cRPG

Other Games => ... and all the other things floating around out there => Topic started by: Christo on January 07, 2015, 12:02:46 am

Title: Crowfall
Post by: Christo on January 07, 2015, 12:02:46 am
So we have learned a bit more about what stands behind the play2crush thing.

http://crowfall.com/#/ (http://crowfall.com/#/)
Title: Re: Crowfall
Post by: Vibe on January 07, 2015, 12:06:41 am
oh look more disgusting PR
Title: Re: Crowfall
Post by: Golem on January 07, 2015, 12:22:52 am
Any plans for a cRPG guild, yet?  :rolleyes:
Title: Re: Crowfall
Post by: Christo on January 07, 2015, 12:32:43 am
oh look more disgusting PR

 :lol:
Title: Re: Crowfall
Post by: SeQuel on January 07, 2015, 04:03:14 am
So do we know anything about this game yet?
Title: Re: Crowfall
Post by: Vibe on January 07, 2015, 08:15:17 am
So do we know anything about this game yet?

features:
- pompous marketing
- empty words
- promises they won't actually fulfill
Title: Re: Crowfall
Post by: Ikarus on January 07, 2015, 09:39:08 am
no screenshots or similar things so my interest currently goes to 0
Title: Re: Crowfall
Post by: Dupre on January 07, 2015, 09:54:27 am
Thomas Sitch
Senior Software Engineer
ArtCraft Entertainment
June 2013 – Present (1 year 8 months)Austin, TX
In stealth mode working on a mobile game for iOS (iPad, iPhone) and Android in Unity as well as a soon to be announced MMO project.


Looks like it might be a mobile mmo

Title: Re: Crowfall
Post by: Golem on January 07, 2015, 10:10:08 am
Actually, looks like they are making two separate games.  :wink:
Title: Re: Crowfall
Post by: Dupre on January 07, 2015, 10:28:58 am
Most of their artist and developers are from mobile and social games.... Only their upper management worked on the old MMOs. I really hope its for PC..
Title: Re: Crowfall
Post by: Vibe on January 14, 2015, 08:59:51 am
visitors can't see pics , please register or login
Title: Re: Crowfall
Post by: Christo on January 14, 2015, 09:19:18 am
Wat, we went from nothing to a character screen? interesting

not really digging the art style tho, hope they will go for something more "raw", or something in the real one.

But if gameplay is good, I will try it anyway.
Title: Re: Crowfall
Post by: Vibe on January 14, 2015, 09:22:48 am
Well, they said they'll be posting hints and stuff on forums until that timer goes off.
Title: Re: Crowfall
Post by: Gatsby on January 14, 2015, 10:39:13 am
City siege confirmed, or at least announced. I don't like the art style that much tho.
Title: Re: Crowfall
Post by: Nightmare798 on January 14, 2015, 01:45:25 pm
features:
- pompous marketing
- empty words
- promises they won't actually fulfill

21/10

EDIT: I have not seen this much ammount of hype since Daikatana, and we all know how THAT ended up.

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-Shield is not of triangular type
-clearly low-res graphics
-retarded stance

-523/10 would not play as
Title: Re: Crowfall
Post by: Gatsby on January 14, 2015, 03:02:50 pm
But the deer? what about the deer uh uh? Bambi class: best game ever!
Title: Re: Crowfall
Post by: SirCymro_Crusader on January 14, 2015, 06:40:49 pm
.
Title: Re: Crowfall
Post by: Polobow on January 14, 2015, 06:47:02 pm
Stats make me think of either a MOBA/MOBA-lite or MMO-like combat.  :?
Title: Re: Crowfall
Post by: Golem on January 15, 2015, 09:32:34 pm
Factions?
(click to show/hide)
Title: Re: Crowfall
Post by: Gatsby on January 16, 2015, 12:39:30 pm
I guess Gods, u pay real cash to them and they give ya the holy+3vorpal wepon! :D
Title: Re: Crowfall
Post by: SeQuel on January 17, 2015, 05:34:54 am
Stats make me think of either a MOBA/MOBA-lite or MMO-like combat.  :?

Yah..I'm thinking some form of new MOBA with some kind of twist.
Title: Re: Crowfall
Post by: Radament on January 17, 2015, 01:23:49 pm
Yah..I'm thinking some form of new MOBA with some kind of twist.
too bad i also registered to that site to suggest a manual combat feature (also a thing that most people wanted) but no ,  MOBAS are a win win so let's do a MOBA again.
Title: Re: Crowfall
Post by: Kafein on January 17, 2015, 02:14:48 pm
too bad i also registered to that site to suggest a manual combat feature (also a thing that most people wanted) but no ,  MOBAS are a win win so let's do a MOBA again.

You do realize that MOBAs and manual combat are not mutually exclusive, right?
Title: Re: Crowfall
Post by: Radament on January 17, 2015, 04:26:07 pm
You do realize that MOBAs and manual combat are not mutually exclusive, right?
that was before i heard this game was actually a sort of moba...
Title: Re: Crowfall
Post by: SeQuel on January 17, 2015, 08:42:28 pm
that was before i heard this game was actually a sort of moba...

