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In MMORPG's, the destination is often not as important as the journey, and in Crowfall, the recent announcement of their July release doesn't signal the end of that journey for ArtCraft entertainment, but the beginning.
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It could be the end if not enough players are playing the game.
It's a very niche game and in 2021, games like that don't survive long enough to make the changes who was needed at first.
It may well by the best MMO release of 2021, apart from NW I see no other contenders.
mmorpg junkie since 1999
Could be good.
This have been a good conversation
Maybe after 3 more years it could be classed as an early access game then,
"might not be for everyone"well that statement holds true for EVERY game does it not?It sounds more like he's making an excuse.
"it was right for Artcraft"Well yeah because if they had to fund that themselves with no gamers money they would have never made the game because they would have little confidence it would succeed,by that i mean both as a AAA game and financially.
Not one EA/KS'r game is AAA and imo never will be.
I think the whole idea of crowd funding really tells us where these developers are at,they have NO confidence in themselves or their team and this is kind of proven with Star Citizen,a 350 million dollar game that looks like an Indie game on a 10 mil budget.
Never forget 3 mile Island and never trust a government official or company spokesman.
Next news,Artcraft lays off 50% of staff but remains in great hands as the team reorganizes for the journey ahead.
Never forget 3 mile Island and never trust a government official or company spokesman.
Unless crafting got better, it isn't.
The real crux with this game is that it can't be a real 'pve' game because in their words, they want things "to end eventually," which to me already sounded like it was doomed to fail when they first said that. Then they tack on a BR mode or w/e in hopes it'll turn out like Fornite or something in the end (because no one remembers when Epic was originally trying to push their 'Save the World' building/base-defending pve mode). More than likely, they're pushing it out the door now because people are ready to quit, which is honestly the perfect time imo with all the blizzard people leaving and starting up their own studios.
"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
Passive skill system, it's been gone for a while, but while it existed, every wipe ACE did removed a substantial amount of testers from the game with a negative outlook because people don't like going from top tier gear back to crap.
"No economy" complaint is mostly from people who didn't want to out effort into selling stuff. There is no auction house, it's up to the players to sell their wares. I ran one of the commerce EKs, some of the crafters in it are sitting on millions of gold from sales. This gold can be used to further progress the PvP side of the game (upgrade discipline rarities), sink into progressing more harvesters or kitting up other crafters. Theres places to spend the gold. If you joined after the latest embargo changes on importing items, you would have missed player vendors being available in freecities for cross faction commerce. We hope ACE fixes vendor embargoes or campaigns are long enough to justify making a vendor inside of it. I kinda like the no auction house way of commerce as it really slows down the race to the bottom for prices and allows crafters to atleast get something back for their time invested.
Vessel system... Originally you were required to start over everytime you changed vessels. It was harsh for many used to the MMO norm of permanent characters. Always felt wierd deleting a character to make a new one that was the same but better stats. This forced you to level all the way everytime. This is gone now. You get a gray character to start. Upgrade to white, then when you finish to LVL 31, you upgrade to green, all the way to LVL 34 for the last upgrade. Each finished vessel level is 50 health points bonus. The other stats that increase are entirely from the crafted vessel itself that you equip.
Attribute point flattening. This has allowed the power curve to not be so huge. Even people still playing are often overemphasizing progression differences. Between epic and legendary gear or LVL 32 vs LVL 35 vessels, the difference isn't much. The key point is use stuff crafted by experienced crafters and you will be good to go. Most outliers is due to current imbalanced flavour of the month class promotion/domains vs the actual gear and vessel.
Nothing to play for... I don't get this one personally. Most play to PvP, gear breaks, so because of that you need resource acquisition, keep upgrades help improve that, etc. This drives small scale pvp, especially with hot zones now in increasing the acquisition rate of resources. If you are lucky, your guild will have many enjoy the harvest and crafting economic loops that will support your guilds war machine. If you choose to skip out on the riskier GvG campaigns, then you won't be getting far progressing your characters due the inferior resources. Also conquest rewards you dust, which is heavily used by all crafters. Other win conditions can give other useful mats that help the guild.
Biomes have started to make their way into the game, aswell as water features. It always didn't feel right running through a pond area with no water lol.
Inferior UI... Not much has progressed on this front. It's still too clunky for my tastes, but atleast they are adding features now like guild panel and friends list.
Convulted and complicated craftin... This has received a lot of love the past few iterations. Passives are gone, you can spit out a top tier crafter pretty quick if you wish to grind hard. Interdependancies have been greatly reduced across the board. Many items no longer get rolled on, meaning they can stacks. You can bulk craft most components and with the recent addition of factories, you can even copy most final crafts at a cost to the originals durability + plus roughly the same amount of raw resource (saves you time and you will know the final outcome)
Carebear PvE zone: infected.... resource quality was first greatly reduced from this zone, so guilds were forced into campaigns or risk losing members who wanted to progress further. Second, the infected was then merged into God's Reach as the final zones. This helps it not feel as empty when campaigns are going. Third, gold is now dropped when you die In the final zone. Ace has been doing what they can to entice players to move on once they are done levelling and testing their build.
Too Grindy... The grind is in the craft loop, that's it. It's also an MMO, most MMOs have much grinder elements than crowfall had. If you find yourself constantly needing to kill wartribes non stop just to keep up with your breaking gear, spend some of that gold on crafted gear, or be in a guild that provides gear. They last 4 times as long. If it's still an issue, then you maybe need more practice at not dying.
Theres my 2 cents on crowfall complaints people have
I agree with you except for one thing...the game has already flopped in my eyes. With a huge period of closed tests that were streamable for so long, it never built a large streamer following. Why? Because the game is not fun to watch and frankly, is not very fun to play either.
They have built a shell of a game that excludes any meaningful and addictive progression (for the long term), very little PvE and bad PvE at that, and the PvP feels bad because of the clunky combat system.
I look at what they have for 6 years of work and I think to myself, wtf did you guys do? Sleep most of that time? Cause there isn't that much there, not much that is revolutionary either. I know devs hate to see comments like this, but it makes me wonder what they were actually doing all these years.
Good luck to them but a guaranteed flop after a month, maybe 2 months tops.
That is what is so sad about it. I backed the kickstarter, and day 1 of development they said they had to do combat first, because if they don't get it right then the game will fail.
Well 6 years of development later, and they have failed to be able to get combat right. And the rest of the games development has severely suffered from all the iterations and attention paid to it.
636 Keys Remaining after 3 days..
Numbers don't lies, just sayin.That's the low hanging fruit of easy calls. It's most likely true, but I'm hoping for the best. I'll try it and if I get a few months out of it, I'll consider it a personal success. If it lasts more than a year, IMO, it passes the DOA benchmark.
I self identify as a monkey.