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Eternal Kingdoms! Kickstarter Update 19

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For me, this has been the most disappointing news to come out of the game.

 

This is very much "Instances" of everything.

 

I hate instances, they ruin the social interaction and they make the worlds feel disconnected.

 

Playing a game like SWG and UO, it was soooo much more fun to wander the world, stumble upon a player shop or strike up a conversation with someone randomly sitting on their porch or such, same goes in SWG.

 

Crafters became well known, players would flock to a certain shop and you visibly saw this while out in the world, no selecting form some "list" and going into an instance.

 

Then you compare those to games like EQ2 or others that used "instanced" housing, you lose all of this, everything feels disconnected, the world doesn't feel alive (in terms of the social interaction between players/crafters, etc).

 

 

I was really really hoping that the EK was going to be one huge world that housed all the players, where you could explore it, find a plot of land you like, ask the leader of those lands to buy it, setup a shop and have random players just wander by and see your shop/browse your goods.

 

This is possible, even if the lands are broken up into "zones" (IE so different zones are on different servers so the world can support all the players of the game).

 

Just not a huge fan of instancing at all, especially when it comes to player housing/shops after allt he other mmo's that I've played, not a one stands anywhere near SWG or UO.

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I think they won't sell parcels for cash, since it would be indirectly buying materials. Right?

Well, I thought there was a comment somewhere a bit back where GW said that structures will be able to be purchased in the crowfall store.  Just not the KS structures that are exclusive.  SO, if you can purchase the structures why not the parcels if it generates revenue?   I will look for his post and edit when I locate it.


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I think they won't sell parcels for cash, since it would be indirectly buying materials. Right?

 

You'd still need to build on the Parcels. I'm pretty sure they're intended to mostly be Land. All selling them early does is let people start building up their EKs *now*. Heck, the EK might be the first thing they work on, which gives time for people to start building them *now*, before the game comes out. Because if you think about it, assuming they wipe Artifacts and Relics, there's really no reason that Artcraft couldn't let people start building up their EKs while the game is being developed.

 

If they were to launch an 'EK Client' which allowed players and guilds to toy around with their EKs early on, then it gives us something to do. Plus, the core features you'd need for an EK Client are all ones you have to develop before you can do meaningful campaign and character balance anyway. (Building, Chat, PvP, Combat, etc.).

Edited by drakkus

 

 

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For me, this has been the most disappointing news to come out of the game.

 

This is very much "Instances" of everything.

 

I hate instances, they ruin the social interaction and they make the worlds feel disconnected.

 

Playing a game like SWG and UO, it was soooo much more fun to wander the world, stumble upon a player shop or strike up a conversation with someone randomly sitting on their porch or such, same goes in SWG.

 

If you want open-world non-instanced communities, perhaps you should go play Camelot Unchained (CU) then.  Personally, I love CF's direction far more than CU, especially for the long-term.  It's understandable, and Ace has acknowledged this multiple times, that CF won't be for everyone.  It sounds like CU will fit more of what you're wanting.


> Suddenly, a Nyt appears in the discussion...

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If you want open-world non-instanced communities, perhaps you should go play Camelot Unchained (CU) then.  Personally, I love CF's direction far more than CU, especially for the long-term.  It's understandable, and Ace has acknowledged this multiple times, that CF won't be for everyone.  It sounds like CU will fit more of what you're wanting.

 

Really?

 

Because I'm looking forward to everythign else (campaign worlds, archtypes, SWG like crafting).

 

Also can you name me ONE, just one thing that instances "Bring" that non-instances don't aside from easier networking/server load?

 

Gameplay wise instances don't really add anything.

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What if when you walk off the edge of your EK, you end up in someone else's? Plant everyone's EKs on an endless interconnected grid. Everyone starts with 9x9 in a random location, and as they expand it, it pushes the others outwards. To avoid the 'poorly made socksy neighbor syndrome', allow people to move their EKs to be adjacent to friends, or to a random location. (With a cooldown, obviously).

 

Poof. You have an absolutely enormous, ever-expanding, not-really-instanced world. The 'sectors' would create themselves organically as people moved into clusters of like-minded people, and you'd have the ability for guilds to basically 'invade' by moving their EKs close enough to PvP-enabled rivals to launch attacks.

Edited by drakkus

 

 

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What if when you walk off the edge of your EK, you end up in someone else's? Plant everyone's EKs on an endless interconnected grid. Everyone starts with 9x9 in a random location, and as they expand it, it pushes the others outwards. To avoid the 'poorly made socksy neighbor syndrome', allow people to move their EKs to be adjacent to friends, or to a random location. (With a cooldown, obviously).

 

Poof. You have an absolutely enormous, ever-expanding, not-really-instanced world. The 'sectors' would create themselves organically as people moved into clusters of like-minded people, and you'd have the ability for guilds to basically 'invade' by moving their EKs close enough to PvP-enabled rivals to launch attacks.

There have been a couple threads in General about this sort of thing. Maybe of us wish the EK were contiguous. It would really help to cement the 'community feel' of the game. And considering that each cell unlock will have a cost associated, it would be easy to set an upper 'cap' on how mnay total cells players CAN unlock (say, 2,000), and then line up each EK in a global "grid". Every cell that a specific EK grows pushes out the EK around them to make room. Would be a little weird I guess, but better than tens of thousands of private, 'instanced' EK.