I should mention that I don't actually know if its a MOBA, thats was just my guess.
Title: Re: Crowfall
Post by: Golem on January 17, 2015, 09:27:13 pm
It's not MOBA.
Title: Re: Crowfall
Post by: Vibe on January 17, 2015, 10:15:01 pm
Pretty sure it's not a moba, it sounds more like the standard open world pvp mmorpg with faction warfare and probably some sandbox elements. I'm just hoping the combat system isn't something that would make me want to kill myself.
Title: Re: Crowfall
Post by: Golem on January 17, 2015, 10:58:00 pm
too bad i also registered to that site to suggest a manual combat feature (also a thing that most people wanted) but no ,  MOBAS are a win win so let's do a MOBA again.
Sorry to burst your bubble but that might have been a bunch of people from here.  :lol:

Anyway, I don't think directional combat is a good way to go with this type of game, if anything then symplified DrkSls combat, imo.
Title: Re: Crowfall
Post by: Xant on January 18, 2015, 12:26:35 am
Don't understand why there isn't a single truly skill-based MMO out there.

Well, I do, and the reason is WoW and everyone trying to do exactly the same thing as WoW did/does. But it's gay as hell. Would be so nice to have a MMO where you aren't severely limited by the super low skill ceiling.
Title: Re: Crowfall
Post by: Nightmare798 on January 18, 2015, 06:37:21 pm
Pretty sure it's not a moba, it sounds more like the standard open world pvp mmorpg with faction warfare and probably some sandbox elements. I'm just hoping the combat system isn't something that would make me want to kill myself.

I bet my ass it will be another wow clone all over again. I mean, I dont see mmo bussines stopping being stagnant anytime soon...
Title: Re: Crowfall
Post by: Golem on January 18, 2015, 10:20:19 pm
I bet my ass it will be another wow clone all over again. I mean, I dont see mmo bussines stopping being stagnant anytime soon...
Haven't you read the fucking thing?

Anyhow guys, have a look at this thread.
http://community.crowfall.com/index.php?/topic/841-what-did-crowfall-team-expect/page-2 (http://community.crowfall.com/index.php?/topic/841-what-did-crowfall-team-expect/page-2)
This calls for a cRPG Gank Squad.
Title: Re: Crowfall
Post by: Ikarus on January 19, 2015, 01:42:35 am
Haven't you read the fucking thing?

Anyhow guys, have a look at this thread.
http://community.crowfall.com/index.php?/topic/841-what-did-crowfall-team-expect/page-2 (http://community.crowfall.com/index.php?/topic/841-what-did-crowfall-team-expect/page-2)
This calls for a cRPG Gank Squad.

but it tells me to create an account  :I

oh well, I quickly created a dumping email
username: bleh
password: bowbimborulez

expected good stuff, but it´s just MOBA wank talk :B tl;dr
Title: Re: Crowfall
Post by: SeQuel on January 19, 2015, 02:01:53 am
but it tells me to create an account  :I

oh well, I quickly created a dumping email
username: bleh
password: bowbimborulez

expected good stuff, but it´s just MOBA wank talk :B tl;dr

Cool, thanks.
Title: Re: Crowfall
Post by: Golem on January 19, 2015, 09:41:29 pm
SUCH MISINFORMATION; MUCH DISAPOINT
Title: Re: Crowfall
Post by: Golem on January 20, 2015, 10:39:51 pm
New reveal on the forum, definetly not MOBA. Also what the fuck do you have against MOBAs. Warband is a MOBA.
Title: Re: Crowfall
Post by: Vibe on January 21, 2015, 12:42:32 am
Warband is a MOBA.

r u stupet
Title: Re: Crowfall
Post by: Gatsby on January 21, 2015, 12:45:25 am
r u stupet

No! he's a Moba
Title: Re: Crowfall
Post by: Golem on January 21, 2015, 05:03:51 am
Oh well, you're right.. I just looked up the exact definition. Althought I must say that just acronym is applicable here.
Title: Re: Crowfall
Post by: Golem on January 21, 2015, 05:04:23 am
Oh well, you're right.. I just looked up the exact definition. Althought I must say that just the acronym without context and prior usage is applicable here.
Title: Re: Crowfall
Post by: AntiBlitz on January 21, 2015, 07:14:03 am
you really arent helping your case with the bad edit job.
Title: Re: Crowfall
Post by: Christo on January 21, 2015, 07:31:51 am
check yoself befo' yo wrek yoself
Title: Re: Crowfall
Post by: Gatsby on January 21, 2015, 10:17:12 am
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More shadowbane similarities; also the weapon choices are not locked to the archetype, if u pick up a sword and u have the pre-reqs, u can use it.
Not bad, but still on paper
Title: Re: Crowfall
Post by: Kafein on January 21, 2015, 06:51:47 pm
check yoself befo' yo wrek yoself

And before me dig out a bitch I have ta' find a contraceptive
Title: Re: Crowfall
Post by: SeQuel on January 22, 2015, 06:45:16 am
moms spaghetti
Title: Re: Crowfall
Post by: Ikarus on January 22, 2015, 10:23:16 am
never said it´s a MOBA, just said that the thread was just about some MOBA guys wank talking

I just can´t be hyped about a game when I don´t know what it actually is. But let´s just wait and drink tea till then, we´ll see soon enough :)
Title: Re: Crowfall
Post by: Golem on January 22, 2015, 06:49:18 pm
I'm gonna laugh at all of you when the alpha is released in 32 days and it's a kickass one.
For now, some tea..
Title: Re: Crowfall
Post by: Golem on January 22, 2015, 06:52:58 pm
suck it http://community.crowfall.com/index.php?/topic/979-012215-the-crowfall-universe-economycrafting-raph-koster/ (http://community.crowfall.com/index.php?/topic/979-012215-the-crowfall-universe-economycrafting-raph-koster/)
this is going to be like epic, only this will actually get released
Title: Re: Crowfall
Post by: Vibe on January 22, 2015, 10:08:58 pm
suck it http://community.crowfall.com/index.php?/topic/979-012215-the-crowfall-universe-economycrafting-raph-koster/ (http://community.crowfall.com/index.php?/topic/979-012215-the-crowfall-universe-economycrafting-raph-koster/)
this is going to be like epic, only this will actually get released

Not that this was anything really special, all their words sure are a guarantee this will succeed, huh
Title: Re: Crowfall
Post by: Golem on January 23, 2015, 04:22:47 pm
bad vibe
Title: Re: Crowfall
Post by: Gatsby on January 28, 2015, 02:04:50 am
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First ingame image of this game; looks decent to an alpha.

