May 28, 2015, 07:52:39 AM

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Topics - Airic Knyght

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General Discussion / Mad Max
« on: May 16, 2015, 12:09:38 PM »
If you haven't seen it yet, why the heck are you sitting on your computer reading this thread!  That's all I got to say.

Other Games and Interests / Convoy
« on: May 11, 2015, 04:06:23 PM »
Bought this game over the weekend and I think it was well worth the $15.  Gives me a good Mad Max taste to hold me over until the movie Friday and it's fun!

Highly recommend it.  Especially if you've played Faster Than Light.  Check it out.

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Star Wars: The Old Republic / New 3.2 Warzone Feature...
« on: April 29, 2015, 09:17:00 PM »
SWTOR- Mounts in Warzones Small | Large

Bioware Q&A Working Overtime!

General Discussion / Got Something Cool In The Mail
« on: April 28, 2015, 08:49:15 PM »

Thanks Kotagg/Anthony! :D

Crowfall / Crowfall: Fightin' Words Campaign FAQ
« on: April 28, 2015, 03:43:27 PM »

In our unending quest to create a dynamic, innovative game, the design team has offered up a new FAQ for Crowfall fans to pick over: Campaign Modules. This overview sheds a lot of light on the how modifications in configurations and rulesets will keep things fresh and challenging.

And what’s a campaign without a hero? The Templar has become a sort of poster girl for Crowfall. Watch as Lead Artist Dave Greco talks us through a time-lapsed video as he masterfully details this iconic image.

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There are many different options that have to be defined in order to determine the rules in each Campaign. The idea is that, at any time, there will be MANY Campaigns running in each of the “World Bands”, with new Campaigns constantly being brought online as old Campaigns come to an end. (The exact number of concurrent Campaigns will obviously depend on the size of our player population!)

When it comes to changes that can be made to the Campaigns, you can think of them as being broken into TWO major categories: ATTRIBUTES and MODULES.

Campaign Attributes:

Attributes are basically configuration settings.

There is a baseline set of Campaign rules that are common across all Campaigns. These attributes MUST be set in order to run a Campaign. Think of these as the simple (but highly impactful!) settings that are “dialed in” at the beginning of each Campaign. This includes settings like:

●        Map Size: How large is the world?

●        Duration: How long does each season last?  How long does the entire Campaign last?  What triggers the end of the Campaign?

●        Import/Export Rules: How much stuff can be brought in and out of the world, and when?

●        Magic Level: How powerful are the different types of magic?

●        Archetype Restrictions: Is this Campaign restricted to only certain archetypes?

●        Resource Scarcity: What is the population of resources available on this world, by type (common, uncommon, rare?)

●        Death Penalties: When a player dies, do their items decay?  If so, how much?  What are the looting rules on death?

Design Modules:

Modules are more complicated, self-contained rulesets.  These are more than just changes to the baseline configuration variables; they are “supplemental systems and content” that can be layered on top of the base Campaign rules to augment (or completely replace) existing systems.

(If you are an old-school tabletop gamer, think of these as supplemental rulesets, like the “Unearthed Arcana” rulebook for AD&D.  You can play the base game without them but, when included, they add additional rules and systems to make the game more interesting. You could also think of them as Game Mods, but it’s not a perfect comparison, as these are being created by ACE not by the player community.)

For example, in the future we could create modules that…

 -          Change the Siege rules (We’ve hinted at this already, with the announcement of the BaneCircle stretch goal!)

-          Add a new type of caravan -- like aerial transportation (Picture WoW-style gryphon rides, only with mounts that can be knocked out of the sky with projectiles!)

-          Add a “divine summoning” system, where a team can perform a complicated ritual to summon one of the Gods to wreak havoc on a Campaign world

…these systems could be added as supplemental Modules, overriding or augmenting the existing game rules in unique and crazy ways.

These modules can be used in any of the “World Bands” (i.e. God’s Reach, Dregs, etc.), though we expect that, in practice, they will often be restricted to one or two – as most of the ones we are thinking of are meant to augment a particular type of game experience.   

Modules allow us to make vastly different play experiences, even within Campaigns of the same type and will allows players to pick Campaigns that further suit their playstyle.

This system also allows our design team to take some risks and try out some ideas that would never be possible in a traditional MMO.  Settings that work (and are fun!) can be repeated, and ones that are not as much fun can be retired.


Absolutely!  This is what the “World Bands” are for. Generally, if you know the type of Campaign you enjoy, you can use the World Bands as a way to start your search.  The first question you should ask is, “What kind of team do I want to play on?” and start looking at Campaigns of the appropriate type.

