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Crowfall News

All News, Information and most relevant Topics about Crowfall and its community.

  • Ein freundlicheres Willkommen

    Starting life as a Crow is exciting and challenging, there are worlds to explore, kingdoms to build and riches to claim. At the same time, life in the dying worlds can be harsh. Learning how to overcome the challenges presented by the “survival of the fittest” gameplay can create some of the most compelling moments, especially as the seasons progress and winter settles in.
    That said, we’ve heard feedback from players who told us that first entering the game was a bit too much like getting dropped straight into the deep end of the pool. We’ve taken some initial steps to improve the new player experience (NPE) by implementing some “quality of life” changes that should help players have more fun while starting the adventure and gaining confidence with the basic game mechanics as they learn to navigate this exciting new world.
    Axt in der Hand
    Even the most fearsome warrior has to start somewhere. In Crowfall that means wrapping your hands around an ax handle and chopping some wood. Harvesting wood will allow you to make other basic crafting tools you’ll need to gather the stone, ore, meat and hides that are easily accessible in the new player area known as “God’s Reach”. Before you know it, you'll be off to a fast start completing that first set of starter gear with only a few ‘crafty’ clicks.
    To make it faster and easier for fledgling Crows to jump into the action, we’ve set a welcoming campfire surrounded by 'scavenging chests' to the immediate right of the starting area where you first enter the game world. Pieces of meat, an ax and a skinning knife are waiting inside! (These chests have a very fast respawn rate, so if they are empty you’ll only have to wait a moment before items reappear.)
    Mehr zeitgemäße Tooltips
    Pop-up tool-tips are a quick, convenient way for players to learn as they go while still giving them the freedom to learn at their own pace. These were introduced in Crowfall earlier, but testers (especially the newest ones) revealed ways that we could make them better. The improved flow ensures that tips pop up right when and where you need them, making them contextually relevant; that enhancement is a direct result of our tester feedback.  
    Arachgogobia is the fine tradition of advancing characters in a game by killing spiders. (Okay, that’s not really an official term but it probably should be.) Once players feel comfortable with basic gameplay and have basic weapons, they are ready to take on combat.
    Now, it’s time to ease on down the road toward a spider-infested forest. This area is designed to help players get better acquainted with mechanics. One new mechanic is the use of special ability “trays” used to hold tools and weapons used for various gameplay experiences such as harvesting and combat. As you play, you will switch between these trays as you progress through the new player experience. In addition, you will learn to use new weapons and how to loot enemies’ corpses - a fun way to find rewards and useful items!
    Again, this is an area where feedback from testers inspired us to make a change. The goal was to support player progression and, to that end, we adjusted the items players loot from spiders by giving them “sacrifice” value used to earn experience points (XP) for the character. Everyone likes to see their character progressing quickly when starting a new game, and the spider loot made leveling fun and rewarding.
    Und es kommt noch mehr
    “Quality of life” features have become an important element in our milestones as we learn more from our early testers. Other examples of this include refining the Death/Respawn mechanics, redesigning some of our UI and making the process of staying well-fed and energized easier.

  • Von den Entwicklern

    • The minor PDM changes was the final part in the multi milestone approach we took to fix things. (Think we started in 7.200?) Increased the armor to mitigation coefficient. Removed Armor Break Buffs Stacking. Reduced magnitude of Armor Breaks from 20% to 10%. Cap Armor Pen at -20% instead of -100%. As you can see in the past 2 milestones we have been increasing defenses (and it has shown results in our logs) The final formula portion of the multi - milestone approach
    • We choose 100 based on data about guild sizes, 7.3 alliance caps and Kentucky windage. 24 hours ago some were even reacting that a reward category targeted toward 100 was too rich. Be assured that if we missed the Goldilocks zone, we'll make adjustments. Zum Beitrag
    • Keep in mind there's only one 1st place, one 2nd and one 3rd. The quantities assume an organization of roughly 100 people so these rewards are intended to help make sure there is plenty to go around. Zum Beitrag
    • Although the vendors aren't coming until the next cycle, the idea behind the Conquest Coins is to give you some flexibility. So if you didn't get exactly what you were hoping for you can purchase it ala carte. Zum Beitrag
    • The 20% vault increase is in the store now. Zum Beitrag
    • Only Base Starter packs are available to be be used for upgrades as our system only allows upgrades from a single bundled package and the Base Starter package is the only one that works that way. We're working on getting the 20% vault increase in the store soon as a separate item. Zum Beitrag
    • Hey y'all! I've read through every single comment in this thread and I appreciate each one whether big or small. I took a lot of useful notes. I will spend some time this next week updating the document and incorporating the feedback that was presented. Then, I believe everyone will get to take a look at the updates and give additional feedback. Thank you. Zum Beitrag
    • Please contact us at support@crowfall.com as we need more info to help you! Zum Beitrag
  • An Apple A Day Keeps The Hunger Away