Then some Faq:

What genre of game is Crowfall?

Crowfall is a Massively Multiplayer Online Role Playing Game (MMORPG, for anyone born in a cave).   By that, we mean that the game is played online in a persistent shared environment with thousands (and thousands, and thousands…) of other players.

We think Crowfall is a very different flavor of MMO – internally, we call it a Throne War Simulator.  That’s because we’ve designed it to be a very different game experience.  It has elements in common with strategy games, political simulators, survival games… and a few elements that don’t really exist anywhere else.

Throne War Simulator?  You mean like Game of Thrones?

Game of who?  Song of what?  Uhh, no...never heard of it.  Any similarities to any existing fantasy novels and/or television shows is purely coincidental.

(p.s. RT+LS totally = JS)

What platform is Crowfall for?

Crowfall is initially a game for Windows PCs. As for other platforms:

We are considering Mac support, because yes, Macs are cool, too… but we aren’t ready to promise anything yet. 

Console is not completely out of the realm of possibility, but it is not a priority.

Tablet and mobile are not currently in the plan.  If we decide to support those devices, we’re more likely to do companion apps, rather than the full game. It’s like putting a shark in a swimming pool – you might get him in there, but he isn’t going to like it.

Will there be a single player game mode?

Nope. The game can only be played as an MMO.

Does that mean I can’t play solo?

Of course you can play solo! That said, many of the game systems were designed to entice you to interact with others. It is an MMO, after all.

What is the camera and control interface?

3d person (over the shoulder) mouse and keyboard controls.  In this particular area, we are similar to traditional MMOs.

How does character creation work?

You start the Character Creation with a set number of creation points.  You pick an “Archetype” class –basically a race/class combo – from an initial set of options.  Each Archetype has a point cost.  That cost varies depending on the base attributes and skills of that Archetype.  For example, Centaurs have a higher starting Strength, so they are more expensive.  This means they have less points left over to spend…

“Advantages” and “Disadvantages”, which are elements that further customize your character.   They represent specific talents, traits or backstory elements that change your character in unique ways.    For example: “Eagle Eye” might give you an increase to accuracy with ranged weapons.  “Dim-witted” might lower your Intellect, but give you points that you can send to further increase your Strength.

Advantages cost you point, disadvantages give you additional points to spend.  There is a limit to the number of Advantages and Disadvantages you can start with.  Advantages and Disadvantages can only be purchased during character creation.

Are archetypes customizable?

Yes.  Once in the game, you must raise your skills to qualify for a Promotion class.  This allows you to differentiate yourself (pretty dramatically) from your base Archetype.

Additionally, there are also Disciplines which can be learned to gain access to addition skills, weapon styles and powers.  For example, the “Archery” Discipline can be used to unlock the use of Bows.  The “Bounty Hunter” Discipline gives you additional skills and power that are helpful when hunting other players.

Are the archetypes gender locked?  Can I only play a male Knight, or a female Dryad?

Some of the archetypes are locked to a particular gender, but most of them are not.  As a general rule, humanoid characters can be played in either gender, and non-humanoids (i.e. the “monster races”) are locked to a single gender.

Can the character appearances be customized?

Yes.  We will offer the ability to customize your character (hair styles, color and faces) in Character Creation.  Further customization can be done in-game, by collecting equipment.

How does character advancement work?

Crowfall uses a skills-based system to resolve in-game actions.  Characters do not have discrete “levels” like most traditional MMOs.  This means that there are MANY, MANY potential ways to advance your character at any given time.

There are two ways that a character can increase her or her skills: passive training (in a method similar to “Eve Online”) and active training (i.e. doing things in game).



I am curious about the combat system, but at least now we know this isn't gonna be a Moba but a true mmo. Shadowbane 2 incoming? I won't let the hype get me, right now i still wait and see.
Title: Re: Crowfall
Post by: Vibe on January 28, 2015, 08:50:45 am
Crowfall uses a skills-based system to resolve in-game actions.  Characters do not have discrete “levels” like most traditional MMOs.
There are two ways that a character can increase her or her skills: passive training (in a method similar to “Eve Online”) and active training (i.e. doing things in game).

This is cool, if it isn't too grindy.
Title: Re: Crowfall
Post by: Gatsby on January 29, 2015, 07:21:17 pm
News: No TaB123 combat! No Trinity! No raids! Great Character Customization!


FREQUENTLY ASKED QUESTIONS | Combat

1. Does combat use tab-targeting?

No. We’ve tried to make combat in Crowfall a little more action-combat focused, than your traditional MMO.  For instance, we have “dashes” that you use to avoid attacks, as opposed to a passive (randomized) dodge system.  Finding the right balance on this one has been extremely challenging from a design perspective, but we think we’ve found a mid-point. Hopefully you’ll agree.