Team selection rules will remain constant within a Band. (For example, the God’s Reach Campaigns will always use the 3-Faction Rules.)  Attributes and Modules can (and will!) change from one Campaign to the next, even within that Band.

For each Band, we will determine a default combination of Attributes (and modules) from the options available, and use that as a baseline for every Campaign in that Band.  Then we’ll vary those settings a bit for each new Campaign we create… and then we will track the popularity of that Campaign against all the others so that we adjust new Campaign settings accordingly. The idea is to figure out which combinations of Attributes and Modules are the most fun, learn from our mistakes, and use this process of trial-and-error to constantly improve the game.

Also note that these settings will be CLEARLY indicated prior to Campaign selection, so players will know what type of game they are getting into prior to joining.


Crowfall is built using a responsive universe architecture that reacts to our playerbase. There will always be new Campaigns to join (as many Campaigns as our community supports!) From time to time, a specific combination of modifiers may not be initially available, (because there is a minimum population required to support a given World) but we will certainly give you the opportunity to “request” specific Campaigns (with a particular combination of Modules) and if enough players are interested, we are happy to host more Campaigns of that type!


As long as we can continue to support the game service, yes!  We would love nothing better than to keeping adding new Attributes and trying out new Modules, as we believe this will keep the game fresh and innovative. In fact, it should make the game evolve over time, more than we have ever seen in an MMO.

Crowfall / Crowfall: Stretch Goal Achieved
« on: April 24, 2015, 12:15:31 PM »

Is it Friday again? This week really seemed to fly by, but we managed to get Todd to sit still just long enough to record this special thank-you message to our backers for unlocking our next stretch goal: Hire a Graphics Programmer.
This stretch goal is particularly notable because this is the first major milestone that we have achieved AFTER the successful completion of our Kickstarter campaign!  That means we’ve added almost $100,000 in pledges since our campaign ended on March 26th. (Has it been almost a month, already?!)
Click the video below to hear about our next stretch goal, and be sure to watch to all the way to the end for a hint about the next one in line – a feature that could be the ‘bane’ of your weak-hearted enemies.
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ACE Team Update
The Crowfall team continues to grow, bit by bit, as we recruit the talented folks we need to make Crowfall a reality. Last week, veteran web developer Seth Scoville joined us, and he has already hit the ground running!  His first major update launched yesterday: backer-level forum badges!
Backer Badges Added
That’s right, now you can wear your Crowfall backer status with pride!
Each backer tier (Contributor, Ruby, Sapphire, etc.) has a unique color – regardless of when you become a backer.
The look of the badge changes, however, depending on when you decided to back the project  – so, Ruby Kickstarter backers have a distinct look (but matching color) to the 2015 post-Kickstarter backer badges.  2016 will be different from those, as well.
Make sense? The rule is simple: color denotes backer level, shape denotes time.  This is an easy way to display your passion for the product AND display how long you’ve been a part of the Crowfall community!
Ready to redeem up your forum backer badge?  CLICK HERE to learn how.

Stretch Goal UNLOCKED: Game Localization
Unlocking one stretch goal means the next in line gets bumped to the top. A previously unlocked stretch goal brought in the funds necessary to begin localizing the Crowfall website. Now, we plan to take it even further by localizing the game itself into six additional languages: French, German, Italian, Portuguese, Russian and Spanish.  Visit this page to pledge and follow our progress.   
Lastly, keep an eye on your inbox for the next issue of our newsletter, As the Crow Flies… issue #2
That’s it for today, and see you on the forums!

Crowfall / Crowfall: Creature Feature - The Wyvern
« on: April 21, 2015, 01:54:53 PM »

Meet Allison Theus, the Mother of Wyverns (and other cool stuff). As a Senior Concept Artist, Allison is responsible for turning the game designers’ ideas into visuals that evoke emotion and inspire players to want to be, conquer or possess those creatures. Soon we’ll be adding a Bestiary section to our website and that will become the repository for creature content, but we couldn't wait to show off what Allison has been working on recently.

