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[Crowfall] Game of Thrones meets EVE Online. Early Access available now.

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  • NerfThatManNerfThatMan Registered User regular
    Pricing FAQ.

    For those who can't follow the link, or are simply against it, it's B2P for $50 with an optional VIP subscription that provides additional "passive training" slots (a la EVE?), some backstage dev pass deal and discounts on cosmetic shop purchases.

    Also, two new archetypes. Confessor, the first spellcaster.

    And the Fae Assassin.

    PSN: corporateshill
  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    Pricing FAQ.

    For those who can't follow the link, or are simply against it, it's B2P for $50 with an optional VIP subscription that provides additional "passive training" slots (a la EVE?), some backstage dev pass deal and discounts on cosmetic shop purchases.

    Also, two new archetypes. Confessor, the first spellcaster.

    And the Fae Assassin.

    Full FAQ for those at work:

    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 players.


    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.

    NNID: delphinidaes
    Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
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  • NerfThatManNerfThatMan Registered User regular
    Game will be using Voxel Farm toolset.

    FAQ in the spoilers.
    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:


    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.

    A great example of what can be accomplished with terrain generation can be found here.

    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.

    …and to see the real-time architectural tools in action, click here.

    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.

    PSN: corporateshill
  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    It's good to see more Voxel work being done in MMOs outside of EQNext. It's an awesome technology and pretty powerful stuff.

    There are links to vids showcasing some of what you can do in the FAQ article itself:

    http://crowfall.com/#/faq/54e359997450fc794e7711c0

    That can make from so pretty epic strategies and battles if they do it right.

    NNID: delphinidaes
    Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
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  • SomeWarlockSomeWarlock Registered User regular
    That's the same tech as the tech used in Landmark and EQNext. It's an interesting thought, and if they can match the exploration found in Landmark they have a good base to start with. Exploration in Landmark pretty fun, only really limited by the fact Landmark doesn't have a ton of content/diversity in game yet.

  • kaidkaid Registered User regular
    The biggest challenge with the voxel farm type engine is NPC pathing. If your game is really PVP focused though that may not be that big of a deal and have largely static NPC with the main focus being players moving about the environment. The other advantage of a voxel engine is it allows you to do some serious land deformation/destruction effects for spells/abilities.

  • NerfThatManNerfThatMan Registered User regular
    Small-ish update today.

    Two new archetypes, the ranged DPS Frostweaver and the "Specialist" Guinea Pig Duelist. Apparently specialists are going to be capable of sapping/digging under fortifications, which brings us to the next update-

    Physics.
    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.

    Also of some note if you like this sort of thing, the Crowfall twitch stream will be streaming the in-game model creation process for the Duelist on Tuesday, Feb 24th at noon pacific time.

    PSN: corporateshill
  • ZetxZetx Part-time Lurker, Fixer Registered User regular
    I can't wait for physics shenanigans. Or at least a tower of player characters.

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  • NerfThatManNerfThatMan Registered User regular
    edited February 2015
    And their Kickstarter is off and running.

    Best of luck to them, not sure if I'll be donating/investing/funding an elaborate escape.

    We've also got some new, typo-ridden FAQs:

    The Strategy Layer
    !! NOTICE !!
    Before we jump into this FAQ, we need to make one bit caveat: within the Crowfall design, this is the part of the design that is the MOST likely to change over time. For two reasons:

    ONE, we are electing to innovate, and come up with new mechanics rather than basing our design around an existing ones. This always takes more iteration, as we need to not just build the system, but then adjust it based on player feedback.
    TWO, the nature of our Campaign-driven system (where each Campaign is largely self-contained) means that we can try out multiple rulesets. It also means that we don’t have to get it right the first time.
    Unlike most MMOs, we have the ability to try out different rules and iterate continually – even even after launch – to find the rulesets that are the most fun!

    The statement “this is subject to change” isn’t an apology or warning – it’s a key selling point of our game, and the process of creating it.

    Think of the core set of Game Rules as a standard 52-card deck of playing cards: Hearts, Diamonds, Spades and Clubs. Aces, Kings, Queens, Jacks, etc.

    How many different (fun) games can be played with this same set of cards?

    Our goal is to start by building the basic deck, and then create a series of different Campaign Types using the base set.

    Will all of them be equally fun? Nope.

    But it’s going to be a LOT of fun trying out different rules to see which one(s) work best.

    Our goal is to be constantly playing with the Campaign rules. The rules that work (i.e. the Campaigns are popular) will be repeated, expanded, riffed on. The rules that don’t will be retired.

    Since the characters advance primarily through passive training (outside the Campaign) this means that we can try out some crazy stuff, without it causing the metagame (i.e. the success of a player or guild across many, many Campaigns) to get thrown completely out of balance.




    2. Can you describe the base elements, i.e. the “aces and spades” of the Campaign system?
    Yes.

    First, let’s start with the MAP. Each Campaign takes place on a self-contained, seamless World. The map is generated procedurally. Think of the map the same way you think of a world map at the beginning of a game of Civilization – unique, unknown and filled with features of strategic importance.

    Additionally, remember that these worlds are dynamic; players can BUILD and DESTROY features ON, and the features OF, the Worlds themselves. Find an old castle ruins, clear it out, and rebuild it into a fortress. Gather stone and build a stronghold at the mouth of a river. Collapse a mine to deny someone the production of Iron. Drop a forge to garrison your army, then build a wall around it to defend it from attackers.