2. How does targeting work?


Generally, melee attacks happen in the area in front of the character.  There is no hard “target”.  Attacks use various shapes such as: cones, rectangles, and spheres. You can optionally turn on or off a projected ground texture, if you want to visualize where your character is attacking.


3. What is the simulation model? Can players “walk through” other players? How are projectiles simulated?

We use a physics model for character movement and combat simulation. This means that players and projectiles move realistically in the 3D environment, with momentum and inertia. This implies a number of interesting side effects that you probably aren’t used to (like players being unable to move through each other, projectiles hitting accidental targets, etc.) There are some implications that we aren’t quite ready to talk about yet. We’ll go into more detail about the ramifications of this system later.


4. Does the game use the “trinity system” of class balance (tank, DPS, and healer)?


No. Some elements, yes, of course. But overall, not really.

We have characters that are more offensive. We have characters that are more defensive. We have characters with support powers. But we made the game purposefully light on in-combat healing, to make it more deadly.

 

And remember, we’ve opened up the character customization options (through Promotion classes and Disciplines) to make each character a “mixed bag” of skills and powers. Each archetype starts with pre-disposition towards a certain playstyle, but after that, the game system really opens up and allows you to adapt your character any way you like.


5. Why de-emphasize combat healing?

Combat healing effectively adds a multiplier to each combatant’s effective hit points. A defender isn’t just managing one health bar, his “effective” health pool is = his personal health bar * powers driven by the mana pool of every healer actively supporting him. This makes a lot of sense for games that focus around PvE combat where the monsters have thousands of hit points – especially raids.  It makes less sense in a game focused on skill-based player-versus-player combat.


6. But the game will still have instanced based PvE raids, right?

No, actually.  Crowfall is a game is about territorial conquest and a player-driven economy – not PvE raids.


7. Do you have boss monsters?

Sort of.  Not exactly.

We have creatures that are incredibly deadly, but they don’t hang out at the end of a dungeon waiting for you to come kill them.  They also don’t drop rare magic items when defeated – because that would undercut the player-driven economy.

 

Instead, they sometimes drop rare reagents, which a master crafter can use as additives to craft high-end equipment.


8. How can you allow for so much character customization, and still claim that every character is balanced?


We don’t claim that!  The idea that “all characters should be equally balanced in all situations” is not one of our design goals.  We’re giving you the control to be able to customize your character.  The natural result is that some character builds will inevitably be better than others.

Instead, our goal is to create a deep, complex simulation – filled with tactical and environmental considerations and emergent gameplay.  Our design goal is that no single character is better than others in every situation.

This approach means that mastery of the game relies on skill: knowing how to build your character in a way that suits your playstyle, and then seeking out situations in the game that will be to your advantage.  It also means that adventuring parties will be less cookie cutter, as the roles are not as clearly defined.




Plus some info about world factions, guilds and servers: looks like they gonna build up many worlds sticked togheter in some way but each world have different ruleset.

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Title: Re: Crowfall
Post by: Xant on January 29, 2015, 07:39:06 pm
It sounds really good. Could be the first MMO I really play. Not getting hyped before I see gameplay, though.
Title: Re: Crowfall
Post by: Vibe on January 29, 2015, 07:43:41 pm
I've heard all of this before. Staying super sceptical this will be anything innovative or fresh.
Title: Re: Crowfall
Post by: Golem on January 30, 2015, 01:00:42 am
oh boi
(click to show/hide)
Title: Re: Crowfall
Post by: Taser on January 30, 2015, 02:55:00 am
Innn. Sounds awesome but words are words.. will like to see how it plays.
Title: Re: Crowfall
Post by: Golem on January 30, 2015, 12:39:03 pm
It's like 5 different games packed in one, holy fuck. :shock:
Title: Re: Crowfall
Post by: Vibe on February 03, 2015, 09:51:32 am
http://crowfall.com/#/news/hunger-week-its-about-time

Ehhh I don't know about this. It's good in one way, but on the other hand I really like the persistence even when it comes to things like this. I was never opposed to guilds/factions ruling over a server for longer periods of time, it's nice to see because then you also see strong resistances forming and planning how to take down the big guild/faction. With this it feels like you're joining a lengthy lobby match (like a moba or something) and in the end it won't matter that much who wins since everything will just reset.
Title: Re: Crowfall
Post by: Gatsby on February 03, 2015, 10:42:39 am
Gw2 WvW shit incoming?
I don't get the point of traveling between servers if persistence is off. With persistence a faction could have call ppl fighting in his world for a while to overcome the dominant faction, giving them something like castles after the war. Now i fear a big blob fest to gather resources togheter for egoistical reasons, just to improve your character without acting in the interest of a faction which will fall anytime soon.
Title: Re: Crowfall
Post by: Leshma on February 03, 2015, 12:45:08 pm
There is pre-alpha and pre-pre-alpha and Kickstarter project level and this game. They literally have a glorified artwork posing as a ingame screenshot and bunch of ideas what kind of game they want to make. Is there anything to prove that this game actually exist, will be made.. something to prove that this isn't someone's prank on gaming community?
Title: Re: Crowfall
Post by: Vibe on February 03, 2015, 12:56:47 pm
No, but they have a lot of pompous words and filthy PR!
Title: Re: Crowfall
Post by: Golem on February 03, 2015, 05:35:55 pm
In-game screenshot. Notice the her hands.  :lol:
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Title: Re: Crowfall
Post by: Leshma on February 03, 2015, 05:49:31 pm
Looks like crap. I hate consoles but in two months PS4 will get Bloodborne and on PC bunch of early-alpha shit games QQ
Title: Re: Crowfall
Post by: Gatsby on February 03, 2015, 07:16:02 pm
Well bloodborn is a copy of a copy of a copy of a great game.
Title: Re: Crowfall
Post by: Golem on February 03, 2015, 07:20:32 pm
I'm not wasting 360EUR on one game.
Title: Re: Crowfall
Post by: Christo on February 03, 2015, 08:31:53 pm
Looks a lot like Dota 2
Title: Re: Crowfall
Post by: Gatsby on February 12, 2015, 11:36:41 pm
FREQUENTLY ASKED QUESTIONS | PRICING