An Excerpt from The Saga of Hero the First Crow
His mortal name is long forgotten. All that is known of the First Crow is that he was unwavering in his devotion to the gods. By all accounts, he was pious and generous and humble.
Illara, Daughter of Cats, came upon him in a field. She asked him, ‘Why do you toil so? Put down your blade and play with me.’
The man was not one so easily put off his duty. ‘It is written in the Book of Deeds that the day is never to be wasted. I cannot put down my blade.’
And Illara was displeased and she left him.
Malekai, the Spider Lord, came upon him at the river and said to him, ‘This day is long and splendid. Why do you spend it fishing?’ and the man said, ‘I must feed my family. I cannot put down my rod.’
And Malekai was most displeased, and he left him.
And the one said to the other, ‘This man says that he is pious. Let us test his devotion.’
The man was whistling near the river when the black cat came upon him.
The creature said to him, ‘The gods demand that you send your eldest son into the Wyvern’s cave!’
And the man was beside himself with worry, for surely he believed that the Wyvern would devour his son. But he was a man of faith, and so he sent his son into the cave.
The Wyvern was waking when the boy appeared, and hungry. She devoured the boy, then returned to her slumber.
The man was weeping in his home when the Spider came upon him.
The Spider said, ‘The gods demand you send your second son into the Wyvern’s cave!’
The man was full of fear, but he did not wish to anger the gods. So, he sent his second son.
This son was likewise devoured.
The man and his wife were wailing in the temple when the Cat and the Spider came upon him. ‘The gods are not convinced of your devotion. You must send your youngest son into the cave.’
The man’s wife cried and pleaded, ‘We have but one son left, please do not make us do this thing.’
And in that moment, the merriment of the gods turned into anger. They went to the Wyvern and said, ‘This mortal does not love us.’
The Wyvern swept down from the mountain and destroyed the man’s home. She devoured his wife, his last son and his four daughters. She burned his village, clawed up his fields and chased away his neighbors.
The man was left with only soot and ash and bones.
Through his tears, the mortal said to the Wyvern, ‘What have I done to deserve this?’
 ‘It is not for you to question the gods’, said the Wyvern, and she returned to her cave, her hunger sated.

As campaigns progress and The Hunger takes hold, the Wyvern—like all manner of living things in the land—evolves through the changing of the seasons and begins to show the ravaging effects of Winter’s approach.




In this video, Lead UX/UI Artist Billy Garretsen chats with Allison about the creative process, how the concept art for Crowfall is evolving and advice for aspiring artists. This may be of particular interest for those who would like to pursue a career in the video game industry.

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General Discussion / Batman v Superman
« on: April 17, 2015, 07:09:00 PM »
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Big contrast between Marvel and DC Movie Universes.  DC is so dark.  I'm excited and optimistic about Batfleck

Crowfall / Crowfall: Pledge Package Upgrades Now Available
« on: April 17, 2015, 05:10:14 PM »
Pledge Package Upgrades Now Available

We’ve just launched our upgrade capability for backers on  Let’s go through how it works!

First, you have to have a account, and you have to have your Kickstarter package merged with that account (or have purchased a package directly at which is on your account).
Now, if you are on the site and logged into your account you’ll see a “Upgrade Pledge” button at the top of most pages.  Click on that and you’ll end up at the packages page and it will show you your upgrade options.
For Kickstarter folks (including those who purchased during the Kickstarter period at, you can upgrade from your current Kickstarter package to a higher Kickstarter package for the difference in price.
For folks that pledged after 7am on March 26th on our website, you can both upgrade from your current package to larger packages for the price differential, and can also purchase multiple packages if you want.  We’ll be adding a gifting mechanism so if you want to buy a package for a friend and transfer it to them in the future you can do so.
Thank you for supporting Crowfall!
Gordon Walton
Executive Producer

Crowfall / Crowfall: No Bull, Here's the Myrmidon Archetype
« on: April 17, 2015, 05:07:19 PM »
No Bull, Here's The Myrmidon Archetype

The Minotaur archetype was unlocked when Kickstarter backers smashed the $1.5M stretch goal. In today's update, we're giving you a full view of this magnificent creature, his stats and backstory.

And speaking of magnificent creatures, we're also taking you behind the scenes to peek over the shoulder of character artist Eric Hart as uses ZBrush to digitally 'sculpt' the female Confessor avatar.
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Finally, all Kickstarter backers should have received the "Claim your rewards!" email from us. If you should've and haven't, please check your Spam folder first, and if you still don't see it, contact

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For the first time ever, highlights and more than 30 hours of exclusive video content from Star Wars Celebration Anaheim will be officially live streamed to a worldwide community of fans on, all powered by Verizon.

Launching with a live stream of the highly-anticipated kickoff panel featuring Star Wars: The Force Awakens director J.J. Abrams and producer Kathleen Kennedy, the Celebration live stream powered by Verizon will continue providing coverage throughout the four-day event from a specially-designed Star Wars Cantina set located in the middle of the action on the convention floor.

