Crowfall

  • Guest, it's time once again for the massively important and exciting FoH Asshat Tournament!



    Go here and give us your nominations!
    Who's been the biggest Asshat in the last year? Give us your worst ones!

Draegan_sl

2 Minutes Hate
10,034
3
Maybe. But for CF I don't see the exploration/immersion crowd being that big. Exploration in this case will be spending 30 hours straight on campaign-start finding all the resource nodes and putting that information on a map on your other monitor.

Besides that, casual and VR probably won't be together for the next several years.
Agreed. I was commenting more on the "MMO" market as a whole.
 

Draegan_sl

2 Minutes Hate
10,034
3
This is what concerns me about their player retention when it comes to Dregs. If your average player does 1-2 campaigns and winds up losing them, how many times are they going to be ok starting from scratch before they just say fuck it and either jump to another ruleset or quit outright.
Dregs gives you a base ruleset but that doesn't mean the import/export rules are all identical.
 

Tuco

I got Tuco'd!
<Gold Donor>
47,358
80,732
Agreed. I was commenting more on the "MMO" market as a whole.
I agree completely. This community plays MMOs as arenas to compete in and CF is focused on that, but the MMO market at its core is a reality simulator to let someone immerse themselves in an online environment. ESO is probably the latest attempt at that and they cut a lot of features that competitive players like to help TES fans enjoy an immersive online ES like experience.

VR helps dramatically for that immersive style of gameplay.
 

Tuco

I got Tuco'd!
<Gold Donor>
47,358
80,732
The campaign->export idea is 100% new to MMOs. Its predecessor is pretty much all non-MMO games where you're rewarded something if you're successful, but CF is extending that idea to a month+ game.

So, we and ACE don't have enough information to make intelligent decisions on the details of the export feature. Personally I think that campaigns will really elucidate how big of pussies the general PvP community is when it comes to a losing fight and we'll see very quick determinations on who is winning a campaign. If someone feels like they aren't goign to win AND aren't going to get rewarded when the campaign ends the flight effect will be dramatically worse.

Time will tell what happens, but I think for the Dregs they'll settle for something close to 100% export for everyone. Why give losers 100% export? Because if the game mechanics make sense, the losers aren't generating as much wealth as the winners.
 

Srathor

Vyemm Raider
1,882
3,037
Man I am in love.

Crowfall - Eternal Kingdom: World Management - YouTube


Eternal Kingdoms!

1 Comment

Like
6 likes

In Today's update we unveil more information about the Eternal Kingdoms. We hope you have a coffee, this is a long one!

How do I get a Kingdom?

Every account is granted a Kingdom. They start as mini-worlds that players can use to build and explore, which can be expanded to become much larger.

What is the purpose of a Kingdom and why do I want one?

Kingdoms are smaller versions of the Campaign worlds ? not just social lobbies. You are the Monarch of this world! You can explore, craft, build structures and even fight monsters? but a Kingdom is limited in terms of difficulty and power.

All accounts are granted a kingdom at the beginning of the game, but using it is not required (?beyond maybe a tutorial? We haven?t decided yet.)

We fully expect that some players will prefer to spend the vast majority of their time participating in the Campaign Worlds, and we intend to let them do so without maintaining a Kingdom.

How do Kingdoms compare to Campaign Worlds?

Kingdoms, while potentially quite large, are limited in size compared to the Campaign worlds. They are also limited in functionality and content. They start with a relatively small amount of land and no buildings. If you want to upgrade them, it will take time and effort (and materials, which come from Campaign Worlds.)

Kingdoms must be upgraded (and developed) to increase their functionality. They start as single-player realms, and must be upgraded to allow more players to join.

How are Kingdoms laid out, and how big are they? Is it like a housing instance?

The map of every Kingdom is divided into a square grid. Each square in the grid is called a ?cell.?

Kingdoms begin as a 3 cells by 3 cells square. We?re still building this system, so the cell sizing will probably change a bit? but in the current prototype, this equates to roughly half a mile square of virtual territory.

The Kingdom can grow to be many, many times larger than this starting size.

Why would the size of a cell change?

