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Crowfall MMO

Saighdiuir de na Iomproidh
Cyrus
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Posted On: 01/23/2015 at 09:15 PM
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I just randomly came across this game surfing Reddit, don't see much info (yet) and I'm guessing it is in Alpha almost to beta in the coming months. Anyone kept a pulse on this game? It looks really interesting.

 

EDIT: Oops, meant to post a link to it. https://crowfall.com/#/

Last Edited on: 01/23/2015 at 09:44 PM
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Muintir de na Capall
Bluenotebacker
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Replied On: 01/26/2015 at 08:22 AM PST
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I signed up for Beta, I like the sound of this one, though I doubt it'll keep me from playing ESO ;)

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Soren
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Replied On: 01/26/2015 at 01:39 PM PST
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I also signed up for the beta and am lurking the forums (Soren24).  The premise sounds interesting and the dev's seem pretty interested in interacting with the community. I'm interested to see where this will go :)

If you meet yourself on the testing track, don't make eye contact. Lab boys tell me that'll wipe out time. Entirely.
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Rhynor
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Replied On: 01/26/2015 at 06:39 PM PST
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Thanks for sharing this one. I was surprised at how engaging I found the teaser content - that usually just annoys me, but they made it fun.  As Soren says, the devs seem to be very involved with the community. ESO has made me wary of early access hype, but if this team can deliver what they promise, it sounds great.

I'd like to see how crafting turns out, since that's usually my primary focus. Their MMORPG piece was interesting:


 

http://www.mmorpg.com/gamelist.cfm/game/1214/feature/9325/Building-Upon-Star-Wars-Galaxies-Crafting.html

 

Crowfall Interviews: Building Upon Star Wars Galaxies' Crafting

By Thomas Blair on January 22, 2015

 

<snip>

What do you think happened to the crafting scene in MMORPGs?

It really came out of the need to make sure that every player could be an island, and not have to rely on other players for his or her progress.

If every player can play the game completely independently, then it stands that crafting should be a “secondary activity” for everyone, not a primary profession for anyone.  If you wanted to be a master crafter, you had to do that in addition to gaining combat levels through PvE.

Since it was an optional secondary profession, the endgame “evolved” from dealing with other players (or beating on them and taking their stuff) to forming large groups and killing raid bosses for phat loot.

Thus began an eternal struggle between loot drops and crafted items. There can only be one! Crafted items better than dragon loot?! Preposterous! Take a boss drop to a crafter to craft it for you? No way! Of course, loot drops won out, because it’s easier to control the player experience by setting drop percent chance. In fact, loot drops won out so convincingly that crafting is mostly used to fill in equipment gaps while waiting for raid boss loot drops. How sad is that?  To relegate a primary game profession to a sad time-filling activity?

As designers in our desire to make killing big monsters worthwhile we killed the concept of having a crafting class as “the thing you do.” We have replaced depth and community interaction with clever and in some cases very good mini games. How you craft is where we have been focusing all our efforts, not why you craft.

Speaking as a player who made virtual fortunes in UO as a Blacksmith and in SWG as an Armorer, I’m bummed I can’t find an experience like that in the current marketplace of games. No one knows who the crafters in the community are, there is no debate on how to produce masterpieces in the forums. People think of the exploration game as “looking for new zones”, but it used to be so much more than that!

As a result, the crafting community has largely gone by the wayside. I’d like to see what Crowfall can do to change that.

What do you propose to “bring back” crafting?

I’m not claiming to have a silver bullet on this one, just some ideas based on years of playing and observation. There are a ton of lessons to be learned looking at games like Star Wars Galaxies and EVE Online which had and still have success with their crafting and economic loops. From a very high altitude, crafters need to be able to: craft unique items, explore new recipes and profit from the results of this exploration, and create customized items for all styles of play. Crafters must have an audience to buy their goods. The loop between crafter and combatant has to exist! And, ideally, crafters need to be able to “mark” their product so that they can build a social reputation and a following.

The very concept that players can and will lose their items at some point is required, otherwise the game loop breaks. It is a very controversial topic for those who don’t like the potential of losing their items, and we understand that.  But sometimes you have to embrace ideas that may not be popular at first glance, because they open up amazing areas of gameplay that are otherwise not accessible.

On Crowfall, we’re willing to take some of these risks, because we know that the payoff will be worth the effort.

How do you determine who can craft?

Every character has the ability craft some items, from the beginning of the game.  Further crafting requires the accumulation of recipes through gameplay and class specialization.

Do you have to use the crafting system? 

Of course not! Our goal is not to “force crafting on the masses.”  We just want to make crafting a viable profession, a core part of the player-driven economy. We do want to support it as a valid type of gameplay and crafters are very valuable members to any guild.