1. What is the pricing model for Crowfall?

Crowfall is a “buy once, play forever” game. That means that you buy the game once (estimated retail price of USD $50.) and you can play for the life of the game, without ever paying us again!

We also offer an optional VIP membership, details of which are provided below.


2. Can I spend real world currency buy in-game items or currency?

No. The only things that you can buy from ArtCraft:

- VIP membership tickets

- Cosmetic items that do not affect gameplay

- Account level services (such as increasing your number of character slots, or the size and population caps of your personal kingdom).


3. What do I get for buying the game?

You get a digital copy of the game and one active game account, which you can use to connect to the live game service.

Each game account allows for three characters, and one “passive training” slot that you can use to train one of your characters – even when you are offline.


4. Are there any restrictions on those character slots?

Nope. You have access to all the archetypes. You get the same number of character creation points to use to customize your characters. You draw from the same list of advantages, disadvantages, promotion classes and disciplines to advance your character. Your skill list is the same. Your character advances at the same rate.

Our goal is to make the VIP membership entirely optional.


5. What do I get for a VIP membership?

VIP members allows a few additional benefits:

“Behind the scenes” access to the development of the game
VIP members can use passive training for all 3 character slots (not just 1)
Priority access to all game servers
VIP frame / badge on the forums
Discount pricing on any purchases
Other cool (non-balance affecting) benefits as we think of them!

6. How much will VIP membership cost?

The price is currently TBD, but we’re expecting it to be around $15 a month.


7. Can I buy resources (stone, iron, wood) from ACE?

No. Once the only way to get resources will be to either earn them by participating in Campaigns, or by trading with other player.


8. Can items and resources be traded between players?

Yes. This the foundation of a player-driven economy.


9. Can I trade VIP membership tickets to other players?

Yes. This means that people who purchase the game, but don’t want to pay a monthly subscription, can still become VIP members by providing goods and services to other players.


10. Does this apply to the game world-wide? or just North America?

These answers are for North America only. Other territories will have likely different pricing methods. Details related to other markets will be released at a later time.




Ok so looks like a fair payment method and not a p2w, only few benefits for 2nd and 3rd chars for vips. Unfortunatly this counts only for Na and not Europe, so we can only hope the Eu publisher won't be a trion 2.0...
Anyway, this is not gonna be a moba like game, the missions/campaings of the worlds will last months or years, before the wipe.
Title: Re: Crowfall
Post by: Vibe on February 13, 2015, 08:27:38 am
GG.

"You cannot buy resources with real money"
"You can trade VIP tickets that you buy with real money for resources with other players"


it's the same fucking thing stupids
Title: Re: Crowfall
Post by: Christo on February 13, 2015, 08:33:45 am
Inb4 the crow will fall because of its own 'Airdrop' system  :mrgreen:
Title: Re: Crowfall
Post by: Vibe on February 13, 2015, 09:31:42 am
Box price, subscription, cash shop and ingame trading/selling items for real money. Oh, and crowdfunding.

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Title: Re: Crowfall
Post by: Gatsby on February 13, 2015, 10:50:42 am
GG.

"You cannot buy resources with real money"
"You can trade VIP tickets that you buy with real money for resources with other players"


it's the same fucking thing stupids

Not exactly the same, u can't put resources in the game with real money, only buying them from players who actually gathered them in game.
Title: Re: Crowfall
Post by: Vibe on February 13, 2015, 11:38:06 am
it's on the same level of shit
Title: Re: Crowfall
Post by: Gatsby on February 13, 2015, 12:20:53 pm
That's another story :D
Title: Re: Crowfall
Post by: Golem on February 14, 2015, 02:08:07 am
Seems like player driven economy applies to the developer's pockets aswell.
Title: Re: Crowfall
Post by: SeQuel on February 14, 2015, 06:56:51 am
So do we know anything about this game yet?

I still don't understand what this game is about.
Title: Re: Crowfall
Post by: Golem on February 15, 2015, 06:53:36 pm
It's game of throne-ish MMORPG crafting exquisite. Hunger is coming, eat yourselves..
Title: Re: Crowfall
Post by: Gatsby on February 17, 2015, 06:30:01 pm
FREQUENTLY ASKED QUESTIONS | VOXEL FARM

1. What are Voxels?

Imagine a world made of bricks – like Minecraft – only with bricks that are much, much smaller… So small, in fact, that you can’t see them. Small enough that you can carve a sphere out of a surface and leave it perfectly smooth. You can take a chunk out of a wall or a hill without it looking angular and blocky.

Voxel Farm is a technology library that does two things:

1. It allows you to create things out of voxels, which means that things can be easily broken apart and put back together in real time.

2. It includes a library set for generating Worlds procedurally. More than worlds, actually – castle walls, towers, buildings, rocks… you name it!


This technology, when mixed with a real time physics simulation, opens up a whole new world of potential gameplay.