    With the newest update, 5.92.0, we lowered the intensity of penalties for being hungry. This means you can spend more time destroying your enemies and less time stuffing your face!
    Was bedeutet die Hühnchenanzeige?
    Each character has an invisible stat called Subsistence. This stat calculates how much a piece of food is worth when eaten. This is tracked with a “food pool”, similar to health or stamina, that represents the amount of food they have consumed. Being well-fed is a great way to increase the amount of time you can spend adventuring, fighting or harvesting.
    It’s represented by a UI (mehr Infos zum Interface) widget that looks like a stack of chicken legs, affectionately referred to as “the chicken ticker” (to avoid confusion with our universe-threatened force of nature, the Hunger). It’s located with the other resource bars in the upper left of your screen. The fewer chicken legs on your bar, the hungrier you are.
    Previously, once one-third of your chicken ticker was missing you would get the Hungry debuff. While Hungry, you wouldn’t regenerate your combat resource (Mana, Fury, Soul, etc.) until you ate. As you grew hungrier and hungrier, you would encounter the Famished and Starving debuffs, which would (in addition to the previous effects) also slow your stamina regeneration and eventually cause you to start taking damage. Not a state you want to be in when you’re an “Eternal” Hero!

    Überleben des Sattesten
    The goal of this system is to employ some survival elements and make the act of finding, creating and eating food meaningful - the closer you get to winter the harder it is to find food. Characters need to eat regularly and thus take a break from whatever activity they are currently doing, effectively breaking up gameplay to keep it engaging.
    We still like the survival element, but we want the challenge level to be fun rather than arduous. Although players should need to deal with hunger time-to-time, it doesn’t need to be something that is a constant drag on the play experience.  
    Weniger quälender Hunger, mehr Action!
    So, say goodbye to the Famished and Starving states. Now, we just have one state, Hungry, and the chicken ticker is also more forgiving overall. You won’t feel the pangs of hunger until ⅔ of your chicken ticker is consumed, allowing you to stay out and fight or craft even longer without needing to stop to chow down. Food will still play a key role in your character’s ability to survive and thrive, and the inclusion of buffs in cooking recipes will remain an important resource.

