Odd things I've read about the nature of Campaigns has me wondering if my ideas of a dedicated crafter or resource-gatherer aren't possible in this game. I've seen that when you join a Campaign you "are limited" in what you can bring in with you, and if you leave a Campaign you can't take much of anything back out with you (except when the Campaign ends, in which case you get to take "some" things out with you).
Is this true? If so, it means you can't set up a shop in the Eternal Kingdoms and rely on buying and trading resources from explorers, because the resources are stuck in Campaigns. And it means you can't head out into a Campaign for resources, and then come back and trade or sell them (except once every couple of months).
Are they really expecting crafters to head into a Campaign, spend a couple weeks rebuilding and setting up new supply lines within that Campaign, only being able to sell to a few hundred non-enemy players that are also in that Campaign, having it last another month or so, and then having to start all over again with only a portion of what you had?
If someone has a better understanding of all this, can you please explain?
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Of course, that's a big IF, and for such a playstyle you would need skills and very good connections/guild/alliance to somehow separate you from the competition. Anyway, the game is designed so that the major accent is on Campaigns, not elsewhere - we will be spending months in there, these will have many players, be continent sized etc. being like other MMO servers.
I guess you are underestimating both the number, size and duration of Campaigns, together with the amount of merchandise we'll be able to export or sell / spend inside. These are supposed to be the real worlds, for living, fighting, economy and everything you do in other MMOs.
I cannot understand why they seem to be trying to appeal to dedicated crafters, but not give us a situation with any sort of permanence, or game-wide market. I very much would love to play as a dedicated crafter in the crafting economy they've described, but I'm not going to bother if I have to join a new campaign every couple of months and rebuild, rebuy, redecorate. And I hate persistent open-world PvP. I think most crafters would say the same, and this is why I'm hoping for more specific information.
Crowfall has accent on Campaigns, on purpose, and constant shutting down of servers is the core of it's design. I don't know what kind of specific information you have in mind, I'd be happy to give it if you clarify.
- Choose the best items and vessel (those are craft-able!) in line with the specific campaign rules to give yourself a head-start
- Set out to craft basic items you and your guild couldn't import and help to build a foothold
- Scout for high tier resources and ways to defend your access
- Upgrade the foothold to a fortress and set up a refining and crafting chain
- Fill the guild storages with precisions high tier materials but don't neglect maintenance
- Winter comes! Defend your storehouses and caravans, which are moving towards the exit points.
Back in your EK, which is linked to the guild kingdom, you can now use those high tier materials to upgrade the workshops and craft the best equipment for the next campaign, so that your guild starts with an advantage ... and thank god, you can buy those really high tier metals you've missed in the last run from another EK-market.Oh, and ofc your vassals, the ones who are keeping the EK crafting chain "alive", aren't working for free; you'll need gold and food, which is "produced" by your EK market and farms.
The export rules are such that the outer bands will allow for more of an even distribution of rewards between winners and losers. Winners will get more of course, but not 100%, and losers will get a sizeable amount. The key here is that the further out you go in the bands, the lower quality the resources. So you can get a decent amount of lower tier resources in the God's Reach, even if you lose, or you can go to the inner bands to get the higher tier resources, but risk not getting anything.
Based on the various import and export rules, you can expect there to be a healthy number of people who will have resources in the EK and who will want gear for their next campaign.
All of that being said, the primary role for crafters will be within the campaigns. It isn't so much about building up your economic empire as it is helping your guild/faction to succeed. Harvesters and crafters will be vital to winning within the campaigns.
That's not to say that you can't spend all of your time in the EKs, farming the lowest level resources, trading for higher quality resources, crafting and selling to other players, but I don't expect that play style to be easy, particularly early in the game before the first campaigns have completed. It's absolutely possible, and even desirable, to have dedicated harvesters and crafters, but most of their efforts will be needed within the campaigns. Crafting gear for guildmates, building fortifications, growing food and storing it for the winter, etc.