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Shiro

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Shiro last won the day on April 6 2019

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  1. Shiro

    Platz für Dein Zeug

    Inventar Typen There are three locations where inventory is kept; I will describe all 3 below. Personal inventory - Default hotkey: I - These are the items your character is carrying. Items in your pack can be looted by other players when you are killed, but any items that you have equipped are not lootable. Spirit Bank - Default hotkey: B - This is commonly referred to as the SB and is accessible to all characters on your account. The Spirit Bank is gated by a set number of Imports and Exports, depending on the ruleset of your current campaign. Check the bottom of the inventory window to see how many more items you can pull from or place into it. (Continue reading for tips and tricks from other players for maximizing use of your Spirit Bank.) World Bank - The World Bank (sometimes referred to as the local bank) is represented by chests located at forts, keeps and the faction temple. If you’ve been harvesting out in the wilds, unload that juicy stack of epic copper when you are running by a fort your faction owns to get it out of your inventory. When you are safely back in the faction temple, you can pull it back to your local inventory to either your Spirit Bank or to use. [Note: The local banks are very small right now, but this is a (temporary) technical limitation that will be removed before launch. We have promised to add local chests/containers for shops & houses, too, but that feature is not yet available. (It will also be in before launch.) - J. Todd Coleman] Verwalte Dein Inventar Now that you know the variety of storage available, let’s talk about their risks. If you unlock a character from a campaign, all of its personal inventory, all of its inventory in campaign chests and all of its equipped items are destroyed. Likewise, if you move a character from an Eternal Kingdom into a campaign, all of its equipped items and local inventory are destroyed. Overflow happens when your inventory (personal or Spirit Bank) is given more items than it can hold or an item requires a specific layout of empty boxes to hold it. For example, a vessel is 2 squares across and 3 squares high. If I were to give you a vessel — LOL …. damn, that’s funny … give you … whew, I am tearing up — okay, so if I were to trade you a vessel and the only available space in your personal inventory were the first eight slots on the top line, the trade would be a success but the vessel would not appear in your inventory. An “overflow” message would appear, and you would need to clear out the proper spacing needed for the item. This issue is common with players that Import their Eternal Kingdom-related purchase. If your Spirit Bank already has items in it, a large influx of buildings, building pieces and parcels may not fit. You’ll see an “overflow” message letting you know that you will not be able to add additional items to your Spirit Bank until you’ve cleared out space either by using the excess items, offloading them into another of your inventory storage areas or discarding/sacrificing them. Tips von anderen Krähen One of the amazing aspects of Crowfall is that it has a strong pull to many different types of players. I reached out to a few ‘special’ players that I have been keeping my eye on. These players are gatherer and crafters of the highest level. If there were a Hoarders: Crowfall Edition television show, I would expect many of them to be episode-worthy. I wanted to gather more than just my point of view on inventory management so I asked them the following question, and they were kind enough to send me some responses. While many of these insights come from hardcore guild players, many of their ideas and concepts translate well to managing anyone’s inventory. How do you decide what to keep from an inventory point of view, and what is the one thing you know now about inventory management that you wish you’d known when you were a new player? Gradishar - Winterblades NA I keep everything of value; only things that can’t be sacrificed or otherwise used are discarded. The one thing I would encourage new players to focus on is organization. Consolidate your resources to maximum stacks before exporting them to avoid wasting import/export limits. Surelia - KDS EU It’s more about the focus on distribution and the management of resources for the gatherers and crafters. I would encourage new players to always have two golden apples in their Spirit Bank just in case they accidentally eat one as you try to claim a keep. They should also learn what is of value. If not of value, get rid of it. Cammie - Caldera EU Cammie: I hold onto everything that I know is valuable to crafters of every profession. I try to trade them as fast as possible because my own materials take up a lot of space, but I make sure not