  • Belohnungsgegenstände und Du

    Although this news may make a few of you nervous because it provides an alternate means of acquiring objects beyond the existing harvesting/crafting loop, we think it will make more of you excited for the same reason. We are trying to strike a balance that will allow players to shortcut this process without undermining the dedicated crafters.
    Was ist ein Belohungsgegenstände-Zyklus?
    Crowfall’s initial work implementing combat, siege battle, harvesting and crafting systems gave us some great insights that will be valuable as we turn our focus to how we reward players in-game. We’re now to the point where that reward system is going to come online, so I thought we should reveal our vision so that we can get your input and adjust it based on your feedback.
    Soooo, what IS an item reward cycle? As the name implies, it is the system by which players are rewarded with items for performing certain activities and achievements during gameplay. In most RPG’s, the item reward cycle is a key part of the overall gameplay loop. This can be outlined simply as Kill Stuff → Get Loot → Increase Power → Find Stronger Stuff to Kill → Repeat.
    In a traditional MMO, the Increase Power step is significant, as the “stuff” you kill is only monsters, and the monsters are set up on a curve so that the numerical increases feel significant. This is all a question of scale. If you have a weapon that does 10-to-20 damage, it feels impactful to jump to 20-to-40 damage. This is a bit of an illusion, though; if the next round of monsters has double the health, nothing has really changed.
    In Crowfall, we’ve set a goal to make the power curve more shallow, meaning that the power gains are set on a diminishing returns curve - i.e. the more you advance, the less you are getting for that advancement. The reason is that we want a player’s skills to matter more than itemization.  
    (Before I continue, let me pause because I know a few of you are probably shouting at your screen right now, “BUT IT ISN’T SHALLOW ENOUGH!” and you’re right, the current tables aren’t shallow enough. We’re making another balance pass right now, and I’m sure we will have to do it again a few more times between now and launch. It’s easy for things to quickly get out of whack as more systems and content come online. The important thing is for you to know that our goal hasn’t changed.)
    As you can see, a traditional MMORPG power curve, which looks like a stairstep pattern if you graph it, would be in direct contradiction to this goal. This is a balance that we need to strike.
    Wie man das erreicht
    We want players to feel excited by the rewards they receive as they advance, but we need to make sure we don’t undermine our primary goal of a shallow level curve.
    Well, how do we get there?
    Back in the 5.8 implementation cycle, we really started focusing on loot and creating fun and interesting things for players to find on the NPCs, through harvesting or even in some random treasure chests. The items we came up with not only have snippets of lore that reinforce the Crowfall story, but they also interface with the current item system, enhancing the crafting system in some way or another, from new ingredient slots to new recipes entirely.
    Here is an example of one of those items made for 5.8, the Trammel of Archimedes, that allows a player to craft a magical quiver that decreases the amount of time it takes Rangers to charge up their attacks.

    While the crafting enhancement items are great because they create more synergy between crafters and combatants, we felt we needed more instant rewards available on the NPCs to offset the difficulty of obtaining these types of items and to ensure that players are motivated to keep playing. This ensures that players do not feel overly challenged or get frustrated if there are gaps in armor and weapon availability as they are progressing through the pre-alpha game.
    In our next big release (Pre-Alpha 5.100), we’ll introduce randomized loot that approximates but doesn’t quite match the effects that can be placed on an item via crafting. The system allows an item to have effects that can modify the stats of the item or the wearer. Initially, this will be limited to weapons and armor, but will eventually be extended to other items as well.
    Schuhe der Klarheit
    These examples will give you a clearer sense of the benefits of this system.
    Here is a set of “baseline” magic boots. Even without anything special, the boots apply two effects, Out of Combat Regeneration and Armor.

    The next set of boots rolled a prefix of Valkyn’s, which adds the stat Anti-Critical Strike to the boots. (This reduces your chance to be critically hit by others.)

    Our next set of boots rolled a prefix (Valkyn’s) and a named core attribute (Precise). Precise adds a +11 gain to the attribute Dexterity. (Since we give players three attribute points per each level up, you can see this is a pretty significant gain.) Attributes are significant in Crowfall as they generally have multiple children or attached statistics that increase with them. (For example, increasing the Strength attribute for a Knight also increases their Attack Power and Final Damage Modifier.)

    This set of boots rolled prefix (Valkyn’s) and a suffix (of the Glorious). In this case, the suffix adds an increase to the armor value of the item.

    Our final set of boots rolled all three types of affixes possible. A prefix (Valkyn’s), a named core attribute (Mighty) and a suffix (of Shielding).