    POINTS of INTEREST are the resources of strategic importance, which are scattered all over the map. Some of these have direct game impart (like a Quarry that produces Stone, which you need to build structures), others have indirect influence (like a giant lake or a mountain range that hinders travel.)

    The TEAM RULES determine how the players are divided up, on entry to the game. Faction based Campaigns divide players into three group (Order, Balance and Chaos). God-War based Campaigns divide players up into 12 teams, one for each of the Elder Gods. Guild-based Campaigns allow players to self-organize into groups.

    Next is the VICTORY CONDITION (or end-game condition, if you prefer). What causes this Campaign to end? Some Campaigns will have a FIXED duration (i.e. the Campaign will last 3 months, and the victor is “whichever team holds the most terrain at the end.” Other Campaigns can have a triggering event, “the first team to capture all twelve flags.”)

    IMPORT and EXPORT rules are used to determine what items and resources can be brought in and taken out of the Campaign World.

    Import rules are common to all players: i.e. “you can bring in exactly 10 items” or “you have to arrive naked (i.e. Terminator rules.)”

    Export rules are different for the winner and loser(s) of the Campaign: winners get more, losers get less. Some Campaigns also have a third category, in which losing guilds can “kneel” to the winner – gaining a slight increase in rewards, if you swallow your pride and admit defeat.

    The generic Victory Condition for each Campaign involves amassing VICTORY POINTS. This are basically an in-Campaign scoring mechanism that can be tied to various actions in the Campaign; the general rule is “the Team that amasses the most Victory Points will win” – however, that rule is incredibly generic, by design.

    How those VPs are amassed in a given Campaign depends on the STRATEGIC RULES: what, exactly, are we supposed to do on this World? We’ll describe some of how those rules work in detail, below.


    3. Why would I pick one Campaign, over another?
    To some degree, it’s going to be a matter of: risk/reward, personal taste and social bonds. Do you want to be placed in a pre-made team, or self-organize? How do you feel about friendly fire? How do you feel about item looting on death? How long are you willing to commit to this Campaign?

    Couple this with social considerations: friends (and guilds) will likely choose pick and choose which Campaign(s) they want to participate in based on relationships -- both cooperative and competitive. Some of these friendships and rivalries go back decades.

    Our goal is to support and foster those existing relationships, as well as to provide a foundation for players to forge new ones.


    4. Why would I pick a more difficult Campaign? Or a longer one?
    The general rule is: greater risk = greater reward.

    We’re going to balance the rewards so that the best rewards come from the Campaigns that are the most deadly, and we’re going to scale up the potential rewards for committing to Campaigns that are longer.

    Building and Crafting materials increase in quality and quantity as you get closer to the Hunger. The most rare reagents can only be found in the Shadow, and the Dregs.


    5. Can you describe the Victory Condition rules for a given Campaign?
    Sure. Let’s assume that we join a Campaign on the “Infected” Worlds. That means this is a Faction-based Campaign; i.e. the players are broken up into three teams: Order, Balance and Chaos.

    Each Campaign has a duration, let’s say its 3 months.

    The goal of the ORDER faction is to amass the most Victory Points before the World expires.

    The goal of the CHAOS faction is the same.

    BALANCE doesn’t gain victory points in this system, however. The goal of the BALANCE faction is to try and end the Campaign with ORDER and CHAOS having roughly the same number of Victory Points; i.e. no clear winner between the other two.

    In other words:

    If Order ends the game with 400 points and Chaos with 100, Order wins.

    If Chaos ends the game with 400 points and Order with 100, Chaos wins.

    If Order ends the game with 270 points and Chaos with 230 points – i.e. Order was ahead, but it wasn’t a decisive victory – then Balance wins.

    In other words, to win this Campaign, the players in the Balance Faction will have to be alternately changing sides, to try and keep either of the other two Factions from pulling too far ahead. If the difference between Order and Chaos at the end of the match is less than 30% of the total, Balance wins.

    In this rule set, there is only one winner – there is no second place.


    6. OK, so I get the goal. But how do we earn Victory Points?
    The Strategy Rules determine how Victory Points are earned.

    This is a BLOODSTONE Campaign. This ruleset was created to give smaller groups -- like a band of outlaws hiding in a forest -- the possibility of competing with large, more organized groups.

    Players collect unique reagents to create BLOODSTONE TREES. A Bloodstone Tree, once planted, cannot be moved – it can only be destroyed. And these areas are distinct – the area around two Trees cannot overlap.

    You can build defenses (and structures) around your Bloodstone Tree. At the time of planting, you set a cycle timer for that tree (X hours PROTECTED, followed by Y hours UNPROTECTED). This cycle will be continued until the Campaign ends or the Tree is destroyed.

    When the Tree is PROTECTED, the city is safe. The tree will magically protect all of the structures within a radius, protecting them from harm. During this time, however, the tree does not produce many BLOODSTONES.

    When the Tree is in an UNPROTECTED state, the magic protection of the Tree falls – and the City is subject to sieging by other players. It is during this period, however, that it becomes highly likely that the Tree will randomly spawn Bloodstones.

    Each Bloodstone that is produced has a randomized TARGET DESTINATION. The only way to gain Victory Points in this Campaign is for players to transporting the Bloodstone to the Target Destination and performing a ritual to sacrifice it to the Gods.

