Jump to content

Search the Community

Showing results for tags 'entwicklung'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Crowfall
  • Breaking News
  • CFC
  • Fans & Press
  • User News

Categories

  • General
  • Alpha
  • Crafting
  • Eternal Kingdom
  • Campaign
  • Archetypes
    • Knight
    • Templar
    • Champion
    • Forgemaster
    • Legionnair
    • Myrmidone
    • Duelist
    • Stalker
    • Assassin
    • Confessor
    • Frostweaver
    • Ranger
    • Druid

Categories

  • General
  • Gameplay
  • Playtesting
  • Your Account

Categories

  • Powers
  • Disciplines
  • Passive Training
  • Materials
  • Receipts
  • Equipment
    • Armor

Forums

  • City Wall (public)
    • Notice Board
  • Crowfall
    • News
    • Tavern
    • Classes
    • Races
    • Crafting & Economy
    • Kingdoms
    • Battleground (PvP)
    • Advisor
  • Castle Yard (private)
  • Community
    • Guild Area
    • Hall Of Fame
    • Blackboard
    • Fan Creations
    • Roleplay
  • Throneroom (Management)
  • CFC Website & Other
    • CFC Feedback
    • Other Games
    • Computers
    • Off Topic
  • Public
    • Applications
  • Internal
  • Informationen zur Gilde
    • Bewerbungen
    • Unser Ewiges Königreich
  • Public
    • Applications
  • Internal
  • CFC Mustergilde's Forum

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Steam ID


Twitch


Facebook


Twitter


Google+

Found 265 results

  1. Prepare to be infected as Crowfall introduces a third world type, The Infected, an eternal battleground where Crows compete for territory and premium resources across an infinite timeline. The Infected offers players of level 15 and above a mid-level risk/reward environment and a change of pace that sits perfectly between the safe-areas of the God’s Reach and the harsh brutality of The Trials of the Gods. The challenge that players must overcome is gaining and retaining control of highly-contested strongholds and respawn points without which they cannot achieve success against factional enemies. With a scoreboard that is updated on a 15-minute timer, The Infected features three siege maps (each home to multiple keeps, forts and smaller control points) as staging areas to a single resource-rich continent in the center of the map. Resource zones become the center of the conflict as Crows compete for valuable resources with everything from wild beasts to enemy combatants. The Infected: catch it now on a Crowfall server near you!
  2. Shiro