2. What does a voxelized world allow players to do?

Blast holes in walls. Collapse towers on your opponent. Dig a tunnel beneath a castle wall, so that you can dig your way up into the courtyard and siege from within.

Voxel technology gives the players the ability to (literally) move mountains.

To see what’s possible, check out the Voxel Farm destruction demo, here: http://youtu.be/on-0Ou48tak


3. Is this only on Campaign Worlds? Or on the Eternal Kingdoms are well?

We are using this technology for every Crowfall world.

On the Campaign worlds, the implications are obvious – if these Worlds are going to be destroyed eventually, anyway, why not make them fully destructible?

On the Eternal Kingdoms, the technology gives you the ability to customize your Kingdom or province in unique and interesting ways: construct a blacksmith shop, design a marketplace, build walls and towers and design a Castle.

All of this is possible -- provided, of course, that you win enough materials in the Campaign Worlds, first.


4. What does “procedural world” generation mean?

Most online games use 3D environments created by hand. This process is incredibly expensive and time consuming, as it requires the coordination of numerous artists and designers working for months to create every single area in the game.

Generating a game algorithmically means that this process is automated. Instead of having each World be created by a team of artists and designers, these individuals create assets (like trees and rocks and buildings) independently, as part of a “World creation toolset.” Engineers then “teach” an algorithm to create a multitude of Worlds using (and re-using) those parts.

Algorithmic terrain creation isn’t great for theme park games where the areas are created to match particular, pre-written storylines. However, it works GREAT for simulation and strategy games (like Minecraft, or Civilization) where your decisions – and the decisions of the other players – form the foundation of the experience.


5. What kind of things can be created algorithmically?

Terrain generation can be done algorithmically, resulting in realistic looking Worlds: oceans, continents, mountains, lakes, hills, valleys, rivers.

Subterranean areas can be included, as well… veins of iron or copper, twisting caverns and underground lakes and rivers. It can even be used to generate an endless landscape filled with ruins.

Structures can be created algorithmically, as well. You can use “grammars” (sets of rules) to create walls and towers out of bricks, and castles out of walls and towers. See what kind of buildings can be “grown” algorithmically by checking out this video. http://youtu.be/scacfkd_Tao

…and to see the real-time architectural tools in action, click here. http://youtu.be/zU95rUpyexA

The two systems can even be used in conjunction, allowing you to build a continent and then “grow” villages, castles and towns in places where they would be most likely occur.


6. Why is this important for Crowfall?

Crowfall is a mix of an MMORPG and a strategy game.

You know that feeling you get, the first time you log in to a new game – that rush of exploration and mystery? The sense of excitement that comes during first turn of a game like Civilization – the urgency to explore, to expand, to conquer? that’s the emotion that we want, every time you enter a new Campaign World.

One of the things that can make a strategy game grow stale is knowledge of the game board. If players learn that the key to winning is to always “take control of point A” and “avoid the choke point at B,” it makes subsequent games less interesting.

By using an algorithmic approach to create new game Worlds at the “push of a button,” Crowfall can keep the players constantly guessing and keep the game feeling new.
Title: Re: Crowfall
Post by: Golem on February 20, 2015, 12:38:16 pm
FREQUENTLY ASKED QUESTIONS | PHYSICS
1. What do you mean by a "physics" system?
Physics system means that objects in our game world move and react according to real-world physics rules. Objects have mass and that mass imparts inertia/momentum.


2. Don't most MMOs use physics to move things around?
Most games have a simple physics system to represent players falling and things like that. Our system uses a physics engine for this purpose and as such can account for a much more dynamic scene, for example, falling objects colliding with one another. Movement of debris from an explosion, or scene dressing does not require a physics simulation. We apply physics to objects that can be meaningfully involved in gameplay, like the player's avatar, chunks of terrain and so on.


3. Does that mean players can't stand inside of other players?
It does! We think this will lead to some fun behaviors in combat.


4. What kind of forces are applied? (Momentum, inertia, Gravity, etc?)
We use a real-world gravity system where objects have mass and that mass corresponds to what you would expect from every day experience; Big barrels full of sand would be heavy, small objects like weapons weigh a lot less. Our player powers can also create forces to do things like push or pull, and knock up or knockdown.

When you apply player powers to in world objects there is potential for crazy destruction. It could also get out of hand and make a giant mess, so we are watching this area carefully.


5. Does this system affect... characters, monsters, objects, buildings, terrain?
Yes, the system affects everything in the world.


6. Can players block other players from moving?
Yes they can, which should allow for some interesting battlefield formations. However, not all characters will have the same mass, so a larger character like a Centaur will have no trouble pushing a much smaller Assassin out of the way. Also, some characters may have special powers that enable them to teleport past other players, while others may have powers that prevent players from passing them. Controlling the battlefield will be a key strategy to master!


7. Has this technology been used before?
Yes. The Voxel Farm technology library has been used by Daybreak Game Company on their titles Landmark and up-coming MMO, EverQuest Next.


8. Will any of my ranged powers use physics?
Yes, some powers use physics forces/impulses to push objects around. Some powers create projectiles which can apply forces to whatever the projectile hits and explodes on. A fireball could hit a player, explode and knock them back a few feet. Or maybe a meteor could hit the ground next to a player, knock them into the air and destroy the terrain under them, so when they fall it is a fair distance.


9. Will any of my melee attacks use physics?
We want everyone to enjoy the physics in Crowfall, so yes!


10. Can I use physics to push another player off a cliff? Or down a mountain?
Absolutely, assuming the force applied to them is enough to move their mass. Some of the characters have much more mass than others like the Centaur or the Champion.


