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Shiro

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Shiro last won the day on April 6

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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. Shiro

    Es werde Licht

    Visual aesthetics are a big part of players being able to immerse themselves in the Crowfall® world and that requires the right lighting. So, we came up with a few bright ideas. Typically to achieve great lighting, most games will bake their light information into the scene. This allows the scene to benefit from complex lighting calculations utilizing customized light setups, global illumination and light probes to cast color from bounced light onto objects and characters in the scene. Ein einzigartige Herausforderung Crowfall’s worlds are procedurally generated. Everything in the world— including the terrain itself—is dynamic, spawned in or destroyed by the players. This presents a unique challenge since we don’t know exactly where all of the terrain elements and props will end up. We could bake the terrain by itself, but all other objects such as trees, rocks, buildings and props would be considered dynamic and would not benefit from the baked lighting. They would need a different lighting solution to help illuminate them in the same way. After carefully weighing our options, we decided that the best choice was a fully-dynamic solution. There would still be some challenges to resolve, but it was a good starting point. Dynamische Belichtung A fully-dynamic solution can be expensive when you are trying to achieve the same look as baked lighting; however, our day/night cycle and seasons are a big part of the strategy game. We wanted to ensure we could accommodate those as well. We started by looking at some of the plugin solutions available for Unity. Eventually, we landed on one that gave us the dials we wanted and included some interesting looks for different times of day, weather settings and the ability to trigger different conditions based on location. This is an image taken from the game using only the single directional light. This is what you have been seeing in the game during pre-alpha. Eine Lösung für die Belichtung Through trial and experimentation, we found the right solution that met our goals. The new approach gave us a larger span of control over the changing dynamics around time of day and weather. It also provided the ability to control the color and intensities of things like the light, sky, scattering colors and fog over the course of the day and even the season(s), all of which are instrumental in bringing our game world to life for our players. Additionally, we were able to add a second directional light to create depth and variation over the course of the day in tandem with the sun’s color and intensity. This approach gives our team more custom control in tuning the lighting than we had before while still maintaining good performance and delivering on the quality of experience we want to deliver for players. Solving the lighting challenges and others like it are a standard part of developing a game. Design, tech and art teams all work together to build and deliver a holistic experience that hits the quality bar we are trying to achieve for players. I am elated by the path we have chosen and now that we have the tools solidified, I’m eager to see where we can take it once we start incorporating seasonal and biome changes to the environment. This image is taken at the exact same time of day as the image above. Note the slight bit of rim lighting on the bottom of her body and the overall color and illumination boost from the ambient light. Und immer weiter This is not the finish line for our work with lighting. (Of course, the Art team is never content!) I will be making a pass to enhance the depth and visual fidelity by continuing to tune the camera post-processing to dial in on the color grading, bloom, depth of field, etc. I’ve also started working on integrating painted skyboxes painted up for me by our concept lead, Dave G! As Todd, our creative director and co-founder, was looking over my shoulder reviewing the lighting at different times of day, he asked me to see how far we could push the darkest night visibility while still maintaining illumination on your character and immediate surroundings. It was pretty cool and I look forward to working on that element of the project next. You may see that pop up at some point as we continue to refine our game lighting.
