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Topics - Airic Knyght

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Crowfall / Crowfall: Great Write-up from Hobo Gamer
« on: March 30, 2015, 12:38:27 PM »
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Hobo Gamer: Crowfall


By now, even those of you living under a rock have likely encountered the next game in my Hobo Gamer series – Crowfall, the new upcoming MMO currently under development by ArtCraft Entertainment. Having just completed its Kickstarter with abundant success, Crowfall now enters the long march into serious development, with fans – particularly those from old-school PvP MMOs – electrified by ArtCraft’s updates on the game in about the same way as young women receiving unexpected Christmas gifts from Taylor Swift. So what has everyone excited?

Brought to us by Creative Director J. Todd Coleman (Shadowbane, Wizard101, and Pirate101) and Executive Producer Gordon Walton (Ultimate Online, The Sims Online, Star Wars: Galaxies, and Star Wars: The Old Republic), Crowfall aims to create a unique blend of old-school, strategic, community-driven sandbox PvP borrowing elements from EVE, Star Wars: Galaxies, Shadowbane, and Sid Meier’s Civilization. Marketed as “Game of Thrones meets EVE Online”, Crowfall‘s main draw is its pitting of players against each other in wars for resources and territorial supremacy over the game’s worlds.

More at the link:
http://errantpenman.com/2015/03/29/hobo-gamer-crowfall/

J Todd Coleman just tweeted this article out from Isarii (twitter)

It's really just a great summary of the overall concept of the game.  I'd copy pasta it, but this guy deserves the clicks.  Check it out.

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Crowfall / Crowfall: Podcast Dev Interview Recordings
« on: March 26, 2015, 01:20:02 PM »
Here are the recordings of Dev Interiews from last nights live streams!

Gold and Glory Podcast: Interview with J Todd Coleman, Gordon Walton, and Thomas Blair

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Crowns and Crows Podcast: Interview with J Todd Coleman, Gordon Walton, and Thomas Blair

Small | Large

3
Crowfall / Crowfall: Reddit AMA Summary
« on: March 26, 2015, 01:06:38 PM »
Replies from Todd (/u/Jtoddcoleman)
 
Q: How will a victor be determined in FFA Campaigns such as The Dregs?
A: The Dregs will be a system similar to Shadowbane, but adapted to the idea of a seasonal campaign. The basic idea is "take over as much land, as hold it as long as you can." We gave an example (the Bloodstones design) that showed how victory points are amassed; the details may differ but the core concept will be similar.
 
Q: 1) What drove you to choose Unity 5 over UE4, UDK, CryEngine, or another engine? My understanding from speaking with Unity game developers is that it is less performant than many of its counterparts, particularly for fast-moving games. Do you feel that decision has impacted design decisions about the speed that things occur at?
2) Do you feel like the relative expense and difficulty of making MMORPGs prevents developers from taking risks in their designs? It feels like in the post WoW world, we live in a world of very similar MMOs which try not to deviate too far from the WoW model. Shadowbane was my first and favorite MMORPG, and the game that truly made me into a gamer. Crowfall looks like its spiritual successor - I'm cheering hard for it.

A: 1) I'm not a programmer, but from a production stand point I can tell you that the Unity pipeline and toolset are world class. The editing features -- where you can interrupt the program while it is running, change a UI, and then "unpause" the game to see the results of the changes without having to re-execute is pretty amazing. MMOs are huge games, and anything you can do to increase the iteration cycle for making/testing changes is a HUGE win, in terms of overall time (and therefore cost.)
In terms of performance, we were an early participant in the Unity 5 beta, and I think the performance increases have been pretty fantastic in this version. Again, though, I'm not technical enough to do a deep dive into the render pipeline... but from what I've seen, the engine is very impressive, and MUCH easier to adapt to an MMO than most of the other commercial engines available.
2) Absolutely, when a game makes BILLIONS of dollars in revenue, suddenly that's the "right" way to build that kind of game. It means that the people funding these games all wanted WOW success, and the best way to pitch WOW success is to start the pitch with "Wow, only with XYZ".
I feel like we had more innovation before WOW, because no one knew what was possible (and therefore, what wasn't.)
Crowdfunding has really changed this equation, quite frankly because the people with the money (you) are better at picking visions that will be appealing to a large audience. Of course they are, right? Because the idea only takes hold if it manages to attract a large audience. It's basically taken the traditional studio "green light" process and democratized it.
Thanks for playing SB, btw! That was my first professional game, and it was a hell of a ride. I'm glad to be able to go back after all this time and try some of those design ideas again.
 
Q: What do you think is the biggest lesson you learned from your past projects? How are you using those lessons and applying what you know now to Crowfall?
A: The biggest lesson that I learned (the hard way) is that you can't make a game that is going to make everyone happy. Instead, pick a focus and make a game that THOSE people will love. "Sometimes you gotta let those hard-to-get chips go"
 
Q: As an old Shadowbane player, I've never really found an MMO that compared. The amount of freedom, choice, and complexity of the classes and politics in the world is second to none in my opinion.
Where will this game settle between being something new and a blast from my past? Will this game give me the feeling of reliving my time with SB in some respects?
A: That's my goal. Only without the sb.exe problems.
 
Q: The selection of archetype – promotion – and discipline runes seems heavily influenced by Shadowbane. What sets it apart? What is one of your goals for improving it over the Shadowbane system?
A: First off, I think some of those original SB ideas are still awesome, and deserve to be revisited. But the core difference is the "Campaign Worlds", the idea of unique maps will unique rulesets that come to an end... this fixes what is (IMO) the biggest design flaw that we had in Shadowbane.

Q: Thanks for the answer JTC. If you have time after answering all these other great questions could you give me something a little more specific to character advancement? :) I know my prior phrasing was ambiguous.A: Well, first off, I made the tough (and obviously highly debatable) decision to combine race and class into archetype, because it leads to characters that are more thematic. You can see that I was heading in this direction on SB, especially in the pre-requisites for Disciplines -- but in this game, I decided to push it further. Some people don't like it, but they also haven't seen the pay off, yet. The result will be characters that feel more unique and stylized, and themed. And it allows us to make characters that are amazingly varied -- I mean, we have centaurs and minotaurs and guineceans! The reason we can do that is because we decided to lock the races and classes, instead of creating a system that demanded a combinatory result (race X class)... you'll notice that the trend in the industry for MMOs has been to allow any race with any class, and to reduce the number of base races to try and cut the art cost.

Next, we split Talents into Advantages and Disadvantages, because I always liked that in Gurps, and I thought it would be a cool way to expand on the original idea.
Then we went with passive training. This is a big one, because it means that we don't force players to invest hundreds of hours into the game (i.e. the grind) to get to the fun part at the end -- there is no end-game. Crowfall is nothing but end-game.
sorry for misunderstanding you, before! hope this clears it up.
 