Verizon and will deliver 30-plus hours of live streamed content following Thursday’s Celebration kickoff, featuring over a dozen panels and events, including discussions with actors Mark Hamill, Carrie Fisher, Anthony Daniels, Billy Dee Williams, Ian McDiarmid, and several other performers associated with the Star Wars saga. Additionally, and Verizon will be live streaming the Star Wars Fan Film Awards; the Smuggler’s Bounty radio drama; EA’s new Battlefront videogame; and several other exclusive Celebration events that might otherwise be missed by members from Star Wars’ global fan community.

Between the live, on-stage events, will feature live interviews with celebrity guests within the Star Wars Cantina set specially built to capture the mood and atmosphere of the infamous Mos Eisley watering hole from A New Hope. These segments will have a fun, variety show flavor to them that brings a bit of the Star Wars Celebration vibe to those enjoying the event from afar.

Exclusive clips from throughout Star Wars Celebration event will also be available on demand from Verizon, allowing fans to celebrate Star Wars long after the live streams are over.

The live streaming begins at 10:00 a.m. PST, Thursday, April 16, on with the Celebration kickoff panel and continues with 30-plus hours of coverage through the closing ceremony on Sunday, April 19, beginning at 3:30 p.m. PST. Watch exclusive highlights and on-demand clips from Verizon on Twitter, @VerizonWireless, and at

Just saw this posted on Facebook!  Thought I'd share since I know we are all Star Wars nerds ;)

Crowfall / Crowfall: Thralls FAQ
« on: April 14, 2015, 12:11:20 PM »
As explained in the FAQ we’re introducing today, Thralls are “the souls of fallen warriors and craftsmen”. If you can successfully harness their power and maintain control of it—which may be a challenge—you will reap {pun intended) the benefits of the knowledge and skill they left behind.[/size]

Thrall FAQ
1. What is a Thrall?
Thralls are the souls of fallen warriors and craftsmen, the spirits who remain on the Dying Worlds after the living have fled before the Hunger. They are ghosts and spirits, haunting these Worlds in the final hours…
The challenge for these ghosts is: they cannot pass into the afterlife, for they have unfinished matters which keep them from moving on. They cannot flee the World, however, for they are bound there. Thus, they are trapped on – and soon to be devoured with – a World that is already infected by the Hunger.
2. Wait, so are they slaves? That sounds pretty grim.
Thralls aren't slaves. You are acting a “grim reaper” of sorts -- one of the duties asked of the Crows is to track these errant spirits and offer them salvation on behalf of the Gods. 

The deal is simple: to avoid being devoured by the Hunger, Thralls are given a chance at redemption. They enter the service of the Gods, serving as craftsman and spectral guardians for a set period of time, after which their soul is released and they can rest for eternity.
Ok, yeah.  It’s grim. But remember, you’re the good guy, here. Without you, they would be consumed by the Hunger.
3. Do all the Thralls serve the same function in game?
No! Thralls have a variety of purposes in Crowfall. That said, however, each Thrall serves a particular purpose, depending on his or her profession during life.
Thralls can serve as vendors managing your sales, craftsmen to help you make items, unearthly trainers who assist you in learning certain skills faster, guardsmen who protect your ramparts, and bind-spirits – fallen warriors who can be inscribed into the runes to make your weapons and armor more powerful. (for example, you could bind the spirit of an Elven Blademaster into your sword, and the echoes of his life would help guide your blows and shield you from harm.)
4. Do Thralls have Stats?
They do! Certain Thralls will be better than others at a specific tasks. Some serve better as guards, crafters, trainers, or bind-spirits locked into weapons or armor.
While Thralls are always willing to flee The Hunger, some of them are not to be trusted. These Thralls will test the bounds of their enchantment, and will periodically attempt to break free of your control. We’re still working out the details of this system, but (to match our general philosophy of design): higher risk means higher reward. That means the more powerful Thralls will often be the more difficult to control.
5. How do I capture a Thrall?
Thralls will generally be found haunting the ruins of the Campaign worlds. Ghosts have a tendency to wander the same halls and room that they did while living. To capture a Thrall, you need a soul gem. Soul gems are used to capture Thralls, transfer them, and bind them into crafting (and enchanting) recipes.
6. Are all Soul Gems the same?
Probably not, but again, we’re still working on this system. Our thought is that higher value gems can store more powerful Thralls, and that the quality and size of the Gem has a direct impact on how easy it is to contain each spirit.
7. Is there any limit to the number of Thralls I can have?
Since they are stored in a Soul Gem, they are a standard inventory object. The only limit is your inventory space.
8. Is there any limit to the number of Thralls I can have active?
The limits aren't on a character or account basis. Instead, each system will enforce its own limit(s). For example, items can only have one bind-spirit. Buildings have a preset number of Thrall Slots (represented in game as a summoning circle) and each of them can only contain a single Thrall.  Generally, for buildings that allow Thralls, you can increasing the level of the building to activate more Thrall slots of that type.