  8. Shiro

    Es werde Licht

    Visual aesthetics are a big part of players being able to immerse themselves in the Crowfall® world and that requires the right lighting. So, we came up with a few bright ideas. Typically to achieve great lighting, most games will bake their light information into the scene. This allows the scene to benefit from complex lighting calculations utilizing customized light setups, global illumination and light probes to cast color from bounced light onto objects and characters in the scene. Ein einzigartige Herausforderung Crowfall’s worlds are procedurally generated. Everything in the world— including the terrain itself—is dynamic, spawned in or destroyed by the players. This presents a unique challenge since we don’t know exactly where all of the terrain elements and props will end up. We could bake the terrain by itself, but all other objects such as trees, rocks, buildings and props would be considered dynamic and would not benefit from the baked lighting. They would need a different lighting solution to help illuminate them in the same way. After carefully weighing our options, we decided that the best choice was a fully-dynamic solution. There would still be some challenges to resolve, but it was a good starting point. Dynamische Belichtung A fully-dynamic solution can be expensive when you are trying to achieve the same look as baked lighting; however, our day/night cycle and seasons are a big part of the strategy game. We wanted to ensure we could accommodate those as well. We started by looking at some of the plugin solutions available for Unity. Eventually, we landed on one that gave us the dials we wanted and included some interesting looks for different times of day, weather settings and the ability to trigger different conditions based on location. This is an image taken from the game using only the single directional light. This is what you have been seeing in the game during pre-alpha. Eine Lösung für die Belichtung Through trial and experimentation, we found the right solution that met our goals. The new approach gave us a larger span of control over the changing dynamics around time of day and weather. It also provided the ability to control the color and intensities of things like the light, sky, scattering colors and fog over the course of the day and even the season(s), all of which are instrumental in bringing our game world to life for our players. Additionally, we were able to add a second directional light to create depth and variation over the course of the day in tandem with the sun’s color and intensity. This approach gives our team more custom control in tuning the lighting than we had before while still maintaining good performance and delivering on the quality of experience we want to deliver for players. Solving the lighting challenges and others like it are a standard part of developing a game. Design, tech and art teams all work together to build and deliver a holistic experience that hits the quality bar we are trying to achieve for players. I am elated by the path we have chosen and now that we have the tools solidified, I’m eager to see where we can take it once we start incorporating seasonal and biome changes to the environment. This image is taken at the exact same time of day as the image above. Note the slight bit of rim lighting on the bottom of her body and the overall color and illumination boost from the ambient light. Und immer weiter This is not the finish line for our work with lighting. (Of course, the Art team is never content!) I will be making a pass to enhance the depth and visual fidelity by continuing to tune the camera post-processing to dial in on the color grading, bloom, depth of field, etc. I’ve also started working on integrating painted skyboxes painted up for me by our concept lead, Dave G! As Todd, our creative director and co-founder, was looking over my shoulder reviewing the lighting at different times of day, he asked me to see how far we could push the darkest night visibility while still maintaining illumination on your character and immediate surroundings. It was pretty cool and I look forward to working on that element of the project next. You may see that pop up at some point as we continue to refine our game lighting. Wie gefällt Dir das Update der Belichtung von Crowfall? Ganzen Artikel lesen