Q: First I want to preface my question with this, I know Crowfall is unlike any game I've ever played, so forgive me for making comparisons to other games. I am only trying to compare to what I already know. In no means am I trying to say it's the same as the games I compare it to.
You've already redesigned the Holy Trinity paradigm of Tank/Healer/DPS without dedicated healers into something similar to Combatants/Crafters/Scouts (which I think is awesome). As a well versed MMO player, I've spent many days playing WoW, Rift, SWTOR, etc...and as such each game tends to have the preferred class/spec combo. I remember when Frost DKs were taken over my Enhancement Shaman due to different class/spec abilities/buffs.
So I was wondering if Crowfall will redesign or break standard MMO class/spec composition paradigms? I.e. Will a horde (or herd?) of Minotaurs be able to be as effective as a group of mixed Archetypes? Will groups/guilds need to balance the amount of each Archetype they have? Or will we see that Archetype doesn't change how the game is played, the player [skill/style] changes how the game is played?
Hope that makes sense, sorry for the wall of text! Thank you for your continued effort to make this game amazing!
A: yeah, it's hard to explain when you have a more free-form ability to customize your character, because roles are less defined. that doesn't mean "everyone can do everything" -- at all, it just means "I'm not ONLY a tank" or "I'm not ONLY dps."
and again, we're not killing the idea of support classes, we just don't have firehose healers, because the game isn't being made with the goal of having parties fight monsters with 40,000 health. It's a different mindset, so we changed the roles to fit the new paradigm.
 
Q: With the Crowfall physics (inertia, gravity, etc.), is it possible to climb some very steep slopes? Or the characters will rather tend to "fall"?
A: yes, we've already got a version of this working, it's interesting to play with. Your guy will "slide" down a sleep slope -- and when you add it to the feet placement IK system (which you can see in a few of the character screenshots) it works surprisingly well!
 
Q: 1.are the world's seemless or do you select a world on login?
2.Are you guys planning on a mobile app for acct, char, guild, shop mgt? I think mobile mgt would be crucial for merch owners.
3.How lush are the RSS going to be throughout the maps?
A: 1) Each Eternal Kingdom and Campaign world is a separate world. Within that world, it is seamless.
2) mobile app would be cool, but it isn't part of the core module. sounds like a great stretch goal. I know I would use it.
3) I'm not sure what you are asking, here?
 
Q: It is my understanding you do not have traditional leveling.
Will a freshly made character be able to fight a character that has been around the block and skilled up?
Also, am I correct in thinking that instead of choosing a race then a class, you choose an archetype, and the race/class are one choice together?
Thanks for your time - first time I ever backed anything on Kickstarter.
A: high level characters have an advantage, but not a huge one. In most MMOs, a 40th level guy can take on an infinite army of 20th. In ours, a high level character can take out one or two, but if he gets caught off-guard by 3 or 4 newbies, he could be in serious trouble.
Yes, archetypes are race/class combos. This makes them more thematic, because when you decide to make every race and every class go together, you have to make animations and armors that match everyone -- which means you end up with characters that are inevitably more generic, and a spiraling art cost gets quickly out of control due to all the combinatory results.
Thanks for backing!
 
Q: You have said crafters could craft full time and be their main role in the game. Is this true for gatherers as well? Could you have a character that spends its entire game harvesting resources for your guild and crafters?
A: absolutely! this will be a more dangerous route, because it means you'll have to brave the Campaign Worlds -- but it can be a VERY lucrative path, if you're good at it.
 
Q: What has been the most memorable moment for you both during this whole Kickstarter campaign?
A: that first morning was brutal. terrifying, and exhilarating in equal parts.
 
Q: Thank you ACE for the Ask me Anything post in reddit. So here is my question: - What do you plan as background for the different gods and when do we see these ideas?
A: I have a firm idea of all the gods, and how they interrelate, that I've been working on for the last year or two. We just didn't have time to do all the art to back it up, going into kickstarter.
This is an area that I'm really looking forward to. The Pantheon of Gods, and their relationship to the Hunger, is one of the coolest parts of the CF universe IMO. We haven't quite gotten to the part where the players (and guilds) know them well enough to start building their own stories around them. That's coming.
 
Q: The combat in MMOs is usually very generic and doesn't really feel like the characters have any weight when they are landing blows. Have you considered going with more of an action rpg combat system instead? I think larger battles will feel a lot cooler and take more use of your physics engine to if characters can't just walk right through each other and a shield actually has to be facing someone to block them.
A: that's what we're doing. We are using PhysX and locked animation sequences, to give weight to the character's actions.
 
Q: With the development of the tournament and championship systems, do you see Crowfall breaking in to the esport scene, and if so will we see shorter more televisable campaigns? I could get behind watching a Hunger Games like arena with a single spawn.
A: We should be lucky enough for the game to be that popular! How far we go down that road is really for you guys -- the community -- to decide.
 
Q: 1) Any reason why "The Shadow" rule set is on the only rule set not to be included in the core module?
A: Yes, the order of the rules was chosen to explore the outer edges of the design. I picked the Dregs, first, because we didn't know if we would hit any stretch goals at all, and I knew this ruleset would be most popular with our core following (many of whom are ex-Shadowbane players).
Once we cleared that hurdle, I went back to the 3 faction rules, because I knew those two rulesets would give us the most coverage.
Once we cleared THAT hurdle, now I had two left to choose from, and the 12-god cage match sounded more fun.
As we get more funding, we'll expand the rulesets -- in fact, after launch, we'll be constantly adding new rulesets, that is the single coolest thing about the design's architecture.
 
Q: Regarding the new Infected Ruleset: Will our characters pledge permanently to one god or will it be on a per campaign basis?
A: This is one that we're still debating. It's not an easy answer, and if we can't agree internally, we try to resolve that impasse before we talk about it publicly.
 
Q: I watched a video from MMORPG.com and apparently the game has survival elements like hunger, cold and thirst. Can you confrim this? And if so can you talk about it a bit?
A: Yes, we are including survival elements in the game -- though we haven't released an FAQ yet that talks about how these elements work. (We actually wrote one, but in the review process prior to release, it raised a handful of new debates internally, and that's how we knew we weren't quite ready to talk about it, yet.)
 
Q: How do you plan to handle stealth in Crowfall?
A: My goal was to make it similar to the SB stealth game; there were two different play styles, one geared towards stealth (infiltration, information retrieval, assassination) and one geared towards anti-stealth (seeking out and eliminating the former.)
In SB, a lot of this was focused on troop movement and city infiltration -- which was awesome, but in Crowfall we have opportunities to expand on that foundation, thanks to resource collection and caravans. That should add a new layer of cool gameplay to reconnaissance.
 
