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Double rainbows can take a hike, as Crowfall developers pull a hat trick of major announcements after a week of confusion. They let the community know there’d be a big reveal, but just failed to mention that reveal was actually three big reveals on the same day.
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All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
“Legionnaire” has been changed to “Cleric” because it is no longer uniquely related to the Centaur culture. It also means this class will have a rework coming (which, frankly, was already overdue).
Originally posted by Arskaaa
"when players learned tacticks in dungeon/raids, its bread".
How are disciplines earned?
One major thing I didn't like about Crowfall alpha so far, is that you level up your character's skills by time based unlocks -- instead of actually playing the game.
To increase your players skills, you simply needed to select which skill you want to improve, and then log out. After a few RL hours or days passed, you'd have unlocked the next skill level.
It's been a few months since I've played the alpha build, and I haven't been following the development that closely, so it may have changed since then... But as it stood, their skill system wasn't my favorite. I want to improve my character by actually playing the game, not by waiting for a timer to count down.
You will improve your character by playing the game. Obtaining higher quality resources, using them to craft better vessels, better gear and better disciplines. Or killing your enemies and taking stuff from them.
The skill system is still passive and IMO, that's how it should be. The idea is that they want players to spend their time actually playing the game and working toward winning the campaign instead of grinding on mobs for XP.
They are doing so many great things I don't want to miss out and I saw the recent graphic thing just posted and I really do like wheat I see but those that supported this game must be pleased.
~~ postlarval ~~
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
my hopes are still with marc jacobs
"I'll never grow up, never grow up, never grow up! Not me!"
In all seriousness, gratz to Crowfall and its backers, the Unity and graphical upgrades are, IMO, a smart move by ACE. Well done.
Mark Jacobs
CEO, City State Entertainment
Race/Class might be big news to someone but not me,i would expect races and classes,expectations should not be a surprise.
IDK about any major announcement,this sounds to me like nothing more than telling us the team is working on the game,yep we would already figure as much.
Terms like stoked....invested,i see the invest part being part of the job,so goes with the territory and stoked,well why not be stoked for ANY game doing the same ideas?Point being,when they have something unique or very interesting,it might be worth noting,but this is just typical game design and someone is getting stoked over typical stuff?
As to graphical upgrades,i already stated what i think or don't think of the Unity engine.So i would have to see LIVE in game video and accompanied by frame rates to get even remotely interested because talk is cheap and easy to do.
Never forget 3 mile Island and never trust a government official or company spokesman.
I don't think I've specifically asked about loot dropping, but my impression is that it'll be a total drop on death. Just keep in mind that you're in these campaigns for weeks to months and you should go into it kind of thinking that your character doesn't really keep any loot past the campaign. Not that you can't leave the campaign with stuff. There's a special bank that you put things you'd like to take with you after the campaign (in the bank, not on you. that's an important distinction).
You'll get a chance per item for that item to transfer out of the campaign and into your Eternal Kingdom, and the chance goes up based on how hardcore the ruleset of the campaign and whether or not you win the campaign. They haven't mentioned it, but I think they should sell items to increase your chances in the cash shop, too.
This is one of the things I really like about this game. I think the various rulesets will really create something for everyone, and I really think the idea that these campaigns are self-contained will keep people from being too upset about total loot drops. Plus, with the survival genre still going strong, I think the industry is a lot more open to that idea than it was several years ago.
At the end of the day, it's all costs:benefits. I'm sure guys like you look at it and see some very clear weight on building your own engine, and frankly you've been successful at it. There's no denying that.
On the flip side, though. If you didn't have to invest development resources in all that back-end development, and were able to focus on game design and more complex game systems... It really seems hard to justify the expense. Of course, if you already have guys experienced in that, have a head start on it, and all the other tons of variables that go into what form of development effort has the biggest impact... There are always going to be plenty of situations where it makes sense.
As a general rule, I think it's a pretty bad idea for studios to attempt their own engine. You'd definitely know better, but I'm pretty comfortable with that statement.
Hey wait, did you just downgrade me from insane? I'm depressed now.
The difference for us, and why we are building our own engine was that we were/are going for large-scale battles (1k+). In 2013, that was impossible to do via Unity/Crytek/Unreal. ACE and CSE went two very different and quite interesting routes in our Kickstarters. In order to deliver on our game, we needed to try to make our own engine, in the case of ACE, they weren't going for that same scale game, they were/are are focusing on other things first and foremost. Neither of our approaches is right nor wrong. We can both fail, we can both succeed. We could even fail in unexpected ways which always makes game development, and especially MMORPG development, much more challenging.
And you're absolutely right, in most cases it's a bad idea to make your own engine. OTOH, I'm sure the CEO of Improbable is probably a very happy man now.
As per above, gratz to ACE and its backers, I'm sure that most of them (you can never make everybody happy as I always say about our updates) very happy with this update! Cheers!
Mark Jacobs
CEO, City State Entertainment
pass.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red