  9. The 5.90 update will introduce important changes to the way death and resurrection work that should streamline your trip to the afterlife and make respawning a tactical decision. Die aktuelle Todesspirale When you’re hit by an attack that reduces your hitpoints to zero, you’ll fall into an unconscious state, bleeding to death on the ground. If you aren’t finished off by an enemy (with a deathblow) or aided by an ally (via a resurrection spell), you’ll eventually bleed out. You also have the option of accepting your death and ending your bleed-out timer early. Either way, let’s assume you’ve died. Your soul, in the form of a ghostly Spirit Crow, will appear above your body. A cairn will be erected in the place of your corpse. Currently, your Spirit Crow will then be magically teleported to the nearest dragon statue (located at forts and keeps) or your faction’s temple. From there, you have the choice between flying back to your cairn or resurrecting directly at the statue. If you take the time to fly back to your cairn, your equipment takes less damage from your death, and you can reclaim the inventory that was left there. If you choose to resurrect directly at the statue, your inventory is left on your cairn and your equipment suffers more damage. Regardless of the way in which you return to your body, you’ll be outfitted with a death shroud. This is a three-minute debuff that will significantly lower your overall health. It’s meant to limit players’ ability to rush right back into a fight when they’ve been killed. (Otherwise, fights won’t have a clear end as combatants trickle in over and over). Tod, Kräehe und Wiederbelebung So where, you might be asking, do these changes come into play? The system remains almost exactly the same right up to the point of death: you fight, you bleed out, you die. The moment your Crow appears, things are slightly different. Instead of being transported to a nearby dragon statue or temple, your Spirit Crow will start its journey from the cairn erected at your corpse. Once your Spirit Crow has been separated from its mortal flesh prison, you’ll need to find your way to an appropriate resurrection location. Resurrecting directly at your cairn will no longer be an option. Valid locations include the dragon statues located at forts and keeps and your faction temple, with the potential to include new areas in the future. If you happen to get turned around while looking for a spot to resurrect, you can hold G to automatically return to your faction’s temple. This will place your Recall power (a power everyone has by default that allows you to teleport back to your faction’s temple) on cool-down, but allow you to directly warp to the temple statue and resurrect there. Depending on the rules for the world where you’ve just died, some amount of your inventory may be left on your cairn. Since resurrecting at your body is no longer an option, you’ll need to travel back to your cairn after regaining your mortality in order to retrieve any items left there. Your equipment will still take a slight durability hit when you die. Todestimer If you die several times in a row or happen to get back to a resurrection location quickly, you may notice a death timer where you would normally see the interaction prompt to reanimate. In order to discourage the same trickling-back-into-fights effect mentioned earlier, each death you take will increase your death timer. This timer starts ticking down as soon as you become a Spirit Crow, so you’ll often go through it before you get back to a dragon statue or temple. TL;DR These changes to the deathloop are on the way with our next big milestone, 5.90, and should streamline the death and resurrection process. While casualties are inevitable, the tweaks to this system mean deeper tactical considerations. So get out there and die amazing deaths!
