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Pann

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In our unending quest to create a dynamic, innovative game, the design team has offered up a new FAQ for Crowfall fans to pick over: Campaign Modules. This overview sheds a lot of light on the how modifications in configurations and rulesets will keep things fresh and challenging. CLICK HERE to read more.

 

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And what’s a campaign without a hero? The Templar has become a sort of poster girl for Crowfall. Watch as Lead Artist Dave Greco talks us through a time-lapsed video as he masterfully details this iconic image. 

 

GrecoTemplarYoutubePreview.jpg


Valerie "Pann" Massey, Director of Community
 

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Thank you guys sooooo damn much for the new FAQ, it helps us a lot! Keep up the good work and news! You guys rock!!

 

Thanks for the video, it's deeply interesting. (:

 

Here's the FAQ:

 

 

FREQUENTLY ASKED QUESTIONS | CAMPAIGN MODULES

 

1. WHAT DETERMINES THE RULES OF A CAMPAIGN?

 

There are many different options that have to be defined in order to determine the rules in each Campaign. The idea is that, at any time, there will be MANY Campaigns running in each of the “World Bands”, with new Campaigns constantly being brought online as old Campaigns come to an end. (The exact number of concurrent Campaigns will obviously depend on the size of our player population!)

 

When it comes to changes that can be made to the Campaigns, you can think of them as being broken into TWO major categories: ATTRIBUTES and MODULES.

 

Campaign Attributes:

 

Attributes are basically configuration settings.

 

There is a baseline set of Campaign rules that are common across all Campaigns. These attributes MUST be set in order to run a Campaign. Think of these as the simple (but highly impactful!) settings that are “dialed in” at the beginning of each Campaign. This includes settings like:

 

● Map Size: How large is the world?

 

● Duration: How long does each season last? How long does the entire Campaign last? What triggers the end of the Campaign?

 

● Import/Export Rules: How much stuff can be brought in and out of the world, and when?

 

● Magic Level: How powerful are the different types of magic?

 

● Archetype Restrictions: Is this Campaign restricted to only certain archetypes?

 

● Resource Scarcity: What is the population of resources available on this world, by type (common, uncommon, rare?)

 

● Death Penalties: When a player dies, do their items decay? If so, how much? What are the looting rules on death?

 

Design Modules:

 

Modules are more complicated, self-contained rulesets. These are more than just changes to the baseline configuration variables; they are “supplemental systems and content” that can be layered on top of the base Campaign rules to augment (or completely replace) existing systems.

 

(If you are an old-school tabletop gamer, think of these as supplemental rulesets, like the “Unearthed Arcana” rulebook for AD&D. You can play the base game without them but, when included, they add additional rules and systems to make the game more interesting. You could also think of them as Game Mods, but it’s not a perfect comparison, as these are being created by ACE not by the player community.)

 

For example, in the future we could create modules that…

 

- Change the Siege rules (We’ve hinted at this already, with the announcement of the BaneCircle stretch goal!)

 

- Add a new type of caravan -- like aerial transportation (Picture WoW-style gryphon rides, only with mounts that can be knocked out of the sky with projectiles!)

 

- Add a “divine summoning” system, where a team can perform a complicated ritual to summon one of the Gods to wreak havoc on a Campaign world

 

…these systems could be added as supplemental Modules, overriding or augmenting the existing game rules in unique and crazy ways.

 

These modules can be used in any of the “World Bands” (i.e. God’s Reach, Dregs, etc.), though we expect that, in practice, they will often be restricted to one or two – as most of the ones we are thinking of are meant to augment a particular type of game experience.

 

Modules allow us to make vastly different play experiences, even within Campaigns of the same type and will allows players to pick Campaigns that further suit their playstyle.

 

This system also allows our design team to take some risks and try out some ideas that would never be possible in a traditional MMO. Settings that work (and are fun!) can be repeated, and ones that are not as much fun can be retired.

 

2. BETWEEN ATTRIBUTES AND MODULES, THAT’S A LOT OF OPTIONS! ARE THERE DEFAULT CAMPAIGN SETTINGS?

 

Absolutely! This is what the “World Bands” are for. Generally, if you know the type of Campaign you enjoy, you can use the World Bands as a way to start your search. The first question you should ask is, “What kind of team do I want to play on?” and start looking at Campaigns of the appropriate type.

 

Team selection rules will remain constant within a Band. (For example, the God’s Reach Campaigns will always use the 3-Faction Rules.) Attributes and Modules can (and will!) change from one Campaign to the next, even within that Band.

