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

Nice, you have to focus on the carebears first. Let's be real, so long as there's people to kill and loot, the pvpers will come.

 

My excitement for this game grows daily.


Cannibal Man - Future serial killer

I can't even.  You win, I am done with this part of the discussion.

 

Share this post


Link to post
Share on other sites

I just loved the idea of characters beeing able to "travel" to different worlds/servers, please, keep this one.

 

About crafting, I never was a huge fan of it, I prefer hunting down monster, so I'd like to see a system where armor and items DOESN'T drop from them, I'd like to do hunts, or something like it, but get a money reward, to be able to buy from crafters, or then get a piece of GOOD armor or weapon...but still, no "story quests", just plain hunts for those who want it...and random events like Massive Bosses, but really random, no location or time specific....no fix spawns would be great too.

 

The story could be told in another way, like with cutscenes with your character and the party members (when in party; pretty similar to GW1 in beta test, when partying was mandatory - no, I don't agree with mandatory partying, just saying that the cutscenes during the quest were greatly delivered - but then, they took it out). Another thing, make the same cutscene for everyone (not each getting your char as the main character) when in party, the party leader should be the main character, and the rest coadjuvants.

 

Keep up the great work!

Share this post


Link to post
Share on other sites

Ralph Koster?!  That's HUGE.  I wish they would just spill the beans on this game already!

In 29 days and 16 hours and some change, you'll have your beans spilled.

Share this post


Link to post
Share on other sites

I think Having multiple servers where i can go to any one i want is a great idea! in WOW and most MMOs there is always the problem of making sure you make a character on the wrong server. also a crafting system that isn't a side thought is really exciting!

Share this post


Link to post
Share on other sites

I'll make sure to enter your crafting quarters and gank you from behind with my sharp dagger. Be prepared.

I'm always prepared for everything XD


Dang you're an Icy Witch.

Share this post


Link to post
Share on other sites

At this point only 2 things can make me reject this project:

 

1) If the model is F2P

2) If Richard Garriot is envolved

 

Now tell me this is going to be sub-based with no cash shop or microtransactions (of any kind), and I'm driving the hype train.

Share this post


Link to post
Share on other sites

Maybe some materials will be heavy located in one server. If you can use a metal for a weapon, it's not so important that near you there is an Iron mine (or a gold one). Local economy (could it be that "local" isn't the server but the 3-4 cities that are around) could be different from town to town: iron @ point A is really valuable and  @ point B is so rich of it that is worthless. 
Maybe we will see "schools" of crafting: in City A on server A you can learn how to make a type of sword, on City B on server B another one. 

I think that could make a local type of weapon or armor that is really common in that place, for example a typical "Gold Lance" from City A of Green Server. In that way custom combos of weapon and materials could be more valuable for less crafter that are able to do them (an Iron Lance is more valuable in a town full of Gold ones or Iron Swords). Some player could do some good affair selling common stuff in one place and selling it where is rare! 
Just daydreaming...

Share this post


Link to post
Share on other sites

And then said player leaves game never to return....no more recipe that only they can craft.....

And this is exactly why this idea won't work. Unique recipes seem like a cool idea on paper, then reality sets in. Not only that but you set huge power gaps between those who have and the have nots.

Share this post


Link to post
Share on other sites

And this is exactly why this idea won't work. Unique recipes seem like a cool idea on paper, then reality sets in. Not only that but you set huge power gaps between those who have and the have nots.

Farther down the conversation you will see a couple different easy ways to take care of that issue, actually Todd's idea from a past game of passing the knowledge on by choice is a great idea. 

 

I don't think we would be talking about boosts are bonus's that are game breaking here, give some kind of advantage yes, but nothing that would decide a outcome. 

Share this post


Link to post
Share on other sites

Every bit of info this game is making me excited. I love the idea of different worlds instead of seperated servers. It'll allow for a single, extremely large, population of players that can migrate all around. Is your server going to be down? Oh, just go to a new one before maintenence. It sounds like an excellent idea!

 

I'm a bit of a skeptic when it comes to things like "Players can change the worlds with their actions", but I can't wait to see it in action.

Share this post


Link to post
Share on other sites

This is great news!

Raph Koster created one of the premier crafting systems MMOs have ever seen. Even if I didn't say so, you can find posts in EVERY MMO forums when crafting is discussed that cite SWG as a model to aspire towards.

I played SWG from the start on Corbantis. I still remember our guild and where our city was. Not only was the crafting system about making items but it included so many other variables -

- the quality of resources

- the race to discover and then get your self set up to harvest them

- the need to have energy; crafting stations; warehouses; and personal stores

Guilds could make their City a destination.

Factions developed their own specialists.

Cities could be planned to expand so that crafting areas would be part of the civic plans.

Resource gathering; knowing supppliers; assisting guildmates; having alliances for specialization etc etc all were things you had to work on.

 

It truly meant having relationships to succeed.

 

The fact I recall all of those details a decade or so later truly validates the process.

 

Since then there have been crafting set ups and systems in virtually every game but only a few have suceeded in inspiring an enthusiasm. Crafting is a huge social element to games. Some people would prefer to specialize and pursue that kind of prominance instead of skilling up the ability of a combat class. It is the ultimate support class.

 

Games that I recall with interesting crafting since include Vanguard for it's process and committment; and Pirates of The Burning Sea for the way you needed to work with others to really focus on one trade skill. I think that the process of crafting has unfortunately evolved into a process where it is no longer unique and takes away from the need to interact. You can buy or sell off an AH anonymously. Everyone can attain the same level regardless of the effort that was put in. Someone can buy all the materials and recipes without having to earn them and put skill points into the process.

 

When everyone can do everything then no one is special and it limits their input and influence on the game. People need a game that allows them to find they can be "special". Whether to the community as a whole or just within their group of friends and Guild. It let's players that can not play as much as others still do something with the time they have that can be appreciated.

 

Some have posted about accounts having multiple characters or limiting those. I think a limit on characters is fine. It allows you to start a lowbie or play a lowbie with other friends or family that may not be as active. It allows you to have a couple different playing styles so that you can enjoy more of what a game offers. But I think allowing too many character slots also can take away from the same process I value. if you can do everything amongst a full range of characters it does potentially hinder the community integration and interaction. So if there were a choice, I would be absolutely fine with a limit of 4 character slots, even 3.

 

Other posts have commented about the use of recipes and unique items that are only attainable by one person.  I think that any item that is in the world should be found in various places or in various circumstances. Everything that is "man made" can obviously be made again and just depends on who knows the recipe and how they get it. Learing those recipes should not be easy. Getting those special items should not be absolutely exclusive but should also not be available for anyone. But becoming a master crafter of the highest level should be as big a committment as being the best swordsman or thief. A choice to pursue and a path that requires you to be a specialist. Eventually, those who work the hardest become the highest level as well.

Share this post


Link to post
Share on other sites

At this point only 2 things can make me reject this project:

 

1) If the model is F2P

2) If Richard Garriot is envolved

 

Now tell me this is going to be sub-based with no cash shop or microtransactions (of any kind), and I'm driving the hype train.

Agreed, I cannot play cash shop games.

Share this post


Link to post
Share on other sites

I enjoyed the article, it was indeed an interesting read, like everything else you posted.

But it's a long way from concept to implementation so I will reserve my judgement until I see an in-game system.

I like what you are proposing but I'm trying to not get hyped :)

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...