  10. The 5.90 update will introduce important changes to the way death and resurrection work that should streamline your trip to the afterlife and make respawning a tactical decision. Die aktuelle Todesspirale When you’re hit by an attack that reduces your hitpoints to zero, you’ll fall into an unconscious state, bleeding to death on the ground. If you aren’t finished off by an enemy (with a deathblow) or aided by an ally (via a resurrection spell), you’ll eventually bleed out. You also have the option of accepting your death and ending your bleed-out timer early. Either way, let’s assume you’ve died. Your soul, in the form of a ghostly Spirit Crow, will appear above your body. A cairn will be erected in the place of your corpse. Currently, your Spirit Crow will then be magically teleported to the nearest dragon statue (located at forts and keeps) or your faction’s temple. From there, you have the choice between flying back to your cairn or resurrecting directly at the statue. If you take the time to fly back to your cairn, your equipment takes less damage from your death, and you can reclaim the inventory that was left there. If you choose to resurrect directly at the statue, your inventory is left on your cairn and your equipment suffers more damage. Regardless of the way in which you return to your body, you’ll be outfitted with a death shroud. This is a three-minute debuff that will significantly lower your overall health. It’s meant to limit players’ ability to rush right back into a fight when they’ve been killed. (Otherwise, fights won’t have a clear end as combatants trickle in over and over). Tod, Kräehe und Wiederbelebung So where, you might be asking, do these changes come into play? The system remains almost exactly the same right up to the point of death: you fight, you bleed out, you die. The moment your Crow appears, things are slightly different. Instead of being transported to a nearby dragon statue or temple, your Spirit Crow will start its journey from the cairn erected at your corpse. Once your Spirit Crow has been separated from its mortal flesh prison, you’ll need to find your way to an appropriate resurrection location. Resurrecting directly at your cairn will no longer be an option. Valid locations include the dragon statues located at forts and keeps and your faction temple, with the potential to include new areas in the future. If you happen to get turned around while looking for a spot to resurrect, you can hold G to automatically return to your faction’s temple. This will place your Recall power (a power everyone has by default that allows you to teleport back to your faction’s temple) on cool-down, but allow you to directly warp to the temple statue and resurrect there. Depending on the rules for the world where you’ve just died, some amount of your inventory may be left on your cairn. Since resurrecting at your body is no longer an option, you’ll need to travel back to your cairn after regaining your mortality in order to retrieve any items left there. Your equipment will still take a slight durability hit when you die. Todestimer If you die several times in a row or happen to get back to a resurrection location quickly, you may notice a death timer where you would normally see the interaction prompt to reanimate. In order to discourage the same trickling-back-into-fights effect mentioned earlier, each death you take will increase your death timer. This timer starts ticking down as soon as you become a Spirit Crow, so you’ll often go through it before you get back to a dragon statue or temple. TL;DR These changes to the deathloop are on the way with our next big milestone, 5.90, and should streamline the death and resurrection process. While casualties are inevitable, the tweaks to this system mean deeper tactical considerations. So get out there and die amazing deaths! Ganzen Artikel lesen
  11. Einer der Eckpfeiler in der Vision für Crowfall ist, dass sich die Spieler für die Mehrspieler-Thronkriegsschlachten zu Fraktionen oder Gilden zusammenschließen. Die Idee ist einfach und überzeugend: Die Spieler können die Festung(en) auswählen, die sie erobern möchten, und treffen dabei strategische Entscheidungen, die letztendlich zu Sieg oder Niederlage in der jeweiligen Kampagne führen. Gute Kämpfe erfordern jedoch ausreichend Spieler auf beiden Seiten. So ist die Eroberung eines leeren Standorts vielleicht effektiv, Spaß macht sie aber wohl eher nicht. Daher ist es ACE bewusst sowohl den Angreifern als auch den Verteidigern die gleichen Möglichkeiten bieten zu müssen, Angriffe und Verteidigungen ihrer Festungen einzuleiten, wenn in diesen