    Von Kreuz zu Pik

    In the article Ein freundlicheres Willkommen, we highlighted some of the improvements we’ve made to help new players get off to a solid start in Crowfall; however, once you’ve successfully navigated that first gauntlet of spiders with your new weapons and powers, what comes next? That all depends on you and what sort of Crow you wish to be. There are many paths to choose from and each has a veritable cornucopia of customization choices that open new possibilities in how you play, your look and the special abilities you acquire. Since the choices are vast, it helps to get an introduction that gives you insight into the different paths, providing a framework through which you can navigate to create the character that best fits your play style. So, let’s break it down into a more simplified view by taking a look at some of the familiar player types and which Crowfall activities are best-suited to each of them. Von Kreuz zu Pik According to Richard Bartle’s Taxonomy of Player Types, the primary categories can be represented by the four suits found in a pack of standard playing cards: Clubs - fighters Diamonds - fortune seekers Hearts - socializers Spades - diggers for information Bartle himself will be the first to say that since most players prefer to mix it up a bit the theory isn’t failproof. Still, the basics are still relevant and meaningful enough that game designers continue to use his findings as a reference point. It’s all interesting stuff, especially for those who are interested in game design theory, but many of you may be asking… Was gibt es für mich? Crowfall has an innovative, multi-faceted character advancement system. As you play the game presents players with meaningful choices to advance your character through the selection of Disciplines, Skills and Talents. Through selection of these you tailor your character’s special skills and talents. When you start playing Crowfall, your Eternal Crow enters the Dying Lands ready to fight for glory, wealth and power. No doubt, your Crow will need some skills, right? The game world is full of possibilities for every player type, you choose your path - and that’s why your choices matter. Clubs - You’re a fighter. Not a scruffy, scrappy mutt, no. You’re a savage killing machine, assassin or perhaps, a mercenary. Fighting other players is the optimum way to prove your mettle, and you’ll scratch that itch when you plunge into clashes over the control of forts, keeps and outposts. But don’t saddle up and head into the battlefield just yet, cowboy. You’ll need some training first so that you can become one with your abilities. Pairs well with: Diamonds - You’ll help them by swiftly dispatching enemies, they repay you by providing the best weapons and equipment. Getting started: Hone your skills on the creatures of the Gods Reach such as spiders and the undead, then whet your appetite for PVP with a siege or two before striking out into your first full-fledged campaign world Throne War. Diamonds - You don’t simply want everything, you want it all in multiples. Your ambition drives you to build a reputation that tells others you have the best of everything and are willing to share it with them… for a price. Through harvesting, crafting, trading and collecting, your empire will begin to grow once your well-stocked vendors start raking in the sweet, sweet gold you'll happily count from the comfort of your very own kingdom. Pairs well with: Spades - They know where to find the good stuff. Bartering the information they provide for the resources you have is a worthwhile return on your investment. Getting started: Even as a new Crow, you can earn collectible tankards by spending some time on the TEST server and you can earn a God Sigil, imbued with magical power, by participating in the Trials of the Gods. Venture into War Tribe camps to fill your inventory with fat stacks of loot that you can use, sell or trade. Hearts - You’re a people person, a social butterfly that finds contentment by interacting with others. While your primary motivation may not necessarily be to become embroiled in politics and intrigue, you’ll inevitably build up a database of who knows who and who’s doing what. These can be powerful tools should you decide to throw your helmet into the ring of guild management or coordinating events. Pairs well with: All player types - You’re basically the wild card in any deck since the knowledge you hold is valuable to all of them. Who would make the best ally? Who’s not to be trusted? You know the answers, but you’re also savvy enough to know how to use that information in the ways that best suit your own purposes. Getting started: Your hobnobbing can begin even before you log in by perusing the Guild Recruiting forum and the Unofficial Crowfall Community Discord. Regardless of where you are in the world, you’ll always find Crows to flock with, day or night. Within the game, you can strike up a conversation in a variety of ready-made chat rooms (accessible from the lower right corner of your screen) or create a channel of your own. Spades - Hey, trailblazer! The burning desire you have for discovery drives you to leave no stone unturned, no hill unclimbed. Few things make you happier than exploring every inch of the terrain to see what’s out there. And, since Crowfall’s Dying Worlds are dynamically-created to be different when the world resets after each Throne War campaign, there will always be new maps to explore and conquer. Knowing where the points of interest are is only a drop in your adventure bucket. There’s more than one way to cross a map and you’ll know all of them. You’ll also know where to find a fight if you’re looking for one and alternate routes if you’re looking to avoid conflict. Pairs well with: Hearts - The information they gather from other players provides a handy shortcut around a lot of missteps and backtracking as you explore new areas. Getting started: In studying the terrain and architecture as you investigate the world around you, you’ll quickly learn to identify the safe areas, the unsafe areas and everything in-between. Familiarize yourself with the locations of runegates and you’ll be able to pop quickly from one place to the next, leaving more time to do the exploring that you love. Spiel mit einem ganzen Deck Having a variety of player types is important to creating an online world that’s vibrant, inviting and exciting. Taking it a step further by giving players ways to mix-and-match the activities they enjoy adds even more depth, and that’s what we’ve set out to do with Crowfall. What’s your ultimate desire? To command an army of elite fighters? To rule your own kingdom with the support of loyal vassals? To build a robust empire connected by trusted trade routes? To create rare and powerful items that earn you the most sought-after maker's mark? All are attainable goals. Which player type do you identify with the most, and which aspects of Crowfall appeal to that facet of your inner Crow?
  3. 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.
  4. 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.
  5. 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.
