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Want to know something about Crowfall, ask away!

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It's very likely that a well-organized guild will assign productive tasks to new members (and old ones) based on each one's individual game knowledge and character capabilities, without needing any hard-coded game mechanics to facilitate that tasking.


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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It's very likely that a well-organized guild will assign productive tasks to new members (and old ones) based on each one's individual game knowledge and character capabilities, without needing any hard-coded game mechanics to facilitate that tasking.

 

Sorry if I was not clear, but my initial idea was to help new characters to join events comprised of maxed characters. The "Role" I was talking about is not just a task, but a temporary set of bonus and powers to help newbies participate during special group event.

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Ah, I see.

 

Crowfall is being designed so that new characters will have access to all of their archetype abilities at time of creation and all of their promotion class abilities as soon as they promote; there's no need to level up or grind in order to unlock your full arsenal once you pass the promotion gate. And the power curve is deliberately shallow so that those new characters will be able to have an immediate impact on combat- they won't be a 1-on-1 match for a veteran character, but 2 or 3 of them together will be a real threat assuming they understand their character abilities and play optimally.

 

So I think the end result you're looking for- of new characters being able to engage content alongside their fully trained battlemates and make a real difference to the battle- is definitely in the plan already. The specific apprentice system you're suggesting is one way to reach that goal, but the devs have chosen the even simpler method of making it unnecessary by giving you all your powers up front and a useful level of damage output as your character baseline.


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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If Campaigns are something that the player is able to play by themselves.. I'm assuming that Eternal Kingdoms is based in open world PvP? I'm trying to figure what is the main difference between the two. Also, if the player is able to play through the Campaigns.. Wouldn't you just stay in that until your person is completely geared for PvP then switch to EK and wreck other players? Or am I reading this wrong?  

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If Campaigns are something that the player is able to play by themselves.. I'm assuming that Eternal Kingdoms is based in open world PvP? I'm trying to figure what is the main difference between the two. Also, if the player is able to play through the Campaigns.. Wouldn't you just stay in that until your person is completely geared for PvP then switch to EK and wreck other players? Or am I reading this wrong?

 

 

Oh my. You are completely discombobulated and going to get your feels hurt.

 

Let me provide some information from the FAQ find here: http://crowfall.com/#/faq/5542873718859c484f5af678

 

WHAT IS THE PURPOSE OF A KINGDOM AND WHY DO I WANT ONE?

Kingdoms are smaller versions of the Campaign Worlds, not just social lobbies. You are the monarch of this world! You can explore, craft, build structures and even fight monsters… but a kingdom is limited in terms of both difficulty and power.

All accounts are granted a kingdom at the beginning of the game, but using it is not required beyond the tutorial.

We fully expect that some players will prefer to spend the vast majority of their time participating in the campaign worlds, and we intend to let them do so without maintaining a kingdom. Other players (those who want to socialize, and participate in the economy game) may spend most of their time in the Eternal Kingdoms.

As they say: Different strokes for different folks.

 

 

HOW DO KINGDOMS COMPARE TO (AND INTERACT WITH) CAMPAIGN WORLDS?

Kingdoms, while potentially quite large, are limited in size compared to the campaign worlds. They are also limited in functionality and content. They start with a relatively small amount of land and no buildings. If you want to upgrade them, it will take time and resources to do so.

Additionally, no kingdom is self-sufficient. To upgrade your buildings, you will need resources. Lower tier resources can be found in low quantity in the kingdoms, and higher tier (and higher quantities of) resources are only found in the campaign worlds. That means to grow your kingdom, you’re going to have to either brave the campaign worlds or negotiate with the players that do.


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If Campaigns are something that the player is able to play by themselves.. I'm assuming that Eternal Kingdoms is based in open world PvP? I'm trying to figure what is the main difference between the two. Also, if the player is able to play through the Campaigns.. Wouldn't you just stay in that until your person is completely geared for PvP then switch to EK and wreck other players? Or am I reading this wrong?  