11. What physical properties do items have?
All objects in the world will have mass, and a corresponding weight based on the world's gravity. Items in your inventory will not contribute to your avatar's overall mass however.


12. What tactical considerations will I need to take in account during combat?
In most other combat systems the environment is very static and the physics pretty limited. With the introduction of physics and a destructible environment Crowfall is shaking things up, quite literally.

This technology allows all kinds of emergent behaviors that no one has seen before. Imagine blasting a hole in the ground, using a force to knock an enemy into it and summoning a giant rock over the hole.


13. How can players take advantage of this system (shield walls, or tactical formations)?
We anticipate the tank types to have positional control on the battlefields, they will create formations or walls to protect whom or whatever is behind them. In classic MMO’s the tanks have protected the more lightly armored members of the group, in Crowfall they may also be protecting a siege weapon or entrance to a tower. Of course the enemy may have specialists who dig through the terrain under those tanks to get to the targets.


14. Do projectiles use physics?
Yes they do.


15. Does that mean that I can be hit by friendly fire?
Wherever possible, yes -- but we have to make sure that this is balanced. Some rules sets (like the infected worlds, which are Faction based) divide players automatically into teams. We have to make sure that players can't join teams specifically to take advantage of friendly fire to grief their own "teammates."

Our plan is to try and apply debuffs to players for doing damage to or killing their teammates (the gods curse you for your incompetence). If this proves not to be a good enough deterrent, however, we may have to turn friendly fire off for particular Campaign worlds.


16. How does this system work with the destructible environment system?
If walls crash down on you, you will take damage. If the ground opens up below you will fall. The environment can be just as lethal as an enemy player.
Title: Re: Crowfall
Post by: Gatsby on February 20, 2015, 03:35:56 pm
Honestly, if this game is not gonna be a lag fest i would be surprised.

Title: Re: Crowfall
Post by: Grytviken on February 23, 2015, 06:44:01 am
Honestly, if this game is not gonna be a lag fest i would be surprised.

The new Shadowbane server has sustained sieges up to 500 players without much lag. A ton of players from SB are going to be moving to this, and the only thing they care about is massive sieges and pvp so I think they will be prepared.
Title: Re: Crowfall
Post by: Vibe on February 24, 2015, 02:50:25 pm
https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo - gameplay video inside
Title: Re: Crowfall
Post by: Xant on February 24, 2015, 02:56:01 pm
Wow, it looks like Generic: the Game.
Title: Re: Crowfall
Post by: Christo on February 24, 2015, 03:00:58 pm
.-.
Title: Re: Crowfall
Post by: Gatsby on February 24, 2015, 03:53:45 pm
Well at least there's a game at the end :D
I won't spend money on this untill beta is out (actually i'm in beta grp already but probably will be on in late 2016), anyway i like the ideas and the different rulset, hope this is gonna turn out good.

800k goal it's a  lot, but also 150k raised in 1h isn't bad at all.
Title: Re: Crowfall
Post by: Xant on February 24, 2015, 04:37:59 pm
Looks like they are definitely getting it. It was at 60k at the time of my previous post, now 185k.
Title: Re: Crowfall
Post by: Christo on February 24, 2015, 05:46:01 pm
Looks like they are definitely getting it. It was at 60k at the time of my previous post, now 185k.

already at 250k now

They'll have it easily in two days at this rate
Title: Re: Crowfall
Post by: Polobow on February 24, 2015, 06:52:12 pm
Well, this is kinda what Epic is aiming for.
Title: Re: Crowfall
Post by: Xant on February 24, 2015, 11:13:12 pm
already at 250k now

They'll have it easily in two days at this rate
385k
Title: Re: Crowfall
Post by: Golem on February 25, 2015, 01:19:53 am
Watched the kickstarter video and instantly realised that it's a scam. They talk about being independant, yet they probably depend on some big company, which hired them to raise money(so the company doesn't have to pay for development) and then make the game.
Source: it's evident in all their faces, voices, the way they move etc.
Title: Re: Crowfall
Post by: cmp on February 25, 2015, 02:08:34 am
Source: it's evident in all their faces, voices, the way they move etc.

Also at 2:40 you can see greenish scales on his right forearm.
Title: Re: Crowfall
Post by: Christo on February 25, 2015, 02:23:15 am
Also at 2:40 you can see greenish scales on his right forearm.

 :lol:
Title: Re: Crowfall
Post by: Xant on February 25, 2015, 04:29:46 am
Watched the kickstarter video and instantly realised that it's a scam. They talk about being independant, yet they probably depend on some big company, which hired them to raise money(so the company doesn't have to pay for development) and then make the game.
Source: it's evident in all their faces, voices, the way they move etc.
Are you one of Tovi's sons?
Title: Re: Crowfall
Post by: Golem on February 25, 2015, 06:09:06 am
Are you one of Tovi's sons?
Can you elaborate?
Title: Re: Crowfall
Post by: Gatsby on February 27, 2015, 05:23:14 pm
800k reached, in 3 days.

Streatch Goals:

-1.0M: New character and FX ( Female Centaurs + Enhanced particle effects) We will use the founds to hire an FX artist and to secure an FX technology library for creating amazing spell FX in Crowfall.

-1.3M: Character Mounts and Caravan transport

Here an interview by mmorpg.com with gameplay, combat will probably change a lot in final version.


