The parcel building tool is for building Eternal Kingdoms. You can configure it however you want, depending on what parcels you have. Parcels can be bought from the store or crafted in game. They can only be used in the EKs, though. In the campaign worlds, the parcel tool will be used as part of the automated system to create those worlds.
The parcel building tool is for building Eternal Kingdoms. You can configure it however you want, depending on what parcels you have. Parcels can be bought from the store or crafted in game. They can only be used in the EKs, though. In the campaign worlds, the parcel tool will be used as part of the automated system to create those worlds.
basically this... although if they were smart they would use it as a resource for procedurally generating campaigns too
The parcel building tool is for building Eternal Kingdoms. You can configure it however you want, depending on what parcels you have. Parcels can be bought from the store or crafted in game. They can only be used in the EKs, though. In the campaign worlds, the parcel tool will be used as part of the automated system to create those worlds.
Ok, so if everybody has access to this feature, how will they stay populated for PvP? in other words, why should somebody come to my EK over this other one over here, and vice verse?
if its just a server list thing, like dimensions in Rift, I can see many of them being unpopulated.
The parcel building tool is for building Eternal Kingdoms. You can configure it however you want, depending on what parcels you have. Parcels can be bought from the store or crafted in game. They can only be used in the EKs, though. In the campaign worlds, the parcel tool will be used as part of the automated system to create those worlds.
Ok, so if everybody has access to this feature, how will they stay populated for PvP? in other words, why should somebody come to my EK over this other one over here, and vice verse?
if its just a server list thing, like dimensions in Rift, I can see many of them being unpopulated.
whats the plan to counter this?
They don't want to counter it, furthermore T. Blair (Design Lead) anticipates a small number of super-kingdoms to form, attracting thousands of players each. We'll be able to move our belongings, buildings and even parcels to bigger places.
What will make people come to other kingdoms? Off the top of my head - better visibility (trade / market / crafting / recruiting...) and buying stuff, tax benefits, maybe buffs, socializing, guilds/alliances gathering and building together... more-less all that makes us move to places in real life.
The parcel building tool is for building Eternal Kingdoms. You can configure it however you want, depending on what parcels you have. Parcels can be bought from the store or crafted in game. They can only be used in the EKs, though. In the campaign worlds, the parcel tool will be used as part of the automated system to create those worlds.
Ok, so if everybody has access to this feature, how will they stay populated for PvP? in other words, why should somebody come to my EK over this other one over here, and vice verse?
if its just a server list thing, like dimensions in Rift, I can see many of them being unpopulated.
whats the plan to counter this?
Players can enable PvP in their Eternal Kingdoms, but that isn't the focus of the game. EKs are basically just really, really nice housing. PvP will happen in the campaign worlds. Those worlds are created by the game and they last for a limited amount of time (1-3 months usually). Groups of players (guilds/factions) will compete against each other to win the campaign. When the campaign ends, a winner is declared and the world is destroyed. New campaign worlds will be created based on player population. Popular rule sets will be repeated and unpopular ones will be tossed. With the campaign system, they can try any number of different rule sets.
EKs can be used to establish a mercantile empire, but that isn't something you will be able to do solo. That will take an entire guild working together to achieve. As JamesGoblin said, players will combine their parcels and buildings together into a single large EK. You retain ownership of anything you contribute to someone else's EK, so you can take it with you if you leave that EK.
Check out this link for more info on how EKs will work:
I am just learning about this. But seem player driven, so I would assume this isnt for the game world right? So what does it serve to do?
The main feature of Crowfall are semi-persistent campaign worlds.
A campaign world is basically a "server", with a unique map each time. They come in different kinds: either it's a 3 faction PvP, a 12 faction PvP (each of the 3 large factions broken down into 4 additional groups) or a free-for-all PvP. These options indirectly represent difficulty. The larger the factions, the more friends you have, the more safe areas for you to explore. In the free-for-all, there are no friends to rely on, therefore high difficulty overall. The higher the "difficulty", the better the loot in the campaign.
You register a character for a Campaign you want to play. After a set period of time (3-6 months?), the campaign closes down. Depending on your performance in the campaign, you'll get to take away some valuable rewards. This semi-persistent nature is meant to combat the power gap of veterans. If you get to start fresh every 3 months, chances are there won't be an uber PvP player who one-shots everyone.
Now to answer your question. If your progress was to reset every 3 months, it would not be fun in the long term. That is why they have come up with Eternal Kingdoms. This is basically your very own instance, with no time limit. It primarily serves the purpose of providing long term progression for players. It's your hub, where you bring all your loot from campaigns, craft, trade, decorate, socialise and ultimately embark on other campaigns.
You can build yourself some PvE spawns or enable PvP, but since the Eternal Kingdom is the safest "server setting", it also provides the lowest quality loot. As such, there will be an incentive for players to participate in campaigns. I personally see EKs as a central hub that links everything together. I'm hoping it will turn out to be a social place for players to mingle and make new friends.
Comments
Also, below you can see houses for players (starting from 6:52) and procedural generation demonstrated in couple other places of the same video:
if its just a server list thing, like dimensions in Rift, I can see many of them being unpopulated.
whats the plan to counter this?
Philosophy of MMO Game Design
What will make people come to other kingdoms? Off the top of my head - better visibility (trade / market / crafting / recruiting...) and buying stuff, tax benefits, maybe buffs, socializing, guilds/alliances gathering and building together... more-less all that makes us move to places in real life.
EKs can be used to establish a mercantile empire, but that isn't something you will be able to do solo. That will take an entire guild working together to achieve. As JamesGoblin said, players will combine their parcels and buildings together into a single large EK. You retain ownership of anything you contribute to someone else's EK, so you can take it with you if you leave that EK.
Check out this link for more info on how EKs will work:
A campaign world is basically a "server", with a unique map each time. They come in different kinds: either it's a 3 faction PvP, a 12 faction PvP (each of the 3 large factions broken down into 4 additional groups) or a free-for-all PvP. These options indirectly represent difficulty. The larger the factions, the more friends you have, the more safe areas for you to explore. In the free-for-all, there are no friends to rely on, therefore high difficulty overall. The higher the "difficulty", the better the loot in the campaign.
You register a character for a Campaign you want to play. After a set period of time (3-6 months?), the campaign closes down. Depending on your performance in the campaign, you'll get to take away some valuable rewards. This semi-persistent nature is meant to combat the power gap of veterans. If you get to start fresh every 3 months, chances are there won't be an uber PvP player who one-shots everyone.
Now to answer your question. If your progress was to reset every 3 months, it would not be fun in the long term. That is why they have come up with Eternal Kingdoms. This is basically your very own instance, with no time limit. It primarily serves the purpose of providing long term progression for players. It's your hub, where you bring all your loot from campaigns, craft, trade, decorate, socialise and ultimately embark on other campaigns.
You can build yourself some PvE spawns or enable PvP, but since the Eternal Kingdom is the safest "server setting", it also provides the lowest quality loot. As such, there will be an incentive for players to participate in campaigns. I personally see EKs as a central hub that links everything together. I'm hoping it will turn out to be a social place for players to mingle and make new friends.