Q: Excited about the game, a few questions for the team!
1) You've analogized the game economy to EVE before (Items with durability requiring replacement, a highly complex crafting system), in which case I'm wondering what form marketplaces will take. Will they be exclusively in player owned eternal kingdoms or scattered throughout the land in NPC towns and castles? Will players have the ability to place buy/sell orders or contracts on said markets, or will trade be exclusively face-to-face or mediated by a WoW type auction house?
2) Will players be able to move their characters from one account to another, and if so will that be free (Besides buying another account of course) or paid? I'm thinking this because VIP players will be able to passive train up to 3 character slots at once, and this could create a secondary market in trained characters. As a followup, will characters be tradeable in-game?
3) Will characters on the same account all have access to the same eternal kingdom? As in, could my fighting character procure some valuable resources, leave it at my keep, and then my crafting character logs on and makes advanced materials or items?
Thanks!
A (Todd): I'll try and hit these quickly:
1) no automated auction house. we want people to move their avatars (and resources/materials) around the game, we feel like it makes the experience cooler
2) no current plan to move characters between accounts
3) yes, the EK ownership is at the account level, not the character level
A: (Gordon): 1) We have no NPC EK's or marketplaces. So everything is player driven and owned. We'll start with face to face player commerce and player owned vendors, and move to the contract model over time. No global auction houses! 2) We are not planning to be able to transfer characters between accounts. We will have the ability for players to buy up to 3 additional character slots per account (6 total). 3) The account owns the Eternal Kingdom, not a character. Which means all characters on that account share the materials/items in their Eternal Kingdom.
 
 
Q: Hey thanks for putting this Q&A together. Here are a few questions I have answer as many as you like!
To what extent is this game combat/questing/mission based? Is the possibility of non combat skills off the table?
For example, I think Runescape was revolutionary in the fact that it had an incredibly wide skill system (woodcutting, fishing, agility, etc). This made so many new possibilities for the players, it allowed them to play the game in an infinite number of ways (pures, mains, skillers, etc). It also gave them small sets of goals and the psychologically satisfying feeling of gaining experience and levels to accomplish those goals.
How important is it to you to have a a "satisfying" feeling combat system?
League of legends does this incredibly well (Nidalee spears, Jinx's ult, Zed's auto attacks). The satisfaction of hitting a skill shot or attack. You hear the noise of the attack and see your opponents health bar instantly chunked down.
How wide will the skill range be for PvP combat?
League of legends and Super Smash Bros would be examples of a massive range of skill that the player can develop. In both these games the extent to which you have timing, positioning, and knowledge of the strengths and weaknesses of your opponent give an enormous range of who is "good" and who is "great".
A: the game is heavily focus on crafting and economy, it's one of the pillars of the experience. but it isn't focused on narrative, pre-written quests; instead, we generate opportunities for conflict that will cause players to come into contact with other players (sometime cooperatively, but more often competitively) -- for example, we spawn a valuable strategic resource in a disputed area and let the teams fight over it. It's not a "quest" per se; instead the system is driving players to become the content for other players.
incredibly important. meaning: if we don't get the feel of combat right, our game is dead.
it will likely be similar. we're using an action-combat model, so yeah, some players are going to be MUCH better than others. add that to a shallow advancement curve (where level and equipment aren't going to protect you) and you've got a game that is much more focused on player skill (and strategy.)

Q: This action combat model can be very hit or miss. I hope you guys find something that looks nice and feels good to use. Not just a bunch of running around and turning the camera while trying to throw attacks at your enemy.
A: I think the animation locking will have a pretty big impact on addressing this, but we'll have to try it to know for sure.
 
Q: Will different archetypes of the same race have different physique to fit their role more?
A: f I'm understand correctly, you're asking "if we add a Fae spellcaster, would she had a different height/weight/body style?"
Yes, she certainly could. One of the benefits of the archetype system is that each archetype can be VERY different. That said, we'll always have to be mindful of animation reuse, because animations are INCREDIBLY expensive, so it'll probably be a mix. For example, I'm expecting that we'll get some reuse between the Male Champion and the Minotaur... even though the overall look will be significantly different.
 
Q: Can players swim in crowfall?
A: yeah, yeah... OK, swimming. sure.
We'll have to do something, here, obviously... but we don't have a firm answer yet. It's actually a significant cost for, sadly, a pretty minimal gain IMO. I have no intention of adding an underwater themed biome, or water dungeons or anything. Ideally, water should be another environmental resource that you have to take into account, tactically.
(Honestly, I would really love to say "you don't swim! characters just walk across the lake floor", and since the characters are Immortals, I think there is some narrative precedent. *
but I don't think we can get away with that.
We'll figure something out.
man, I hate swimming.
*highlander reference ftw

Q: and along these lines, will there be oceans, lakes with boats and sailing?
A: boats are another matter entirely. I love ships. Ships are awesome.
that said, we don't have the budget to do ships. This would be a great stretch goal, but it would unfortunately have to be a pretty big one.
someday, perhaps?

Q: Are granted rights (noble, tenant, etc) to EKs also based on account, or can it be different for different characters?
A: Current design is account level.
Though Blair just raised an objection as I type this, so evidently it warrants further discussion.
 
Q: On the forums, Thomas Blair made a comment about land being "a big giant box of Tetris pieces and the campaign worlds grab a handful of them when the world is generating".
Does this indicate that the entire world is not procedurally generated, but just select generated but QC'd plots of land and piecing them together? So could we expect after multiple campaigns to see the same 'pieces' multiple times, but possibly just in different order?
Thank you!
A: the answer is somewhere in between. we're procedurally generating the worlds, but using the tetris model to create them. yes, that means that some areas will be similar between Campaigns -- but not exactly the same.
For example: I might recognize that this S shaped, 5 parcel area consists of hills and a river, but the villages within it are different. I don't know if there will be a city wall around the next hill, or a barracks, or a burned villa.
Completely procedural worlds, using a fractal algorithm to generate the terrain, tend to look cool when viewed from a distance but don't feel right when you play them. I struggled with this problem for 4 years on shadowbane.
This approach, IMO, the best balance point between "custom-built areas" and "procedurally generated maps."
 
Q: Can attributes (Str, Int, etc.) be trained after the advantages/disadvantages selection? Will there be any cross-promotion classes (like Shadowbane hybrids, i.e., fighter lock vs mage lock)? Looks amazing guys! Power on to 1.7 Mill!
A: They can be increased through: disciplines, equipment, and buffs. We elected not to do the "level based" increases at the same time we elected not to do levels.
 