    The Bloodstone must be sacrificed before it decays (i.e. in less an hour.) The Bloodstone cannot be teleported, it must be escorted by hand.

    If the Bloodstone is captured by other players during this window, the Bloodstone will pick a new TARGET DESTINATION. If an opponent can transport the Bloodstone to new Target Destination, they can redeem it for Victory Points for THEIR team.

    It is worth noting that Bloodstones nor removed from the World (via logout or any other means) nor easily hidden (though some Archetypes and Disciplines may have powers that specifically revolve around Bloodstones: finding them, hiding them, slowing the decay timer, etc.)

    If a Bloodstone Tree is destroyed during the Activation window, it will drops a random number of Bloodstones instantly, giving the attacker a potential reward (which still have to be taken to the Target Location, to be redeemed!)


    7. Can you give me an example of this, in action?
    Sure. Let’s call the “Sons of Dawn” Guild 1. They have a Bloodstone Tree in the City of Festroon, which they have surrounded with fortifications. They are aligned with the ORDER Faction.

    On a Thursday evening, the City of Festroon Bloodstone Tree cycles, changing to a state of UNPROTECTED. For the next two hours, the city can be attacked.

    A Bloodstone spawns on the Tree. It has a target location that is relatively close, near a local quarry.

    The defenders have a choice: deliver this Bloodstone to the target destination, to collect Victory Points for ORDER, or stay and protect the City?

    They opt to send a small party to sacrifice the Bloodstone for ORDER points.

    On the way, they are ambushed by “Kane’s Fist”, a Chaos-aligned group that we’ll call Guild 2.

    The ambush works. Guild 2 kills them all, and takes the Bloodstone. The stone points them to a new location, and the Guild 2 players head off in that direction to try and sacrifice it for CHAOS Victory Points.

    Guild 1 regroups, and decides to go after the Bloodstone. They get reinforcements from Festroon and ambush the Party from Guild 2 to retrieve the Bloodstone.

    The Party from Guild 2 drops the stone and flees. It was a trap.

    Guild 1 returns to find the City of Festroon has been destroyed by the rest of Guild 2. Guild 1 didn’t leave enough defenders to protect it.

    The Tree is destroyed, the buildings are on fire, and Guild 2 is now on the way to cash in the 3 new Bloodstones that just spawned when the Festroon tree was destroyed.


    8. Why did you design the Bloodstone ruleset?
    We created this ruleset because we thought it would be interesting to create a strategy game that allowed a mobile group of players – like a mercenary band that moves around the map constantly, hiding in one forest or another – a ruleset in which they could potentially be successful against larger, more entrenched groups of players.

    Also, because it sounded fun.


    9. Will there be other Campaign types?
    Absolutely. That’s the point. Our intention is to be constantly brainstorming new game rules – and not just us, we will be taking ideas from the community, too – to see what works.

    We’ll try out new rulesets as we (and you!) think of them, and the ones that are the most fun / most popular will be mixed into the normal rotation of new Campaigns.

    It’s like a “genetic algorithm” for design ideas. The good ideas will rise to the top, where we’ll replicate them and riff on them (“mutate” them, technically) and hopefully find even better ideas. The bad ideas will be less popular, and we’ll retire them.

    Not only will this keep the game constantly fresh – it also means that the rulesets should get more interesting and fun over the life of the game.

    NerfThatMan on
    PSN: corporateshill
  • NerfThatManNerfThatMan Registered User regular
    edited February 2015
    And because it got cut off for length, Character Advancement
    1. How does character creation work?
    You start the Character Creation with a set number of creation points. Then, you pick an “Archetype” class –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 (fewer) points left over to spend on Advantages and Disadvantages.

    Advantages and Disadvantages 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 points, disadvantages give you additional points to spend. There is a limit to the number of Advantages and Disadvantages you can start with.


    2. Are the Archetypes customizable beyond character creation?
    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, powers and crafting recipes. 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.


    3. 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. (Often for specific lore reasons. Those not excluded by lore may be added in the future)


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


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

    There are two ways that a character can increase his or her skills: passive training (in a method similar to “Eve Online”) and active training (i.e. doing things in game). Active training can help you get a jumpstart on a new skill, but it can only get you basic competency. The primary method of increasing your skills is passive training.


    6. Won’t people just use bots (programs) or macros (scripts) to train their skills?
    The ability to train a skill through active use is limited. That means that that using programs is not a very effective way to increase skills… you might as well just play the game naturally, and increase your skills normally. We do not condone the use of bots or macros in Crowfall.


    7. How are skills assigned?
    Characters are assigned skills based on their archetype, advantages, promotion class and disciplines. If a player changes disciplines, they may lose the ability to use certain skills.


    8. Is there a limit to the amount of skill a player can gain in a specific skill?
    Yes. The Archetype of each character sets an initial maximum amount for each starting skill. For example, the Legionnaire can raise his Polearm skill to 100.

    Taking an Advantage at character create such as “Military Training” can raise this max to 110.

    If that Legionnaire promotes to Centurion, it raises the skill max by an additional 40 points (to a total of 150).

    Finally taking the “Executioner” Discipline will raise the max by another +25, giving him 175 maximum Polearm skill.