    In most cases, the stat and durability values used on a loot item are about 70-80% of the possible maximum values if made by a skilled crafter who landed good experimentation rolls and used the reroll option when crafting, which is often done on the damage values for crafted weapons. In this way, we are trying to ensure that crafted equipment has a slight advantage in value over looted items. Additionally, crafters have the added advantage of choosing the stats placed on their crafts, allowing them to customize items to a player’s particular needs versus a random loot value.
    We have already added some refinements through early testing to ensure that affixes are a logical fit, such as making smart affix packages where. For example, you won’t see Nature Damage Bonus on a slashing weapon because while the stats aren’t custom, as they would be from a crafter, the affixes should always add value to the items.
    Die großartige Vielfalt
    As you can see, this is going to open up a wide variety in the loot game. This offers benefits across the board for new players (who can’t afford the works of the master crafters), for the crafters (who aren’t interested in making low-end gear) and for players without a crafter in their guild. (We are trying to ensure that players are not disadvantaged by being prevented from progressing because what they need isn’t available to purchase.) Even if you have no use for these items as equipment, they can be sold for gold to vendors or sacrificed to the gods for experience.
    We plan to continue developing items for the weapon and armor loot. In the next phase of implementation, players will be able to salvage the loot and turn it into resources, subcomponents and limited-use recipes. This should create another player-to-player loop where those who have trained skills in Salvaging will want to obtain as many of these loot items as possible in order to salvage them for even greater rewards.  
    Stürtze Dich rasch ins Gefecht
    One of our goals for Crowfall is to make item equipment easy come/easy go so that players who want to jump into the fray quickly have a way to do that without being dependent on other players to keep them armed and equipped. To this end, random loot (weapons and armor) will provide players a way to quickly stockpile items that shortcut the need to be completely reliant on a pipeline of harvesters and crafters. This loot can have a wide variety of stats and attributes on it, furthering our goal to offer players a plethora of character builds to create and experiment with.

  • Fragen und Antworten: Juni 2019

    Taking on a multitude of topics, from recent changes to future plans, Creative Director J. Todd Coleman and Design Director Thomas Blair covered a lot of Crowfall ground during our live stream on Thursday, June 6.
    Here’s a recap of some of the questions that were asked and answered:  
    What is your thinking on removing the debuffs and buffs, giving us a block of a target UI instead?
    Todd refers to these as “hanging effects”, things that are attached (or “hanging”) on the character (i.e. seasonal effects, sprint mode). The first phase of addressing this, removing the display that was showing directly above characters’ heads, was part of the 5.90 update. The next phase, having information about a target displayed at the top of your screen, will be introduced soon, hopefully in the next update.
    What happens if one team rises above and beyond all of the others to the point that they are insurmountable, causing other players to quit?
    This scenario is what we commonly refer to as “Uncle Bob syndrome” and it’s the very thing we aim to avoid with Crowfall. A capture bonus points system that gave teams a chance to catch up was introduced in February. While it’s been working pretty well, we’re looking at alternate ways to get points, better messaging around victory projections and general balancing of the capture mechanic systems as a whole.
    What happened to Disciplines in 5.92?
    One of the recent changes is that now Disciplines have all tiers of quality, and every Discipline of white (common) quality may be purchased from NPC vendors; however, Disciplines may only be used on vessels of which they are equal to or greater than in quality. (You can’t use a green [uncommon] Discipline on a white vessel.) Green- and blue-level Disciplines are available as NPC loot drops. Purple and orange can be crafted by using three lower-level quality Disciplines to create a Discipline at one level higher. (Three green Disciplines will produce a purple-quality Discipline.) This is one of many changes planned to improve overall gameplay.
    Why is the death penalty so severe?
    We recently made some changes that we believe will reduce the sting of death to a more tolerable level, and we’d appreciate more tester feedback about these changes. These changes include improved Spirit Crow flight controls and reduced decay penalties.

    1 comment
  • Verbesserung des User Interface

    In Crowfall, there’s always been a difference between the user interface (the fancy term for the menus you see in-game) and the stylized fantasy world of the game itself. While the interface is clean, clear and light on flourishes, after seeing how the world of Crowfall has evolved, we wanted to revisit the UI to improve the way in which it complements the environment you battle in and the game’s overall design aesthetic.
    When we delved into the story of the game, something jumped out at us: the Stoneborn, one of our playable races. There was a history buried there among the ruins of the Dying Worlds and that history was the key. Pulling some of the spirit of that architecture, the life and lore it represents, from the world of Crowfall and into the game menus was the goal we set out to achieve to make the experience more immersive.
    Die Lobby
    The game is divided into two parts. The starting gameplay gets you into the game as you are beginning your journey, rising as a Crow and then jumping into action in the Dying Worlds.
    To highlight the starting experience, the Lobby will be backed in white, framed in gold and the content will be black and gray. In-game elements (heads-up display [HUD], character sheet and other interface elements.) will be backed in black, framed in silver and the game content on them will be white and gray.
    Stoneborn designs are used to frame various elements and draw the eye to areas of importance.