to throw away anything another crafter could find useful (unless I am completely out of inventory space, which has never happened). I throw away plants or poor/basic materials as I usually have a very small amount of them (less than five) and things that aren’t usable (soul gems). When I started out, I wish I’d been given a list of materials that are really important and those that I should not force myself to keep. I wish I knew which amounts were considered to be “a lot”, as I thought one stack of “Common” hide is a really high amount before I learned differently. Udienow - Caldera EU Caldera leverages their Discord to keep track of what the guild needs and help their gatherers communicate with each other. The guild leverages a structured Quartermaster system to help our guild better manage the resources we have and the resources we may need. I suggest that new players try to max out amounts before you place items in your Spirit Bank. You only have so many imports and exports. You do not want to waste them. Srathor - Undead Lords NA I keep what is useful, which is almost everything. Due to having multiple accounts, everything has a direct use. (It would be the same if I had a single account and the guild would then keep everything.) The pressure to maximize storage gets to be considerable with five different quality values for everything and hundreds of variations. For new players, remember Ctrl+Right Click to consolidate a stack and Shift+Right Click to split a stack. Build a layout for storage and use it, remember clutter wastes time, so be ruthless in where things go. Truhen in der Wildnis As always I like to try and share a single value-added tip clear at the bottom of the article as a bonus for those willing to struggle through the word salads I sometimes kick out. There is another type of inventory. It’s not useful in all cases, but can be of value if you find yourself in need of trading to a guild or party member. You will often find random chests scattered around the world. They are trade chests that usually have some food and occasionally some crafting materials. A party can stop at one of these chests, dump out their loot and then players can pull from the chest with just a mouse click rather than using the trade interface to pass items to one player at a time. But use caution! When you drop loot into one of these chests to trade between your team, that box is susceptible for any player to loot. I find it a quick way to make sure all the team has food, to spread out building materials and to divvy up the loot from a successful motherlode harvesting run.
  2. Inventar Typen There are three locations where inventory is kept; I will describe all 3 below. Personal inventory - Default hotkey: I - These are the items your character is carrying. Items in your pack can be looted by other players when you are killed, but any items that you have equipped are not lootable. Spirit Bank - Default hotkey: B - This is commonly referred to as the SB and is accessible to all characters on your account. The Spirit Bank is gated by a set number of Imports and Exports, depending on the ruleset of your current campaign. Check the bottom of the inventory window to see how many more items you can pull from or place into it. (Continue reading for tips and tricks from other players for maximizing use of your Spirit Bank.) World Bank - The World Bank (sometimes referred to as the local bank) is represented by chests located at forts, keeps and the faction temple. If you’ve been harvesting out in the wilds, unload that juicy stack of epic copper when you are running by a fort your faction owns to get it out of your inventory. When you are safely back in the faction temple, you can pull it back to your local inventory to either your Spirit Bank or to use. [Note: The local banks are very small right now, but this is a (temporary) technical limitation that will be removed before launch. We have promised to add local chests/containers for shops & houses, too, but that feature is not yet available. (It will also be in before launch.) - J. Todd Coleman] Verwalte Dein Inventar Now that you know the variety of storage available, let’s talk about their risks. If you unlock a character from a campaign, all of its personal inventory, all of its inventory in campaign chests and all of its equipped items are destroyed. Likewise, if you move a character from an Eternal Kingdom into a campaign, all of its equipped items and local inventory are destroyed. Overflow happens when your inventory (personal or Spirit Bank) is given more items than it can hold or an item requires a specific layout of empty boxes to hold it. For example, a vessel is 2 squares across and 3 squares high. If I were to give you a vessel — LOL …. damn, that’s funny … give you … whew, I am tearing up — okay, so if I were to trade you a vessel and the only available space in your personal inventory were the first eight slots on the top line, the trade would be a success but the