Q: Hey guys, first of all thanks for doing this and I want to say the game looks amazing. It's the game I've always dreamed of. Now to the question: What kind of control over ranks in guilds are we going to have? Is there a limit on the number of ranks? If possible can you give us a quick overview of the guild system?
A: We haven't talked about the guild system (we will soon) primarily because we aren't doing anything here that will be particular contentious.
My philosophy on this is: these guilds have existed long before Crowfall, and will exist long after. We need to give you guys the power to manage the guild, and to that end, we need to adapt to you -- not the other way around.
Guild management IS intended to be a different system from Eternal Kingdom management, btw -- though the two will often be intertwined. We aren't forcing guilds to use our EK structure.
 
Q: Hey there! Big fan, I played shadowbane a ton and even had a few guides make it on to the main site. I've been doing a bunch of building in the Landmark version of the Voxel Farm tech. I have a few questions about voxels:
How much of the world will be made with Voxels?
Will the buildings be mainly voxels or a mix of polys?
Will you be using a poly to voxel conversion or making the buildings manually with VF tools?
Will you be using the procedural grammar system for creating structures?
A quick non-voxel question:
Some of the pre alpha combat footage seemed to use heavy amounts of 'red carpets' to indicate where attacks would be. Is it a plan to stick with these or try to minimize their usage in combat?
A: The entire world is voxelized. That said, you won't be able to carve it up as quickly as you see the forgemaster doing in the video -- that's edit mode. If we allowed that, the world would be swiss cheese within minutes of a new campaign coming online.
the plan for buildings is voxels. plan for props is polygonal meshes.
we build the stuff in 3DS Max and convert it to voxels. We're also working with VF to voxelize UV-mapped meshes, which is something that no one else has done with VS before (spoiler alert!) The analogy I use for this is a candy bar: tri-planar mapped interiors with a "hard candy shell" that can be mapped like a normal 3D polygonal object (instead of having to create the surface out of different materials).
That work is coming along well, though it has been very tricky to work out! We've been working on it since ... October of last year?
Re: procedurally created buildings, yes, that is the plan, but out of rooms/towers/wall segments, etc, not brick-by-brick.
We're still playing with the target projections. TBH, I don't know if they will make it into the final game.
 
Q: Is the Champion, Templar or Knight able to dual wield? I want to play a dual wielding plate wearing bad bottom and need to know which of the three allows that. I'm excited for beta and glad that I was able to help kick start this game.
A: We haven't released a list of the promotion classes or disciplines yet, but I'll try to keep it in mind to make sure we have at class with both heavy armor and dual wield.
Thanks for backing us!
 
Q: Thanks for doing this guys! 1. Do you have plans for a support role to be able to deliver their support via melee in the form of something like an AoE effect? 2. Are you fine with some classes being able to own others in a 1v1 setting or will you attempt to balance it all?
A: 1) yes, but we haven't announced the details yet. 2) absolutely, that's not the goal of balance (which is good, I suppose, since it wouldn't be possible.)
Our goal is for players to be able to decide what play style they want, and customize their character to that end. Part of that means they need to figure out what situations they want to be strong in, and seek those out. It also means choosing some areas they WON'T be strong in, and avoiding them.
("Perfect balance" isn't actually fun, either, btw. Rock Paper Scissors is pretty balanced! and terribly boring.)
 
Q: Thanks for doing this AMA, Im a fan of MMO's and a fan of hardcore PvP, even though i am really bad at it in most games, but I have fun while doing it, my question is with the passive training you have implemented can a super casual player truly compete with people in the dregs? Reword the question a bit Will the passive training be enough to get you by, or should someone really need to play all the time to compete in the more hardcore rulesets?
A: Ok, so that's really two different questions, so let me break it apart.
With passive training, will a more casual person will be able to achieve equal footing to the best players on the Dregs? Yes.
Will a casual person be able to compete with the best player on the Dregs, character build aside? No. But honestly, even if your build was better, that person would still likely lose. Spending more time in the game wouldn't help either, though, if that helps! Some people are just crazy good. Stay away from them. Be careful. Bring friends.
 
Q: Any plans for a human caster from a non-religious background? Wizard/Mage is usually my style and promotion classes would allow for a lot of others (battlemage, necromancer, warlock etc).
A: yes, we have promo classes for some of the existing archetypes that don't have a narrative bend towards religion.
 
Q: Talk about leaving a campaign has been vague, I understand you acquire resources there; but what happens to gear and spoils you've looted along the way? What benefit (to the next campaign, not EK) would loot have if when you start a campaign you're going in naked?
A: Export rules determine how much you can take back to the Eternal Kingdoms. How much this matters in the next Campaign, depends on the type of Campaign you choose (and specifically, the Import rules of that next Campaign.)
If you really want to bring in the gear that you looted, don't pick a naked Campaign (we call those campaigns 'terminator rules'). Terminator-rules Campaigns are great, however, for players who want to be assured of a completely level playing field at the start, or players who are new to the game and don't have anything to bring in from prior Campaigns.
 
Q: Outside of the campaigns, will the Eternal Kingoms serve any military function? Eg: Will guilds be able to war with guilds between their Kingdoms, or is all combat relegated to the campaigns?
A: you have control over your PvP settings, but that really isn't the purpose of the Eternal Kingdom. The Campaigns (and Tournament Worlds) exist exactly for this reason, and were designed to avoid the "Uncle Bob" situation where one team "wins" and the game is over.
 
Q: Is there a small chance the All-Father is still alive? If yes, is there anything the players could do to help him fight the Hunger?
A: I like to leave room in the narrative for crazy things to happen!
But, no. He's dead.
 
Q: With a heavy focus on crafting and economy and allowing RMT with VIP tickets...Could you tell me how this wont be pay2win? or pay2advantage? Wont people be able to RMT and have all the materials or anything they want in game? In turn taking that into pvp.
A: Eve has allowed this forever, and it isn't a "pay to win" game. Why not? Because you can't win by paying more money.
If your point is "players shouldn't get ANY items they didn't personally earn, because it's cheating", then the only way to fix that is to turn off trading completely.
Guilds give items to guildmates. Those players didn't earn it. Friends twink up their friends. Those players didn't earn it. Players beg. Players bully. Players con. Players trade.
Items are CONSTANTLY moved between players. It's a part of the game. If the items were created or collected in the game, by other players, IMO that isn't pay to win.
and remember -- we have import rules on every Campaigns. if you REALLY, REALLY hate the idea of facing a player who is using an item they didn't earn, because another player gave or sold it to them -- then stick to the Campaigns that don't allow you to import ANY items. Problem solved.
Unless it just offends you. Like I'm offended that a restaurant that I never go to, that serves a type of food I don't like, doesn't serve my favorite beer.
In fact, a pretty good argument can be made that a system like this is the opposite of pay to win, because people who CAN'T afford to pay for a subscription can now invest time -- instead of money -- to get the same benefit as the player who pay for a VIP membership. That's not pay to win; it's the opposite.