  6. Impenetrable. The enemy controls every major stronghold in the zone. Breaching the runegates poses a challenge in and of itself, but no force could hope to stand for long without a firm staging area within the enemy territory. But hope prevails as whispers return from the warfront of an ancient ley line, long forgotten by the denizens of this world. Den Thron erobern Throughout the course of development, the Crowfall team has iterated over many aspects of the gameplay offered by capture locations. The latest iteration, as seen in the Trial of Maeve, assigns a dedicated schedule of vulnerability to each fort and keep. This system of siege windows was chosen in order to leverage trends in population time and activity patterns, seen not just in Crowfall but modeled after player behavior common to all MMOs. By helping to highlight opportunities for conflict, we hope to create focused, engaging and strategic new gameplay opportunities for all of our players. This change leaves the outposts as our always-vulnerable strategic capture locations. They currently come in two variants: a campfire, which offers two stationary guards near a cooking crafting station, and a tower, which offers three stationary guards defending a higher vantage point. In terms of the ongoing Throne War, both contribute an equal amount of victory points per tick. The main differences between the outposts come via the utility that they offer the owning faction. Verteidigungswürdige Welten Early into the previous development cycle, the team had already decided on the future incorporation of siege windows. This gave us the opportunity to more finely examine how the current iteration of outposts was affecting gameplay and their reception by the players. Based on feedback from the players, it became clear that the benefits offered by the outposts were lacking, regardless of the fact that they contributed victory points to the Throne War. In the Trial of Maeve, this is still the case. We were able to take some immediate actions, adjusting the total amount of outposts per zone and their percent contribution towards a campaign’s total victory points. Beyond that, we want to add more utility to these locations. We started creating prototypes that would help increase the variety of services and benefits offered by each outpost type and to increase the effectiveness of those locations. An early iteration of one possible prototype, upgradable guards, was even made available to testers at one point. The change leveraged some of our existing upgrade systems and was aimed at offering players the chance to increase their NPC Defenders’ combat prowess. However, the available depth of the upgrade systems didn’t get us close enough to what really excited us about the feature. Eventually, we decided to roll the prototype back (at least until we have enough bandwidth to reassess and consider fully featured version in the future). Of the remaining prototypes, some were scrapped altogether; others may eventually come back to light. We’ve had a number of ideas here: advanced crafting stations, banking kiosks, runegates, sacrifice braziers… basically, any service that we are comfortable placing in the world(s) is a candidate for an outpost location. After many different prototypes were examined, there was a clear contender for the first utility addition: respawn locations. So that’s the first one we added. Ein Kampfchance With the Trial of Maeve, the flow of our respawn system has changed significantly. Neutral respawn locations on runegate parcels have been removed, leaving the only respawn locations available within the walls of the forts and keeps. While we want to maintain many aspects of the emerging zone lockdown dynamics created by this change, we also saw an opportunity to provide an new outpost utility. One that would allow a “fallback point” for harvesting, hunting, and (most importantly) for siege operations. One of the more exciting prospects this brings to the table is an opportunity for conflict over an always vulnerable respawn area. Without a respawn area in the zone, Crows are forced to travel through the runegates to another zone where they have a refuge or return all the way to their faction’s beachhead base. Either option means that the efforts of the encroaching forces are unlikely to receive refreshed troops in a timely manner. By maintaining vigil over the outpost, the defending forces complete their lockout of an area. Losing the outpost offers their enemies an uncomfortably close staging ground for their assaults. As with other outposts, a capture ring and resting ring are present. After standing in the capture ring long enough to claim the outpost, the player’s faction wins the loyalty of four stationary guards to keep watch over the area. The respawn statue may then be used by members of the controlling faction to resurrect themselves. We’re aware that one thing that still needs to be adjusted is the time-to-capture; we need to tighten the band. Right now it takes too long for small groups and not enough time for larger forces. This holds for fort captures, as well. It’s on the list of “things we need to balance” and we’ll get to it when we have the resources available to do so.
  7. The embargo system has always been a core component of the Crowfall® experience. Many of the proposed campaign rulesets hinge on its use to restrict the items that are brought into a new campaign, and likewise what spoils of war are taken out when the world succumbs to the Hunger. As It Is Now Currently, there are two separate world types: ones with embargo and ones without. Eternal Kingdoms (personal player worlds) and the God’s Reach do not have embargo; you’re free to take items in and out of these worlds without restriction. The campaigns, however, usually have limits on how many items can be moved into or out of them. In worlds with embargo limits, the transfer of items from one character on your account to another is done through the Spirit Bank and the limits on import and export are displayed there. Local storage within the world is achieved with world banks and local banks. Here are the current definitions of banks in Crowfall: Spirit Bank - The account-level bank. This bank is shared across all vessels on an account and can be accessed from any world. World bank - The world-level bank. These exist at the temple and are vessel-specific (meaning no other account or vessel can access your items in it). You can use this bank to withdraw items from any local bank. Local bank - The location-level bank. These exist in certain locations in campaigns (forts, keeps, and the temple) and are vessel-specific. They’re meant to be used as local, temporary storage while gathering items. Changes In The Pipeline Much of the way worlds without embargo restrictions work will remain the same. You’ll be able to move your vessel in and out of these non-embargo worlds without regulation, taking items as you please. Worlds with embargo restrictions are about to undergo some very important changes. Namely, the export of items will no longer happen strictly through the Spirit Bank UI the way it does now. But we’ll get to that in a bit. First, how do you get your sweet gear into a Campaign? Importing: Gear Up Imagine this: You’ve spent some time leveling up in the God’s Reach and met a cool guild that gave you some gear when they helped you train in an Eternal Kingdom. Now, you’re ready to join your guildmates in braving the campaign world. What about those goodies your new friends gave you? Can