1: I hope it's not as drastic as that. My hope is that someone starting in a fresh campaign at the start will hit a softcap in a month that makes their character competitive with anyone. However they seem to like that logarithmic passive growth idea so we'll see. If a 2 year old character can obliterate a 2 month old character then I think they've missed the mark.1) Your character's skills progress with real time, except the handful of first %. Older chars = more skills.
2) Equal playing field applies only to Terminator rules. In every other campaigns, you're going to bring in gear and/or building mats you've stockpiled from previous campaigns. Campaigns last from one to three months per Artcraft, so having more of those behind you are going to provide significant advantages... which means you can't choose those campaigns to play for a while (basically, you need to level your EK Bank...)
3) Social structures get stratified quickly, and getting into the right cliques become harder after the initial rush. You can still do it, but it requires significantly more work
I don't doubt you can play it even after a couple years. The problem is that, the longer it has been launched before you get in, the less enjoyable it will be.
(if you think the early game is going to be enjoyable, remember that the Dregs campaigns have a 0% salvage ratio on loss. You lose, you bring ZERO back home)
I think game devs recognize that FFA PvP comes with griefing of the highest magnitude. At that point it's not about trying to please a certain subset of the PvP community. It's about retaining customers. You can say 'well fuck em, let them leave', but that doesn't help from a business standpoint.Fuck factional PvP.
CU: Factional
AA: Factional
ESO: Factional
Warhammer: Factional
GW2: Factional
I'm tired of it.
The problem with most devs on this topic is they pidgeon hole everyone into the lowest common denominator instead of creating a home for everyone with and without compromise.I think game devs recognize that FFA PvP comes with griefing of the highest magnitude. At that point it's not about trying to please a certain subset of the PvP community. It's about retaining customers. You can say 'well fuck em, let them leave', but that doesn't help from a business standpoint.
It's an area where it's really difficult to achieve balance between having something people look forward to (they need to feel those skills make a difference), without being a massive handicap when you don't have them (because, unlike PVE, you don't have "levels" to segregate your players).1: I hope it's not as drastic as that. My hope is that someone starting in a fresh campaign at the start will hit a softcap in a month that makes their character competitive with anyone. However they seem to like that logarithmic passive growth idea so we'll see.
No. But at the beginning, you're supposed to have more or less equal opportunities. But then, it's again a problem of balance: either your spoils matter and that means old players have an intrinsic advantage in gear availability, or spoils don't matter much, and then the whole idea of being more or less forced to risk your spoils to vault them becomes useless because you don't care much about it, and you shoot one of your good PvP mechanics.2: I think even in non-terminator campaigns we won't see people rolling up in fully decked out characters at the start.
We're supposed to have rare components (which apparently can't be obtained in 3way campaign levels) for that. Again, it's an area that's difficult to balance: BIS can't be too rare, because you're going to lose them (unless you can rush to the vault just before the campaign ends). They can't be too common, or you shoot down the idea of trade in the EK ("I managed to get enough Mithril for my next 4 BPs, but I lack the Blacksteel to edge my swords!").If all it takes to get a BiS sword is someone creates a T8 swordsmith shop and then starts cranking out swords,
I don't think the majority of players come into those games with a ready-made global, trans-game structure. And it's always less fun to walk into an established year-old guild full of cliques than to walk into one that's just establishing itself. Not unfun, just less fun. IMHO.3. I'm in a bit of a bubble when it comes to social structures, but as a leader of one of the more powerful social structures I feel like a competent player can walk in at any time, prove themselves to be competent and be a part of our social structure.
And that's the only reason I am vaguely interested in Crowfall, since I'm not a very PvP-oriented player at the base. But I can recognize the potential of structuring your game into campaigns with very differing rulesets, with the potential of having some stuff that's ok for you.The multi-ruleset server structure of Crowfall is it's saving grace when it comes to this.
If you're really not a PVP oriented player this game really isn't for you. It's strictly a PVP game. You do everything to PVP and win. There will be no PVE or other activities for you to do unless you just want to be a crafter in a PVP setting where you rely on others to feed you materials.And that's the only reason I am vaguely interested in Crowfall, since I'm not a very PvP-oriented player at the base. But I can recognize the potential of structuring your game into campaigns with very differing rulesets, with the potential of having some stuff that's ok for you.
Until you flat out state you're going to launch with 1 out of 4 rulesets, the one that's the most likely to drive away non-hardcores, and make zero promises on the others, up to the point where you'd rather implement MOUNTS rather than promise to work out even the easy factional scenarios.
That's why having multiple servers with different rulesets is such a great idea. Sure, FFA PvP has massive griefing but it is the most popular for a decent subset of players. I really like the short term campaign ideas of this game.I think game devs recognize that FFA PvP comes with griefing of the highest magnitude. At that point it's not about trying to please a certain subset of the PvP community. It's about retaining customers. You can say 'well fuck em, let them leave', but that doesn't help from a business standpoint.
I think it's unlikely they'll have a time consuming enough crafting system it's unlikely that a lot of people will really come out the gate just crafting like that. Like in most games, the top crafters will have personally gotten the materials for themselves, participate in PvP and be supplied by a group of people.If you're really not a PVP oriented player this game really isn't for you. It's strictly a PVP game. You do everything to PVP and win. There will be no PVE or other activities for you to do unless you just want to be a crafter in a PVP setting where you rely on others to feed you materials.
^This. Every single MMO comes out with the same hype about how their crafting will be special. In reality guilds funnel resources to their crafters and they don't need dick from anyone else. I would just copy minecraft and call it a day. It's the only crafting that I ever personally enjoyed.I really like the grid system of crafting in minecraft personally. Simple yet somewhat sensical.
Vanguard's crafting has been my favorite crafting system so far. Got a bit too grindy to progress up, though. But the process of making an item itself was great. The ability to make custom gear was well done, and felt really expansive, plus the ability to determine what level of quality you cared about. Then topping it off with it's whole own set of gear and tools and what-not. I haven't played SWG either, but VG was one where I could see someone taking that system, with a few tweaks, and it being a true "be just a crafter in our MMO" thing.I really like the grid system of crafting in minecraft personally. Simple yet somewhat sensical.
Well that only helps the large guilds even more. Just have some alt accounts with nothing but crafters. Then again maybe that's what they want for money reasons. WoW makes a shit ton of money letting people box multiple accounts.Koster loves his crafting systems. I wouldn't be surprised if shit is different. If this is anything like EVE, you will have guild crafters for sure, but they will have to spend the time training their skills actively and passively to do anything decent. So they will be gimp in combat skills for a while in the beginning.
Most certainly, your point is even more reinforced by the fact that a crafting skill consumes one of the 3 disciplines you can choose for your character. So you'd have to take blacksmithing instead of archery or bounty hunting.Koster loves his crafting systems. I wouldn't be surprised if shit is different. If this is anything like EVE, you will have guild crafters for sure, but they will have to spend the time training their skills actively and passively to do anything decent. So they will be gimp in combat skills for a while in the beginning.