    Neue "Button"-artige Buttons
    The buttons posed a more interesting challenge for our design. We wanted to move away from long, dark fill bar-like elements, but we also didn’t want to bring a bulky, solid framed set of buttons to the bottom of every pop-up. The way we chose to create balance was by using a slight nod to the Stoneborn styling in the endcaps of the buttons and a simple gray framing that would work on both the white backgrounds and dark backgrounds respectively.

    Mode Select, Vessel Select, World Select and Faction Select are menus all players will interact with throughout the course of their Crowfall experience. Below are detailed breakdowns of the new look and flow of each of them.
    New buttons, framed and shaped to help distinguish them from other elements. The “Spirit Crow” teal is used here to draw the eye and drive progress through the menus. New mode cards, capped with gold framing elements, use new mode icons that symbolize their distinct functions in a way that drives immersion. Shapes are pulled from the overall footprint of the icon and reinforced in later menus. Example: Notice the Campaign icon is triangular and there is a complex triangle design ghosted in the background of that mode card. You’ll see that same ghosted element in the background of the various campaign entries, info cards and in future content. The entire menu screen is given a bit of Stoneborn polish with subtle elements that hug the top of the screen. This element will persist across the front-end menu flow.
    New vessel cards will help players see important information at a glance. Each vessel card will show the quality, race, class, name, level and campaign status with buttons that allow for name changes and campaign release. Quality has been added to the color framing of the vessel, as well as reinforced below the character image. We’ve expanded the status indicator to reveal whether a vessel is locked, linked or available. Locked characters can only be removed from a campaign through the Embargo System. Linked characters are currently in an activity but are free to leave at no penalty. Tab updates use the icons from the various mode types. A new gold-accented highlight tab with a taller profile reinforces the mode currently selected. Campaign info cards will be connected to any vessel that is currently subscribed to the activity selected. This will give the player quick access to jump right back into a game. Allowing for a more detailed breakdown of info are some of the new elements added to the campaign info card, such as an updated map button using a compass icon, new mode images with a reinforced mode type watermark (notice the triangle image over the tree), defined rewards and multiple tabs. More grounded character image with quality flag added underneath. Clearly locked vessel entries are restricted content only for the use of VIP backers.
    Tabs for high-level filtering of world entries. A Coming Soon tab was added to help entice players with upcoming content and new outrageous rewards. The header element reinforces the mode you have currently selected. It also gives the player various ways to customize the list entries, making it easier to find the right campaign. Like the new vessel select entries, the campaign entries have added information to make world selection more informed. Image, name, owner, restrictions, type and recommended level are visualized on the selected world entry, with the number of users and status/time remaining on the non-selected entries.
    Faction Select
    Campaign info card added to this screen to remind the player what world/mode they are choosing to enter. Updated faction flag. New look and unique banner shapes for each faction. Faction entries with more contrasted selected/unselected states. Faction details and faction lock warning. Added faction reinforcement ghosted in the background.