you bring them in? The answer is that it depends on the campaign. When you attempt to join a campaign with a vessel that has inventory or equipment, the system will automatically compare the import rules to your current items. If you have too many items (in the case of high-restriction campaigns), you will be alerted that your vessel cannot join that world because of the embargo rules. You can then move that vessel into an Eternal Kingdom or a world without embargo limitations and manually clear out some of your inventory. When your inventory can be successfully imported, you’ll see a confirmation box when you try to join a campaign. This dialogue box will show you the number of import tokens allowed in the campaign as well as how many you’ll use to import your current inventory and equipment. Since import and export tokens will be shared across all vessels on your account, this lets you make an informed decision on how many you want to use with this particular vessel. If you’re signing up for a very restricted campaign, make sure you use your import tokens to bring in your very best gear. Exporting: Claim Your Profit You’ve successfully imported your best equipment, you fought like mad in the campaign, and now you want to enjoy your spoils of war. Here is where the definitions of the banks change somewhat. Local banks will be removed entirely; item storage will depend completely on your inventory, the world bank or Spirit Bank and caravans (keep an eye out for more news on these in the future). The Spirit Bank will still act as account-level storage that can be accessed by any vessel on your account; however, you can no longer just pull it up at will when you’re in the world. Instead, in worlds that have embargo limits, you’ll need to find a world bank. Through world banks, you can store items for export (in worlds without embargo, these same world bank locations become the place to open your Spirit Bank). Items that you place here can then be accessed from the lobby and moved to your Spirit Bank at the cost of export tokens. Each campaign’s world bank is shared between all vessels subscribed to that campaign. When a vessel leaves a campaign, either through the natural conclusion of the world or by manually unlocking that vessel, the inventory and equipment that were on the vessel are placed into the world bank automatically. (If your world bank was already full, these additional items go into an overflow state and can only be accessed once you’ve cleared some space.) You can then export the items you’d like to keep from the world bank to your Spirit Bank in the lobby. Keep an eye on those export tokens; once they’re used up, the world bank will close and any remaining items will be deleted. Remember, too, that import and export tokens for each campaign are shared by all vessels across one account. So, if you have multiple vessels in the same campaign, make sure you keep track of the items each of them has stored when you export your items. Each account can have a maximum of nine world banks open. This means, after the end of a campaign, you’ll need to make sure you export anything left in your world bank if you want to join a new campaign. Storage Strategy It’s easy to see why we’re excited about the changes to the embargo system. With each campaign’s import and export tokens moved to the account-level (and shared between the vessels in that campaign) and the need to travel to a world bank in order to export items from that world, there will be an additional layer of strategy injected into the game. Choices will have consequences, especially in worlds with limited imports and exports.
  8. Crowfall is a game that doesn’t use the sort of traditional storytelling that’s common to role-playing games, i.e. usually executed via missions or cinematic moments. Instead, Crowfall uses “visual storytelling”, telling a story without the use of language or text. Visual Storytelling: Bringin Worlds To Life When you enter the worlds of Crowfall, you will quickly become aware of your role as an Eternal Champion in a dying world, fighting for the gods. However, how your personal story in the game unfolds is unique to you. This is similar to looking at a narrative painting or work of art and find that there is enough information visually to give you a sense of a story without needing words or an explanation behind it. Then, as a viewer, you put yourself into the image and create your own interpretation from the things you see. Often when viewing art we piece together a story in our minds that creates the context for what we are viewing based on our frame of reference, experiences and aspirations. In that way, we create a story in our mind that we “see” as part of that piece of art and because it is “our” story it is more personal and more meaningful. Visual storytelling in games is how we personalize the story to the player and give context to the greater narrative threads in the world that evolve as you play. Storytelling in Crowfall is different from other games in that we don’t have a single narrative that every player follows as they play. Crowfall features a dynamic world where many of the elements are responsive to player choices, actions and motivations. In this way, the game offers players the ability to be at the center of a series of unfolding events in a story that is given context by the players themselves. Up to this point in the development cycle, we’ve been focused on the essential systems that make up our core gameplay experience and proving out our procedural world generation technology. These systems are the foundation of our gameplay and create the playscape for our storytelling. Crowfall has deep and rich lore that connects the player to the creation of the universe and the events leading up to the current state of the dying worlds. We also have a pantheon of gods that assert their own influence over the Crows (players) and these worlds. Although many of the facets of the story may not be visible now, as we continue to evolve our world generation we will begin layering in more visual storytelling. This process will reveal our overarching storyline and introduce the influences that are impacting the Crowfall Universe. The goal is to create a living world that sets the stage for players to create their own stories and build their legacies. Ancient History: Connectin Players To The Gods The Crowfall universe was once completely uninhabited by anyone other than the Stoneborn, the children of Gaia and Kane. These firstborn sons erected monumental temples and structures in honor of the gods and created the first examples of architecture in these worlds. Temple Environment Concept Stoneborn temples and structures were built in reverence to the gods when no other beings yet existed. They are reflective of Crowfall’s ancient history and are a visual thread connecting players to the gods. These structures have withstood the test of time, but we see them now as ruins in the dying worlds as a result of the impact of the corruptive influence of the Hunger, the mysterious contagion that is spreading across the worlds. Concept of Ancient Stoneborn Ruins found in the World Recent History: What Existed Before The Worlds Became Corrupted In more recent history, other races and creatures have begun to inhabit these worlds and are leaving their marks on it. As you