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There have been a couple threads in General about this sort of thing. Maybe of us wish the EK were contiguous. It would really help to cement the 'community feel' of the game. And considering that each cell unlock will have a cost associated, it would be easy to set an upper 'cap' on how mnay total cells players CAN unlock (say, 2,000), and then line up each EK in a global "grid". Every cell that a specific EK grows pushes out the EK around them to make room. Would be a little weird I guess, but better than tens of thousands of private, 'instanced' EK.

The problem with that idea is that parcels will change the land. We can place them however we want. It will be impossible to have the lands from one EK flow smoothly into the lands of another EK.

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I don't really care if EK is instanced or not. Yes it would be nice if you could just run into somebody's kingdom but I don't really see the interest unless it would be to ambush caravans. 

Campaigns are going to be the main game and EKs are extras.

In a regular MMO, EKs would be the city itself and Campaigns would be the zones around it filled with mobs.


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What if when you walk off the edge of your EK, you end up in someone else's? Plant everyone's EKs on an endless interconnected grid. Everyone starts with 9x9 in a random location, and as they expand it, it pushes the others outwards. To avoid the 'poorly made socksy neighbor syndrome', allow people to move their EKs to be adjacent to friends, or to a random location. (With a cooldown, obviously).

 

Poof. You have an absolutely enormous, ever-expanding, not-really-instanced world. The 'sectors' would create themselves organically as people moved into clusters of like-minded people, and you'd have the ability for guilds to basically 'invade' by moving their EKs close enough to PvP-enabled rivals to launch attacks.

 

I ... I like this idea. After reading the news on the EK today, I was a bit disappointed, to be honest. Everything else about Crowfall got me pumped, but EK has always been the point of hesitation. I was hoping that they would do more and expand on what their original vision was with respects to how it integrates to the world at large and I think that your idea more-or-less covers it.

 

One of the things that I felt was lacking was the impact of one EK to another. In Eve, corporations / alliances would control system(s) and have their territory expand/contract/shift based on ongoing wars, resource production, etc - and I feel that that particular mentality would be extremely beneficial to the core concept of EK (a place to rest, display relics, socialize, plan, etc) and have a lasting impact outside of the core game (the campaigns). In a way, I guess it would become a meta-campaign? It would give you (more of) a reason to collect resources and win campaigns with your guild, etc, as it could influence the political landscape of the EK.

 

Areas could grow and become connected via alliances, borders could be set up, militias could patrol, wars could be declared as one group moves against another, and so on. There is also a place for merchants and crafters, as they would have stake in ensuring that there are players out there that need their services. This could cause shifts in power as a group of merchants decide to relocate to the next kingdom over cause they have 2% less tax (or something similar). 

 

The EKs would still be limited in the fact that there are few NPCs to fight and no resources to collect, thus solidifying the need for the campaign worlds.

 

Note: Sorry for the slight rambling, trying to get ideas out of my head while at work. :)

Edited by Korren

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I assumed they would be selling the buildings and structures for the land not the land itself?

 

I hate instances but I don't know how this could work without them. It makes me wonder how CF will "feel" as a whole. I'm not sure we've ever seen anything quite like this. WAR tried merely having 3 zones and it basically made their game feel dead but CF is much different than WAR.


I role play a wordsmith.

 

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I just figured it out. I know what they're going to sell us.

 

Think about it. Star Citizen got it's money by selling ships, right? But we can't sell ships, because nobody wants the first campaigns to be p2w. But what they *can* sell us is land for our EKs. If Parcels are the only way to place landmass in your EK, and Parcels are made up of existing structures and terrain, then Artcraft can start making interesting Parcels *now* (Which they'd need to do anyway), and sell them to us as the game is being developed for big fat stacks of cash.

 

Those glorious bastards, it just might work.

 

Yea, that's pretty much it.


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Time to start winning some campaigns to boost my Eternal Sims World...

 

:rolleyes:

 

Really never that thrilled with the EK idea, but hey, it does add another element to the game that some people appreciate.

 

I do agree with Brave Sir Robin that a guild should be able to combine their EK cells if they want to. I see nothing wrong with allowing guilds the opportunity to do that. The only thing is, that the original owner would need to be able to get those nine cells back should he ever leave or be removed from the guild. All parcels and buildings would be returned to their respective owner.

Edited by Adall

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Really?

 

Because I'm looking forward to everythign else (campaign worlds, archtypes, SWG like crafting).

 

Also can you name me ONE, just one thing that instances "Bring" that non-instances don't aside from easier networking/server load?

 

Gameplay wise instances don't really add anything.

 

By having instances, allows players to dynamically scale their kingdom with dynamic teraforming as it expands.  It provides an easy control boundary for which Monarchs can establish permissions and noble areas.  

 

These are going to be the largest "housing" instances ever seen in an MMO like this.  

 

There are so many benefits to having EKs instanced, especially long-term, than if it wasn't.  If it wasn't instanced, think of a pre-formed world (which would be a giant instance in itself) which can hold maybe 1000 account EKs.  They would have to instance a new EK world every 1000 accounts, and you end up with an instanced EK system anyway.  Land is fixed, which could lead to massive, massive gaps between EKs.  Travel between EKs would suck.  

 

Account based EK instances make the most sense, and the scale they're giving us in CF is simply amazing.


> Suddenly, a Nyt appears in the discussion...

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Yea, that's pretty much it.

 

And this is why the EKs are watered down and completely lack risk.

 

Can't have little Johnny having his $25 land plot invaded, and his $10 castle destroyed by the big meanies.


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The only thing is, that the original owner would need to be able to get those nine cells back should he ever leave or be removed from the guild. All parcels and buildings would be returned to their respective owner.

 

Just make the initial 9 un-movable, but any extras can be used at will, in any EK where you get the rights to put them.

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