 

For each Band, we will determine a default combination of Attributes (and modules) from the options available, and use that as a baseline for every Campaign in that Band. Then we’ll vary those settings a bit for each new Campaign we create… and then we will track the popularity of that Campaign against all the others so that we adjust new Campaign settings accordingly. The idea is to figure out which combinations of Attributes and Modules are the most fun, learn from our mistakes, and use this process of trial-and-error to constantly improve the game.

 

Also note that these settings will be CLEARLY indicated prior to Campaign selection, so players will know what type of game they are getting into prior to joining.

 

3. HOW DO YOU FORESEE COMBATING QUEUE TIMES WITH SO MANY WORLD VARIABLES?

 

Crowfall is built using a responsive universe architecture that reacts to our playerbase. There will always be new Campaigns to join (as many Campaigns as our community supports!) From time to time, a specific combination of modifiers may not be initially available, (because there is a minimum population required to support a given World) but we will certainly give you the opportunity to “request” specific Campaigns (with a particular combination of Modules) and if enough players are interested, we are happy to host more Campaigns of that type!

 

4. WILL YOU BE TRYING OUT DIFFERENT ATTRIBUTES AND MODULES OVER TIME?

 

As long as we can continue to support the game service, yes! We would love nothing better than to keeping adding new Attributes and trying out new Modules, as we believe this will keep the game fresh and innovative. In fact, it should make the game evolve over time, more than we have ever seen in an MMO.

© 2014-2015 ArtCraft Entertainment, Inc.

 

 

 

 

Edited by Esther

t70C8a9.png     "The difference between stupidity and genius is that genius has it's limits."  - Albert Einstein

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Add a “divine summoning” system, where a team can perform a complicated ritual to summon one of the Gods to wreak havoc on a Campaign world

 

That sounds neat :)

 

Hopefully thinking about it in terms of campaigns and attributes and modules will help with the confusion of everyone using the words "campaigns and rulesets" to mean the exact same things.

Edited by oberon

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Archetype specific campaigns? That could be interesting, but I can see how that might make people sore. If the threads in the GD weren't flaring up about multiple accounts and having all 13 archetypes like a trophy collection...


The most important thing is to enjoy your life - to be happy - it's all that matters. - Audrey Hepburn “:♡.•♬✧⁽⁽ଘ( ˊᵕˋ )ଓ⁾⁾*+:•*∴
Read more at brainyquote.com/search_results.html#KTJ4dHyeiltlKOTM.99

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Duration: How long does each season last?  How long does the entire Campaign last?  What triggers the end of the Campaign?

 

Still hoping for no fixed-time campaigns.

 
3. How do you foresee combating queue times with so many world variables?

Crowfall is built using a responsive universe architecture that reacts to our playerbase. There will always be new Campaigns to join (as many Campaigns as our community supports!) From time to time, a specific combination of modifiers may not be initially available, (because there is a minimum population required to support a given World) but we will certainly give you the opportunity to “request” specific Campaigns (with a particular combination of Modules) and if enough players are interested, we are happy to host more Campaigns of that type!

 

Jesus Christ.. I can see where this is going..

Edited by Fenris DDevil

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A new FAQ! I love new art and the videos showing the process, but my favorite updates are the meaty ones with gameplay and lore details. Today we get both! Woohoo!


"Darken the moon and conceal the stars; our Light will never be extinguished." - The Tome of the First Flame

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The Lantern Watch - A Crowfall-first guild. Welcome Home. Join us @ http://crowfall.shivtr.com

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When I see this and then look back at my Paint drawings.. I sometimes start crying.

You are doing an awesome job with this art!


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,,...You get killed over and over again, that doesn't mean the game is unbalanced - it means that You are a bad player" -JTC

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The attributes and modules sound very interesting, can't wait to hear more details on some of the modules.

Edited by sneaky_squirrel

How Can Mounts Add to the Crowfall Experience?  Caravans, Hunting Boars, and more.

 

How Complex can Mining be in Crowfall?  Mining difficulty, fatigue, infrastructure.

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Honestly, I'm getting dizzy imagining the varities in possible campaign styles.

 

This is awesome.  I'm excited for the plug-in style variation.

 

At the same time, I hope that extreme thought is given to the best way to present all these options without overwhelming the user.  If done well, choosing a realm has the potential to be an engaging, fun part of the game.  If done poorly... well, we've all browsed the ugly lists of servers on those other games.


Nazdar

Proud member of The Hunger

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I know the bloodstone patrons will be able to set the rules for a campaign each.

 

Will players be able to petition for a particular ruleset after launch, and play it if there are enough players signing on?


I think the K-Mart of MMO's already exists!  And it ain't us!   :)

 

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Always remember 1 thing ACE:

 

People want something until they realize that they actually don't want it at all.