arrive as a Crow, the worlds are deteriorating, dying. With time running out, there are tribes and forces roaming the worlds in search of valuable relics and resources, valuable artifacts, left behind by the people who once inhabited these places. Recently, we saw the rise of the war tribes in the world, but aside from these tribes, there’s very little evidence of the people who originally populated and settled this world, peacefully or otherwise. Currently, through the efforts of both design work and art production we are building the gameplay and visual narrative to give context to those who were once here and to tell the story of these worlds. We have a lot of art that hasn’t been implemented yet into the game. We have a couple of ways of bringing this to fruition. Some world environment pieces, or “parcels”, utilize what we call data layers. These are layers of the world set design that are turned on and off to create a feeling of totally new gameplay areas. This is where art is able to do the most custom-crafted storytelling experience. Although we are limited by the boundaries of the parcel itself, within that parcel we can lay in props any way we choose. We’ve already begun using these data layers to set up the war tribe and military camps found in our most recent campaign worlds. If you’ve played in any of our recent factional wars or campaigns, you are familiar with the forts and keeps in the siege zones. Players find and use resources to build up these strongholds to a fully-constructed state to hold and contest over. Outside of the siege zones, it would make sense to see the ruins of, and to tell the story of, additional battles from years gone by. In this concept, you see some remains of an old stone wall that may have been the gate to a great city from the past. A caravan of some sort looks like it was traveling through the gate, maybe in an attempt to escape when war broke out. In any case, nature has started to reclaim the relics left behind, and we know that this must have happened a long time ago. We get the sense of a story of a world left in turmoil and ruin from an image like this one. The combinatory possibilities utilizing data layers within natural terrain parcels gives us many opportunities to create areas within the world that look and feel different and reinforce the narrative of a dying world. In one area, the parcel may be crafted with this type of set dressing in place, or it could be entirely natural and wild without any architectural remains. Some of these parcels may be built to contain multiple data layers that can be turned on or off for additional storytelling impact. We might have a village alongside a road that would become our base data layer set. Then we could turn on a layer that contains vines and moss covering the dilapidated houses to tell the story of a village that has long been abandoned. Or we might turn on the smoldering and charred layer with ransacked looking crates and wagons in the street to tell the story of a war tribe having passed through recently and left destruction in their wake. We can create this level of depth throughout the game worlds to build greater visual diversity and interest in the world, exposing a robust history unique to each world. In addition to the visual storytelling we are planning, we are also building variant designs for the layout of the forts and keeps. If you’ve been testing along with us you know that the current fort and keep layout is the same across all the worlds. We plan to start diversifying these areas to give a texture that connects the player to the world and the events that led to the current state. To complement these new layouts, we are also planning on adding in a variety of textures for the walls to add even more flavor and character. Final Notes We’ve been procedurally generating new maps for campaigns for months now. The worlds are evolving into unique and diverse areas that are interesting to explore. As a team, we’ve always wanted to push the look and feel of the world much further to add more depth that gives rise to the fact that there are mysteries that lie waiting to be uncovered. Now that some of the essentials for procedurally generating a world are in place, it’s time to add more visual storytelling into the mix in order to create a more immersive world that will connect the player to the history of the Crowfall universe and the lore and allows for a richer fabric on which players can create the war stories of Crowfall.
  9. The Trial of Ilara ended Thursday, May 2, with Balance claiming the final victory in what had shaped up to be a hotly-contested nail-biter. Naturally, the Crowfall community has been anxiously awaiting news about what’s coming next. As mentioned by Creative Director J. Todd Coleman in the ACE Q&A for May, we have not yet given our date on the start of the next trial as we are hard at work on The God Trials, update 5.90, our next release that’s coming right around the corner. We’re trying to leave ourselves a little bit of flexibility but we will give you notice of when the next trial campaign is coming. We are excited to share that our plan is to release The God Trials update to our TEST server next week. To ensure we get the benefit of your great feedback, we are hoping that you login to play on TEST. Those who spend four hours or more on TEST this month will receive the Sapphire tankard reward. As soon as the update moves to our LIVE playtest server, we will start a non-sanctioned, regular campaign on LIVE, running a few days to a week. This will not be a Trial of the Gods campaign. In short order, following the conclusion the non-sanctioned campaign, we’ll return our Crows to the challenge of facing the trials put before you by the gods, with the launch of our next Trial of the Gods campaign. So, prepare for an exciting next few weeks with lots of great gameplay heading your way. The God Trials milestone contains a number of very positive improvements that will enhance your gameplay experience as well as performance improvements.
  10. Prepare to be infected as Crowfall introduces a third world type, The Infected, an eternal battleground where Crows compete for territory and premium resources across an infinite timeline. The Infected offers players of level 15 and above a mid-level risk/reward environment and a change of pace that sits perfectly between the safe-areas of the God’s Reach and the harsh brutality of The Trials of the Gods. The challenge that players must overcome is gaining and retaining control of highly-contested strongholds and respawn points without which they cannot achieve success against factional enemies. With a scoreboard that is updated on a 15-minute timer, The Infected features three siege maps (each home to multiple keeps, forts and smaller control points) as staging areas to a single resource-rich continent in the center of the map. Resource zones become the center of the conflict as Crows compete for valuable resources with everything from wild beasts to enemy combatants. The Infected: catch it now on a Crowfall server near you! Ganzen Artikel lesen
  11. 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.
  12. 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!
  13. 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.
  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.
  15. Shiro