    The character can now passively train to 175 skill in Polearm.

    I can't even spoiler text the next one because it's too long. Campaign & Kingdom.

    NerfThatMan on
    PSN: corporateshill
  • cornellcornell Registered User regular
    Three days in and the game is almost 3/4 of the way funded.

  • PolaritiePolaritie Sleepy Registered User regular
    cornell wrote: »
    Three days in and the game is almost 3/4 of the way funded.

    It is hitting a lot of the right notes to interest people. Its interesting me and I'm fairly burnt out on MMOs right now...

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    Axen
  • SomeWarlockSomeWarlock Registered User regular
    Polaritie wrote: »
    cornell wrote: »
    Three days in and the game is almost 3/4 of the way funded.

    It is hitting a lot of the right notes to interest people. Its interesting me and I'm fairly burnt out on MMOs right now...

    I think there's a substantial crowd burnt out on the current breed of MMOs and the WoW formula in general who keep shuffling about from MMO to MMO looking for the next big thing. This is getting the attention since it's a new MMO and one that's different from the current themeparks that dominate the scene.

    Who knows if it'll actually take off, Wildstar had a lot of energy and enthusiasm going into it and it's struggling awfully hard. I'm cautiously optimistic, but I want to see what they do to prevent the game being dominated by a handful of megaguilds and if there's any room for people who prefer smaller groups/guilds/soloing.

  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    Polaritie wrote: »
    cornell wrote: »
    Three days in and the game is almost 3/4 of the way funded.

    It is hitting a lot of the right notes to interest people. Its interesting me and I'm fairly burnt out on MMOs right now...

    I put in a bit for the Kickstarter since the development is a ways off, but make no mistake there is a very good chance that my current MMO flame will still have me in it's clutches by then. They just added a CCG (yup to an MMO) and Racing to it yesterday and the hook is in DEEP. (I can't remember more than a handful of days that I didn't play it in the last year.)

    But I do want to support projects like this that are attempting something different and in a way that seems feasible.

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  • Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    If this game can do everything it claims I am all about it.

    My fear is it will not, because this is a thing that happens with mmos.

    Ideas come swiftly and by the millions, they just almost never come to fruition.

    Which is why I am just going to wait till this has at least hit an open beta before I really care.

    DarkewolfeJimbodarkmayo
  • DarkewolfeDarkewolfe Registered User regular
    Polaritie wrote: »
    cornell wrote: »
    Three days in and the game is almost 3/4 of the way funded.

    It is hitting a lot of the right notes to interest people. Its interesting me and I'm fairly burnt out on MMOs right now...

    I put in a bit for the Kickstarter since the development is a ways off, but make no mistake there is a very good chance that my current MMO flame will still have me in it's clutches by then. They just added a CCG (yup to an MMO) and Racing to it yesterday and the hook is in DEEP. (I can't remember more than a handful of days that I didn't play it in the last year.)

    But I do want to support projects like this that are attempting something different and in a way that seems feasible.

    Honestly, it's pretty unlikely most folks current MMO will still have its clutches on them simply because these things almost never stick to their actual schedules. I'd expect to not have anything beyond a partial beta to really play for 4 years or so.

    What is this I don't even.
  • RoeRoe Registered User regular
    I like the names behind the game, but the world reset along with guild kingdoms doesn't seem to mix well in my eyes. I really wanted to like this game and the idea of a hardcore castle siege with voxels, but I can't see this game getting off the ground from beta.

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    Most folk need to be playing FFXIV:ARR then. :razz:


    As I mentioned before I give money to MMOs that try new things. Not just because I like their concept for the game, but simply because they are new ideas.

    Take Warhammer Online for example. It is fair to say it was a failure, but it had some slick new ideas that other games were quick to absorb. And as such the MMO world was made better for it.

    And who knows, someday one of these MMOs will nail it.

    DelphinidaesMrVyngaardTransporterprogramjunkieEriktheVikingGamer
  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    edited February 2015
    Darkewolfe wrote: »
    Polaritie wrote: »
    cornell wrote: »
    Three days in and the game is almost 3/4 of the way funded.

    It is hitting a lot of the right notes to interest people. Its interesting me and I'm fairly burnt out on MMOs right now...

    I put in a bit for the Kickstarter since the development is a ways off, but make no mistake there is a very good chance that my current MMO flame will still have me in it's clutches by then. They just added a CCG (yup to an MMO) and Racing to it yesterday and the hook is in DEEP. (I can't remember more than a handful of days that I didn't play it in the last year.)

    But I do want to support projects like this that are attempting something different and in a way that seems feasible.

    Honestly, it's pretty unlikely most folks current MMO will still have its clutches on them simply because these things almost never stick to their actual schedules. I'd expect to not have anything beyond a partial beta to really play for 4 years or so.

    With most MMOs these days perhaps, but my current one seems to be forging a different path and I could easily see myself playing it for many years if they keep it up, something all evidence seems to indicate they have every intention of doing..

    Also I tend to be less cynical when it comes to crowd funded projects as I try to keep my expectations realistic and am generally fairly discerning when it comes to the projects I back. It could flop, it could struggle and limp along, or it could succeed gloriously. Either way I support the concept they are presenting and want to encourage them (and others like them) to proceed where often large companies are less willing to tread. It's a risk I'm willing to take as I see it as something of great benefit to the gaming industry as a whole, given how saturated it is with "safe" games and rehashed concepts that are less financially risky but suffer greatly in terms of creativity and propelling the industry forward.