 

The Campaign worlds are similar in some ways to normal MMO game servers : continent-sized map, seamless zone, thousands of players, etc.

 

The Eternal Kingdoms are maps owned and managed by players, where other players can go to trade, fight, craft... like giant social hubs.

 

Muhrder offered some good information about the EK and here is the FAQ that explains how these Campaigns work.

Edited by courant101

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Will there be unique resources (like oil and fur in civilization) where if you control it you get bonuses?

Hi Skibbles.  Welcome to the forums.  I dig the name.  I may or may not be a bit biased.  ;)

 

There will be unique resources.  If I recall correctly there will even be control points on the map that reward those whom hold the point with said resources.

 

There's a bit of information regarding resources and what their use is in the Economy FAQ found here; https://crowfall.com/#/faq/54ca4682bffce6644cb3380a

 

Hope to see you pick up a package and come on board for the game!


[@--(o.O)@]

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"

HOW IS THE ACCOUNT BANK RELATED TO THE EMBARGO VAULT?

 

The account bank exists at the account level – meaning that all of your characters share one account bank. The vault is Campaign specific, meaning that each Campaign will have a different Embargo area. At the end of the Campaign, depending on how well you (and your team) did, some number of item(s) will be moved from the Embargo into your Account Bank. The rest of the items will be lost."

 

How are the items that transfer and the items that are destroyed determined? is it RNG? Or are we able to rate items on a priority scale (item rated with a 1 have a greater chance than that rated 2 or 3)?

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We haven't been given an explicit answer, and that design probably isn't even defined yet. Their "rough draft" idea was to do it purely RNG, but there have been several other proposals over the last few months.

 

The idea I liked best was a zone system in the export vault: Green zone gets exported regardless, yellow zone gets exported only if you're on the winning team, red zone only if you're in the winning guild. Then you just sort your vault based on your priorities.


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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IMO a purely RNG system would create a lot of angst where there wouldn't need to be. A zone or rating system would seem like it would give the player a little more choice. Not a game breaker, but I have not lost anything yet :)   

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What's the point of letting people use land in my eternal kingdom? Won't that just reduce the amount of land I can use?

 

The EK's are so big, you won't be able to fill it all by yourself. You can assign empty parts of your EK to others and they will bring their own parcels and will help you fill your EK.


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Expanding on Canth's answer: Your EK contains 625 cells, arranged in a 25x25 grid. A stronghold parcel has a footprint of about 5-7 cells depending on the specific parcel type, and one single stronghold parcel can contain multiple village areas each consisting of dozens of building plots.

 

Fully building out a single castle parcel will be a large undertaking for a solo player. Fully building out 100 castle parcels is not a realistic goal. You're not losing anything by sharing some of that space with your friends.


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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Glad to see so many new faces in here and if I played with you in 7DTD or MQEL and you took my advice welcome to the fold. I believe there's a taxation system that can come into play with regards to land ownership that "might" transfer over to the EK i.e. charging for vendor booths in your Trading Post EK.


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How do you plan to build a strong community if those communities are constantly being divided by monthslong campaigns?

 

I'm on the fence about pledging for access to the first alpha and this is my biggest concern. The social aspect is what I think makes MMOs great, and the problem with most modern MMOs (FFXIV, WoW, etc.) is that players themselves aren't "persistent" anymore. One minute, people from servers X, Y and Z are all in a dungeon together, then the next minute they're back on their home servers with no way to physically interact. The game ends up feeling like a glorified lobby system more than a persistent world.

 

WoW got this right in the beginning (probably by accident) when you were stuck on your own server permanently. No cross-realm, no faction changes, no server transfers, etc. But over time, they slowly added those features and chipped away at the social interaction between players -- all in the name of convenience, supposedly. The resulting toxicity is visible everywhere in the game now. Dungeon runs are silent, pickup raids are filled with trolls or AFK players, city trade chat is nothing but spammers looking for attention, server forums are completely dead. Any incentive to interact with other players and form lasting friendships (or even to just act like a decent human being) has been removed, and I can't help but think that campaigns in Crowfall will have this same effect. When you know you're not going to see the same people again after the dungeon / raid / campaign ends, it becomes every man for himself. Players are no longer people, they're just tools to be used for achieving your own personal goals and then tossed aside.