At some point (soon) the size of the grid cell will be locked. At this phase in development, there are some unknowns which would affect cell size. For example: Our Mounts and Caravans Kickstarter stretch goal is about to be funded! Obviously, that system will change how quickly players can move through the World, and we?ll need to test the world size to make sure it feels right for both mounted and un-mounted players.

For now, we are estimating a cell will likely be somewhere between a quarter of a square acre and two square acres in size. Either way, even the smallest Kingdom will be much larger than a typical MMO housing instance.

How can I make my Kingdom larger?

It will likely take a combination of time and raw materials (stone, iron and wood) to add cells (raw square footage) to your Kingdom.

When I add a cell, what is it filled with?

Terrain/Land. The contents of each cell is initially ?wild?, meaning that it is filled with untamed (and unusable) forest. You cannot build assets on land that is wild ? and without buildings, the land has very little utility/function.

To develop one or more cells, you have to unlock it, after which you can use materials to buy ?parcel deeds?. These deeds represent tracts of land that can be dropped onto your map. Parcels can have unique shapes (like Tetris pieces) that always fit within the boundaries of one or more cells. Our plan is that parcel deeds will be purchased with in-game resources.

Note: our Kickstarter backers who receive tax-free parcels with a pledge will automatically receive enough unlocked cells to place those parcels.


What size are these parcels (in cells)?

The most basic parcel is 1 cell x 1 cell, and will include very limited features.

Some parcels are much more complex, like a chain of 7 parcels that makes up a Mountain Citadel, multiple player villages, and the mountain range around it. Think of these larger areas as a complete region of a country, i.e. ?I am the Lord of the Western Reach. From my Citadel, I control all of the Darkspine Moutains -- as far as the eye can see.?

Once you drop a parcel into a cell (or cells), these areas in your Kingdom will be ?terraformed? and appear in your Kingdom. Using different types of parcels, you can build the World to be completely unique ? the only limit is your creativity.

Not all Parcels are the same size, and shape?

No, but they are constructed to fit precisely within a pre-determined, contiguous set of cells. While there are many parcels that are 1x1 squares, there are multi-cell parcels that form different shapes, as well.

The Mountain Citadel, for instance, is actually a 7 square parcel that forms an ?S? shape. It includes not just the Citadel, but the mountain range that surrounds it ? and enough building area to construct two mountain villages.

To place this parcel in their world, a player would need to have enough cells unlocked in the appropriate shape (or larger) in which they could place the specialty ?S? shaped parcel.

In order to obtain a multi cell parcel a players will be able to combine basic 1x1 parcels for specialty parcels.


Why would I want to have these larger parcels on my World?

Having a larger parcel (like a Mountain Citadel, or an Imperial Palace) added to the World is highly valuable to any Monarch, especially one who is trying to build a mercantile empire, because it offers very efficient use of build space (number of available contiguous building lots), increases the concurrent player cap of the World, and increases the Kingdom?s visibility for other players when the Kingdom is set ?public?.

All of which equates to a more popular Kingdom, increased commerce and a larger potential tax base.


.

In game terms, does a larger Kingdom (with more parcels) give me an advantage?

Yes, and no.

Larger maps have more cells. More cells allows you to place more parcels. More parcels means more buildings. More buildings allow for more tenants, higher online player population caps (i.e. how many players can be on this world at any time) and better visibility when other players are browsing the Kingdom list for new markets (or Kingdoms).

All of this also means more commerce, which can generate more tax revenue.

Note, however, that these are indirect benefits ? meaning social and economic benefits that you derive from other players.

However, since every Campaign World will have import rules (that determine what can be brought into the World), having a larger, more developed Kingdom will not directly impact the game balance within the Campaigns.

How do I collaborate with other people (like my guildmates) on a Kingdom?

The Monarch can select sub-sections of your world map (in cells) and grant that area to another player. This selection of cells is called a ?Province?.


Any player who has been granted a province is considered a ?noble? on that world. Nobles can drop, rearrange and remove Parcels within that Province.

Once I drop a Parcel, what can I do with it?

You can build on it. As the World is divided into cells, each Parcel is divided into ?Lots.? You drop buildings and props onto Lots the same way you drop Parcels into cells.

You can also grant Lots to other players -- just like the World Owner granted a province to you. (In fact, we use the same system at both the micro and macro level!)