Schlachten eine (relativ) hohe Zahl von Kämpfern garantiert sein soll. Dafür erfolgt zunächst eine Benachrichtigung. Eine wichtige Beobachtung, die man während der Tests hinsichtlich des Spielerverhaltens gemacht hat, war, dass der Besitz von Forts häufig unangefochten bleibt. Wenn man nun die Spieler als Ressource betrachtet, die an diesen Standorten benötigt wird, dann gibt es ein ganz offensichtliches Problem: Die Anzahl der verfügbaren Spieler ändert sich erheblich im Laufe eines Tages oder eines Wochenendes. Bei den Forts war das bisher kein Problem, da diese über ein nächtliches "Belagerungsfenster" aktiviert werden. Spieler wissen also genau, wann und wo sie andere Spieler antreffen werden, wenn sie an PvP-Kämpfen in der Kampagne teilnehmen wollen. Der Nachteil der Zeitfenster für die Forts ist, dass das aktuelle System nur ein Fenster jede Nacht unterstützt, was zu häufig ist, da dies bedeutet, dass die Verteidiger jede Nacht verfügbar sein müssen, um ihre Festung zu verteidigen. Um diesen Problemen zu begegnen, werden die Entwickler wichtige Änderungen am Belagerungsfenstersystem einführen: Es werden für alle wichtigen Kontrollpunkte Belagerungsfenster eingeführt: Ab sofort werden Kastelle UND Forts nach einem bestimmten Zeitplan aktiviert Man hat den Zeitplan detaillierter gestaltet, sodass man zu Spitzenzeiten nun mehr Fenster und während der "Nachtschicht" weniger Fenster öffnen kann. Wenn ein Spitzenfenster also beispielsweise achtmal so viele Spieler hat, wird man während dieser Zeit achtmal so viele Eroberungspunkte anbieten. Zu Beginn werden zunächst immer alle Parteien benachrichtigt. Dafür fügen die Entwickler der Kampagnenrangliste einen "Belagerungszeitplan" hinzu. Dort wirst Du auf einen Blick sehen können, welche Eroberungspunkte es innerhalb der nächsten 24 Stunden geben wird und wo. Dabei wird es an Wochenenden und zu Spitzenzeiten aufgrund eines höheren Spieleraufkommens eine stärkere Aktivität geben. Zu Nebenzeiten, also beispielsweise früh am Morgen, wird es weniger Belagerungsfenster (Forts) bzw. gar keine Belagerungsfenster (Kastelle) geben. Dadurch können die Fraktionen beruhigt schlafen, in dem Wissen, dass ihre Kastelle und Forts vor Angriffen sicher sind (Außenposten sind hingegen zu jederzeit angreifbar). Während ArtCrafts Gameplay-Programmierer damit beschäftigt waren, dieses System zu kodieren, habe Thomas “Hanseshadow” Eidson ein Zeitplan-Tool gebaut, mit dem die Design-Abteilung bestimmten Kastellen und Forts schnell Daten zuordnen kann, die der jeweiligen Spieleraktivität entsprechen. Mit diesem Tool wird während der gesamten Kampagne der Zeitplan für bestimmte Kastelle und Forts angezeigt. Ein weiterer positiver Nebeneffekt dieses Systems besteht darin, dass die Designer mit der grafischen Darstellung des Zeitplans schneller eventuelle Probleme erkennen und beheben können – idealerweise so schnell, dass die Spieler nicht davon beeinträchtigt werden. Wenn Du meinen vorherigen Artikel über das Cluster Generation Ttool gelesen hast, kennst Du ja schon meinen "Clusterizer", mit dem ArtCraft sicherstellt, dass die Weltzonen von Crowafll für jede neue Kampagne korrekt (und automatisch) miteinander verbunden werden. Jetzt sind auch die Belagerungsfenster im Clusterizer-Tool integriert. Bei der Erstellung neuer Weltkarten lädt der Generator nun Zeitplandaten für die Forts und Kastelle dieser Kampagne und zeichnet diese auf. Die Zuordnungsfunktion stellt sicher, dass die Belagerungsfenster während der gesamten Kampagne ausbalanciert sind und der (ziemlich standardmäßigen) Kurve des Spieleraufkommens entsprechend verteilt sind – soll heißen, je nach hohem, mittlerem und niedrigem Spieleraufkommen pro Wochentag. Anhand des Verteilungsdesigns wird in der gesamten Welt ein Gleichgewicht geschaffen, sodass die Spieler während der Kampagne bestmöglich wertvolle Kastelle und Forts angreifen und verteidigen können und immer auf dem Laufenden sind, wo es aktuell und in der unmittelbaren Zukunft am wahrscheinlichsten Kämpfe geben wird. Noch ist das neue Tool für die Zeitplanung der Belagerungsfenster nicht zum Testen bereit, viel fehlt aber nicht mehr! Sobald es auf dem TEST-Server veröffentlicht ist (sehr bald), sagen wir Dir natürlich Bescheid, sodass Du Dir die Änderungen selbst anschauen kannst.