    Von Kreuz zu Pik

    In the article Ein freundlicheres Willkommen, we highlighted some of the improvements we’ve made to help new players get off to a solid start in Crowfall; however, once you’ve successfully navigated that first gauntlet of spiders with your new weapons and powers, what comes next? That all depends on you and what sort of Crow you wish to be. There are many paths to choose from and each has a veritable cornucopia of customization choices that open new possibilities in how you play, your look and the special abilities you acquire. Since the choices are vast, it helps to get an introduction that gives you insight into the different paths, providing a framework through which you can navigate to create the character that best fits your play style. So, let’s break it down into a more simplified view by taking a look at some of the familiar player types and which Crowfall activities are best-suited to each of them. Von Kreuz zu Pik According to Richard Bartle’s Taxonomy of Player Types, the primary categories can be represented by the four suits found in a pack of standard playing cards: Clubs - fighters Diamonds - fortune seekers Hearts - socializers Spades - diggers for information Bartle himself will be the first to say that since most players prefer to mix it up a bit the theory isn’t failproof. Still, the basics are still relevant and meaningful enough that game designers continue to use his findings as a reference point. It’s all interesting stuff, especially for those who are interested in game design theory, but many of you may be asking… Was gibt es für mich? Crowfall has an innovative, multi-faceted character advancement system. As you play the game presents players with meaningful choices to advance your character through the selection of Disciplines, Skills and Talents. Through selection of these you tailor your character’s special skills and talents. When you start playing Crowfall, your Eternal Crow enters the Dying Lands ready to fight for glory, wealth and power. No doubt, your Crow will need some skills, right? The game world is full of possibilities for every player type, you choose your path - and that’s why your choices matter. Clubs - You’re a fighter. Not a scruffy, scrappy mutt, no. You’re a savage killing machine, assassin or perhaps, a mercenary. Fighting other players is the optimum way to prove your mettle, and you’ll scratch that itch when you plunge into clashes over the control of forts, keeps and outposts. But don’t saddle up and head into the battlefield just yet, cowboy. You’ll need some training first so that you can become one with your abilities. Pairs well with: Diamonds - You’ll help them by swiftly dispatching enemies, they repay you by providing the best weapons and equipment. Getting started: Hone your skills on the creatures of the Gods Reach such as spiders and the undead, then whet your appetite for PVP with a siege or two before striking out into your first full-fledged campaign world Throne War. Diamonds - You don’t simply want everything, you want it all in multiples. Your ambition drives you to build a reputation that tells others you have the best of everything and are willing to share it with them… for a price. Through harvesting, crafting, trading and collecting, your empire will begin to grow once your well-stocked vendors start raking in the sweet, sweet gold you'll happily count from the comfort of your very own kingdom. Pairs well with: Spades - They know where to find the good stuff. Bartering the information they provide for the resources you have is a worthwhile return on your investment. Getting started: Even as a new Crow, you can earn collectible tankards by spending some time on the TEST server and you can earn a God Sigil, imbued with magical power, by participating in the Trials of the Gods. Venture into War Tribe camps to fill your inventory with fat stacks of loot that you can use, sell or trade. Hearts - You’re a people person, a social butterfly that finds contentment by interacting with others. While your primary motivation may not necessarily be to become embroiled in politics and intrigue, you’ll inevitably build up a database of who knows who and who’s doing what. These can be powerful tools should you decide to throw your helmet into the ring of guild management or coordinating events. Pairs well with: All player types - You’re basically the wild card in any deck since the knowledge you hold is valuable to all of them. Who would make the best ally? Who’s not to be trusted? You know the answers, but you’re also savvy enough to know how to use that information in the ways that best suit your own purposes. Getting started: Your hobnobbing can begin even before you log in by perusing the Guild Recruiting forum and the Unofficial Crowfall Community Discord. Regardless of where you are in the world, you’ll always find Crows to flock with, day or night. Within the game, you can strike up a conversation in a variety of ready-made chat rooms (accessible from the lower right corner of your screen) or create a channel of your own. Spades - Hey, trailblazer! The burning desire you have for discovery drives you to leave no stone unturned, no hill unclimbed. Few things make you happier than exploring every inch of the terrain to see what’s out there. And, since Crowfall’s Dying Worlds are dynamically-created to be different when the world resets after each Throne War campaign, there will always be new maps to explore and conquer. Knowing where the points of interest are is only a drop in your adventure bucket. There’s more than one way to cross a map and you’ll know all of them. You’ll also know where to find a fight if you’re looking for one and alternate routes if you’re looking to avoid conflict. Pairs well with: Hearts - The information they gather from other players provides a handy shortcut around a lot of missteps and backtracking as you explore new areas. Getting started: In studying the terrain and architecture as you investigate the world around you, you’ll quickly learn to identify the safe areas, the unsafe areas and everything in-between. Familiarize yourself with the locations of runegates and you’ll be able to pop quickly from one place to the next, leaving more time to do the exploring that you love. Spiel mit einem ganzen Deck Having a variety of player types is important to creating an online world that’s vibrant, inviting and exciting. Taking it a step further by giving players ways to mix-and-match the activities they enjoy adds even more depth, and that’s what we’ve set out to do with Crowfall. What’s your ultimate desire? To command an army of elite fighters? To rule your own kingdom with the support of loyal vassals? To build a robust empire connected by trusted trade routes? To create rare and powerful items that earn you the most sought-after maker's mark? All are attainable goals. Which player type do you identify with the most, and which aspects of Crowfall appeal to that facet of your inner Crow? Ganzen Artikel lesen
  16. 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
  17. 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
  18. 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. Wie gefällt Dir das neue User Interface? Ganzen Artikel lesen
  19. Impenetrable. The enemy controls every major stronghold in the zone. Breaching the runegates poses a challenge in and of itself, but no force could hope to stand for long without a firm staging area within the enemy territory. But hope prevails as whispers return from the warfront of an ancient ley line, long forgotten by the denizens of this world. Den Thron erobern Throughout the course of development, the Crowfall team has iterated over many aspects of the gameplay offered by capture locations. The latest iteration, as seen in the Trial of Maeve, assigns a dedicated schedule of vulnerability to each fort and keep. This system of siege windows was chosen in order to leverage trends in population time and activity patterns, seen not just in Crowfall but modeled after player behavior common to all MMOs. By helping to highlight opportunities for conflict, we hope to create focused, engaging and strategic new gameplay opportunities for all of our players. This change leaves the outposts as our always-vulnerable strategic capture locations. They currently come in two variants: a campfire, which offers two stationary guards near a cooking crafting station, and a tower, which offers three stationary guards defending a higher vantage point. In terms of the ongoing Throne War, both contribute an equal amount of victory points per tick. The main differences between the outposts come via the utility that they offer the owning faction. Verteidigungswürdige Welten Early into the previous development cycle, the team had already decided on the future incorporation of siege windows. This gave us the opportunity to more finely examine how the current iteration of outposts was affecting gameplay and their reception by the players. Based on feedback from the players, it became clear that the benefits offered by the outposts were lacking, regardless of the fact that they contributed victory points to the Throne War. In the Trial of Maeve, this is still the case. We were able to take some immediate actions, adjusting the total amount of outposts per zone and their percent contribution towards a campaign’s total victory points. Beyond that, we want to add more utility to these locations. We started creating prototypes that would