Title: Re: Crowfall
Post by: Gatsby on March 03, 2015, 06:45:28 pm
Today, we go into detail and answer questions regarding Campaign Export Rules. In addition, Lead UX artist Billy Garretsen – narrates his process in creating our latest Knight Poster!
 
Campaign Embargo FAQ
 
How are rewards determined at the conclusion of a campaign?

Players can place items, resources, and materials into Embargo – basically, this is a way of “uploading” items to your Account Bank inside a Campaign. This can only be done at certain specific locations inside a Campaign, and items placed there are basically “in quarantine” until the Campaign is over.
 
When the world is destroyed at the end of a Campaign, some portion of the player’s winnings (i.e. the contents they have placed inside their Embargo vault) will be transferred into that player’s Account Bank. The number of items transferred depends on how well that player fared within the Campaign.
 

What is the Account Bank? How does it work?

Each player has an Account Bank, which can be used to transfer items between characters on that account. The account bank cannot be accessed when your character is locked into a Campaign.
 
How does the Account Bank related to the Embargo Vault?

The account bank exists at the account level – meaning that all of your characters share one account bank. The vault is Campaign specific, meaning that each Campaign will have a different Embargo area. At the end of the Campaign, depending on how well you (and your team) did, some number of item(s) will be moved from the Embargo into your Account Bank. The rest of the items will be lost.
 
What determines the number of items that can be placed in the Embargo Vault? The size of the Embargo Vault changes based on Campaign type. As a general rule, longer and more risky Campaigns will have larger Embargo Vaults (higher risk leads to higher reward).
The primary factor that determines the size (and loss factor) of the Embargo is how well your team (faction or guild) finished in the Campaign, as well as your individual contribution to the Campaign.
 
The length of time spent in a Campaign will be used to scale the final results. This is done to prevent players from waiting until the last moment and then jumping on the winning team of a Campaign just to get the reward. (In fact, Players who join at the very end may get no reward -- even if their team is victorious.)
 
We really believe in the concept of risk vs reward. The more difficult the ruleset of a Campaign – and the longer of a commitment the player is required to make -- the larger the potential payout from the Embargo.
 
Add this to the fact that the more rare crafting materials are more plentiful in the difficult Campaigns, and we should have a risk/reward ratio that is quite compelling.
 
Where is the embargo located in the campaign?

To place item(s) into the Embargo Vault, players must physically transfer those items to a particular type of Point of Interest known as a Summoning Circle. The Summoning Circle acts like a giant bank, and can be found in only the most hostile areas. (Thematically, you could think of these like the giant IO towers from TRON).
 
We are certain that these areas will be incredibly deadly, as they make fantastic ambush spots – other players will know that this is a location players will gravitate towards, and that they will be heavily laden with items when they come. This system also ties well into the Caravan system (currently at stretch goal) to haul stuff to the Embargo. Items placed within an Embargo Vaults cannot be removed. You can’t use Summoning Circles to “teleport” items around the map.
 
Is the Embargo Vault specific to a player?

Yes! Each player will have their own Embargo Vault to fill, in each Campaign. Players will need to balance how much of the world’s resources are dedicated to helping the team win, versus how much they want to scavenge for themselves. Having a full Embargo Vault isn’t going to help maintain control of the structures in a world!
 
Are the contents of the embargo safe? Yes. If you can make it safely inside the Summoning Circle, then any items you place inside your Embargo Vault will be locked there until the conclusion of the Campaign. It is just like a bank in many respects.
 
Some of the Rulesets call for 20% reward how does this work for items?
 
For materials and resources it is easy – we can just adjust the size of the material stack that each player is entitled to. For equipment, we will have to work out some other means of scaling the rewards.
 
Do I have any control over which item(s) are kept and which item(s) are lost from my Embargo?

Maybe. Right now our design is simple: we will randomly select which item(s) and materials will be released and which item(s) and materials will be lost. We could certainly change this design later, to give preferential treatment to certain items based on rarity, size, value or player preference.
 
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Title: Re: Crowfall
Post by: Gatsby on March 26, 2015, 03:31:02 pm
Kickstarter is over, with many goals reached:
visitors can't see pics , please register or login
Title: Re: Crowfall
Post by: Gatsby on September 02, 2015, 06:11:48 pm
After 16 weeks the very first pre-alpha is coming out, here's a video about combat development so far.

https://youtu.be/VsWcAjQ2pow
Title: Re: Crowfall
Post by: Grytviken on September 18, 2015, 07:26:24 am

Play to Crush was the motto of some of the devs old production Shadowbane, a game that a few of the devs from Crowfall helped produce. It's still going strong after 15 years with sieges with 100's of players taking part but is on a steady decline. Shadowbane is a highly competitive pvp MMO, where the risks vs rewards are huge. Nations and Guilds fight over resources and territories, resources are needed to create items and build cities, everything is built by players. Overall it plays out alot like a real-time version of Strategus. Unfortunately it's not a very easy game to get into as most people have been playing for many years, the graphics are horribly dated, and it's also not a solo friendly game, PVP is allowed in 99% of the world. No other game allows you to put your rivals in the dumpster like this game, the results can be months of hardwork down the drain from a failed defense of a city etc, not sure if Crowfall will live up to it's expectations though, alot of the key devs are missing and the Alpha is horrid.








http://www.thedregs.net/ - Crowfall community resources and nation recruitment.
www.magicbane.com
www.shadowbaneemulator.com
http://morloch.shadowbaneemulator.com/index.php/Main_Page - overview of the hundreds of different class combinations and disciplines