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jtoddcoleman

01/20/15 - Character Creation Preview: Runes Runes Runes

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Let me begin by saying artwork looks wallpaper worthy and I can't wait to see how sieges will work :D

The guild system looks really good. Its nice to have the whole hierarchy going since it allows for branches on the same guild which could be really fun.

I got slightly concerned when I noticed that there where no customisation options (Meaning that they would use a hero system like MOBA's) but then I read more carefully that appearance customisation will be in another screenshot. Guess we'll have to wait 'till then  :rolleyes:

 

The runes should offer some variety in builds, but I get the feeling that people are simply going to just google "best build" in the internet and pick whichever minmaxed build fits their play style best (Like every other MMO!). However, it stills offers depth and complexity for people who want it which is a nice addition.

 

Honestly, it depends. It's harder to min/max when there are so many archetypes and options, and most importantly, when you're trying to optimize builds against other dynamic human players. I don't know what kind of PvE Crowfall will have, maybe it'll be possible to min/max for that, but PvP is another beast entirely. 


The individual has always had to struggle to keep from being overwhelmed by the tribe.

- Nietzsche

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I was thinking, if these spots are reserved for guildleaders, well everyone wants to own land and be a special snowflake. We are going to see a lot of people making their own guilds, and a lot of people quitting because they don't want to be simply vassals or peasants.

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For all of you non SB players, it might be worthwhile to check out either of the emulators to get a feel for this concept of character creation.  It is very similar to SB.  In this area I think that SB players might have an early advantage. 

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On the issue of crit chance,

 

What are your guys general design thoughts on this.  SB did not have this (oh god is my memory that bad?  Correct me if I'm wrong).

 

I love the idea of damage ranges because it adds a realistic element of unpredictability that is still knowable, but to me all crits add, especially in PvP games, is a pure RNG element that creates wierd edge cases. To me the negative impact those edge cases have on gameplay is not worth the satisfaction + that you get when you actually crit someone.

 

I know every MMO has crit nowadays, but I'd really like to hear this discussed, because it's the kind of thing I hate about modern games and don't understand the purpose outside of the "I feel awesome" aspect of it.

 


Your milkshake lures all the fine folks to the yard. Verily, it is better than mine. Surely it is better than mine. Would you teach me, or would you levy a fee? - Integ

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On the issue of crit chance,

 

What are your guys general design thoughts on this.  SB did not have this (oh god is my memory that bad?  Correct me if I'm wrong).

 

I love the idea of damage ranges because it adds a realistic element of unpredictability that is still knowable, but to me all crits add, especially in PvP games, is a pure RNG element that creates wierd edge cases. To me the negative impact those edge cases have on gameplay is not worth the satisfaction + that you get when you actually crit someone.

 

I know every MMO has crit nowadays, but I'd really like to hear this discussed, because it's the kind of thing I hate about modern games and don't understand the purpose outside of the "I feel awesome" aspect of it.

 

if you think of procs the same as crits...it all fits in

 

as for how they are going to implement it here...i'm VERY curious...hopefully it's the "double damage" kind as opposed to D&D's instakill

 

time will tell.....then we'll abuse it...and then they'll fix it....and so on


FIQw0eP.png

let the Code build the World and it's Laws....let the Players build the rest...

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I said it up thread I think it will be both faction and Guild based PvP. What you are seeing IMHO is the picture of the Character a Guild leader plays. So if Guild X controls a certain area or amount of area they become the feudal lord of that area thus becoming a Baron/Baroness or along those lines. Possibly after that if you beat an in faction guild you rise up in rank and that guild owes fealty to your guild. Thus the march to controlling your faction. On top of that your faction will have to ally/fight other factions to control larger areas of the world map. Think Medeval Europe and countries like England and France, they had a King and an aristocracy under them and each aristocrat had his men at arms (guild members). They connived and sometimes had actual wars amongst themselves to established who ruled who in that Kingdom. At the same time those countries would fight against each other or ally together against a third country.

 

This is what I am gathering from the chart as well.  The guild to guild diplomacy is going to be quite active!


Jakrae - Grievance Crowfall Guild Leader


@G3Jakrae


www.grievancegaming.org

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For all of you non SB players, it might be worthwhile to check out either of the emulators to get a feel for this concept of character creation.  It is very similar to SB.  In this area I think that SB players might have an early advantage. 

 

No need, I played GURPS long before Shadowbane existed.


I'm in this for the Experience, not the XP.

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Since they are going with a modified SB system, then no that isn't how it worked historically in SB. Guilds did not post their builds on open forums, they would set up restricted access spreadsheets on Google Docs or in a locked area of their Guild Forums, but never in the open. Hell 10 years later no one, not even my best friend who played with me, has my Centaur Prelate build. Oh I made templates for a Guild Spec group that only the guild saw but that isn't what I played and I'm not in the minority with this. Even when we had guild templates, with the rune system each player customized their particular build to their playstyle. Then on top of that with that much variation you will not have a "Best Build" since there is counters to it. Never in SB history has any one class/profession/build been dominate for long periods of time, they get countered by another guilds spec group and you have to start over.

 

Haha, the same exact experience on my part.  I actually wrote the Priest section of the Brady guide that was available at launch, but you can be darn sure I was running something different, customized for large scale  sieges with lots of lag.

 

I did get all the healers in my entire guild to roll Centaur though.

Edited by ren

rSHxVEY.gif

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- Next up is an example Fealty Chart.  This isn't a guild org chart -- we support guilds (and guild structures) but we've laid a different system on top of that, which ties player fealty directly to land ownership.   More on that system, and how it ties to siege conquest, will be coming soon. 

 

Huh, ok. Well, how it worked in olden times was the landowners had serfs (fancy name for slaves) and when the horns were blowing the landowner marched all his serfs out to fight for his liege (however far up the line it goes). If these people are landowners, then probably guild leaders. That would make all the guildies into professional soldiers (few), artisans (few), landless knights (very few) and serfs (buttloads).

 

You folks prepared to be serfs?

 

No, I don't think they'll be quite that true to history.


I'm in this for the Experience, not the XP.

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Huh, ok. Well, how it worked in olden times was the landowners had serfs (fancy name for slaves) and when the horns were blowing the landowner marched all his serfs out to fight for his liege (however far up the line it goes). If these people are landowners, then probably guild leaders. That would make all the guildies into professional soldiers (few), artisans (few), landless knights (very few) and serfs (buttloads).

 

You folks prepared to be serfs?

 

No, I don't think they'll be quite that true to history.

 

Well, my suspicion is there a a limited and fixed number of castles per say.  So accounting for each crest, there would be 12 "normal" sites and 1 "large" site.  Or 13 sites, and one of those becomes top dog through politics.


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This bit: "how it ties to land ownership" struck me.

 

I'm more curious about a resource system now.  If different cities within the different kingdoms achieve unique access to certain geographically-specific resources (a la the "mines"), then that's just another thing for us to fight over.  It also opens the possibility of something like "trade routes" or "supply lines," which would make tasty targets for specialized attack squads.  This kind of depth would really create some great ways to contribute to a "siege."  Not all sieges would have to be about breaking down the city walls.  Some groups could focus on controlling the flow of supplies, starving a city out, or forcing a war of attrition.  More things to attack and control, more things for fight over, more room for specialists (and more variety for people who want to play a certain way).

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