vessel would not appear in your inventory. An “overflow” message would appear, and you would need to clear out the proper spacing needed for the item. This issue is common with players that Import their Eternal Kingdom-related purchase. If your Spirit Bank already has items in it, a large influx of buildings, building pieces and parcels may not fit. You’ll see an “overflow” message letting you know that you will not be able to add additional items to your Spirit Bank until you’ve cleared out space either by using the excess items, offloading them into another of your inventory storage areas or discarding/sacrificing them. Tips von anderen Krähen One of the amazing aspects of Crowfall is that it has a strong pull to many different types of players. I reached out to a few ‘special’ players that I have been keeping my eye on. These players are gatherer and crafters of the highest level. If there were a Hoarders: Crowfall Edition television show, I would expect many of them to be episode-worthy. I wanted to gather more than just my point of view on inventory management so I asked them the following question, and they were kind enough to send me some responses. While many of these insights come from hardcore guild players, many of their ideas and concepts translate well to managing anyone’s inventory. How do you decide what to keep from an inventory point of view, and what is the one thing you know now about inventory management that you wish you’d known when you were a new player? Gradishar - Winterblades NA I keep everything of value; only things that can’t be sacrificed or otherwise used are discarded. The one thing I would encourage new players to focus on is organization. Consolidate your resources to maximum stacks before exporting them to avoid wasting import/export limits. Surelia - KDS EU It’s more about the focus on distribution and the management of resources for the gatherers and crafters. I would encourage new players to always have two golden apples in their Spirit Bank just in case they accidentally eat one as you try to claim a keep. They should also learn what is of value. If not of value, get rid of it. Cammie - Caldera EU Cammie: I hold onto everything that I know is valuable to crafters of every profession. I try to trade them as fast as possible because my own materials take up a lot of space, but I make sure not to throw away anything another crafter could find useful (unless I am completely out of inventory space, which has never happened). I throw away plants or poor/basic materials as I usually have a very small amount of them (less than five) and things that aren’t usable (soul gems). When I started out, I wish I’d been given a list of materials that are really important and those that I should not force myself to keep. I wish I knew which amounts were considered to be “a lot”, as I thought one stack of “Common” hide is a really high amount before I learned differently. Udienow - Caldera EU Caldera leverages their Discord to keep track of what the guild needs and help their gatherers communicate with each other. The guild leverages a structured Quartermaster system to help our guild better manage the resources we have and the resources we may need. I suggest that new players try to max out amounts before you place items in your Spirit Bank. You only have so many imports and exports. You do not want to waste them. Srathor - Undead Lords NA I keep what is useful, which is almost everything. Due to having multiple accounts, everything has a direct use. (It would be the same if I had a single account and the guild would then keep everything.) The pressure to maximize storage gets to be considerable with five different quality values for everything and hundreds of variations. For new players, remember Ctrl+Right Click to consolidate a stack and Shift+Right Click to split a stack. Build a layout for storage and use it, remember clutter wastes time, so be ruthless in where things go. Truhen in der Wildnis As always I like to try and share a single value-added tip clear at the bottom of the article as a bonus for those willing to struggle through the word salads I sometimes kick out. There is another type of inventory. It’s not useful in all cases, but can be of value if you find yourself in need of trading to a guild or party member. You will often find random chests scattered around the world. They are trade chests that usually have some food and occasionally some crafting materials. A party can stop at one of these chests, dump out their loot and then players can pull from the chest with just a mouse click rather than using the trade interface to pass items to one player at a time. But use caution! When you drop loot into one of these chests to trade between your team, that box is susceptible for any player to loot. I find it a quick way to make sure all the team has food, to spread out building materials and to divvy up the loot from a successful motherlode harvesting run. Ganzen Artikel lesen
