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This week Timothy Eisen covers Crowfall hitting a big milestone by transitioning from testing zones to a persistent game world; upping its crafting expectations along the way.
Comments
I don't mean you pound against a progress bar repeatedly for 3 days, instead you have to put together all the little parts of the item and there are 10 of them and each part (the hilt the leather around the handle etc.) That means getting Leather, working the leather, cutting it up to strips, making strips into a leather wrap against a handle you already made yesterday which took 3-4 steps to put together etc. And also each little piece you assemble onto that sword affects it's own little stat on the weapon. The handle for example can affect/lower the fumble range or maybe the weapons speed in subtle amounts. The leather was crafted well +1.5 , It was applied to the handle pretty good another +1.2 and the Handle was put on the sword only so/so +0.2 Adds up to +2.9 weapon speed. The blade does damage, the pommel affects some other stat. Then you CAN put different kinds of hilts that affect the weapon in different ways, You can OPTIONALLY make the weapon "thick" = Slower/more damage, or "thin" "faster/less penetration", Maybe imbued with maic etc. This way you would have weapons that are almost entirely unique and to craft a "100% max" weapon is virtually impossible because there are not 25 different parts to it that were affected by crafting but there are also a dozen different variations on the weapon that make it better or worse for certain kinds of armor or monsters.
http://baronsofthegalaxy.com/ An MMO game I created, solo. It's live now and absolutely free to play!
Originally posted by Arskaaa
"when players learned tacticks in dungeon/raids, its bread".
You won't get that until players can actually lose the gear they have been collecting....be it from PvP or DMG from usage.....simple economics.....
Many people these days will complain about any kind of loss in game. Good luck.
Could be currency, a title, a plaque or even wearable cosmetic like an emblem or cape. (call me "the Bug Zapper")
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Then be prepared to get excited again
Star Citizen is the biggest Kickstarter project in gaming history, which raised more money than many countries' GDP's, blows it on exorbitant Citizen Cons and hype trains, sells ships in the hundreds or thousands of dollars, has delayed its release by years, expands its scope constantly, and is only now starting to produce something resembling barely-playable tech demos.
How are these two games and their development cycles in any way comparable, other than that they were both crowdfunded?
Regardless, waiting is always the wise decision with games in general. Pre-order culture is such a huge contributor to the disappointment and stagnation of the gaming industry that makes people turn to Kickstarter for unique ideas in the first place.
The one and only country I could find with a GDP smaller than Star Citizen's current budget is Tuvalu which is a small 10sq mile island nation in South Pacific with a population of 10,640 citizens and a GDP of $38 million, next one up is another tiny South Pacific nation at more than four times that $38m and they go up significantly from there.
Gotta luv the Internet
"Be water my friend" - Bruce Lee
Crowfall started after Star Citizen and I wouldn't be surprised if it was released before it as well. It's doesn't have the same size and scope as proposed by Star Citizen.
¯\_(ツ)_/¯
Explain ?
They're going to start implementing the Campaign World tech and Sandbox elements on Friday. You know, the stuff they sold the game on.
Its just foundational tech though, so some stuff (like seiges and city building) won't be in.
They are bringing in the larger zones soon, and I think that we will then see the benefits of their split-worlds design. New areas are easy to add and unpopular worlds/rulesets are easy to remove or rotate with this type of system because cohesion only has to exist within each individual world.
Well, good thing they know what they are doing.
https://crowfall.com/en/faq/economy/
11. HOW DO YOU ENSURE DEMAND FOR GOODS?
To ensure continual demand, item decay (and loss) is a core requirement to drive the economy.
The very concept that players 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 gear, and we understand that -- but remember, we aren’t going to make you farm a boss mob a thousand times to get that ‘perfect’ item drop. Instead, we are making a robust economy that expects (depends, even) on items flowing back and forth between crafters (who create the items) and combatants (who have access to the best resources and materials).
13. HOW ARE CROWFALL’S RECIPES DIFFERENT THAN OTHER GAMES?
Most crafting systems recipes are very specific: three iron ingots + two wool cloth = 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 due to the fact that the game design made them obsolete.
Crowfall’s recipe list is tighter because the ingredients are not as strict. A sword requires units of ore, and the type of ore that you decide to use will affect the characteristics of the crafted weapon. This approach leads to a higher degree of system exploration.
Here is a more detailed example: You have a single recipe for “plate helm” in your list. The resource requirements are: three metal, one cloth, one leather and one (optional) additive element. The player can choose the type (and quality) of the resources to put into each slot. As long as the slots are filled with something valid, the recipe will work. The crafter can even plug something special into the additive slot to alter the item in a significant way.
This system has some significant advantages:
16. DO ITEMS REQUIRE SUB-COMPONENTS?
Yes, in fact, the whole system is based on the idea of combining reagents and sub-components to make better components. This is the “secret sauce” of our system, which gives a crafter a wide spectrum of experimentation and customization!
To continue the example from above: the plate helm recipe has a resource slot that requires three metal. The crafter can use any three metal they want in the recipe. Want to focus on a single statistic? Use three pure metals. Want to go multiple statistics? Use three alloys. Smiths can make their weapon (or gauntlets, or helmet, or…) as custom or as simple as they want.
And remember, this is just one stage of crafting the item. These decisions are independent of any enchantment(s) that you decide later to place on the item. This same system applies to other craftables as well: food, leather, woodworking, architecture, you name it!
I really do not understand MMOs lately. Like the no auction houses in ESO. The cure is far worse than the disease (for the majority of regular players).
I would much rather have a chance of getting a good item than no I'll never be able to afford to buy a good item unless I devote my life to the game and still need to get lucky with drops crafters want to buy for a price that gets me 10% to buying my first good item.
I hate raiding and rarely if ever raid since it is about 90% waiting on others (which is not fun to me). I go into these games knowing the raid tier is not for me and look for alternatives to getting good gear or the best gear I can without raiding. So pvp, crafting, dungeons, grinding events, etc. I have goals I can achieve. There is a clear path for me.
In the games I've played that require constantly replacing items, I'm just out. There is no path. The only path is go on welfare and play the game non-stop, which my family would not be fans of.
Oh, well. I like everything I've seen about this game for the most part. I'll just look forward to leveling and put zero hope into end game. I hope leveling is fun at least.
I would much rather see a time based crafting system like in FE that greatly restricts crafting and what items are on the market than these items breaking all the time crap systems.