  12. Einer der Eckpfeiler in der Vision für Crowfall ist, dass sich die Spieler für die Mehrspieler-Thronkriegsschlachten zu Fraktionen oder Gilden zusammenschließen. Die Idee ist einfach und überzeugend: Die Spieler können die Festung(en) auswählen, die sie erobern möchten, und treffen dabei strategische Entscheidungen, die letztendlich zu Sieg oder Niederlage in der jeweiligen Kampagne führen. Gute Kämpfe erfordern jedoch ausreichend Spieler auf beiden Seiten. So ist die Eroberung eines leeren Standorts vielleicht effektiv, Spaß macht sie aber wohl eher nicht. Daher ist es ACE bewusst sowohl den Angreifern als auch den Verteidigern die gleichen Möglichkeiten bieten zu müssen, Angriffe und Verteidigungen ihrer Festungen einzuleiten, wenn in diesen Schlachten eine (relativ) hohe Zahl von Kämpfern garantiert sein soll. Dafür erfolgt zunächst eine Benachrichtigung. Eine wichtige Beobachtung, die man während der Tests hinsichtlich des Spielerverhaltens gemacht hat, war, dass der Besitz von Forts häufig unangefochten bleibt. Wenn man nun die Spieler als Ressource betrachtet, die an diesen Standorten benötigt wird, dann gibt es ein ganz offensichtliches Problem: Die Anzahl der verfügbaren Spieler ändert sich erheblich im Laufe eines Tages oder eines Wochenendes. Bei den Forts war das bisher kein Problem, da diese über ein nächtliches "Belagerungsfenster" aktiviert werden. Spieler wissen also genau, wann und wo sie andere Spieler antreffen werden, wenn sie an PvP-Kämpfen in der Kampagne teilnehmen wollen. Der Nachteil der Zeitfenster für die Forts ist, dass das aktuelle System nur ein Fenster jede Nacht unterstützt, was zu häufig ist, da dies bedeutet, dass die Verteidiger jede Nacht verfügbar sein müssen, um ihre Festung zu verteidigen. Um diesen Problemen zu begegnen, werden die Entwickler wichtige Änderungen am Belagerungsfenstersystem einführen: Es werden für alle wichtigen Kontrollpunkte Belagerungsfenster eingeführt: Ab sofort werden Kastelle UND Forts nach einem bestimmten Zeitplan aktiviert Man hat den Zeitplan detaillierter gestaltet, sodass man zu Spitzenzeiten nun mehr Fenster und während der "Nachtschicht" weniger Fenster öffnen kann. Wenn ein Spitzenfenster also beispielsweise achtmal so viele Spieler hat, wird man während dieser Zeit achtmal so viele Eroberungspunkte anbieten. Zu Beginn werden zunächst immer alle Parteien benachrichtigt. Dafür fügen die Entwickler der Kampagnenrangliste einen "Belagerungszeitplan" hinzu. Dort wirst Du auf einen Blick sehen können, welche Eroberungspunkte es innerhalb der nächsten 24 Stunden geben wird und wo. Dabei wird es an Wochenenden und zu Spitzenzeiten aufgrund eines höheren Spieleraufkommens eine stärkere Aktivität geben. Zu Nebenzeiten, also beispielsweise früh am Morgen, wird es weniger Belagerungsfenster (Forts) bzw. gar keine Belagerungsfenster (Kastelle) geben. Dadurch können die Fraktionen beruhigt schlafen, in dem Wissen, dass ihre Kastelle und Forts vor Angriffen sicher sind (Außenposten sind hingegen zu jederzeit angreifbar). Während ArtCrafts Gameplay-Programmierer damit beschäftigt waren, dieses System zu kodieren, habe Thomas “Hanseshadow” Eidson ein Zeitplan-Tool gebaut, mit dem die Design-Abteilung bestimmten Kastellen und Forts schnell Daten zuordnen kann, die der jeweiligen Spieleraktivität entsprechen. Mit diesem Tool wird während der gesamten Kampagne der Zeitplan für bestimmte Kastelle und Forts angezeigt. Ein weiterer positiver Nebeneffekt dieses Systems besteht darin, dass die Designer mit der grafischen Darstellung des Zeitplans schneller eventuelle Probleme erkennen und beheben können – idealerweise so schnell, dass die Spieler nicht davon beeinträchtigt werden. Wenn Du meinen vorherigen Artikel über das Cluster Generation Ttool gelesen hast, kennst Du ja schon meinen "Clusterizer", mit dem ArtCraft sicherstellt, dass die Weltzonen von Crowafll für jede neue