrain or will they be more like WOW or SWTOR (always in a maze of some kind)

Will they have a realistic division of labor

EK stuff

Hauling plans

The size of battle they hope to be able to support

The $$$ amount needed for the rest of the rulesets

How much they have built so far

UI plans

Combat mechanic plans

Healing plans

Death mechanics

How do they plan to counter mega guilds dominating the market?

How seasons will function (both in code and mechanics)

Havet they or anyone they know tested voxel tech in various PVP 

Edited by Tierless

I role play a wordsmith.

 

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More about EK's really, though the Artefacts and Relics went some way to soothe my concerns. 

 

Yeah same here, still would like some more info on it, it's really a new concept from the sounds of it, having a hard time getting a solid feel for how it will turn out.

 

Would also like to see some more info on archetypes and how the different ones will actually play, also more promotion classes! All that character development crap really gives me a virtual boner.


Member of The BlackHand Order

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More skills slots? Isn't 7 enough? more skills to choose based on weapon loadout would be nice but more than 10-12 skills will require finger stretching will it not?

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