help increase the variety of services and benefits offered by each outpost type and to increase the effectiveness of those locations. An early iteration of one possible prototype, upgradable guards, was even made available to testers at one point. The change leveraged some of our existing upgrade systems and was aimed at offering players the chance to increase their NPC Defenders’ combat prowess. However, the available depth of the upgrade systems didn’t get us close enough to what really excited us about the feature. Eventually, we decided to roll the prototype back (at least until we have enough bandwidth to reassess and consider fully featured version in the future). Of the remaining prototypes, some were scrapped altogether; others may eventually come back to light. We’ve had a number of ideas here: advanced crafting stations, banking kiosks, runegates, sacrifice braziers… basically, any service that we are comfortable placing in the world(s) is a candidate for an outpost location. After many different prototypes were examined, there was a clear contender for the first utility addition: respawn locations. So that’s the first one we added. Ein Kampfchance With the Trial of Maeve, the flow of our respawn system has changed significantly. Neutral respawn locations on runegate parcels have been removed, leaving the only respawn locations available within the walls of the forts and keeps. While we want to maintain many aspects of the emerging zone lockdown dynamics created by this change, we also saw an opportunity to provide an new outpost utility. One that would allow a “fallback point” for harvesting, hunting, and (most importantly) for siege operations. One of the more exciting prospects this brings to the table is an opportunity for conflict over an always vulnerable respawn area. Without a respawn area in the zone, Crows are forced to travel through the runegates to another zone where they have a refuge or return all the way to their faction’s beachhead base. Either option means that the efforts of the encroaching forces are unlikely to receive refreshed troops in a timely manner. By maintaining vigil over the outpost, the defending forces complete their lockout of an area. Losing the outpost offers their enemies an uncomfortably close staging ground for their assaults. As with other outposts, a capture ring and resting ring are present. After standing in the capture ring long enough to claim the outpost, the player’s faction wins the loyalty of four stationary guards to keep watch over the area. The respawn statue may then be used by members of the controlling faction to resurrect themselves. We’re aware that one thing that still needs to be adjusted is the time-to-capture; we need to tighten the band. Right now it takes too long for small groups and not enough time for larger forces. This holds for fort captures, as well. It’s on the list of “things we need to balance” and we’ll get to it when we have the resources available to do so. Ganzen Artikel lesen
  20. The embargo system has always been a core component of the Crowfall® experience. Many of the proposed campaign rulesets hinge on its use to restrict the items that are brought into a new campaign, and likewise what spoils of war are taken out when the world succumbs to the Hunger. As It Is Now Currently, there are two separate world types: ones with embargo and ones without. Eternal Kingdoms (personal player worlds) and the God’s Reach do not have embargo; you’re free to take items in and out of these worlds without restriction. The campaigns, however, usually have limits on how many items can be moved into or out of them. In worlds with embargo limits, the transfer of items from one character on your account to another is done through the Spirit Bank and the limits on import and export are displayed there. Local storage within the world is achieved with world banks and local banks. Here are the current definitions of banks in Crowfall: Spirit Bank - The account-level bank. This bank is shared across all vessels on an account and can be accessed from any world. World bank - The world-level bank. These exist at the temple and are vessel-specific (meaning no other account or vessel can access your items in it). You can use this bank to withdraw items from any local bank. Local bank - The location-level bank. These exist in certain locations in campaigns (forts, keeps, and the temple) and are vessel-specific. They’re meant to be used as local, temporary storage while gathering items. Changes In The Pipeline Much of the way worlds without embargo restrictions work will remain the same. You’ll be able to move your vessel in and out of these non-embargo worlds without regulation, taking items as you please. Worlds with embargo restrictions are about to undergo some very important changes. Namely, the export of items will no longer happen strictly through the Spirit Bank UI the way it does now. But we’ll get to that in a bit. First, how do you get your sweet gear into a Campaign? Importing: Gear Up Imagine this: You’ve spent some time leveling up in the God’s Reach and met a cool guild that gave you some gear when they helped you train in an Eternal Kingdom. Now, you’re ready to join your guildmates in braving the campaign world. What about those goodies your new friends gave you? Can you bring them in? The answer is that it depends on the campaign. When you attempt to join a campaign with a vessel that has inventory or equipment, the system will automatically compare the import rules to your current items. If you have too many items (in the case of high-restriction campaigns), you will be alerted that your vessel cannot join that world because of the embargo rules. You can then move that vessel into an Eternal Kingdom or a world without embargo limitations and manually clear out some of your inventory. When your inventory can be successfully imported, you’ll see a confirmation box when you try to join a campaign. This dialogue box will show you the number of import tokens allowed in the campaign as well as how many you’ll use to import your current inventory and equipment. Since import and export tokens will be shared across all vessels on your account, this lets you make an informed decision on how many you want to use with this particular vessel. If you’re signing up for a very restricted campaign, make sure you use your import tokens to bring in your very best gear. Exporting: Claim Your Profit You’ve successfully imported your best equipment, you fought like mad in the campaign, and now you want to enjoy your spoils of war. Here is where the definitions of the banks change somewhat. Local banks will be removed entirely; item storage will depend completely on your inventory, the world bank or Spirit Bank and caravans (keep an eye out for more news on these in the future). The Spirit Bank will still act as account-level storage that can be accessed by any vessel on your account; however, you can no longer just pull it up at will when you’re in the world. Instead, in worlds that have embargo limits, you’ll need to find a world bank. Through world banks, you can store items for export (in worlds without embargo, these same world bank locations become the place to open your Spirit Bank). Items that you place here can then be accessed from the lobby and moved to your Spirit Bank at the cost of export tokens. Each campaign’s world bank is shared between all vessels subscribed to that campaign. When a vessel leaves a campaign, either through the natural conclusion of the world or by manually unlocking that vessel, the inventory and equipment that were on the vessel are placed into the world bank automatically. (If your world bank was already full, these additional items go into an overflow state and can only be accessed once you’ve cleared some space.) You can then export the items you’d like to keep from the world bank to your Spirit Bank in the lobby. Keep an eye on those export tokens; once they’re used up, the world bank will close and any remaining items will be deleted. Remember, too, that import and export tokens for each campaign are shared by all vessels across one account. So, if you have multiple vessels in the same campaign, make sure you keep track of the items each of them has stored when you export your items. Each account can have a maximum of nine world banks open. This means, after the end of a campaign, you’ll need to make sure you export anything left in your world bank if you want to join a new campaign. Storage Strategy It’s easy to see why we’re excited about the changes to the embargo system. With each campaign’s import and export tokens moved to the account-level (and shared between the vessels in that campaign) and the need to travel to a world bank in order to export items from that world, there will be an additional layer of strategy injected into the game. Choices will have consequences, especially in worlds with limited imports and exports. Ganzen Artikel lesen