A 1x1 parcel of land is divided into many lots. On this grid of lots, some areas will be marked as ?open? and others will be marked as ?blocked? (meaning that you cannot place buildings there).

How do I drop buildings and props on my parcels?

This works the same way as dropping parcels on the World grid.

Each building or prop has a footprint in Lots. (again, think of these like Tetris pieces!)

A lot owner can place buildings and push them around to find the ?right fit?. Buildings can go anywhere within the designated build area(s) of the parcel, so long as the footprint of each building is clear of other structures.

Are the buildings locked into pre-determined places?

No ? the lots that are designated as ?building areas? within each parcel are typically grouped together, to allow you to slide your buildings around. Generally, the building areas will be obvious? you can?t drop a building on top of a lake, or over the edge of a cliff.

What do these buildings do?

Buildings serve many purposes. They can?

Hold Artifacts and Relics (see the Artifacts and Relics FAQ for more information),
Act as crafting stations for crafting new goods,
Provide marketplaces (i.e. house player-run NPC vendors to sell crafted and collected goods),
Hold trainer thralls (who work in much the same manner as relics, providing buffs to types of passive training speeds)
Act as personal housing and social hubs
?and other services, as we think of them.


Can other people visit by Kingdom?

Yes, though which players can visit is a decision left up to the Monarch (owner) of that Kingdom. ?Public? worlds are open to the public, meaning that anyone can visit them and trade. ?Private? worlds are not open to the public. Only land owners (nobles, vassals and tenants) of the Kingdom can enter the World.

Can I open (or close) my Kingdom?

As the Monarch, you can change your Kingdom to be ?public? or ?private? any time you like.

Why would I make my Kingdom ?public??

Players will be able to visit those Eternal Kingdoms that are public. Players who want to create marketplace (or social hub) will want to set their Kingdom to public and create one or more attractive, easy to navigate marketplaces in that Kingdom to attract other players.

What can players do in my Kingdom?

As the Monarch, you control the administration of your Kingdom. You can set the PvP rules, collect taxes, and grant provinces to other players, making them nobles of your Kingdom. You can collect taxes in whatever form you want to from your Nobles, be it resources or materials! Hey, it?s good to be the Monarch!

As a Noble, you can grant Lots to other players, making them vassals of the Kingdom and allowing them to place buildings on your land.

As a Vassal, you can erect buildings on your Lots, and grant access to these buildings to other players as tenants.

As a Tenant, you can place relics and thralls in the buildings you have access to, using these buildings as crafting stations and market/vendor locations.

(And remember, these permissions are hierarchical in nature ? a Monarch can naturally do everything that his or her subjects can do!)

Can I control the layout of my Kingdom?

Yes. Parcels fit together like Tetris pieces. You can arrange them however you like -- as long as the pieces fit together. You can even pick up and move the pieces, if you don?t like where they are placed.

What if that Guild Leader stops playing?

If the guild leader quits, you can always remove your parcels (and any buildings/improvements) and put them in a different Kingdom.

Can I own a house but share Admin rights?

Yes, you may add another player to the Admin list of your building making them a Tenant of the structure. This will also add them to that Kingdom?s fealty tree, allowing them to log in even if the Kingdom is set to ?private.?

Can I own land or be a tenant on multiple different Kingdoms?

Yes, you can ? but you should make sure you have the appropriate amount of land to place for the provinces you are granted. No monarch is going to want to grant provinces to Nobles who can?t put that space to good use!

Is there an upkeep cost on the land or buildings?

Yes. You will be required to pay taxes and maintenance to the system for the structures and land ? unless you have a tax free parcel, in which case the land has no upkeep cost.


If your taxes fall into arrears, the structures on the land will begin to degrade. Once the buildings have fully degraded, they won?t disappear ? you can still repair them ? but the land will fall back to its ?wild? state and the buildings decay to the point they are removed from the world and placed into the owner?s inventory. They will not be usable until the taxes are repaid.

If I invest in parcels or buildings and drop them on a World, are they locked there? What if I change my mind and want to leave?