Kampagne korrekt (und automatisch) miteinander verbunden werden. Jetzt sind auch die Belagerungsfenster im Clusterizer-Tool integriert. Bei der Erstellung neuer Weltkarten lädt der Generator nun Zeitplandaten für die Forts und Kastelle dieser Kampagne und zeichnet diese auf. Die Zuordnungsfunktion stellt sicher, dass die Belagerungsfenster während der gesamten Kampagne ausbalanciert sind und der (ziemlich standardmäßigen) Kurve des Spieleraufkommens entsprechend verteilt sind – soll heißen, je nach hohem, mittlerem und niedrigem Spieleraufkommen pro Wochentag. Anhand des Verteilungsdesigns wird in der gesamten Welt ein Gleichgewicht geschaffen, sodass die Spieler während der Kampagne bestmöglich wertvolle Kastelle und Forts angreifen und verteidigen können und immer auf dem Laufenden sind, wo es aktuell und in der unmittelbaren Zukunft am wahrscheinlichsten Kämpfe geben wird. Noch ist das neue Tool für die Zeitplanung der Belagerungsfenster nicht zum Testen bereit, viel fehlt aber nicht mehr! Sobald es auf dem TEST-Server veröffentlicht ist (sehr bald), sagen wir Dir natürlich Bescheid, sodass Du Dir die Änderungen selbst anschauen kannst. Ganzen Artikel lesen
  13. Crowfall releases changes related to armor and armor crafting later this week in the 5.8.6 update. Through these changes, armor is much more streamlined and the benefits should be clearer to players; the new technology behind them also gives us even more opportunities for cool new content across the entire system. The best part of these changes is how they will open avenues in the Crafting system as a whole. Let’s dive in! Die Rüstungswerte From a top-level, armor still does what you would expect it to do, reducing incoming damage. There are four equipment slots (head, chest, hands, and feet) and four types of armor (cloth, leather, mail, and plate). All four pieces will provide some degree of protection. Armor pieces will now have one number by which to judge how much protection that piece provides, the Armor stat located near the top. If you want to see how much specific mitigation a piece of armor provides, just hold the left control key down. This plate helmet has an additional stat of “+1.67% Crushing Resistance”. Stats like this used to be called “Armor Bonuses”, but we changed them all to reflect that they are now Resistance stats. Resistance and all armor mitigation values summed together is how much protection a player has against a specific damage type. Since we no longer damage the player based on hit location (as we did in the past), the protection is evenly applied to the player. Nahtlose Schadensminderung As always, we tried to make sure there was a difference between each type of armor: Plate has the highest Armor stat potential Mail has a lower Armor stat, but it does carry a +5% damage and healing bonus Leather has the lowest Armor stat potential, but gains +10% damage and healing bonuses From a crafting perspective, all the custom layer types have been removed, and the mitigation they used to provide is now baked into the armor. Geheime Zutaten We now have the tech to hide certain ingredient slots behind the crafter meeting certain requirements. In most cases, we require the crafter to equip a specific item and bonus ingredient slots will appear. Based on what is placed into those ingredient slots, we can completely change what item is being produced or, as in most cases, we can add some bonus stats to the item. In this case, the crafter needs to have the Planishing Hammer of the High Forge equipped in order to make the Treated Steel ingredient slots appear. And now the extra ingredient slot has appeared! Und wo man sie herbekommt These items come from our new War Tribe content and decay each time they are used to produce the item they create. Ideally, this adds even more of a synergy between those who just want to fight and those who just want to craft.
