Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
jtoddcoleman

01/22/15 - The Crowfall Universe, Economy/crafting & Raph Koster!

Recommended Posts

Aye, I wouldn't mind it either way, and having a same surname for all characters would provide for some "family" like relations in that fealty system.

 

Either way I generally have more than one account ;)

 

Please no 'family relations'. Or make it right. Again, SWTOR. Horrible implementation on this family part.


oaOnsEV.jpg?1

Share this post


Link to post
Share on other sites

Allow multiple accounts mean a huge hit to the economy, because you allow autosufficient players, warrior, mage, crafter, gatherer, explorer and whatever the game allow all in one account, so i'm against multi account, i'm for 1 character x account, if you want another character you have to buy another account.

 

I am all for this. Seriously, I am, but you know the obvious: that will alienate a lot of people. Yeah, devs said 'this game is not for everyone', but how far do you think they will go?


oaOnsEV.jpg?1

Share this post


Link to post
Share on other sites

The Skype session was neat, but I can't believe Raph calls pronounces SWG, "swig". Blech. We never did that. Thought it sounded ridiculous. It was always "essdoubleyougee".

 

Other than that, their minds seem to be in the right place. +Hype

 

We called it 'esvege'. Read 'W' like 'victory' and 'G' like 'glory'.


oaOnsEV.jpg?1

Share this post


Link to post
Share on other sites

This whole project is very exciting to me and seems like something I would love to play. I hope that those of you working on this game succeed and we are all able to enjoy the fruits of your efforts. 


Winter is coming. 

Share this post


Link to post
Share on other sites

Cautiously optimistic here.  Need to see the territroy control and resource generation side of this still to really have a picture of how the whole thing works but, I have a couple thoughts.

 

 

Making the assumption that we are talking about a full loot on death game for now.  

 

The danger I see in a game designed for player conflict is that gear becomes a reason to avoid pvp.  The old UO "I don't want to risk by vanq halberd" issue.  If rearming after a loss is fairly quick, cheap, and easy, and the potential rewards from PVP good, then it wont be much of an issue.  Of course, that is a tough thing to balance if you want to have a robust economy, and put high value on player crafters.  The advantages from better gear have to be big enough to make the crafters worthwhile, and to make the economy go, but not so big that gear becomes the deciding factor in a fight, versus player skill.  That is a tough tightrope to walk.  I'd guess that something like a 10-15% delta in effectiveness, perhaps as high as 20% could be the most you could tolerate between basic gear and the best gear before you start throwing off that balance to the point that someone in the best gear avoids any fight that isn't hugely in their favor for fear of losing their gear.  

 

The alloy system and its flexibility in terms of bonuses looks awesome.  Lots of options cater to lots of different playstyles which means my Knight can be very different from your Knight, thats a good thing.  A great thing.  

 

The concept art for players escorting the convoy gives me a great deal of hope too.  I hope that while you are redefining crafting you get rid of the random resource node concept as well.  I don't play games to wander the wilderness chopping trees or mining random rock nodes.  Resources should be something that players have to fight for.  Escorting a convoy, taking control of a mine, mill, or some other point of conflict, even just killing another player in a specific geographic area causing them to drop some number of resources linked to that area (IE if you are fighting in a forest zone, players can drop forest resources on death, maybe linked to how long they have been in the zone.  Gathering should mean conflict, not let me wander a zone and hope someone else hasn't found all the herbs yet.  If you can make the "gathering" part passive, and make the "getting the resources back to my city" part active, you give a lot more reasons for players to be in conflict.  


X88mIYV.jpg

Share this post


Link to post
Share on other sites

So far IMO the Devs are holding up to their "something different" and its not just Dev speak.

 

Thank you for vote of confidence!  Sincerely.  

 

I understand that it's really, really easy to be skeptical, especially since the game of "rampant speculation", paints a fuzzy picture (by design.)  

 

At the very beginning of this process, I said : look, if you aren't interested, just come back at the end and we'll tell you everything.  We decided to release the information this way because we figured there would be a subset of people who would find the REVEAL itself entertaining.  and our job, as game designers, is to entertain you.  I think (?) it was the right call.  (I'll let you know for sure once it's over.)

 

As an unexpected side benefit, it gives us a chance to reevaluate our ideas based on your conjecture and feedback.   Almost everything has held up really well, and we've only made a few adjustments.  That said, I'm sure that we will make many more as the community grows and the picture becomes more clear.

 

Crowfall is not going to be "the greatest game of all time."  Crowfall isn't going to be "the next WOW killer" -- if such a thing even exists.

 

...but Crowfall IS going to be different.  and over the next 30 days, we're going to prove that to you.

 

Todd

ACE


J Todd Coleman

ArtCraft Entertainment, Inc.

Follow us on Twitter @CrowfallGame | Like us on Facebook

[Rules of Conduct]

Share this post


Link to post
Share on other sites

Thank you for vote of confidence!  Sincerely.  

 

I understand that it's really, really easy to be skeptical, especially since the game of "rampant speculation", paints a fuzzy picture (by design.)  

 

At the very beginning of this process, I said : look, if you aren't interested, just come back at the end and we'll tell you everything.  We decided to release the information this way because we figured there would be a subset of people who would find the REVEAL itself entertaining.  and our job, as game designers, is to entertain you.  I think (?) it was the right call.  (I'll let you know for sure once it's over.)

 

As an unexpected side benefit, it gives us a chance to reevaluate our ideas based on your conjecture and feedback.   Almost everything has held up really well, and we've only made a few adjustments.  That said, I'm sure that we will make many more as the community grows and the picture becomes more clear.