If you decide to leave a world ? or, if you are ejected from a World by the players above you in the fealty chain -- all of your structures (and any relics or thralls placed in them) will be moved into your account bank. Parcels and Buildings can be moved easily from your account bank into a new Kingdom, once you find one.

Follow us on Twitter / Like us on Facebook / Subscribe to our YouTube channel
 

Vitality

HUSTLE
5,808
30
Boy oh boy I just really don't care about Eternal Kingdoms at all man. I hope I'm not the only one who found that feature list uninteresting.

I gave them a bunch of money to get the PVP right not make DayZ servers.
 

Srathor

Vyemm Raider
1,882
3,037
The idea that they can parcel out portions for friends is genius. It is guild housing that if done right becomes more than just the guild. You could have an alliance hub where the guild masters of the allied guilds can meet and plan and share resources and crafters. You can have the raid leader build up a training world type place to practice in.

If they had a games module built you could have an inn/crafters kingdom where folks could hang out. Or a Bazaar kingdom where the best crafters sell their crap.

Depending on how it fleshes out this could be a very neat part of relax time.
 

Vitality

HUSTLE
5,808
30
The idea that they can parcel out portions for friends is genius. It is guild housing that if done right becomes more than just the guild. You could have an alliance hub where the guild masters of the allied guilds can meet and plan and share resources and crafters. You can have the raid leader build up a training world type place to practice in.

If they had a games module built you could have an inn/crafters kingdom where folks could hang out. Or a Bazaar kingdom where the best crafters sell their crap.

Depending on how it fleshes out this could be a very neat part of relax time.
I'm feeling you on this it's just I'd rather this take a backseat to the core game you know?

If I'm stuck in a campaign long term (a month or more) I just don't have a use for kingdoms at all. To me it's just a more advanced version of the WoW Garrison (which was neat when it was shiny but quickly turned into a dull piece of shit)

If there's no risk in EK's there's no reward to me.
 

Teekey

Mr. Poopybutthole
3,644
-6,335
Boy oh boy I just really don't care about Eternal Kingdoms at all man. I hope I'm not the only one who found that feature list uninteresting.

I gave them a bunch of money to get the PVP right not make DayZ servers.
I'm still hung up on the idea that the EK Fealty system is completely separate from the Guild system. The fact that you can swear fealty to multiple Monarchs just takes the Game of Thrones-aspect of the game and takes a huge shit on it. I'd much rather hear about social organizationwithina campaign. Is organization going to be through Guilds only? Is there going to be a Campaign Fealty system? To me, that seems infinitely more important to the game than 'optional social hubs' (their words). But they've not talked about that aspect AT ALL.

The Eternal Kingdom for me will likely always be a huge missed opportunity, because I think they've insisted on making it their Cash Cow (selling castles and other shit). But to do that, they're also making them devoid of risk or meaningful choice.

If they made the EK apart of the guild structure, and allowed you to attack other Kingdoms to destroy or steal their relics (using Bane-style rules, defenders select attack time)...then the EK could actually be a compelling aspect of the game.
 

Vitality

HUSTLE
5,808
30
I'd rather them scrap the current EK's and monetize Character alterations and respecs for now until they figure out how to make it not so disconnected from their real game.

Like if they were to chunkload multiple huge EKs into one actual persistent space with risk and reward factored in I'd be sold on the idea. Like Wormholes in Eve with game purchasable property protection rulesets. Inject some risk into this bitch or it's going to fall flat.
 

Vandyn

Blackwing Lair Raider
3,656
1,382
They seem to be wanting to ride the fence on EK's, make them important enough that you'll want to spend time (and perhaps money) in them but not important enough where they have a direct impact on a campaign no matter how large it is. I'm not sure they even answered the question of 'why' you want to visit all these other EK's instead of trying to build up your own.
 

Vitality

HUSTLE
5,808
30
They seem to be wanting to ride the fence on EK's, make them important enough that you'll want to spend time (and perhaps money) in them but not important enough where they have a direct impact on a campaign no matter how large it is. I'm not sure they even answered the question of 'why' you want to visit all these other EK's instead of trying to build up your own.
Yeah but when they tout that they are about risk and reward and then come out with a Fence riding EK model like this one what does that tell you?

Are the current form of EK's a market share grab? It's hard for me to tell. Private EK's aren't good in my head.