    Delphinidaes on
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  • Toxic PickleToxic Pickle Registered User regular
    Crowfall is kindof a dumb name.

    Other than that, I find the ideas pretty interesting, and this is coming from someone who has been so burnt out on MMOs for a long time... I've tried to play many of them, but inevitably I just quit because none of them manage to hold my attention for very long. The worlds being rather transitory smacks of the seasons that games like Diablo 3 and PoE have, which could be a cool idea in an MMO.

    I don't think I'm interested enough to give them money, but I will keep an eye on this and see what comes.

  • NerfThatManNerfThatMan Registered User regular
    Well, fully funded which is cool. Stretch goals are being introduced and they seem reasonable. Delivery date is listed as December 2016 which seems optimistic from an outside standpoint. Then again they want an alpha available to backers by this summer so- who knows.

    PSN: corporateshill
  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    edited February 2015
    Well, fully funded which is cool. Stretch goals are being introduced and they seem reasonable. Delivery date is listed as December 2016 which seems optimistic from an outside standpoint. Then again they want an alpha available to backers by this summer so- who knows.

    A lot of the development of an MMORPG typically goes into story, quests, cinematics, raid encounters, dungeons, lore etc.

    With this game being focused primarily on PvP there is a much smaller amount of actual content of that nature to be developed. So the focus is on the game systems, balance, economy, maps etc. And since the amps are being designed primarily via procedural generation you cut down even more development time (most of which is focuse don the procedural system itself)

    I can see why development time on a game of this nature would be drastically different than a typical MMO.

    Delphinidaes on
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  • PolaritiePolaritie Sleepy Registered User regular
    Well, fully funded which is cool. Stretch goals are being introduced and they seem reasonable. Delivery date is listed as December 2016 which seems optimistic from an outside standpoint. Then again they want an alpha available to backers by this summer so- who knows.

    A lot of the development of an MMORPG typically goes into story, quests, cinematics, raid encounters, dungeons, lore etc.

    With this game being focused primarily on PvP there is a much smaller amount of actual content of that nature to be developed. So the focus is on the game systems, balance, economy, maps etc. And since the amps are being designed primarily via procedural generation you cut down even more development time (most of which is focuse don the procedural system itself)

    I can see why development time on a game of this nature would be drastically different than a typical MMO.

    It would be cool if each world had some PvE story things - small things, here and there. And, once the world dies... POOF.

    Steam: Polaritie
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  • jdarksunjdarksun Scion of Chaos Registered User regular
    Nosf wrote: »
    My take on UO and SWG were notable IPs that the design team did little to nothing exciting with. Raph Koster once described the UO IP as an albatross around his neck; the people came for ultima - not for Raph Koster. SWG took an exciting setting and gave us moisture farming and dancing and 6 months to become a jedi.
    Did you actually play UO? Because your take is incorrect. Ignoring that it was one of the first MMOs, it also had robust crafting and player housing and mules and use-to-gain skills and no levels and dyes and animal taming and spell casting and everything. And it worked.

    Anon the Felon
  • drunkenpandarendrunkenpandaren Slapping all the goblin ham In the top laneRegistered User regular
    jdarksun wrote: »
    Nosf wrote: »
    My take on UO and SWG were notable IPs that the design team did little to nothing exciting with. Raph Koster once described the UO IP as an albatross around his neck; the people came for ultima - not for Raph Koster. SWG took an exciting setting and gave us moisture farming and dancing and 6 months to become a jedi.
    Did you actually play UO? Because your take is incorrect. Ignoring that it was one of the first MMOs, it also had robust crafting and player housing and mules and use-to-gain skills and no levels and dyes and animal taming and spell casting and everything. And it worked.

    I don't know man. Having a pet Rancor in the middle of a player hub wasn't that amazing. :P

    Origin: DPPandaren
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  • ArthilArthil Registered User regular
    I... this might be the first time I've heard anyone complain about what was in SWG. It was amazing that you could basically do anything you like.

    PSN: Honishimo Steam UPlay: ArthilCwcuLUM.jpg
    AxenMrVyngaardBasil
  • NerfThatManNerfThatMan Registered User regular
    Small FAQ about the Campaign Embargo idea- the export/import rules for the various campaigns.
    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.

    PSN: corporateshill
  • rahkeesh2000rahkeesh2000 Registered User regular
    Arthil wrote: »
    I... this might be the first time I've heard anyone complain about what was in SWG. It was amazing that you could basically do anything you like.

    The name brought plenty of people who didn't actually want a sandbox/world simulator. Or did you think there was absolutely no reason why they threw so much out with NGE?

  • ArthilArthil Registered User regular
    There really wasn't a good reason actually, no. They made a major assumption that they'd do better business wise if they scrubbed the game down and gave it a WoW paint job but instead they hammered a stake through the games heart.

    PSN: Honishimo Steam UPlay: ArthilCwcuLUM.jpg
    Kai_SanMrVyngaardAxen
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    Indeed.

    They may have thought that their player base didn't want an open sandbox, build-a-class world.

    NGE proved that they had no idea what their player base wanted. Spoilers: an open sandbox, build-a-class world is what they wanted.