How are Crowfall recipes different than other games?

Most crafting systems recipes are very specific. 3 iron ingots and 2 wool cloth will craft an Iron Plate Helm. This recipe is repeated up the chain, mapping each tier of metal to a unique recipe. At the end of the day, the crafter has 500 recipes, most of them unused.

The recipe system is heavily inspired by the designs that Raph Koster created on both UO and SWG, the randomized enchantment system is more like Todd’s work on Shadowbane. The recipes are fluid; because the ingredients are not as strict, that leads to a higher degree of system exploration.

For example: You have a single 1 recipe for “Plate Helm”. The requirements are 3 metal and 1 cloth 1 Leather and 1 additive element. The player can choose which tiers of those resources to put in those slots. As long as the slots are filled with something valid, the recipe will craft. They can even add something special to the additive slot to alter the item in a significant way. This reduces our recipe count by about 90% and every recipe in the Crowfall player’s book remains useful. Moreover, the result is more varied and it’s going to be up to the player to figure out the “right” combination of reagents to produce the desired result.

In a nutshell, it is largely left up to the player to decide what items they want to craft, and how. Woot!

Though a shorter list it is still a limited list of combinations, correct?

While the recipe list is shorter, the possible outcomes from the Forging stage alone are much greater than a standard crafting system. Next, you add in additional stages before the item is done. For example, you might: Refine your alloys, Forge the blade, and then Enchant it by binding an Elven Blademaster Thrall into the blade.

The Refinement step alone varies greatly based on which Alloys are used.  We are showcasing a small sample of Metal Alloys in one of our illustrations released today.

Interesting. How do the Metal Alloys work?

Metal Alloys are made from combining various types of ores in the crafting process. Each ore combination produces either a Pure Metal or an Alloy. Pure Metals grant Attributes, while Alloys grant Attributes and Statistics. Ores from all resource tiers are used throughout the entire crafting tree to ensure that no ore becomes obsolete. The amount of combinations gives the player a gigantic palette of options to use when crafting.

<snip>



» Edited on: 2015-01-26 18:45:43

Not all those who wander are lost ~ JRR Tolkien
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Saighdiuir de na Iomproidh
Cyrus
Saighdiuir de na Iomproidh
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Replied On: 01/26/2015 at 10:10 PM PST
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Yeah, what I was looking at is very interesting. I am looking forward to more reveals on this particular game and what it has to offer. I wonder how long it has been in development. Since it is already asking for a Beta

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Rhynor
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Replied On: 01/27/2015 at 06:05 PM PST
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I was wondering that too. All the newly revealed graphic templates are labelled "pre-Alpha" so I'm wondering if this beta is more of an alpha than a beta (which seems to increasingly be the case these days).

I'm curious to see how they implement their proposed inter-world travel, territory acquisition, and gear/economy/crafting models. Their gear system mentions "loss" of gear as a necessary price in order to give value to the player-driven economic model. They haven't been too specific about the nature of the loss, although both decay and looting have been suggested by various commentators as possible mechanisms.



» Edited on: 2015-01-27 18:18:54

Not all those who wander are lost ~ JRR Tolkien
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Saighdiuir de na Iomproidh
Cyrus
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Replied On: 01/27/2015 at 08:05 PM PST
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It would be very awesome, and I do mean awesome, if in face they have a reak functional game on their hands and are genuinely offering a beta. The idea of a REAL player driven economy is pretty awesome from what they have shown and the inter-connected worlds was a huge eye opener for me in terms of ambition (similar to shards which i thought was very cool idea so far).

I would love if "raids" whatever form they take are more you defeat bosses and such for actual crafting components or pieces of "broken" gear that need to be re-crafted to old pristine condition.  Nothing too extreme to make it absurd but I always thought that made bosses more worthwhile to raid for, their horde contained treasures full of rare components to build things like special buildings or armor, or even maybe way-points to "Connect" to different worlds.

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Rhynor
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Replied On: 01/28/2015 at 02:27 AM PST
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I love the idea of the unique worlds with the ability to travel between them. Shards is also something I'm looking forward to seeing, with its modular, player-run worlds.

As a diehard PvE'er I'd prefer almost anything to PvP looting to acquire gear and items, because the time I spent in EvE Online was enough to make me hate that. I was a miner and saved forever to get a Hulk ship, and the very first time I took it out it was shot down by pirates (yes, I'm a carebear). I'd much prefer a neutral mechanic that can't be used to grief other players (or at least the inclusion of a non-PvP safezone).