  • Verteidigungswürdige Welten

    Impenetrable. The enemy controls every major stronghold in the zone. Breaching the runegates poses a challenge in and of itself, but no force could hope to stand for long without a firm staging area within the enemy territory. But hope prevails as whispers return from the warfront of an ancient ley line, long forgotten by the denizens of this world.
    Den Thron erobern
    Throughout the course of development, the Crowfall team has iterated over many aspects of the gameplay offered by capture locations. The latest iteration, as seen in the Trial of Maeve, assigns a dedicated schedule of vulnerability to each fort and keep.
    This system of siege windows was chosen in order to leverage trends in population time and activity patterns, seen not just in Crowfall but modeled after player behavior common to all MMOs. By helping to highlight opportunities for conflict, we hope to create focused, engaging and strategic new gameplay opportunities for all of our players.
    This change leaves the outposts as our always-vulnerable strategic capture locations. They currently come in two variants: a campfire, which offers two stationary guards near a cooking crafting station,  and a tower, which offers three stationary guards defending a higher vantage point.
    In terms of the ongoing Throne War, both contribute an equal amount of victory points per tick. The main differences between the outposts come via the utility that they offer the owning faction.
    Verteidigungswürdige Welten
    Early into the previous development cycle, the team had already decided on the future incorporation of siege windows. This gave us the opportunity to more finely examine how the current iteration of outposts was affecting gameplay and their reception by the players. Based on feedback from the players, it became clear that the benefits offered by the outposts were lacking, regardless of the fact that they contributed victory points to the Throne War.  In the Trial of Maeve, this is still the case.
    We were able to take some immediate actions, adjusting the total amount of outposts per zone and their percent contribution towards a campaign’s total victory points. Beyond that, we want to add more utility to these locations.  
    We started creating prototypes that would help increase the variety of services and benefits offered by each outpost type and to increase the effectiveness of those locations. An early iteration of one possible prototype, upgradable guards, was even made available to testers at one point. The change leveraged some of our existing upgrade systems and was aimed at offering players the chance to increase their NPC Defenders’ combat prowess.
    However, the available depth of the upgrade systems didn’t get us close enough to what really excited us about the feature. Eventually, we decided to roll the prototype back (at least until we have enough bandwidth to reassess and consider fully featured version in the future). Of the remaining prototypes, some were scrapped altogether; others may eventually come back to light.
    We’ve had a number of ideas here: advanced crafting stations, banking kiosks, runegates, sacrifice braziers… basically, any service that we are comfortable placing in the world(s) is a candidate for an outpost location.  After many different prototypes were examined, there was a clear contender for the first utility addition: respawn locations.  So that’s the first one we added.

    Ein Kampfchance
    With the Trial of Maeve, the flow of our respawn system has changed significantly. Neutral respawn locations on runegate parcels have been removed, leaving the only respawn locations available within the walls of the forts and keeps.
    While we want to maintain many aspects of the emerging zone lockdown dynamics created by this change, we also saw an opportunity to provide an new outpost utility. One that would allow a “fallback point” for harvesting, hunting, and (most importantly) for siege operations.
    One of the more exciting prospects this brings to the table is an opportunity for conflict over an always vulnerable respawn area. Without a respawn area in the zone, Crows are forced to travel through the runegates to another zone where they have a refuge or return all the way to their faction’s beachhead base.
    Either option means that the efforts of the encroaching forces are unlikely to receive refreshed troops in a timely manner. By maintaining vigil over the outpost, the defending forces complete their lockout of an area. Losing the outpost offers their enemies an uncomfortably close staging ground for their assaults.
    As with other outposts, a capture ring and resting ring are present.  After standing in the capture ring long enough to claim the outpost, the player’s faction wins the loyalty of four stationary guards to keep watch over the area. The respawn statue may then be used by members of the controlling faction to resurrect themselves.
    We’re aware that one thing that still needs to be adjusted is the time-to-capture; we need to tighten the band. Right now it takes too long for small groups and not enough time for larger forces. This holds for fort captures, as well.  It’s on the list of “things we need to balance” and we’ll get to it when we have the resources available to do so.