    Ahem, which is why SWG fans should check out The Repopulation. :razz:

    HewnFuselage
  • DarkewolfeDarkewolfe Registered User regular
    Well, SWG's player base, which wanted a sandbox, wasn't large enough or profitable enough to justify the game.

    Do they tried, and failed, to develop an additional base while retaining the old one.

    What is this I don't even.
  • NerfThatManNerfThatMan Registered User regular
    Darkewolfe wrote: »
    Well, SWG's player base, which wanted a sandbox, wasn't large enough or profitable enough to justify the game.

    Do they tried, and failed, to develop an additional base while retaining the old one.

    I realize this wasn't a judgement value, but man- I can't help but feel this is what's given us so many boring, lumpy, inconsistent MMOs since WoW's massive success. Everyone chasing that generic mass pull.

    PSN: corporateshill
    MrVyngaardDelphinidaes
  • jdarksunjdarksun Scion of Chaos Registered User regular
    Darkewolfe wrote: »
    Well, SWG's player base, which wanted a sandbox, wasn't large enough or profitable enough to justify the game.
    The existence of EVE Online refutes that. There were enough SWG players to support a comparatively small player base.

  • Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    If companies would put as much effort into finding a sustainable business model with a reasonable playerbase as they do with trying to make their game the next wow clone cash cow, then they might be able to do so. EVE is a good example. I think GW2 is the closest to doing this - they made their game relatively different while managing to pull what seems to be a solid profit.

  • DecomposeyDecomposey Registered User regular
    Darkewolfe wrote: »
    Well, SWG's player base, which wanted a sandbox, wasn't large enough or profitable enough to justify the game.

    Do they tried, and failed, to develop an additional base while retaining the old one.

    Actually it was, there was a large population (for a pre-WoW MMO) and plenty of profits. They were even releasing their third full expansion which many people happily bought Then the NGE dropped two days after the expansion and vast swaths canceled the game and demanded refunds for the expansion, which they recieved.

    SWG was profitable. But WoW had come out, and was breaking MMO records, and SOE wanted a piece of that pie. So they changed their already stable, profitable game to be more similar to WoW, which infuriated their players and caused them to cancel in huge masses. It wasn't that SWG wasn't profitable, it's that it wasn't AS profitable as WoW. SOE got greedy, and it cost them.

    Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
  • ArthilArthil Registered User regular
    While it did end up making the genre more accessible, I sometimes wonder if the MMO genre would've been better off if WoW had never came out.

    PSN: Honishimo Steam UPlay: ArthilCwcuLUM.jpg
    MrVyngaard
  • SomeWarlockSomeWarlock Registered User regular
    It's hard to say. I think WoW DID kind of shunt the genre's evolution for a while; too many people were pursuing the same formula(with the majority not having any luck in that regard). It also caused a lot of players to consider raiding the "real purpose/goal" of MMOs, which shunted the genre's growth too.

    But it's kinda moot now, since EQNext and Crowfall both are radically different from the WoW model, which makes me think the genre is starting to move on(possibly motivated by WoW's slowly declining sub numbers). Even the three non-WoW MMOs that I'd consider "healthy" aren't WoW clones: EvE, Guild Wars 2, and FFXIV:ARR(which of the 3, is closest to a WoW clone, but there's differences in approach that makes it distinctly feel not like a WoW clone IMO). There's evolution going on now, so hopefully, will see new and interesting things coming out the MMO space.

    Axenjdarksun
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    Agree'd.

    WoW certainly stunted growth in the "fresh ideas" area, but it did bring MMOs to the mainstream.

    Though, IMO, we were always headed towards the WoW Singularity. WoW just got there first. I mean EQ2 came out before WoW and I've heard more than a few people (read, a lot) call it a WoW clone. :razz:

    We are starting to see some very different styles of MMOs coming out. So I think the Age of WoW is drawing near an end. But, like the Roman Empire, I doubt we'll be able to point to any particular point and say this is when it fell. :)

    Surprisingly I see a lot of innovation, right now, coming from Korea of all places. Granted a lot of those games still seem grindy, but that's what Korean gamers want. That said, ArcheAge has a lot of new ideas and kick ass features, TERA has a combat system that I'd love to see expanded on in other games, and Black Desert looks darn right beautiful and turns TERA's combat up to 11.

    On the western side of things, we got EQNext (which I am praying is still a thing), Crowfall, Camelot Unchained, and Shroud of the Avatar (which is literally Ultima Online 2.0 by the original Ultima Online folks).

    Oddly enough, apart from EQNext all the other games are small indie MMOs catering to a niche(ish?) audience. Which is kinda how I think it should be. There is an audience out there for niche style MMOs and as long as you don't go chasing the WoW Dragon and keep your budget in line you can succeed. Look at Mortal Online. Indie built, full PvP, classless, city building, first-person locked, Elder Scrolls-y action combat, with a world that brutalizes players, that has a monthly sub and it is doing fine for itself. Why? Cause the Devs kept their budget tight, didn't waste money, and focused on things that their niche audience wanted.


    Of course all this is well and good until Blizzard comes along and Blizzards up another MMO and dooms us all to another 14 years of WoW 2 clones. :rotate:

    Kai_SanMrVyngaard
  • FuselageFuselage Bantha Three ValhallaRegistered User regular
    Axen wrote: »
    Of course all this is well and good until Blizzard comes along and Blizzards up another MMO and dooms us all to another 14 years of WoW 2 clones. :rotate:

    World of Starcraft or World of Diorblo?