Plenty of nonsense will be requested I reckon ;)

 

Very very true, also people are quick to jump to conclusions and assume things without giving it a shot as well.

 

So it's probably a good thing to keep an open mind and experiment with different rulesets to see what works and what doesn't work. The fact that there's flexibility to this approach shows a lot of potential.

 

I still really am wondering about archetype restriction ruleset to campaigns, that's an element I can see going more of an unpopular choice...or a popular one to keep locking out an unbalanced archetype perhaps. Or you can look to using alts without having to multibox/multiaccount. At least it's something that can be tested to see how the community will sway with it, that's flexible.


The most important thing is to enjoy your life - to be happy - it's all that matters. - Audrey Hepburn “:♡.•♬✧⁽⁽ଘ( ˊᵕˋ )ଓ⁾⁾*+:•*∴
Read more at brainyquote.com/search_results.html#KTJ4dHyeiltlKOTM.99

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I suggested this in the suggestion forum already, but can we have dates like featured above be added to the current FAQs, that way if something new changes or there is a direction change on a section we can easily identify it

I support this. That certainly would help.

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I suggested this in the suggestion forum already, but can we have dates like featured above be added to the current FAQs, that way if something new changes or there is a direction change on a section we can easily identify it

 

Budkin and I are have been planning changes we want to make to the FAQ page. This is a great idea and I'll add it to the list. 


Valerie "Pann" Massey, Director of Community
 

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Video Transcription

 

Crowfall – Dave Greco and the Templar   4:19   04-28-2015

DG: Dave Greco

 

0:04        DG:  Hi, my name is Dave Greco, and I am Art Lead at ArtCraft Entertainment, currently working on a lot of the concept art, and today I want to go through some of my process while painting the female Templar.  As you can see, this is a sped up version of the painting.  I generally spend about two days per piece for one of these, and this shows really where I go right off the bat.  Basically, starting one of these pieces, it’s full of panic and fear, like I’m being air-dropped into some jungle on an alien planet, and I gotta claw my way out to survive.

 

0:42        DG:  Right here I’m trying to get some really basic shapes, and I want a general idea of maybe the type of feeling and pose for her, and I also want to get a good look, base look on her face where it may show some of her personality.  I think I remember on this piece that I really started to get a real feel for the character once I started doing her hair.  I felt like it was a good place where I could really latch on to and then start building the piece outward from it.  Also, as you can see that I tend to go from, I jump from piece to piece, part on that piece, to really work it in.  So I’ll work on the arms for a little bit, I’ll go back to the legs, the breastplate, and the whole piece should be balanced as I continue to work on it.  You don’t really want to focus on one part of it for too long.  You really want to bounce around, and then when you go back to the face later, or to an arm, you have a fresh look at it, and it really helps a lot. 

 

1:45        DG:  So usually during this time I’ll start pulling out some highlights; I’ll push my darks a little darker.  Usually when I’m starting a piece, I like to start really a lot of middle values.  I don’t ever want to see my highest highlight or my darkest darks for a very long time.  It’s always kind of in the back of my head while I’m working on the piece, but I want to really wait until I get to it.  So right now you can see the face is pretty washed out, some of the shadows on her face are pretty muddy, there’s no real highlights in her hair.  I still have weird blurry hands, you know, locked-off hands.  I haven’t taken the time to finish that out yet.  So sometimes, let’s see here, filling in some of the filigree and trying to get a little more detail down before I start bumping out color and some of the shadows.  Right now there’s not a heavy sense of lighting direction and where I want the shadows to lay on the piece.  I think I get to that in a little bit here.  For a lot of the darker blues and shadows I use a lot of multiply layers, and then I’ll use, kind of blanket that over the piece, and then I’ll kind of erase little areas to create the shadow shapes that I want, and a lot of moving pieces around. 

 

3:03        DG:  As you can see from this piece, I was really unsure of where I wanted to go with the background.  First I had a zombie in the background.  Then there was a lot of the story about her parents had been killed, and she’s fighting for her parents, so some of the background I kind of just left a little sloppy, because I really didn’t know where I wanted to go with it.  I knew I had to focus on it later, so I didn’t want to get too distracted with it.  So you can see now the brown with the hilt and the shadows right here is a lot of multiply layers, and I can use that as a quick base, and I can still keep color in my shadows.  Color in my shadows is really important to me, for I never want them to get too gray or too black.  Sometimes I’ll color-select the shadows entirely and drop in more saturated color into them.  Feeling really vibrant and colorful in a piece is important to me.  A lot of color is what really makes me crazy about a piece.

 

4:05        DG:  Whoa, and there we go.  I guess it kind of shoots right to the end.  But it was really just a lot of that polish over and over.  Thank you very much for watching!

Edited by Porkchop

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