  • Änderungen am Crowfall Embargo

    The embargo system has always been a core component of the Crowfall® experience. Many of the proposed campaign rulesets hinge on its use to restrict the items that are brought into a new campaign, and likewise what spoils of war are taken out when the world succumbs to the Hunger.
    As It Is Now
    Currently, there are two separate world types: ones with embargo and ones without. Eternal Kingdoms (personal player worlds) and the God’s Reach do not have embargo; you’re free to take items in and out of these worlds without restriction. The campaigns, however, usually have limits on how many items can be moved into or out of them. In worlds with embargo limits, the transfer of items from one character on your account to another is done through the Spirit Bank and the limits on import and export are displayed there. Local storage within the world is achieved with world banks and local banks.
    Here are the current definitions of banks in Crowfall:
    Spirit Bank - The account-level bank. This bank is shared across all vessels on an account and can be accessed from any world. World bank - The world-level bank. These exist at the temple and are vessel-specific (meaning no other account or vessel can access your items in it). You can use this bank to withdraw items from any local bank. Local bank - The location-level bank. These exist in certain locations in campaigns (forts, keeps, and the temple) and are vessel-specific. They’re meant to be used as local, temporary storage while gathering items. Changes In The Pipeline
    Much of the way worlds without embargo restrictions work will remain the same. You’ll be able to move your vessel in and out of these non-embargo worlds without regulation, taking items as you please.
    Worlds with embargo restrictions are about to undergo some very important changes. Namely, the export of items will no longer happen strictly through the Spirit Bank UI the way it does now.
    But we’ll get to that in a bit. First, how do you get your sweet gear into a Campaign?
    Importing: Gear Up
    Imagine this: You’ve spent some time leveling up in the God’s Reach and met a cool guild that gave you some gear when they helped you train in an Eternal Kingdom. Now, you’re ready to join your guildmates in braving the campaign world. What about those goodies your new friends gave you? Can you bring them in?
    The answer is that it depends on the campaign. When you attempt to join a campaign with a vessel that has inventory or equipment, the system will automatically compare the import rules to your current items. If you have too many items (in the case of high-restriction campaigns), you will be alerted that your vessel cannot join that world because of the embargo rules. You can then move that vessel into an Eternal Kingdom or a world without embargo limitations and manually clear out some of your inventory.
    When your inventory can be successfully imported, you’ll see a confirmation box when you try to join a campaign. This dialogue box will show you the number of import tokens allowed in the campaign as well as how many you’ll use to import your current inventory and equipment. Since import and export tokens will be shared across all vessels on your account, this lets you make an informed decision on how many you want to use with this particular vessel. If you’re signing up for a very restricted campaign, make sure you use your import tokens to bring in your very best gear.
    Exporting: Claim Your Profit
    You’ve successfully imported your best equipment, you fought like mad in the campaign, and now you want to enjoy your spoils of war. Here is where the definitions of the banks change somewhat.
    Local banks will be removed entirely; item storage will depend completely on your inventory, the world bank or Spirit Bank and caravans (keep an eye out for more news on these in the future). The Spirit Bank will still act as account-level storage that can be accessed by any vessel on your account; however, you can no longer just pull it up at will when you’re in the world. Instead, in worlds that have embargo limits, you’ll need to find a world bank.
    Through world banks, you can store items for export (in worlds without embargo, these same world bank locations become the place to open your Spirit Bank). Items that you place here can then be accessed from the lobby and moved to your Spirit Bank at the cost of export tokens. Each campaign’s world bank is shared between all vessels subscribed to that campaign.
    When a vessel leaves a campaign, either through the natural conclusion of the world or by manually unlocking that vessel, the inventory and equipment that were on the vessel are placed into the world bank automatically. (If your world bank was already full, these additional items go into an overflow state and can only be accessed once you’ve cleared some space.) You can then export the items you’d like to keep from the world bank to your Spirit Bank in the lobby. Keep an eye on those export tokens; once they’re used up, the world bank will close and any remaining items will be deleted.
    Remember, too, that import and export tokens for each campaign are shared by all vessels across one account. So, if you have multiple vessels in the same campaign, make sure you keep track of the items each of them has stored when you export your items.
    Each account can have a maximum of nine world banks open. This means, after the end of a campaign, you’ll need to make sure you export anything left in your world bank if you want to join a new campaign.
    Storage Strategy
    It’s easy to see why we’re excited about the changes to the embargo system. With each campaign’s import and export tokens moved to the account-level (and shared between the vessels in that campaign) and the need to travel to a world bank in order to export items from that world, there will be an additional layer of strategy injected into the game. Choices will have consequences, especially in worlds with limited imports and exports.

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