 

Crowfall is not going to be "the greatest game of all time."  Crowfall isn't going to be "the next WOW killer" -- if such a thing even exists.

 

...but Crowfall IS going to be different.  and over the next 30 days, we're going to prove that to you.

 

Todd

ACE

Oh, it's going to spank everything on the Market, don't be so humble;)

Share this post


Link to post
Share on other sites

Cautiously optimistic here.  Need to see the territroy control and resource generation side of this still to really have a picture of how the whole thing works but, I have a couple thoughts.

 

<snip>

 

The concept art for players escorting the convoy gives me a great deal of hope too.  I hope that while you are redefining crafting you get rid of the random resource node concept as well.  I don't play games to wander the wilderness chopping trees or mining random rock nodes.  Resources should be something that players have to fight for.  Escorting a convoy, taking control of a mine, mill, or some other point of conflict, even just killing another player in a specific geographic area causing them to drop some number of resources linked to that area (IE if you are fighting in a forest zone, players can drop forest resources on death, maybe linked to how long they have been in the zone.  Gathering should mean conflict, not let me wander a zone and hope someone else hasn't found all the herbs yet.  If you can make the "gathering" part passive, and make the "getting the resources back to my city" part active, you give a lot more reasons for players to be in conflict.  

 

1. I think "cautious optimism" is the *perfect* way to approach Crowfall.  Thank you, and I sincerely hope we exceed your expectations.

 

2. We'll be posting some high level information about resources and territorial conquest in one of our updates next week.  You'll definitely want to come back and read that, because it ties directly into your comments about harvesting/gathering.

 

Thanks!

 

Todd

ACE

Edited by CrowMod

J Todd Coleman

ArtCraft Entertainment, Inc.

Follow us on Twitter @CrowfallGame | Like us on Facebook

[Rules of Conduct]

Share this post


Link to post
Share on other sites

It really does look impressive. Different isn't always a good thing, but in this case I am legitimately intrigued by everything I have seen so far and find myself wanting more information already despite only just finding out about the project yesterday. I haven't felt like this about any reveal since Warhammer Online(that burned me pretty well, but I still think that if they had been able to put out a finished product it would have been a game worth playing), so that's quite a feat from my jaded perspective. 

 

What silk is talking about it is one of the challenges they are going to run into as the game is developed, and agree that it will need to be handled with care. In regards to gathering resources I also agree, but that isn't such a huge deal for me. It would be nice to see a world developed where players naturally congregate around areas of contention(such as a resource rich area - such as a mine) to create hot spots for player vs player combat. 


Winter is coming. 

Share this post


Link to post
Share on other sites

Thank you for vote of confidence! Sincerely.

 

I understand that it's really, really easy to be skeptical, especially since the game of "rampant speculation", paints a fuzzy picture (by design.)

 

At the very beginning of this process, I said : look, if you aren't interested, just come back at the end and we'll tell you everything. We decided to release the information this way because we figured there would be a subset of people who would find the REVEAL itself entertaining. and our job, as game designers, is to entertain you. I think (?) it was the right call. (I'll let you know for sure once it's over.)

 

As an unexpected side benefit, it gives us a chance to reevaluate our ideas based on your conjecture and feedback. Almost everything has held up really well, and we've only made a few adjustments. That said, I'm sure that we will make many more as the community grows and the picture becomes more clear.

 

Crowfall is not going to be "the greatest game of all time." Crowfall isn't going to be "the next WOW killer" -- if such a thing even exists.

 

...but Crowfall IS going to be different. and over the next 30 days, we're going to prove that to you.

 

Todd

ACE

So far the REVEAL has been extremely entertaining. That should be evident by my post count lol. I'd say so far so good for free entertainment.

Share this post


Link to post
Share on other sites

This seems to be a great game. A mixture between Shadowbane and Darkfall. :D

 

But one thing I would have a concern is how to prevent ganking? A solution would be that every player have to belong to a guild. Even newbies are belonging to a newbie guild they have to leave later. And players of the same guild can not attack each other. On the opposite ganking of a player of a different guild can cause a guild war! :) A further issue we had on a shadowbane server was one guild growing such dominant that nobody else was able to fight against them. Therefore it would be good to limit the size of guilds.

 

The crafting is great and it was the thing which attracted me to this game. There is no obsolete ore and there are no need of insane amounts of them for just one equipment piece!

Share this post


Link to post
Share on other sites

Raph Koster is the custardin' best. I'm so glad you guys have collaborated with him, especially for the player driven economic stuff. Of everyone in the world, he's easily the most well researched and proven person for that specific gameplay pillar. Seeing his name in the title alone made me giddy. I hope he had a huge hand in the development.

Share this post


Link to post
Share on other sites

...

 

At the very beginning of this process, I said : look, if you aren't interested, just come back at the end and we'll tell you everything.  We decided to release the information this way because we figured there would be a subset of people who would find the REVEAL itself entertaining.  and our job, as game designers, is to entertain you.  I think (?) it was the right call.  (I'll let you know for sure once it's over.)

...

 

Although I am personally very much enjoying the Rampant Speculation game, I do have one concern. A lot of people have already signed up for Beta (including me, I'm in Beta Group 1). What happens if some of your beta players drop off as they become more educated about the game and possibly decide it's not for them? Is there an opportunity for new community members who are excited about the game to join Beta?

 

I'd also be interested to understand how the beta groups 1,2,3 and so on are going to work. If I have a friend in beta group 3, will I be playing with them or only those in group 1? Does each group start beta at a different time (phased in) or are we assigned to different worlds?  


kWGklHs.png

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...