
Crowfall Forums
Crowfall is a fantasy MMORPG in development from ArtCraft. The game focuses on political alliances, as well as feudal conquest. Expected to follow ArtCraft's professed desire to create MMORPGs. Is Crowfall at the point yet where there's some form of game that can be played continuously? Quantic pinball free download. I think I backed it way back. Might as well check.
Unofficial community for the upcoming ArtCraft Entertainment MMO 'Crowfall'.Crowfall is a Throne War Simulator best described as a blending of elements from EVE Online, Shadowbane, Game of Thrones and Walking Dead.Crowfall is buy-once, play forever, but does feature an optional monthly Subscription. Conduct & EtiquettePlease read the before posting!.No Trolling, Negativity, Unconstructive Speech.No Buying & Selling & Trading of Accounts or Material.No Guild Recruiting or Looking for Guild Posts. (Visit instead)Please use the 'Report' button on posts and comments that break these rules.See also. Official Crowfall Links.Official Social Media AccountsGuild RecruitmentUnofficial Links & Resources.
Regarding the COV-19 virus and its effects:Things are frustrating, and confusing, and scary. People dream up conspiracy theories to help make sense of things. They're not helpful, though, and only serve to make the world more confusing and scarier.We're not going to have that here. If there's new information to be shared, share it, but cite your information to a reputablesource.
And we swear to God, if anyone comes in here and starts spouting off QAnon bullshit about COVID-19 or literally anything else, you are going to get permabanned so thoroughly that your grandchildren won't be allowed to post here. You can't get anything out till the end of Campaign, furthermore you likely won't even be able to leave the Campaign for quite some time (if at all). The latter is complicated since they don't want to lock people forever into Campaigns they are losing, for weeks or longer, but they certainly don't want to let anyone hop in and out as they wish.
Todd mentioned that leaving, even when allowed, will be connected to some kind of 'system of rewards and penalties'!? BTW every account having only one character slot (the crow-spirit that can change bodies, but still being only one) is making this even tougher if you are losing.The only way players are getting anything out is, after the campaign is over, through 'embargos', huge vaults in which they'll be storing loot, materials and items they got during the Campaign. This includes some tough choices: say, should you use this pile of stone to make a wall (that will help you win) or should you put it into vault to get it out (and you can't open the vault to take it back, it's stored there till the end of Campaign). It will include periodical traveling to the vault locations, with risk to be attacked and lose everything, i.e.
These won't be placed in the safety of someone's keep.TLDR: The only stuff you get out is the one you personally collected (grind/craft/loot.) and stored unless they decide to include some loot into the aforementioned system of rewards and penalties - but it doesn't seem like that. Also, it can happen that, after months of playing and risky traveling to store stuff to vaults, your guild/faction loses the war and you simply have to forget about everything inside, or get to keep only 10/30% etc. Depending on the Campaign ruleset.
I'm not sure I can see that being a viable system, not really. That basically turns it into an arms race, with whichever faction wins more than once in a row having a potentially massive advantage in all future fights. Now, 100/70/50 or something probably isn't so bad, but 'You lost so you get nothing', I can't see that being sustainable.
I know if I got told that after investing x hours into a thing I was being rewarded with a big fat stack of nothing I'd very quickly lose patience and interest.I guess that all depends on the length of the campaigns though. If a campaign start and ends in a day, then rolling the dice x times a week probably isn't so bad. A week long campaign? Or a month long one?
Better believe I'm going to want some kind of reward at the end, regardless of how badly I/my faction did. I'm not sure I can see that being a viable system, not really. That basically turns it into an arms race, with whichever faction wins more than once in a row having a potentially massive advantage in all future fights. Now, 100/70/50 or something probably isn't so bad, but 'You lost so you get nothing', I can't see that being sustainable. I know if I got told that after investing x hours into a thing I was being rewarded with a big fat stack of nothing I'd very quickly lose patience and interest.I guess that all depends on the length of the campaigns though.
If a campaign start and ends in a day, then rolling the dice x times a week probably isn't so bad. A week long campaign? Or a month long one?
Better believe I'm going to want some kind of reward at the end, regardless of how badly I/my faction did. Ah, I think I get it. So spoils gotten during a campaign can be used to craft stuff during that campaign, but when it's over you don't keep that gear with you.
Likewise things you craft in your Eternal Kingdom don't follow you into the campaigns. So the Eternal Kingdoms are basically really fancy gardens you hang out in when not campaigning, made fancier by stuff you brought back from campaigning.That's.actually, that's not bad at all. Not entirely clear on what crafters would do in the EK's, given that they've said it's a player run economy. Again, unless there's two economies - one during the campaign unique to that campaign, and one for Eternal kingdoms. If so, they're really going to have to flesh out the cosmetics in the EK's. I can imagine crafters getting bored, otherwise.Still, certainly seems plausible. I'm not sure I can see that being a viable system, not really.