  3. First, the basics: Most of you know this, but I’ll repeat it for the benefit of our readers. The foundation of Crowfall is time-limited, competitive world servers. Each of these is servers unique — a sprawling Throne War that covers a handful of game worlds. When we say each Campaign is unique we mean it: the maps are unique, the rules are unique and the outcomes are unique. Since last December, we’ve been running these in pairs: we launch one campaign in the US with a start and end time generally centered on CST and one in the EU with a start and end time generally centered on CEST. We start and end these on the same day, and because we allow U.S. and E.U. players to play together we must keep them both running the exact same version of the software. This staggered scheduling effort is by design so that the most important moments (the early land rush, the nightly siege windows and the inevitable end-of-campaign carnage) will coincide with the work and RL schedules of most of that campaign’s participants. We also run the campaigns linearly; we start new campaigns as soon as the old ones come to an end. Here’s the unique challenge: What happens when we need to change the rules between versions? The next game update version in the pipe (5.8.2) includes significant balance changes related to scoring of victory points. These changes are the result of feedback from our players, including an insightful review of The Strategy Game by veteran MMO player, and early Crowfall supporter Blazzen. Blazzen’s assessment highlighted some of the challenges that can arise if the capture bonus jeopardizes the strategy game rather than enhances it. He points out that it is important not to “overly incentivize “flipping” or “trading” capture locations” and that “holding and defending your capture points should always be the best option.” Blazzen’s feedback combined with our own tracking and analysis lead us to initiate further changes. This evaluation was done by our own Thomas “Hanseshadow” Eidson. His goal was to analyze the scoring data generated post-release of the catch-up bonus. His analysis led to further refinements to ensure that, “while a faction can pull ahead, a campaign is not predictably won and abandoned.” You can check out his update offering a look at the latest balance changes to the scoring and bonus system. Since US and EU campaigns are on the same version that means, by definition, we can’t change the scoring without doing so in the middle of one of those campaigns. The same thing goes for all our design data: crafting recipes, skills, powers, items, you name it. Eventually we’ll try to move some of this stuff to versioning and maintain multiple data repositories for different versions, but that’s a significant undertaking and not worth doing when the underlying data structures are still in flux. The upshot of this is, in order to be able to move as quickly as possible, and to be responsive to your feedback, we need to be able to change the rules out of from under you in mid-campaign. I know it’s a bit strange, but it’s the quickest way to iterate — and as we move to longer and longer campaigns, that becomes even more important. So, here is my proposal: Right now, while we are in pre-alpha running non-sanctioned campaigns, we change stuff when we need to. It may result in some scoring issues, but that’s the lesser of the evils if it helps the overall development of the game move forward. When we run sanctioned campaigns, we try to avoid this at all costs. We limit these changes only to issues that are game breaking or that everyone agrees are fundamental (i.e. the problem is bad enough to warrant “putting our finger on the scale”). Once we get to launch (and beyond), we try to minimize this — and by that point, the versioning should be in place to make it easier to support multiple scenarios at once. To this end, we’ll be making the changes to the scoring today as part of the 5.8.2 update. We’ll be doing it this morning before the EU and US campaigns complete.
  4. First, the basics: Most of you know this, but I’ll repeat it for the benefit of our readers. The foundation of Crowfall is time-limited, competitive world servers. Each of these is servers unique — a sprawling Throne War that covers a handful of game worlds. When we say each Campaign is unique we mean it: the maps are unique, the rules are unique and the outcomes are unique. Since last December, we’ve been running these in pairs: we launch one campaign in the US with a start and end time generally centered on CST and one in the EU with a start and end time generally centered on CEST. We start and end these on the same day, and because we allow U.S. and E.U. players to play together we must keep them both running the exact same version of the software. This staggered scheduling effort is by design so that the most important moments (the early land rush, the nightly siege windows and the inevitable end-of-campaign carnage) will coincide with the work and RL schedules