Crowfall / Crowfall: War Stories
« on: April 10, 2015, 04:31:46 PM »

As mentioned earlier this week, we’ll be doing game-related updates on Tuesdays and Fridays with occasional messages from the founders on Wednesdays. Seeing as this is Friday, let’s get started with today’s update.
First up, here’s a first look at the concept art for the female champion. Unlike most of her contemporaries from other game worlds, you immediately get a sense of her towering presence and gargantuan strength, a true warrior. The guarded glare radiating from beneath her helm tells you she's not to be trifled with and could mow you down like grass. We’re really pleased with the way our Art team brought the vision to life.

Next up, here’s a little video we put together when some old friends stopped by to congratulate us on the success of the Kickstarter and to reminisce about the Shadowbane glory days. We wanted to help those who have only played themepark-style MMOs gain a greater understanding of what online life can be like when you go off the rails.  These 'war stories' will give our future players some idea of the excitement they can expect when they enter the world of Crowfall!
Joe Madureira--aka Joe Mad, renowned comic book artist and game designer—and his brother Steve, an artist in his own right and Joe’s co-founder at Airship Syndicate, explain why Shadowbane remains their favorite MMO of all time and why they are looking forward to Crowfall. Also featured is Sean “Ashen Temper” Dahlberg, Shadowbane community manager and live team designer, who said, “Shadowbane gave you a way to have these dynamics with other players, where the world changed based off of those,” something that is at the very heart of what we’re shooting for here with Crowfall.

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“When I heard Crowfall was sort of the spiritual successor to Shadowbane and had a lot of the same creative team behind it I was like ‘Yes, finally!’” said Joe. “I didn't honestly think we'd ever get another one, so I feel like if it's in that spirit, I'm totally on board and I can't wait to play it.”

Crowfall / Crowfall: City Sieging Explored
« on: April 07, 2015, 02:48:01 PM »


Hey gang,
Today's update focuses on City Sieging -- a key element of the Crowfall vision.  Building, defending and sieging of fortifications is a primary focus of the Campaign design, and the activity around which most (if not all) the win conditions will be centered. At a high level, this system should allow players to build fortified strongholds dynamically in the world (i.e. dropping castle wall segments, towers, buildings, etc) and then using those fortifications as a combination "home base/staging area" to control the surrounding area and the materials produced there. 
This video walks through an example of a City Siege scenario between two guilds... and we've also updated the FAQ a bit, to fix a few errors and clarify the idea a bit.

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A few notes on this scenario:
- yes, it's simplified -- and it also covers a lot of ground, quickly!  This is meant to be a companion piece to the Campaign FAQ, so if you have questions, read the FAQ first!
- this scenario would be most likely to occur in late Summer or Fall of the Campaign, since the guild in question appears relatively secure in their position and the local points of interest are discovered/well-known. 
- the Bloodstones ruleset was created with a secondary purpose: technically, the second guild (Kane's Fist) isn't shown as "owning" a city.  This ruleset would open up the possibility for a landless guild (i.e. a mercenary company, or as we like to call them, a "band of roving thugs") to generate victory points and win the Campaign.  Easy?  No.  Possible?  Maybe!
Additionally, remember that this is a high-level description; things like warmth and construction time, placement of siege equipment and material production aren't referenced, to keep the scenario simple.  In actual gameplay, the tactical decisions made by each team prior to the siege would likely provide a huge "swing factor" and dramatically alter the outcome. 
Again, this is only an example!  And as the video says, the most important thing to remember is: YOU GUYS will decide if this is a valid scenario/strategy, or not!  These aren't scripted events. Our job is to provide the tools; your job is to figure out how to use them to your advantage.
That's it for today! Beginning this week, we will be posting game-related updates on Tuesdays and Fridays with occasional founders/team updates on Wednesdays. So, more to come later this week, and thanks again as always!

Join the discussion on the official forums:

General Discussion / Vader Remembers
« on: April 07, 2015, 12:02:15 PM »
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