4
Crowfall / Crowfall: Victory!
« on: March 26, 2015, 10:55:01 AM »
VICTORY!

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 Wow! Nothing beats the smell of victory in the morning! 

You guys already know that I'm not really a PR person. So, I hope you will excuse me for thanking you in the only way that I know how.

 HOLY CRAP, YOU GUYS!!!

 CROWFALL MADE ALMOST $1,800,000 IN PLEDGES!

 I can't believe it. Between Kickstarter and our Paypal collection directly on crowfall.com, we raised just $1,783,796. from over 17,000 backers!

 I feel dizzy. I need coffee. or maybe a nap.

 That staggering last-minute surge means that, in the last 24 hours...

- We hit $1.5 million, unlocking the Infected rules and the Minotaur archetype (was that really yesterday morning?!)

- We unlocked the 15,500 backer All Father relic update,

- We passed $1.6 million, allowing us to build the Tournament system,

- We achieved the 17,000 backer goal, unlocking the Centaur relic, and

- We passed the $1.7 million mark, achieving the Combat Pets stretch goal!

Amazing... Unbelievable.

So, what happens next?

Now we get to work! We have a game to build. We refine the vision. We engage with you on the forums. We discuss our ideas (and mistakes) openly. We find the right solutions, together.

And we continue to seek out our kind. Crowfall isn't a game for everyone. But there are still players out there -- brave, lost, and arguably crazy -- who will share this vision. Who, like us, will HAVE to see it come to life. We need to find them, and bring them home.

We won't let you down. We're going to show the world a new kind of online experience.

Thank you for making CROWFALL a reality.

We'll see you in the game!

Todd, Gordon, and the team at ArtCraft Entertainment
Creators of Crowfall www.crowfall.com

P.S.. For those of you who found us late -- or for friends that couldn't pledge through Paypal for some reason, we're now accepting pledges on our own website at www.crowfall.com . The bundles aren't the same, but the deals are still great and you still have a chance to jump into this project early!



5

GordonWalton
http://community.crowfall.com/index.php?/topic/5224-kickstarter-backer-packages-and-post-kickstarter-backer-packages/


When we started our Kickstarter, we wanted to offer our earliest backers the best deals possible.  And we did!
 
We didn’t do a perfect job though, our particular game is not identical to other MMO’s (as you may have noticed).  Some of our backer packages ended up with pretty extreme value multiples because we love our backers!  In particular the Amber and Sapphire packages are amazing values for backers, followed closely by Gold and Ruby packages.
 
After our Kickstarter campaign ends on 3/26/15 (thank you for our success by the way!), it will be time to change the contents of these backer packages.
 
We’re going to keep the package names the same and change the content of these bundles for NEW backers – again, we aren’t changing anything for those who signed up DURING Kickstarter!  We love our early backers, and we are delighted that you are getting such good deals.  But going forward, new people who sign up won’t be getting quite as good as deal as you did.
 
Most of the non-exclusive items dropped from packages will be able to be purchased individually on our store, just not not right away.
 
Kickstarter Backers got a number of exclusive items and “Backer Number Goal” rewards, most of which will not be offered in the post-Kickstarter bundles.  Except the horses, because everyone likes and needs horses!
             
OK, what do these old and new packages look like?
 
I’ll show three example packages with color coding to illustrate the changes:  XXX  = Content changed, XXX = Content lost, XXX = Backer Number Goals Rewards lost
 
Gold: Kickstarter bundle                                             Gold: Post-Kickstarter 2015 bundle
 
Patron title in credits                                                       Patron title in credits
Digital copy of the game                                                 Digital copy of the game
Alpha 2                                                                            Alpha 2
One cottage                                                                    One cottage
Digital Art Book                                                               Digital Art Book
Digital Sound Track                                                         Digital Sound Track
Gold Forum Badge and Frame (KS specific)                  Gold  Forum Badge and Frame (2015 backer specific)
Stronghold: Small Fortification - KS exclusive                Stronghold: Small Fortification version 2 - 2015 backer exclusive
12 months VIP                                                                9 months VIP
Quarterhorse/War Horse/Nightmare KS Exclusive        Quarterhorse/War Horse/Nightmare version 2 – 2015 backer exclusive
Exclusive God Statue (1 of 12)
Reserved  Unique Character name
2 Extra Character slots
Name a Fallen Hero
Increased bank size by 20%
The Arcane Weapons set
The extra month of VIP
The All-Father statue and Relic upgrade
The Pack Pig! Caravan figurine
3 Bonus Tax-Free Parcels
Dwarven Blacksmith Thrall
 
Sapphire: Kickstarter bundle                                     Sapphire: Post-Kickstarter 2015 bundle
 
Patron title in credits                                                      Patron title in credits
Digital copy of the game                                                Digital copy of the game
Alpha 1                                                                           Alpha 1
2 cottages                                                                       2 cottages
Digital Art Book                                                              Digital Art Book
Digital Sound Track                                                        Digital Sound Track
Baron/Baroness title                                                       Baron/Baroness title
1 Divine Cathedral                                                         1 Divine Cathedral
Access to expanded colors guild heraldry                     Access to expanded colors guild heraldry
Access to expanded symbols guild heraldry                  Access to expanded symbols guild heraldry
10 Tax-Free Parcels                                                      10 Tax-Free Parcels
Sapphire Forum Badge and Frame (KS specific)          Sapphire  Forum Badge and Frame (2015 backer specific)
Stronghold: Small Castle - KS exclusive                        Stronghold: Small Castle version 2 - 2015 backer exclusive
72 months VIP                                                                24 months VIP
Quarterhorse/War Horse/Nightmare KS Exclusive        Quarterhorse/War Horse/Nightmare version 2 – 2015 backer exclusive
1 Villa                                                                             
Physical Collectors’ Edition
Exclusive God Statue (1 of 12)
Reserved  Unique Character name
3 Extra Character slots
Name a Fallen Hero
Increased bank size by 20%
Reserve Guild Name
The Arcane Weapons set
The extra month of VIP
The All-Father statue and Relic upgrade
The Pack Pig! Caravan figurine
+5 Bonus Tax-Free Parcels
Dwarven Blacksmith Thrall
 
Emerald Kickstarter                                                      Emerald Post-Kickstarter 2015
 