Not all those who wander are lost ~ JRR Tolkien
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Tiarna de na Iolair Corcra
Jairone
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Replied On: 01/28/2015 at 07:29 PM PST
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Tyrra:  Yeah, there are MANY games looking at those issues.  In fact many of the more hardcore sandbox games coming out in the next couple years are offering more protection against the grief of losing everything just because you happen to run into one group of players who are out for targets (and also because it has been shown that there WILL be people griefing others if at all possible.)  Even those with full loot are putting protections into place (stuff like your property and house are safe, people can't landscape grief you at your home, etc.)

I haven't studied Crowfall much, but I have delved a little into a multitude of other games that seem to be full of interesting attempts to make both crafting and teamwork relevant again in MMOs, without making all the content requiring grouping.

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Foghladha
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Replied On: 02/02/2015 at 09:28 AM PST
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Well there goes that. No Raiding, Full loot PvP. Two things we're trying to avoid these days. Otherwise looks like a fun game. They've got a lot of different PvP modes. But almost all have 100% inventory loot on death which is not at all casual friendly.



» Edited on: 2015-02-02 10:35:06

"It's not the loot and accolades you walk away with, it's the memories and friendships that you cherish forever." - Foghladha
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Saighdiuir de na Aracos
Malthol
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Replied On: 02/09/2015 at 08:50 PM PST
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Looks interesting, but I admit that full inventory loot might keep on the safer worlds. I really loved Shadowbane, but it was like a fulltime job.

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Saighdiuir de na Iomproidh
Cyrus
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Replied On: 02/12/2015 at 04:30 PM PST
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So it looks like they are taking a GW2 approach (also now a ESO approach) $50 flat free, play forever game, like GW2, with the option like ESO to have a VIP membership status that gives minor perks, there will also be no tactical advantages for VIP sub or buyable in the shop. I'm still on the fence but it sure is intriguing and honestly, i love the art-style so far.

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Ethreck
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Replied On: 02/23/2015 at 11:48 AM PST
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Hey guys.  I just wanted to pop in and mention that the countdown timer on this one ends tomorrow morning at 8 AM CST.  This means they will be releasing the "rest" of the information that they have been holding or working on.

This also includes in game pre-alpha footage.  Everybody likes a little eye-candy.  :)

I am not sure you all have continued to follow this but they announced, last week I believe, that they are using Voxel Farm as the graphics engine.  This is the same engine that EverQuest Next is using.  So this means destructible terrain and objects.  This will make for some exciting siege battles.  They also mentioned that pieces of terrain and buildings can fall on players and injure them.  Makes for some interesting tactics.

Anyway here is the link again for anyone that wants to take a look tomorrow morning at 8:00 AM CST.

Crowfall

 

Also, here is a direct link to the post making the announcement today:

02/23/15 - Today, And Tomorrow

 



» Edited on: 2015-02-23 11:52:47

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JelaMiraj
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Replied On: 02/23/2015 at 09:09 PM PST
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Might turn out be neat, but the ability to lose items makes me red flag weary & cautious.....

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Charlatan
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Replied On: 02/24/2015 at 09:18 AM PST
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Kickstarter launched for the game.

 

As of this posting they've raised $270k (out of $800k goal) in less than a day so it seems like this will probably succeed.

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Alex
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Replied On: 02/24/2015 at 10:57 AM PST
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325k/800k now and I'm curious about this one, the idea behind it seems fun. But I'm sketchy and not at all interested in losing things when I die. I hope that is saved for the most 'hardcore' worlds and I can still progress in the more 'filthy casual' worlds.

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Cyrus
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Replied On: 02/24/2015 at 12:35 PM PST
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At least the way its worded on the Kickstarter, full loot PVP might be a rule that can be turned on and off depending on campaign.

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MikeyDee
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Replied On: 03/01/2015 at 05:53 PM PST

I have backed this game as well along with Camelot Unchanged and Star Citizen.

 

I eagerly await the game modes per world they iterate against.  Hoping more people feel this game is for them and can put some money down get this one to 1.5 or 2M budget so the core games is fully realized for release.

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Malthol
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Replied On: 03/03/2015 at 04:32 PM PST
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Now that they've launched their KS, I'm more interested. But, that art style, it's just awful. Really, really awful.

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Ashenshugar
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Replied On: 07/09/2015 at 02:51 PM PDT
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I'm not going to lie...This game is the most excited I've been for an MMO in a long time.  That said, I will admit that I actually liked Shadowbane when it first came out, which probably renders my opinion obsolete.  If they can do something similar without the horrible UI problems that plagued Shadowbane though, I'm definitely in.  Even if we don't do a full Gaiscioch chapter or seed, I'd love to try and do a kingdom/group of other guild members that are interested in this game.  Castlebuilding + siege mechanics is something I've always wanted in an MMO...  Alot more info is available on their website now as well including some classes/archetypes, campaign types, physics engine/videos etc.  Definitely keeping my eye on this one.  

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