of most of that campaign’s participants. We also run the campaigns linearly; we start new campaigns as soon as the old ones come to an end. Here’s the unique challenge: What happens when we need to change the rules between versions? The next game update version in the pipe (5.8.2) includes significant balance changes related to scoring of victory points. These changes are the result of feedback from our players, including an insightful review of The Strategy Game by veteran MMO player, and early Crowfall supporter Blazzen. Blazzen’s assessment highlighted some of the challenges that can arise if the capture bonus jeopardizes the strategy game rather than enhances it. He points out that it is important not to “overly incentivize “flipping” or “trading” capture locations” and that “holding and defending your capture points should always be the best option.” Blazzen’s feedback combined with our own tracking and analysis lead us to initiate further changes. This evaluation was done by our own Thomas “Hanseshadow” Eidson. His goal was to analyze the scoring data generated post-release of the catch-up bonus. His analysis led to further refinements to ensure that, “while a faction can pull ahead, a campaign is not predictably won and abandoned.” You can check out his update offering a look at the latest balance changes to the scoring and bonus system. Since US and EU campaigns are on the same version that means, by definition, we can’t change the scoring without doing so in the middle of one of those campaigns. The same thing goes for all our design data: crafting recipes, skills, powers, items, you name it. Eventually we’ll try to move some of this stuff to versioning and maintain multiple data repositories for different versions, but that’s a significant undertaking and not worth doing when the underlying data structures are still in flux. The upshot of this is, in order to be able to move as quickly as possible, and to be responsive to your feedback, we need to be able to change the rules out of from under you in mid-campaign. I know it’s a bit strange, but it’s the quickest way to iterate — and as we move to longer and longer campaigns, that becomes even more important. So, here is my proposal: Right now, while we are in pre-alpha running non-sanctioned campaigns, we change stuff when we need to. It may result in some scoring issues, but that’s the lesser of the evils if it helps the overall development of the game move forward. When we run sanctioned campaigns, we try to avoid this at all costs. We limit these changes only to issues that are game breaking or that everyone agrees are fundamental (i.e. the problem is bad enough to warrant “putting our finger on the scale”). Once we get to launch (and beyond), we try to minimize this — and by that point, the versioning should be in place to make it easier to support multiple scenarios at once. To this end, we’ll be making the changes to the scoring today as part of the 5.8.2 update. We’ll be doing it this morning before the EU and US campaigns complete. Ganzen Artikel lesen
  5. Shiro

    Satyr

    Geschichte Book of Gifts, Chapter 5: 8 - 42 8 In the Year of the Eternal Spring, the creatures of the Faewood prepared a revelry in the name of their most beloved of gods, Cybele. 9 The festival was filled with feasting and song, dancing and drink. 10 There was no place for the measure of time as the Virgin Goddess frolicked and flirted among her people. 11 Days melted away into weeks, and the weeks were lost in the dream. 12 The wine was endless for 13 Cybele would not let her children want for refreshment. 14 On the twenty-second day, there appeared among the gaiety a wild goat, a cow, and a turkey. 15 They passed into the throng of revelers and 16 were welcomed with the glee and encouragement afforded old friends. 17 The turkey, upon seeing the face of the Virgin Goddess among them, 18 was so enraptured by her exquisiteness that he sought to gain her favor. 19 Surely would she be impressed by his feats of beauty! 20 He fanned his tail and did strut, capturing the attention of many by the size and shape of his feathers. 21 But Cybele found entertainment in the theater of her people, and did pay the conceited turkey no mind. 22 The cow, too, did fall enamored by Cybele and, too, sought to gain her favor. 23Surely she would she be impressed by her feats of strength! 24 And so did she lumber about, moving rocks thrice her size and felling trees with her head. 25 But Cybele found joy in her drink, and did pay the boisterous cow no mind. 26 The goat did not notice Cybele, for never had he been invited to such a fanciful party! 27 Crowns of flowers were placed upon his horns, flagons of mead were proffered of which he heartily partook. 28 The citizens of the Faewood braided its beard and took up its two front hooves so that they might dance with it. 29 The goat, enchanted and giddy, balanced himself, dancing and cavorting of his own accord. 