  14. Crowfall releases changes related to armor and armor crafting later this week in the 5.8.6 update. Through these changes, armor is much more streamlined and the benefits should be clearer to players; the new technology behind them also gives us even more opportunities for cool new content across the entire system. The best part of these changes is how they will open avenues in the Crafting system as a whole. Let’s dive in! Die Rüstungswerte From a top-level, armor still does what you would expect it to do, reducing incoming damage. There are four equipment slots (head, chest, hands, and feet) and four types of armor (cloth, leather, mail, and plate). All four pieces will provide some degree of protection. Armor pieces will now have one number by which to judge how much protection that piece provides, the Armor stat located near the top. If you want to see how much specific mitigation a piece of armor provides, just hold the left control key down. This plate helmet has an additional stat of “+1.67% Crushing Resistance”. Stats like this used to be called “Armor Bonuses”, but we changed them all to reflect that they are now Resistance stats. Resistance and all armor mitigation values summed together is how much protection a player has against a specific damage type. Since we no longer damage the player based on hit location (as we did in the past), the protection is evenly applied to the player. Nahtlose Schadensminderung As always, we tried to make sure there was a difference between each type of armor: Plate has the highest Armor stat potential Mail has a lower Armor stat, but it does carry a +5% damage and healing bonus Leather has the lowest Armor stat potential, but gains +10% damage and healing bonuses From a crafting perspective, all the custom layer types have been removed, and the mitigation they used to provide is now baked into the armor. Geheime Zutaten We now have the tech to hide certain ingredient slots behind the crafter meeting certain requirements. In most cases, we require the crafter to equip a specific item and bonus ingredient slots will appear. Based on what is placed into those ingredient slots, we can completely change what item is being produced or, as in most cases, we can add some bonus stats to the item. In this case, the crafter needs to have the Planishing Hammer of the High Forge equipped in order to make the Treated Steel ingredient slots appear. And now the extra ingredient slot has appeared! Und wo man sie herbekommt These items come from our new War Tribe content and decay each time they are used to produce the item they create. Ideally, this adds even more of a synergy between those who just want to fight and those who just want to craft. Ganzen Artikel lesen
  15. As the current Crowfall® campaign, the Trial of Kane, comes to a close, the Crows are readying themselves for the challenges ahead when the next trial begins on Thursday, April 11, 2019. Check the information below to ensure you are battle-ready. Die Prüfung von Illara The fifth Trial of the Gods kicks off Thursday with the Trial of Illara. Start: April 11 at 4 PM CDT (NA)/4 PM CEST (EU) End: May 2 at 10 PM CDT (NA)/10 PM CEST (EU) Siegesbedingungen Gold Sigil of Illara Winning Faction: Top 25% of players for both Crafting score and Combat score 2nd Place Faction: Top 15% players for both Crafting score and Combat score 3rd Place Faction: Top 5% players for both Crafting score and Combat score Silver Sigil of Illara All other players on all factions receive: The Silver Sigil of Illara The Sigil of Illara offers a +10% Pathfinding bonus stat, enabling the Trailblazer power to activate faster. Note: To qualify for a sigil reward badge, you must be listed on the leaderboard. To be listed, you must kill or be killed by another player or create crafted items that have a Sacrifice Value during this trial campaign. Der Wipe In advance of the new campaign, we will deploy the 5.8.6 update on Wednesday, April 10, 2019. The most significant change in this update is related to armor. Health values are being removed and armor will now be resistance-based; hit point-based benefits from armor will be moved to Constitution. (Note: More on this change is covered here.) Due to the armor changes coming in the 5.8.6 update, a wipe of characters and inventory is necessary. (Skills will not be affected). Backer rewards (e.g. Eternal Kingdom assets), TEST reward tankards and sigils earned in the Trials of the Gods will be reset, and you will be able to import them again after the update. Gold für Ruhm, Kronen für Geschichten The spoils of war aren’t always about gold (though gold is generally a very good incentive). For many, securing a prestigious place in history is equally important. We are merely caretakers. The actual history of Crowfall is your story. We want to help preserve it through War Stories. We’ve seen some dedicated and exciting reports from previous trials. To date, Jah has been the most prolific of the Crowfall saga correspondents, sharing daily updates about his guild, Winterblades, and their progress in the campaigns. We also want to commend Soulein, RealBlankSpace and Thimble for their contributions. We want more, and we know the Crowfall community does too, so we’re combining the happy jingle of coins with the pride of being remembered. Each Friday, we will be selecting the “War Story of the Week”, awarding the creator 500 crowns. There are many ways to share your story: through videos, gifs, screenshots and battle reports. You can share them on Twitter (with the hashtags #crowfallgame and #warstories) or the Crowfall forums. We look forward to reading your story soon!
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