  • NerfThatManNerfThatMan Registered User regular
    Alright, been sleeping on updating this. Last few days of the kickstarter and they've got some new information for us.

    Eternal Kingdoms system
    How do I get a Kingdom?

    Every account is granted a Kingdom. They start as mini-worlds that players can use to build and explore, which can be expanded to become much larger.

    What is the purpose of a Kingdom and why do I want one?

    Kingdoms are smaller versions of the Campaign worlds – not just social lobbies. You are the Monarch of this world! You can explore, craft, build structures and even fight monsters… but a Kingdom is limited in terms of difficulty and power.

    All accounts are granted a kingdom at the beginning of the game, but using it is not required (…beyond maybe a tutorial? We haven’t decided yet.)

    We fully expect that some players will prefer to spend the vast majority of their time participating in the Campaign Worlds, and we intend to let them do so without maintaining a Kingdom.

    How do Kingdoms compare to Campaign Worlds?

    Kingdoms, while potentially quite large, are limited in size compared to the Campaign worlds. They are also limited in functionality and content. They start with a relatively small amount of land and no buildings. If you want to upgrade them, it will take time and effort (and materials, which come from Campaign Worlds.)

    Kingdoms must be upgraded (and developed) to increase their functionality. They start as single-player realms, and must be upgraded to allow more players to join.

    How are Kingdoms laid out, and how big are they? Is it like a housing instance?

    The map of every Kingdom is divided into a square grid. Each square in the grid is called a “cell.”

    Kingdoms begin as a 3 cells by 3 cells square. We’re still building this system, so the cell sizing will probably change a bit… but in the current prototype, this equates to roughly half a mile square of virtual territory.

    The Kingdom can grow to be many, many times larger than this starting size.

    Why would the size of a cell change?

    At some point (soon) the size of the grid cell will be locked. At this phase in development, there are some unknowns which would affect cell size. For example: Our Mounts and Caravans Kickstarter stretch goal is about to be funded! Obviously, that system will change how quickly players can move through the World, and we’ll need to test the world size to make sure it feels right for both mounted and un-mounted players.

    For now, we are estimating a cell will likely be somewhere between a quarter of a square acre and two square acres in size. Either way, even the smallest Kingdom will be much larger than a typical MMO housing instance.

    How can I make my Kingdom larger?

    It will likely take a combination of time and raw materials (stone, iron and wood) to add cells (raw square footage) to your Kingdom.

    When I add a cell, what is it filled with?

    Terrain/Land. The contents of each cell is initially “wild”, meaning that it is filled with untamed (and unusable) forest. You cannot build assets on land that is wild – and without buildings, the land has very little utility/function.

    To develop one or more cells, you have to unlock it, after which you can use materials to buy “parcel deeds”. These deeds represent tracts of land that can be dropped onto your map. Parcels can have unique shapes (like Tetris pieces) that always fit within the boundaries of one or more cells. Our plan is that parcel deeds will be purchased with in-game resources.

    Note: our Kickstarter backers who receive tax-free parcels with a pledge will automatically receive enough unlocked cells to place those parcels.


    What size are these parcels (in cells)?

    The most basic parcel is 1 cell x 1 cell, and will include very limited features.

    Some parcels are much more complex, like a chain of 7 parcels that makes up a Mountain Citadel, multiple player villages, and the mountain range around it. Think of these larger areas as a complete region of a country, i.e. “I am the Lord of the Western Reach. From my Citadel, I control all of the Darkspine Moutains -- as far as the eye can see.”

    Once you drop a parcel into a cell (or cells), these areas in your Kingdom will be “terraformed” and appear in your Kingdom. Using different types of parcels, you can build the World to be completely unique – the only limit is your creativity.

    Not all Parcels are the same size, and shape?

    No, but they are constructed to fit precisely within a pre-determined, contiguous set of cells. While there are many parcels that are 1x1 squares, there are multi-cell parcels that form different shapes, as well.

    The Mountain Citadel, for instance, is actually a 7 square parcel that forms an “S” shape. It includes not just the Citadel, but the mountain range that surrounds it – and enough building area to construct two mountain villages.

    To place this parcel in their world, a player would need to have enough cells unlocked in the appropriate shape (or larger) in which they could place the specialty “S” shaped parcel.

    In order to obtain a multi cell parcel a players will be able to combine basic 1x1 parcels for specialty parcels.


    Why would I want to have these larger parcels on my World?

    Having a larger parcel (like a Mountain Citadel, or an Imperial Palace) added to the World is highly valuable to any Monarch, especially one who is trying to build a mercantile empire, because it offers very efficient use of build space (number of available contiguous building lots), increases the concurrent player cap of the World, and increases the Kingdom’s visibility for other players when the Kingdom is set “public”.

    All of which equates to a more popular Kingdom, increased commerce and a larger potential tax base.


    In game terms, does a larger Kingdom (with more parcels) give me an advantage?

    Yes, and no.

    Larger maps have more cells. More cells allows you to place more parcels. More parcels means more buildings. More buildings allow for more tenants, higher online player population caps (i.e. how many players can be on this world at any time) and better visibility when other players are browsing the Kingdom list for new markets (or Kingdoms).