 

Please tell me this won't be the case!

Edited by Konway

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Every player who has access to ACE servers (currently North Americans and European backers if I'm correct) can meet in the same Eternal Kingdom or Campaign. A guild can decide to have some of their characters in one huge Eternal Kingdom and another character to be playing in a Campaign. There are no instances in Crowfall, so everyone can travel to any part of the universe and they will see the exact same thing. The Campaigns will last for months and will welcome thousands of players.

 

Players will rely on groups most of the time to win a Campaign. This common goal might help to strengthen the ties between the members of a group.

 

There are many incentives to interact with other players, like the crafting/PvP loop, which makes PvPers constantly look for crafters and merchants to obtain new gears. Also, there are many disciplines and specializations, like builder, animal tamer, alchemist, etc. that will encourage interaction. There are no system NPC vendors for the gears, it's all about transactions between players (and their Thralls if they have those). 

 

Crowfall is a team oriented PvP game, which means that each player plays a role on the battle field and around it. Supply, buffs, coordinated strategies, caravans, combat supports, ranged, tanks, specialist that dig under the ground, assassins... Campaigns will usually be won by Factions, Alliances, guilds and other types of teams, so it's a necessity for anyone willing to accomplish a greater goal to stick with other people.  :)

 

A couple of interesting discussions from ACE interviews about players' interaction :

   social system & emergent gameplay to replace quest system

   similarities with GoT : faction & team based worlds, large political structures, impact in losing a siege = losing the entire campaign

   players can solo to achieve personal goal / players have to team up to win campaign or great goals / survival increased by joining a team

   individual level : personal crafting, kill creatures, building / guild & team related goal : need to team with players

   various roles needed in campaign, full time crafters, builders, specialists

   no system run NPC vendors & no auction houses / players can slot vendors / players to travel, browse and interact with other players / all players created items / mechanics to makes players interact with each others

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Thanks for the response.

 

Every player who has access to ACE servers (currently North Americans and European backers if I'm correct) can meet in the same Eternal Kingdom or Campaign.

 

This is what I was wondering about, but I'm not quite sure I understand the implications of what you're saying.

 

Let's say I'm from Server 1 and you're from Server 2. Will our characters ever meet? And if so, where? Eternal Kingdoms? Campaigns? Both?

 

I don't see how it would be possible for two characters from different servers to encounter each other since I read there are no instances in the game, but it sounds like you're saying it would be possible.

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This is what I was wondering about, but I'm not quite sure I understand the implications of what you're saying.

 

Let's say I'm from Server 1 and you're from Server 2. Will our characters ever meet? And if so, where? Eternal Kingdoms? Campaigns? Both?

 

I don't see how it would be possible for two characters from different servers to encounter each other since I read there are no instances in the game, but it sounds like you're saying it would be possible.

There will not be individual named servers like you're thinking; Server 1 & Server 2.  Even if there was, the technology exists, and is currently deployed across multiple MMO's, that allows cross server gameplay.


[@--(o.O)@]

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There are no traditional servers in Crowfall, the universe architecture is pretty different from what we're used to.

 

When you log in Crowfall, you can choose to play in an Eternal Kingdom (a personal map owned by every player) where any player from ACE servers can go, if you allow them to. I think it's quite similar to Minecraft where you can set the map on private or public.

 

Or you can also choose to join a Campaign for a couple of weeks to a few months. Those Campaign Worlds can also be joined by anybody, at any time, from ACE servers. 

 

It's like one huge server where any player can join any world.

 

Here's a thread by ACE that explains how it works.  :)

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