  21. Crowfall is a game that doesn’t use the sort of traditional storytelling that’s common to role-playing games, i.e. usually executed via missions or cinematic moments. Instead, Crowfall uses “visual storytelling”, telling a story without the use of language or text. Visual Storytelling: Bringin Worlds To Life When you enter the worlds of Crowfall, you will quickly become aware of your role as an Eternal Champion in a dying world, fighting for the gods. However, how your personal story in the game unfolds is unique to you. This is similar to looking at a narrative painting or work of art and find that there is enough information visually to give you a sense of a story without needing words or an explanation behind it. Then, as a viewer, you put yourself into the image and create your own interpretation from the things you see. Often when viewing art we piece together a story in our minds that creates the context for what we are viewing based on our frame of reference, experiences and aspirations. In that way, we create a story in our mind that we “see” as part of that piece of art and because it is “our” story it is more personal and more meaningful. Visual storytelling in games is how we personalize the story to the player and give context to the greater narrative threads in the world that evolve as you play. Storytelling in Crowfall is different from other games in that we don’t have a single narrative that every player follows as they play. Crowfall features a dynamic world where many of the elements are responsive to player choices, actions and motivations. In this way, the game offers players the ability to be at the center of a series of unfolding events in a story that is given context by the players themselves. Up to this point in the development cycle, we’ve been focused on the essential systems that make up our core gameplay experience and proving out our procedural world generation technology. These systems are the foundation of our gameplay and create the playscape for our storytelling. Crowfall has deep and rich lore that connects the player to the creation of the universe and the events leading up to the current state of the dying worlds. We also have a pantheon of gods that assert their own influence over the Crows (players) and these worlds. Although many of the facets of the story may not be visible now, as we continue to evolve our world generation we will begin layering in more visual storytelling. This process will reveal our overarching storyline and introduce the influences that are impacting the Crowfall Universe. The goal is to create a living world that sets the stage for players to create their own stories and build their legacies. Ancient History: Connectin Players To The Gods The Crowfall universe was once completely uninhabited by anyone other than the Stoneborn, the children of Gaia and Kane. These firstborn sons erected monumental temples and structures in honor of the gods and created the first examples of architecture in these worlds. Temple Environment Concept Stoneborn temples and structures were built in reverence to the gods when no other beings yet existed. They are reflective of Crowfall’s ancient history and are a visual thread connecting players to the gods. These structures have withstood the test of time, but we see them now as ruins in the dying worlds as a result of the impact of the corruptive influence of the Hunger, the mysterious contagion that is spreading across the worlds. Concept of Ancient Stoneborn Ruins found in the World Recent History: What Existed Before The Worlds Became Corrupted In more recent history, other races and creatures have begun to inhabit these worlds and are leaving their marks on it. As you arrive as a Crow, the worlds are deteriorating, dying. With time running out, there are tribes and forces roaming the worlds in search of valuable relics and resources, valuable artifacts, left behind by the people who once inhabited these places. Recently, we saw the rise of the war tribes in the world, but aside from these tribes, there’s very little evidence of the people who originally populated and settled this world, peacefully or otherwise. Currently, through the efforts of both design work and art production we are building the gameplay and visual narrative to give context to those who were once here and to tell the story of these worlds. We have a lot of art that hasn’t been implemented yet into the game. We have a couple of ways of bringing this to fruition. Some world environment pieces, or “parcels”, utilize what we call data layers. These are layers of the world set design that are turned on and off to create a feeling of totally new gameplay areas. This is where art is able to do the most custom-crafted storytelling experience. Although we are limited by the boundaries of the parcel itself, within that parcel we can lay in props any way we choose. We’ve already begun using these data layers to set up the war tribe and military camps found in our most recent campaign worlds. If you’ve played in any of our recent factional wars or campaigns, you are familiar with the forts and keeps in the siege zones. Players find and use resources to build up these strongholds to a fully-constructed state to hold and contest over. Outside of the siege zones, it would make sense to see the ruins of, and to tell the story of, additional battles from years gone by. In this concept, you see some remains of an old stone wall that may have been the gate to a great city from the past. A caravan of some sort looks like it was traveling through the gate, maybe in an attempt to escape when war broke out. In any case, nature has started to reclaim the relics left behind, and we know that this must have happened a long time ago. We get the sense of a story of a world left in turmoil and ruin from an image like this one. The combinatory possibilities utilizing data layers within natural terrain parcels gives us many opportunities to create areas within the world that look and feel different and reinforce the narrative of a dying world. In one area, the parcel may be crafted with this type of set dressing in place, or it could be entirely natural and wild without any architectural remains. Some of these parcels may be built to contain multiple data layers that can be turned on or off for additional storytelling impact. We might have a village alongside a road that would become our base data layer set. Then we could turn on a layer that contains vines and moss covering the dilapidated houses to tell the story of a village that has long been abandoned. Or we might turn on the smoldering and charred layer with ransacked looking crates and wagons in the street to tell the story of a war tribe having passed through recently and left destruction in their wake. We can create this level of depth throughout the game worlds to build greater visual diversity and interest in the world, exposing a robust history unique to each world. In addition to the visual storytelling we are planning, we are also building variant designs for the layout of the forts and keeps. If you’ve been testing along with us you know that the current fort and keep layout is the same across all the worlds. We plan to start diversifying these areas to give a texture that connects the player to the world and the events that led to the current state. To complement these new layouts, we are also planning on adding in a variety of textures for the walls to add even more flavor and character. Final Notes We’ve been procedurally generating new maps for campaigns for months now. The worlds are evolving into unique and diverse areas that are interesting to explore. As a team, we’ve always wanted to push the look and feel of the world much further to add more depth that gives rise to the fact that there are mysteries that lie waiting to be uncovered. Now that some of the essentials for procedurally generating a world are in place, it’s time to add more visual storytelling into the mix in order to create a more immersive world that will connect the player to the history of the Crowfall universe and the lore and allows for a richer fabric on which players can create the war stories of Crowfall. Wie gefallen Dir die neuen Grafiken? Ganzen Artikel lesen
  22. The Trial of Ilara ended Thursday, May 2, with Balance claiming the final victory in what had shaped up to be a hotly-contested nail-biter. Naturally, the Crowfall community has been anxiously awaiting news about what’s coming next. As mentioned by Creative Director J. Todd Coleman in the ACE Q&A for May, we have not yet given our date on the start of the next trial as we are hard at work on The God Trials, update 5.90, our next release that’s coming right around the corner. We’re trying to leave ourselves a little bit of flexibility but we will give you notice of when the next trial campaign is coming. We are excited to share that our plan is to release The God Trials update to our TEST server next week. To ensure we get the benefit of your great feedback, we are hoping that you login to play on TEST. Those who spend four hours or more on TEST this month will receive the Sapphire tankard reward. As soon as the update moves to our LIVE playtest server, we will start a non-sanctioned, regular campaign on LIVE, running a few days to a week. This will not be a Trial of the Gods campaign. In short order, following the conclusion the non-sanctioned campaign, we’ll return our Crows to the challenge of facing the trials put before you by the gods, with the launch of our next Trial of the Gods campaign. So, prepare for an exciting next few weeks with lots of great gameplay heading your way. The God Trials milestone contains a number of very positive improvements that will enhance your gameplay experience as well as performance improvements. Ganzen Artikel lesen
  23. 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
  24. 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
  25. 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
×
×
  • Create New...