Patron title in credits                                                       Patron title in credits
Digital copy of the game                                                 Digital copy of the game
Alpha 1                                                                            Alpha 1
3 cottages                                                                       3 cottages
Digital Art Book                                                               Digital Art Book
Digital Sound Track                                                         Digital Sound Track
Duke/Duchess title                                                          Duke/Duchess title
1 Divine Cathedral                                                          1 Divine Cathedral
Access to expanded colors guild heraldry                      Access to expanded colors guild heraldry
Access to expanded symbols guild heraldry                  Access to expanded symbols guild heraldry
72 months VIP                                                                72 months VIP
2 Villas                                                                            2 Villas
3 Extra Character slots                                                   3 Extra Character Slots
1 Manor building                                                             1 Manor building
1 Launch Party Invite + guest                                         1 Launch Party Invite + guest
1 Premier Backer Studio Tour + guest                            1 Premier Backer Studio Tour + guest
Monthly Q&A with ACE                                                  Monthly Q&A with ACE
Emerald Forum Badge and Frame (KS specific)           Emerald Forum Badge and Frame (2015 backer specific)
40 Tax-Free Parcels                                                       80 Tax-Free Parcels
Stronghold: Large Castle - KS exclusive                       Stronghold: Large Castle version 2 - 2015 backer exclusive
Quarterhorse/War Horse/Nightmare KS Exclus.           Quarterhorse/War Horse/Nightmare version 2 – 2015 backer exclusive
Physical Collectors’ Edition
Unique Guild Heraldry
Exclusive God Statue (1 of 12)
Reserved  Unique Character name
Name a Fallen Hero
Increased bank size by 20%
Reserve Guild Name
The Arcane Weapons set
The extra month of VIP
The All-Father statue and Relic upgrade
The Pack Pig! Caravan figurine
+40 Bonus Tax-Free Parcels
Dwarven Blacksmith Thrall
 
As we get closer to launching the game we will probably change the packages again.  Earlier backers will always get better deals!
 
Thank you again for all your support1

6
Crowfall / Crowfall: Kickstarter Final Day
« on: March 25, 2015, 11:46:03 AM »
Final day!
https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/posts/1177663

...and we're off to a GREAT start!

Small | Large


We just crossed the 15,500 backer stretch goal (converting the All Father statue into a Relic) AND we just hit $1.5 million -- which means we're adding the "Infected Worlds" ruleset (the 12 faction War-of-the-Gods) and the Minotaur archetype.

We're also taking this moment to add a few more backer stretch goals, on the hope/chance that we'll need them (fingers crossed!)




16,000 Backer Reward: Dwarven Blacksmith Thrall
At 16,000 backers, we're going to add a BLACKSMITH THRALL NPC to the $100 (BRONZE) level reward tier -- giving you a Stoneborn Thrall to slot into your Forge that grants access to improve your crafting

17,000 Backer Reward: Centaur Relic
At 17,000 backers, we're going to grant a CENTAUR STATUE RELIC to the $60 reward tier (BACKER) -- which offers a Blessing of Courage (+1% hunger resist) to the land owner and all tenants of the parcel in which it is placed.

18,000 Backer Reward: Forgemaster Relic
At 18,000 backers, we're going to grant a FORGEMASTER STATUE RELIC to the $60 reward tier (BACKER) -- which offers a Gaes of Craftsmanship (+1% training of crafting skills) to the land owner and all tenants of the parcel in which it is placed.

As we head into the last few hours, we want to THANK YOU for your support, and ask you for one last favor: If you know other people who you think would enjoy this game -- and that you would like to have as a part of this community -- please let them know that this is the last day of our Kickstarter. We'll still be accepting pledges after today on our website, but the discounts won't be as good and all the exclusive rewards will go away.

We're also hosting a series of podcasts / developer chats during this last 24 hour period:
- At 4:30 pm Central we will be hosting our first AMA (Ask Me Anything): http://www.reddit.com/r/Games
- At 7:00 pm Central we will be joining the Gold & Glory fellas live on twitch at: http://www.twitch.tv/mmorpgcom
- At 8:00 pm Central we will be closing the night with the Crowns and Crows gang: http://www.twitch.tv/crownsandcrows

7
Crowfall / Crowfall: Reddit AMA March 25 4:30 Central
« on: March 24, 2015, 11:37:45 PM »
Awesome news!  Todd Coleman and Gordon Walton are doing a Reddit AMA tomorrow afternoon! 

Look for it in this subreddit!

http://www.reddit.com/r/Games

They should be answering questions for about two hours from 4:30 - 6:30 Central.   So... 5:30 Eastern, 2:30 Pacific!

8
Crowfall / Crowfall Backer PSA
« on: March 24, 2015, 02:38:10 PM »
If you have backed Crowfall on Kickstarter be sure to register on the Official Crowfall Website!!! 

http://crowfall.com/#/

If you can use the same email as your Kickstarter account.  This will make it easier for them to link your Backer Rewards to your Crowfall account.  Most importantly you do need a Crowfall account!


If you haven't backed Crowfall... What are you waiting for?  BACK NOW!

https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/description


If you don't plan on backing you can still get into Beta.  Registering on the official Website also signs you up for the Beta.


ps...
once you've signed up on the forums go check in on the guild thread and rate it 5 stars ;)
http://community.crowfall.com/index.php?/topic/546-the-guardians-tg/

9
Crowfall / Crowfall: New Worlds Factory Interview
« on: March 24, 2015, 02:18:05 PM »
Gordon Walton did an interview with a site I've never heard of....


Quote
Highlight:

Speaking of character customization, will it be possible for players to choose different body types (slim, fat, muscular etc.) and/or height within their chosen archetype?

No. We recently released an example of the character customization (for the Knight) and it’s a huge, combinatory array of equipment and body customization… but it doesn’t include sliders for height or changing your eyebrows or anything like that. Offering that kind of customization dramatically slows down you engine, and in a game like Crowfall, we have to prioritize framerate over minor cosmetics. Instead, we stick to the big ticket items: weapons, cloaks, armor, helmets, gloves, boots, decals, etc. Keep in mind, we are also using a physics-based combat engine, so we have to be careful about customization for other reasons, as well. We don’t want to allow people to change their size, height, and or mass since it might work out that being really tall or short is a combat advantage.

Read more at http://www.worldsfactory.net/2015/03/23/crowfall-interview-mmorpg-strategy#y7cbwL3p1PmeLtFf.99

10
Crowfall / Crowfall: 48 Hours to Go Update
« on: March 24, 2015, 01:18:22 PM »
Less than 48 hours Remain! More goals!
https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/posts/1176510

Well, things have really heated up for us. We've been waiting to hit each stretch goal before we announce the next, but they're starting to hit so quickly that we can't keep up. We have to sleep sometime! 

So, we're going to go ahead and list out a few more at this point, and we'll see how far we get. We don't necessarily expect that we will get to all of these in the next 48 hours (but we can hope!) but better to have them up, just in case!