That basically turns it into an arms race, with whichever faction wins more than once in a row having a potentially massive advantage in all future fights. Now, 100/70/50 or something probably isn't so bad, but 'You lost so you get nothing', I can't see that being sustainable. I know if I got told that after investing x hours into a thing I was being rewarded with a big fat stack of nothing I'd very quickly lose patience and interest.I guess that all depends on the length of the campaigns though. If a campaign start and ends in a day, then rolling the dice x times a week probably isn't so bad. A week long campaign? Or a month long one?
Better believe I'm going to want some kind of reward at the end, regardless of how badly I/my faction did. Imagine a world with tens or hundreds of servers - with all kinds of varying rulesets (from 0% to 100% corpse loot, mixed with guild vs guild or 3/12 factions or free for all, with or without friendly fire - i.e. In some you'll be able to kill 'friends' etc.) and imagine moving through various worlds: you'll be able to play for years without meeting that big guild which won against you the previous month.or you maybe can even consider joining them!? Some of the rulesets are going to be rather soft (think: ESO, DAoC.) and you'll be able to choose, and OF COURSE you will know the rules of the server you are joining, in advance. Campaigns are predicted to last 1-3 months on average, so, say, you can pick a ruleset with very high export% happening even if you lose or kneel to the victor.
But these will be relatively poor in resources / quality compared to the 'hardcore' ones (whateverthatwordmeans). Yes, the core of the game should be the 'genetic algorithm' (expression J.Todd used earlier) that, through feedback, multiplies the popular rule combos, and slowly eliminates the baddies.You are partly right about the spoils of war, these indeed go to the Eternal Kingdoms and then, it's your choice: You can either build/repair/upgrade stuff in your kingdom OR sell/trade it for whatever else you want OR join some of the campaigns with allowed import.
Namely, each campaign will have pre-set both import and export rules - some of them (likely in 'The Dregs' ring) will have zero import so everyone starts more-less naked and unarmed - or something like that. So people that want 'fair' fight (if such a thing is possible in PvP MMO.) starting from zero can go there. Ah, I think I get it.
So spoils gotten during a campaign can be used to craft stuff during that campaign, but when it's over you don't keep that gear with you. Likewise things you craft in your Eternal Kingdom don't follow you into the campaigns. So the Eternal Kingdoms are basically really fancy gardens you hang out in when not campaigning, made fancier by stuff you brought back from campaigning.That's.actually, that's not bad at all. Not entirely clear on what crafters would do in the EK's, given that they've said it's a player run economy. Again, unless there's two economies - one during the campaign unique to that campaign, and one for Eternal kingdoms. If so, they're really going to have to flesh out the cosmetics in the EK's.
I can imagine crafters getting bored, otherwise.Still, certainly seems plausible. Kingdoms are supposed to be social hubs / chat lobbies and also for vanity/bragging - this is connected to housing (palaces, forts, trophies such as enemy heads on pikes.not everything will be available in shops) and crafting or trade for people planning to join campaigns with allowed import - and needing this or that material or piece of gear. All that should be more-less irrelevant to the real gameplay, all of which should be happening in Campaigns. Campaigns are THE game servers, and places where we'll be likely spending 99% of your time.PS The Monarchs in EKs will have the right to turn PvP on/off (and set the rules such as corpse loot etc.), but I doubt this will be used much, especially in bigger kingdoms that will likely aim to establish themselves as some kind of trading / crafting center or anything alike. Newbies should connect themselves with guilds/alliances, so they can have both support, mats and advice about optimal builds or current demand - otherwise, they won't last long for many reasons (in other words, this is really not newbie vs old, but rather solo vs group argument).Speaking of vessels, there was (and still is) some confusion around these.
For a funny example, lots of people got 'extra character slots' as Kickstarter reward in March 2015 and then, when vessel system was introduced nine months later, character slots stopped existing. Suddenly, you have ONE crow = one account, and no more slots.bye bye money! That crow can possess different bodies, but since bodies must be crafted/repaired AND can be stolen or destroyed (body is basically an ITEM, like a piece of gear), there is no classical slots anymore.Of course, it sparked quite some discussion on forums.and more than a year later, I am not aware of a direct answer. It seems that ACE will give some amount of store credit per 'missing' character slot, or something like that.
But the whole situation is somewhat silly - I am talking about how concepts can be changed or even disappear during development, especially in early phases.EDIT: I just stumbled across this on Crowfall forums and remembered some questions asked here - it's rather typical thread, a new guy joins and asks about being competitive & multiple accounts (in this case, crafting + combat); So, since I am not following these topics closely, I better let more involved folks talk. Just updated to say I got an email saying that, due to how early I backed it/my backer level, I get to be one of the first people to pick a guild name. So, I guess I'll set up a VGO guild/name? In the traditions of our people?Went with Versatile Gaming Order (VGO), with the motto Ex Amicitia Mutatio (From Friendship, Change). Mocking up a guild crest now.
I think we can change some of this later, but I wanted to nab stuff now while we're early.Edit: If you have an account name, send it to me. It looks like I can invite people to the guild already. I can see a button for it, anyway.