Very confusing stance on player housing... It feels like trammel.

I've already considered my $150 a loss because I believe in the PVP... but shit man this line of thought makes me want to pull my pledge.
 

Teekey

Mr. Poopybutthole
3,644
-6,335
It's just disappointing when they've CONSTANTLY harped on the game not being for everyone, that Risk vs Reward was at the forefront of every decision, and their mantra was Play 2 Crush...

...But then they have the 'fence riding EK model' as you guys have pointed out.

Oh well. I guess I'll just do the minimum possible to get benefits in campaigns and then do my best to pretend the EK doesn't exist.
 

Vitality

HUSTLE
5,808
30
Solution: Make Eternal Kingdoms a permanent PVE (Survival against the hunger) Campaign. Scrap the private housing shit. Retain import export functionality etc.

Make areas of the EK more dangerous (winter level hunger) but have better resources attainable, lower tax rates based on difficulty of area etc.

Create multiple public EK Campaigns that players can run for king in and adjust taxes based on political promotion.

Possibly allow server rules to change based on public vote

Allow guilds to declare war mutually (via some form of siege agreement)

---

That's the EK I want to see.
 

Srathor

Vyemm Raider
1,882
3,037
I feel like the Eternal Kingdoms are much like the garrison in WoW. Except that you need to have resources brought in to build everything. (From the campaigns mind you) However instead of just having the keep as your plaything you have the whole damn zone, with the ability to link to friends and or guildies. Plus you can let them have a part of the zone and build there, bringing in their own resources.

There are folks like Vit that do not care about building up their stuff. Cool. Here Vit, have a small house on a single bit o land that you are never going to use. If you need something crafted just come to my plot, oh, please bring some mats though I am running low on stone.

I can't see this as anything but a good thing, it will bring in quite a few people and everyone can't be a soldier in a successful guild. This will allow for admin types and crafters to have a use too.
 

Vitality

HUSTLE
5,808
30
I feel like the Eternal Kingdoms are much like the garrison in WoW. Except that you need to have resources brought in to build everything. (From the campaigns mind you) However instead of just having the keep as your plaything you have the whole damn zone, with the ability to link to friends and or guildies. Plus you can let them have a part of the zone and build there, bringing in their own resources.

There are folks like Vit that do not care about building up their stuff. Cool. Here Vit, have a small house on a single bit o land that you are never going to use. If you need something crafted just come to my plot, oh, please bring some mats though I am running low on stone.

I can't see this as anything but a good thing, it will bring in quite a few people and everyone can't be a soldier in a successful guild. This will allow for admin types and crafters to have a use too.
Why would I ever go to your plot when I can go to L33TPRXCLEMENTINE in the dregs and get better rates without leaving my campaign?

Offer your services in the Dregs and you'll become relevant.
 

Pyksel

Rasterizing . . .
840
284
Loving the look of the EK and it's intended use of being a place that offers downtime between campaigns but I also agree with Vitality and Teekey to some extent in that this doesn't quite "fit" the model they're touting. Especially when it comes to risk vs. reward. I guess to play devil's advocate one might ask the question, if you're that hungry for PvP, why not just jump into a campaign? Couldn't they still design campaigns around the idea of EK siege while maintaining the individual housing aspect of it?
 

Vitality

HUSTLE
5,808
30
how cool would it be to go to war against LoTD (as PRX) in the EK permanent campaign and during peace time you go battle it out in the Dregs for a while but then get batphoned in for an EK Seige with all your cumulative efforts in the other campaigns culminating in that one war?
 

Pyksel

Rasterizing . . .
840
284
I think if you made the EK's "campaign-able??", it would end up detracting or watering down the actual campaigns. While I would LOVE an epic battle of PRX vs LOTD, can't we do that in Guild vs Guild campaign? What good is being batphoned back into an EK siege if I have no resources to bring back with me because the campaign hasn't ended or we lost? Even then, I can only bring back whatever rng has dictated I can bring back.

Trust me, I see the value and would love having the concept of EK's as a campaign. I would imagine that in order for ACE to do that, they would probably have to go back and adjust their Kickstarter rewards that pertain to EK's and that isn't going to happen.