15,500 - Backer Reward: All-Father Statue RELIC

 ...at 15,500 backers, we're going to convert that All Father statue (that we granted back at 12k backers) into a Relic! This means the statue will now be more than a cosmetic prop to add to your Kingdom -- now, it will offer a Blessing of Knowledge (+1% training of combat skills!) to the land owner and all of the tenants of the parcel in which it is placed.


$1.6 million Stretch Reward: Tournament System Campaign

Tournaments! We will add a single-elimination Tournament ladder for guilds to compete on a annual (or bi-annual) basis. Guilds will have to win a Campaign to qualify, at which point they will be pitted against each other in a single elimination, winner-take-all Tournament to take home the Dragon Throne -- an Artifact which benefits everyone in the Kingdom -- and which shows, without question, which Guild is the best. 

$1.7 million Stretch Reward: Combat-enabled Pets!

Tame wild creatures to act as your companion, and craft magical figurines to summon to them to your aid! These Combat-ready pets are built as an extension to the mounts system, and will be useful for ALL archetypes -- they are not limited to a particular class or playstyle!

11
General Discussion / The Truth Is Still Out There
« on: March 24, 2015, 12:49:32 PM »

http://www.fox.com/the-x-files/thexfiles


Fox just ordered a 6 episode event series for the fall!

David Duchovny and Gillian Anderson to Reprise Their Roles as FBI Agents Fox Mulder and Dana Scully


I don't know about you, but this is my favorite TV show of all time.  I am pumped!

12
Crowfall / Crowfall: Minotaurs!!!
« on: March 24, 2015, 10:54:23 AM »
$1.4 Million! Announcing...Minotaur's!


Small | Large



$1.4 million? Really?! It seems like just the other night we were posting an update to thank you for hitting $1.3 million!   
Oh! That's because... we did! 

We have officially gathered over $1.4 million in pledges for Crowfall. This amazing number means that we can now include the God's Reach (3 faction) rules set to the core module, and it means that the "Artifacts and Relics" system is a GO! 

AND it looks like we're going to need a new stretch goal! 

So, at $1.5 million, we're adding "the Infected" ruleset + bonus "Minotaur" archetype! 

The Infected ruleset is the multi-faction system that supports the War-of-the-Gods: 12 factions, one for each God, warring for supremacy of a Campaign World. We've really looking forward to having this ruleset and we REALLY hope you guys will support us to make it happen sooner, rather than later! 

...AND in addition to that, we're going to take this opportunity to add another Archetype to the mix: the Minotaur! As some of you already know, we're big fans of the Bullmen around here. (And no, not just because of our close proximity to UT Austin.) The Minotaur Myrmidon  was an archetype that we wanted at launch... but for cost reasons, we cut him. At $1.5 million, we're going to change that.




And as a special "thank you" to our VIP members (which, thanks to the unlocked 13,000 backer reward means ALL of you!) we're going to give you a 1-month head start on creating characters of this type. 

As always, thank you SO MUCH for making this happen, and please keep spreading the word about Crowfall!

13
Crowfall / Tully just dropped a hint for next stretch goal...
« on: March 23, 2015, 06:39:11 PM »
"Just 10k more until 1.4 million and then we will announce new goals! You guys are going to have a COW!" - Tully




14
Crowfall / Crowfall: Eternal Kingdoms FAQ
« on: March 20, 2015, 12:16:22 PM »
Eternal Kingdoms!

https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/posts/1172383


In Today's update we unveil more information about the Eternal Kingdoms. We hope you have a coffee, this is a long one!

How do I get a Kingdom?

Every account is granted a Kingdom. They start as mini-worlds that players can use to build and explore, which can be expanded to become much larger.

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 difficulty and power.

All accounts are granted a kingdom at the beginning of the game, but using it is not required (…beyond maybe a tutorial? We haven’t decided yet.)

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.

How do Kingdoms compare to 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 effort (and materials, which come from Campaign Worlds.)

Kingdoms must be upgraded (and developed) to increase their functionality. They start as single-player realms, and must be upgraded to allow more players to join.

How are Kingdoms laid out, and how big are they? Is it like a housing instance?

The map of every Kingdom is divided into a square grid. Each square in the grid is called a “cell.”

Kingdoms begin as a 3 cells by 3 cells square. We’re still building this system, so the cell sizing will probably change a bit… but in the current prototype, this equates to roughly half a mile square of virtual territory.

The Kingdom can grow to be many, many times larger than this starting size.

Why would the size of a cell change?

At some point (soon) the size of the grid cell will be locked. At this phase in development, there are some unknowns which would affect cell size. For example: Our Mounts and Caravans Kickstarter stretch goal is about to be funded! Obviously, that system will change how quickly players can move through the World, and we’ll need to test the world size to make sure it feels right for both mounted and un-mounted players.

For now, we are estimating a cell will likely be somewhere between a quarter of a square acre and two square acres in size. Either way, even the smallest Kingdom will be much larger than a typical MMO housing instance.

How can I make my Kingdom larger?

It will likely take a combination of time and raw materials (stone, iron and wood) to add cells (raw square footage) to your Kingdom.

When I add a cell, what is it filled with?

Terrain/Land. The contents of each cell is initially “wild”, meaning that it is filled with untamed (and unusable) forest. You cannot build assets on land that is wild – and without buildings, the land has very little utility/function.

To develop one or more cells, you have to unlock it, after which you can use materials to buy “parcel deeds”. These deeds represent tracts of land that can be dropped onto your map. Parcels can have unique shapes (like Tetris pieces) that always fit within the boundaries of one or more cells. Our plan is that parcel deeds will be purchased with in-game resources.

Note: our Kickstarter backers who receive tax-free parcels with a pledge will automatically receive enough unlocked cells to place those parcels.


What size are these parcels (in cells)?

The most basic parcel is 1 cell x 1 cell, and will include very limited features.

Some parcels are much more complex, like a chain of 7 parcels that makes up a Mountain Citadel, multiple player villages, and the mountain range around it. Think of these larger areas as a complete region of a country, i.e. “I am the Lord of the Western Reach. From my Citadel, I control all of the Darkspine Moutains -- as far as the eye can see.”

Once you drop a parcel into a cell (or cells), these areas in your Kingdom will be “terraformed” and appear in your Kingdom. Using different types of parcels, you can build the World to be completely unique – the only limit is your creativity.

Not all Parcels are the same size, and shape? 

No, but they are constructed to fit precisely within a pre-determined, contiguous set of cells. While there are many parcels that are 1x1 squares, there are multi-cell parcels that form different shapes, as well.