30 The festival parted as the goat careened to and fro to the music, first on its hind legs and then on its fore. Every eye watched the creature and 31 upon every lip was a jubilant cry, 32for none had seen such a sight in the Faewood. Cybele, herself, let out an elated squeal. 33 More and more flagons were brought out to encourage the goat. 34 Very soon, he had lacked the balance to walk and the capacity to dance, 35 and sooner still lacked the strength even to stand. He faltered, and did plunge into a fountain of wine with enough force to douse the nearby revelers. 36 Delighted by it’s earnest drunken love of life, 37 Cybele drew up the sodden goat in her arms and placed a holy kiss upon its forehead. 38 His body did alter; his eyes grew bright and his beard grew soft. 39 With a kiss she gave him the gift of sentience, and 40 from this gift was born the Race of Satyrs who would be forever loyal to their most Holy Maiden Goddess. 41 And on this day, the longest gloaming in Summertide, our friend the Satyr gained his voice. We mark this as the Day of Reverie, 42 which our Lady would have us celebrate yearly with a feast of wine, steak, and breast of roast fowl. Bildmaterial
  6. schrieb JAAYYJAAY in seinem Artikel „Joining and Managing Crowfall Guilds“ auf MarkeeDragon.com. Wie MMO-Veteranen wissen, entsteht zwischen Gildenmitgliedern oft eine tiefe Verbundenheit, über große Entfernungen und alle Server-Grenzen hinweg. Häufig formen sich hier sogar lebenslange Freundschaften. Welche Gilde ist die richtige? Natürlich kann man sich als einsamer Wolf wie ein Söldner durch Crowfall kämpfen, aus den von Jaay erwähnten Gründen ist es allerdings sehr empfehlenswert, sich einem Krähenschwarm anzuschließen. Eine Gilde zu finden ist einfach. Vor allem als neuer Spieler ist es jedoch wichtig, die richtige Gilde für euch zu finden. Dabei gibt es mehrere Möglichkeiten, in Crowfall etablierte Gilden zu finden, die gerade auf der Suche nach neuen Mitgliedern sind. Am besten loggst Du Dich dafür zuerst einmal auf der Webseite von Crowfall ein. Gehe in der Navigationsleiste zu Community -> Gilden, um zur Gildensuche zu gelangen. Dort kannst Du Deine Suche anhand von Kontrollkästchen näher einschränken. Setze zum Beispiel ein Häkchen bei „Rekrutiert“, um Dir Ergebnisse von Gilden anzeigen zu lassen, die gerade über die Webseite neue Mitglieder aufnehmen. Wenn Du eine Gilde siehst, von der Du denkst, dass sie zu Dir passen könnte, klicke auf die Schaltfläche „Request to Join“. Der Gildenleiter wird daraufhin benachrichtigt. Eine weitere Möglichkeit, eine Gilde zu finden, die zu Deinem Spielstil passt, ist das Forum zur Gildenrekrutierung. Dort findest Du Threads, in denen Gildenleiter und -mitglieder Informationen über ihre Ziele, ihre Teamphilosophie, die hauptsächlich gesprochene Sprache und Spitzenzeiten teilen. Überfliege diese Threads am besten einfach mal, unter anderem auch, um zu erfahren, wie Du sie kontaktieren kannst, wenn Du beitreten möchtet. Live-Streams sind eine weitere gute Möglichkeit, den richtigen Krähenschwarm zu finden. Sowohl die Hosts als auch die Chat-Zuschauer beantworten gerne Fragen von neugierigen Neulingen, die mehr über Crowfall erfahren möchten. So kommt es häufig vor, dass wir mit eigenen Augen beobachten können, wie neue Spieler von Gilden in die Community aufgenommen werden, um dort Fuß zu fassen. Etwas Hilfe beim Aufbau gefällig? Zusätzlichen Gilden-Features – sowohl im Spiel als auch auf der Webseite – befinden sich in der Entwicklung. Wie immer ist auch hier das Feedback aus der Community integraler Bestandteil des Prozesses. Lass ArtCraft daher wissen, welche Tools und Features Du benötigst und Dir wünschst, um Dein Gildendasein in Crowfall so gut wie möglich zu gestalten. Das CFC Hosting Alternativ bieten auch wir Dir eine flexible Lösung zur Suche von Gilden oder Gildenmitgliedern. Wirf einfach einen Blick in den folgenden Aritkel: Schon Teil einer großen Gemeinschaft? Ganzen Artikel lesen
  7. 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 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.
  8. 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 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. Denkst Du, es ist wichtig, dass Crowfall einsteigerfreundlicher wird? Ganzen Artikel lesen
  9. 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.
  10. 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. Ganzen Artikel lesen
  11. 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.
  12. 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. Ganzen Artikel lesen
  13. 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.
  14. 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. Ganzen Artikel lesen
  15. 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. Moduswahl 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. Hüllenauswahl 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. Weltauswahl 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.
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