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With nearly 95,000 registered players, 23,000 backers and nearly $6 million in funding, it’s safe to say that Crowfall has come a long way since their Kickstarter ended in March. Attracting players and raising funds are always two of the larger challenges that indie studios, like ArtCraft Entertainment, will face. The more important challenge, however, is the following through and making a good game!
Comments
Before you criticize someone, walk a mile in their shoes.
That way, if they get angry, they'll be a mile away... and barefoot.
Not sure i like using the term loadout,makes it sound like loading computer code rather than a class learning skills and abilities.
How does one learn these skills and abilities for example would have been a nice start. Also since the whole discussion was basically com,bat and FUN,nothing was mentioned as to how it will be fun in this game?
Never forget 3 mile Island and never trust a government official or company spokesman.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
YES there is full looting ON SOME SERVER RULE SETS.
NO there is no looting ON OTHER RULE SETS
So it would seem that someone who does not want to play in a full loot rule set would just choose a different one. Why would you state otherwise? Am I missing something?
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
That said, some of the things said about this game (apparent design choices) really concern me.
PvPers (or rather the people that claim on forums they are PvPers) claim they want a lot of things in a hardcore game. Yet, when put to the test, experience shows most 'hardcore PvPers' simply don't have the stomach for it.
90% will be gone within 3 months.
My prediction is that the Full Loot servers will be abandoned (maybe one kept just for the odd few people - but it won't be economic) and the other rule sets will drift toward far more forgiving rulesets.
Nothing says irony like spelling ideot wrong.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
The number of testers registered surely has an impact on the way the game is developed as well as the quality of the MMO title at launch, especially in crowdfunding projects.
In my experience 99% of 'testers' these days are just in it for the free game, the head start and the prestige of 'being in the alpha / beta'. Many give little to no constructive feedback or even report any bugs.
Some only say anything when there is a possibility they might lose their character at retail release.
As a practical example - in 2008 I was let into the 'pre release' for Pirates of the Burning Sea two weeks prior to release.
The economics tutorial was still breakable. I know because I actually tested (broke it) then retested it (broke it again) and reported it.
So, after months of supposed 'testing' FLS still had no feedback from their 'testers' that the tutorial had issues.
Frankly, what I would like to see, if developers insist on using anonymous gamers as 'testers' is a two - four week turnover. That is - every two-four weeks select the testers who have demonstrated their worth (by reporting and providing worthwhile feedback) and dump the rest. That might encourage some actual feedback and improve the quality of the games.
Nothing says irony like spelling ideot wrong.
If there are servers/rulesets that are not popular, then as those worlds/campaigns end and other worlds open, the rulesets can be tweaked or changed completely to ones that are more popular.
A lot of Crowfall testers are helpful and really care about the development of the game, and I'm pretty sure that it will have an impact on the quality of the game.
Combat module 1.1 tests begin soon, more backers are invited and we should get even more feedback and suggestions from the testers.
As for the server side projectiles calculation, ACE wrote : "We are trying to do something that hasn't been done before -- a server-authoritative MMO architecture with full physics simulation -- and that can make some areas of development extremely challenging."
Also, from the Physics FAQ : "We use a real-world gravity system where objects have mass and that mass corresponds to what you would expect from every day experience..." "...the system affects everything in the world." "DO PROJECTILES USE PHYSICS? Yes they do."
I hope both can succed that
Coleman is by far the better designer and project manager.
Why do I say that? Wizard 101.
You might say that Wizard 101 is a totally different project (and it is) but what it did show was a clear design plan and focus. It was very clear from the beginning (I mean the beta) that the KingsIsle team had a clear vision and planned customer demographic and would not allow themselves to suffer from endless project creep.
My big concern for Crowfall is that RvR & PvP is a much tougher customer base. I think the vision is there - I just don't know if it can be successfully applied?
Nothing says irony like spelling ideot wrong.
I expect Crowfall to offer the kind of gaming experience that PvPers will really enjoy, especially former Shadowbane, DaoC and Darkfall players.