The Mountain Citadel, for instance, is actually a 7 square parcel that forms an “S” shape. It includes not just the Citadel, but the mountain range that surrounds it – and enough building area to construct two mountain villages.

To place this parcel in their world, a player would need to have enough cells unlocked in the appropriate shape (or larger) in which they could place the specialty “S” shaped parcel.

In order to obtain a multi cell parcel a players will be able to combine basic 1x1 parcels for specialty parcels.


Why would I want to have these larger parcels on my World?

Having a larger parcel (like a Mountain Citadel, or an Imperial Palace) added to the World is highly valuable to any Monarch, especially one who is trying to build a mercantile empire, because it offers very efficient use of build space (number of available contiguous building lots), increases the concurrent player cap of the World, and increases the Kingdom’s visibility for other players when the Kingdom is set “public”.

All of which equates to a more popular Kingdom, increased commerce and a larger potential tax base.

Small | Large


In game terms, does a larger Kingdom (with more parcels) give me an advantage?

Yes, and no.

Larger maps have more cells. More cells allows you to place more parcels. More parcels means more buildings. More buildings allow for more tenants, higher online player population caps (i.e. how many players can be on this world at any time) and better visibility when other players are browsing the Kingdom list for new markets (or Kingdoms).

All of this also means more commerce, which can generate more tax revenue.

Note, however, that these are indirect benefits – meaning social and economic benefits that you derive from other players.

However, since every Campaign World will have import rules (that determine what can be brought into the World), having a larger, more developed Kingdom will not directly impact the game balance within the Campaigns.

How do I collaborate with other people (like my guildmates) on a Kingdom?

The Monarch can select sub-sections of your world map (in cells) and grant that area to another player. This selection of cells is called a “Province”.


Any player who has been granted a province is considered a “noble” on that world. Nobles can drop, rearrange and remove Parcels within that Province.

Once I drop a Parcel, what can I do with it?

You can build on it. As the World is divided into cells, each Parcel is divided into “Lots.” You drop buildings and props onto Lots the same way you drop Parcels into cells.

You can also grant Lots to other players -- just like the World Owner granted a province to you. (In fact, we use the same system at both the micro and macro level!)

A 1x1 parcel of land is divided into many lots. On this grid of lots, some areas will be marked as “open” and others will be marked as “blocked” (meaning that you cannot place buildings there).

How do I drop buildings and props on my parcels?

This works the same way as dropping parcels on the World grid.

Each building or prop has a footprint in Lots. (again, think of these like Tetris pieces!)

A lot owner can place buildings and push them around to find the “right fit”. Buildings can go anywhere within the designated build area(s) of the parcel, so long as the footprint of each building is clear of other structures.

Are the buildings locked into pre-determined places?

No – the lots that are designated as “building areas” within each parcel are typically grouped together, to allow you to slide your buildings around. Generally, the building areas will be obvious… you can’t drop a building on top of a lake, or over the edge of a cliff.

What do these buildings do?

Buildings serve many purposes. They can…

  • Hold Artifacts and Relics (see the Artifacts and Relics FAQ for more information),
  • Act as crafting stations for crafting new goods,
  • Provide marketplaces (i.e. house player-run NPC vendors to sell crafted and collected goods),
  • Hold trainer thralls (who work in much the same manner as relics, providing buffs to types of passive training speeds)
  • Act as personal housing and social hubs
  • …and other services, as we think of them.


Can other people visit by Kingdom?

Yes, though which players can visit is a decision left up to the Monarch (owner) of that Kingdom. “Public” worlds are open to the public, meaning that anyone can visit them and trade. “Private” worlds are not open to the public. Only land owners (nobles, vassals and tenants) of the Kingdom can enter the World.

Can I open (or close) my Kingdom?

As the Monarch, you can change your Kingdom to be “public” or “private” any time you like.

Why would I make my Kingdom “public”?

Players will be able to visit those Eternal Kingdoms that are public. Players who want to create marketplace (or social hub) will want to set their Kingdom to public and create one or more attractive, easy to navigate marketplaces in that Kingdom to attract other players.

What can players do in my Kingdom?

As the Monarch, you control the administration of your Kingdom. You can set the PvP rules, collect taxes, and grant provinces to other players, making them nobles of your Kingdom. You can collect taxes in whatever form you want to from your Nobles, be it resources or materials! Hey, it’s good to be the Monarch!

As a Noble, you can grant Lots to other players, making them vassals of the Kingdom and allowing them to place buildings on your land.

As a Vassal, you can erect buildings on your Lots, and grant access to these buildings to other players as tenants.

As a Tenant, you can place relics and thralls in the buildings you have access to, using these buildings as crafting stations and market/vendor locations.

(And remember, these permissions are hierarchical in nature – a Monarch can naturally do everything that his or her subjects can do!)

Can I control the layout of my Kingdom?

Yes. Parcels fit together like Tetris pieces. You can arrange them however you like -- as long as the pieces fit together. You can even pick up and move the pieces, if you don’t like where they are placed.

What if that Guild Leader stops playing?

If the guild leader quits, you can always remove your parcels (and any buildings/improvements) and put them in a different Kingdom.

Can I own a house but share Admin rights?

Yes, you may add another player to the Admin list of your building making them a Tenant of the structure. This will also add them to that Kingdom’s fealty tree, allowing them to log in even if the Kingdom is set to “private.”

Can I own land or be a tenant on multiple different Kingdoms?

Yes, you can – but you should make sure you have the appropriate amount of land to place for the provinces you are granted. No monarch is going to want to grant provinces to Nobles who can’t put that space to good use!

Is there an upkeep cost on the land or buildings?

Yes. You will be required to pay taxes and maintenance to the system for the structures and land – unless you have a tax free parcel, in which case the land has no upkeep cost.


If your taxes fall into arrears, the structures on the land will begin to degrade. Once the buildings have fully degraded, they won’t disappear – you can still repair them – but the land will fall back to its “wild” state and the buildings decay to the point they are removed from the world and placed into the owner’s inventory. They will not be usable until the taxes are repaid.

If I invest in parcels or buildings and drop them on a World, are they locked there?  What if I change my mind and want to leave?

If you decide to leave a world – or, if you are ejected from a World by the players above you in the fealty chain -- all of your structures (and any relics or thralls placed in them) will be moved into your account bank. Parcels and Buildings can be moved easily from your account bank into a new Kingdom, once you find one.

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Report a Bug / Captcha Issue
« on: March 20, 2015, 09:58:03 AM »
Quote
I wanted to sign up, but I tried every way of typing Pacific/Atlantic/Pacific Ocean/ Atlantic Ocean in the CAPATCHA(OnTheWebsite), and so my application would not go through  because of that one question.

Have a Crowfall Recruit who is having issues registering.

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