    All of this also means more commerce, which can generate more tax revenue.

    Note, however, that these are indirect benefits – meaning social and economic benefits that you derive from other players.

    However, since every Campaign World will have import rules (that determine what can be brought into the World), having a larger, more developed Kingdom will not directly impact the game balance within the Campaigns.


    How do I collaborate with other people (like my guildmates) on a Kingdom?

    The Monarch can select sub-sections of your world map (in cells) and grant that area to another player. This selection of cells is called a “Province”.


    Any player who has been granted a province is considered a “noble” on that world. Nobles can drop, rearrange and remove Parcels within that Province.


    Once I drop a Parcel, what can I do with it?

    You can build on it. As the World is divided into cells, each Parcel is divided into “Lots.” You drop buildings and props onto Lots the same way you drop Parcels into cells.

    You can also grant Lots to other players -- just like the World Owner granted a province to you. (In fact, we use the same system at both the micro and macro level!)

    A 1x1 parcel of land is divided into many lots. On this grid of lots, some areas will be marked as “open” and others will be marked as “blocked” (meaning that you cannot place buildings there).

    How do I drop buildings and props on my parcels?

    This works the same way as dropping parcels on the World grid.

    Each building or prop has a footprint in Lots. (again, think of these like Tetris pieces!)

    A lot owner can place buildings and push them around to find the “right fit”. Buildings can go anywhere within the designated build area(s) of the parcel, so long as the footprint of each building is clear of other structures.

    Are the buildings locked into pre-determined places?

    No – the lots that are designated as “building areas” within each parcel are typically grouped together, to allow you to slide your buildings around. Generally, the building areas will be obvious… you can’t drop a building on top of a lake, or over the edge of a cliff.

    What do these buildings do?

    Buildings serve many purposes. They can…

    Hold Artifacts and Relics (see the Artifacts and Relics FAQ for more information),
    Act as crafting stations for crafting new goods,
    Provide marketplaces (i.e. house player-run NPC vendors to sell crafted and collected goods),
    Hold trainer thralls (who work in much the same manner as relics, providing buffs to types of passive training speeds)
    Act as personal housing and social hubs
    …and other services, as we think of them.


    Can other people visit by Kingdom?

    Yes, though which players can visit is a decision left up to the Monarch (owner) of that Kingdom. “Public” worlds are open to the public, meaning that anyone can visit them and trade. “Private” worlds are not open to the public. Only land owners (nobles, vassals and tenants) of the Kingdom can enter the World.

    Can I open (or close) my Kingdom?

    As the Monarch, you can change your Kingdom to be “public” or “private” any time you like.

    Why would I make my Kingdom “public”?

    Players will be able to visit those Eternal Kingdoms that are public. Players who want to create marketplace (or social hub) will want to set their Kingdom to public and create one or more attractive, easy to navigate marketplaces in that Kingdom to attract other players.

    What can players do in my Kingdom?

    As the Monarch, you control the administration of your Kingdom. You can set the PvP rules, collect taxes, and grant provinces to other players, making them nobles of your Kingdom. You can collect taxes in whatever form you want to from your Nobles, be it resources or materials! Hey, it’s good to be the Monarch!

    As a Noble, you can grant Lots to other players, making them vassals of the Kingdom and allowing them to place buildings on your land.

    As a Vassal, you can erect buildings on your Lots, and grant access to these buildings to other players as tenants.

    As a Tenant, you can place relics and thralls in the buildings you have access to, using these buildings as crafting stations and market/vendor locations.

    (And remember, these permissions are hierarchical in nature – a Monarch can naturally do everything that his or her subjects can do!)

    Can I control the layout of my Kingdom?

    Yes. Parcels fit together like Tetris pieces. You can arrange them however you like -- as long as the pieces fit together. You can even pick up and move the pieces, if you don’t like where they are placed.

    What if that Guild Leader stops playing?

    If the guild leader quits, you can always remove your parcels (and any buildings/improvements) and put them in a different Kingdom.

    Can I own a house but share Admin rights?

    Yes, you may add another player to the Admin list of your building making them a Tenant of the structure. This will also add them to that Kingdom’s fealty tree, allowing them to log in even if the Kingdom is set to “private.”

    Can I own land or be a tenant on multiple different Kingdoms?

    Yes, you can – but you should make sure you have the appropriate amount of land to place for the provinces you are granted. No monarch is going to want to grant provinces to Nobles who can’t put that space to good use!

    Is there an upkeep cost on the land or buildings?

    Yes. You will be required to pay taxes and maintenance to the system for the structures and land – unless you have a tax free parcel, in which case the land has no upkeep cost.


    If your taxes fall into arrears, the structures on the land will begin to degrade. Once the buildings have fully degraded, they won’t disappear – you can still repair them – but the land will fall back to its “wild” state and the buildings decay to the point they are removed from the world and placed into the owner’s inventory. They will not be usable until the taxes are repaid.

    If I invest in parcels or buildings and drop them on a World, are they locked there? What if I change my mind and want to leave?

    If you decide to leave a world – or, if you are ejected from a World by the players above you in the fealty chain -- all of your structures (and any relics or thralls placed in them) will be moved into your account bank. Parcels and Buildings can be moved easily from your account bank into a new Kingdom, once you find one.

    PSN: corporateshill
    Fuselage
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