Crowfall

Vandyn

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Consider the logitech g600 instead:
Amazon.com: Logitech G600 MMO Gaming Mouse, Black: Computers Accessories

It's the same feature set as the naga but has fewer reliability issues.

Flex, that FAQ answers a lot, but really fails to answer why a PvPer would want to spend time in the EK. If it's just a trophy case, fine. But if I build a kingdom I want some reward for it, and I want people to be able to siege and destroy it. And if my enemy builds a kingdom I want to destroy it.
I agree. They say it's not a personal instance but in the same breath you can limit people from entering it, making it a personal instance (Garrisons on a bigger scale). Have they ever said what are the benefits/drawbacks of having other players in your EK? Like do you have a lack of certain resources if you close it out to the rest of the world?
 

Vitality

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I have the one Tuco linked. It's awesome.

EK seems like a place you can buy and sell shit that you win in campaigns.
Right, they mentioned having vendors like in SWG that sell your stuff.
I'm going to build a marketplace in my EK. Or join a bazaar type EK and put up shop. Depends on how they let players market their wares globally really.
 

Draegan_sl

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Yeah. I think Tuco is putting the wrong spin on it in his head. EK is basically the low risk or no risk place you can hang out when not campaigning. (can you visit it during a campaign?). I don't think it's supposed to be a major game play focus on the scale of campaigns. It's more of a persistent space so players ha E the feeling of roots in the game universe and not just a lobby game for campaigns.
 

Teekey

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1. I'd like to see something like Chivalry-esque combat, animation locked basic attacks with blocking as well as activated abilities. I do agree that 10-12 seems like the sweet spot for common used abilities (with 6-12 more for long duration buffs, item clickies, summons etc.)

2. I'm still skeptical and somewhat disaapointed that the Fealty system and guild system aren't one in the same. I just feels sort of superflous and seemingly removes a lot of weight from choices. Who you pledge fealty to seems completely social with little to no actual social drawbacks.

I think they've kind of missed the mark with this, as I understand it so far. You can pledge fealty to whoever you want? I thought this was Game of Thrones meets EVE. If you pledge fealty go one person, it should mean you make enemies with another...not have the possibility to pledge to them too.
 

Vitality

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Yeah. I think Tuco is putting the wrong spin on it in his head. EK is basically the low risk or no risk place you can hang out when not campaigning. (can you visit it during a campaign?). I don't think it's supposed to be a major game play focus on the scale of campaigns. It's more of a persistent space so players ha E the feeling of roots in the game universe and not just a lobby game for campaigns.
No word on if we can freely leave campaigns, I'd imagine we could log into a non campaigned character (mule of sorts)

I for one plan on having a crafting specialist if I can't go to my EK in the middle of a campaign without suffering some kind of resource loss or something.

The passive training system incentivizes alts like this (espeically if the passive training slot count increases past one for an account)
 

zzeris

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The game sounds awesome so far. I'm not really impressed with the EK and hope they don't put a lot of their resources into that effort. The campaigns are where its at!
 

Rombo

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Has long they dont inspire themselves from shadowbane networks.
Shit needs to be playable day one.
 

Eidal

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I initially disliked Tera's animation lock but then I realized why its necessary. The alternative is WoW PVP in which you spam rotation while jumping around randomly and time cooldowns. It's absurd. Animation lock forces consideration and allows for serious outplays despite gear.

My primary question right now to the Crowfall devs are:

How do you plan to deal with the overwhelming majority of MMO players that would rather PVE with minimal PVP risk yet still feel like they're participating in the world?

This is crucial -- the large majority of Eve players do not PVP but they highly enjoy being active in a world that has it. Many folks just aren't cut out to be PVPers; they'd rather mine and build and support their fighters through different skill sets. I'm not convinced any game dev can afford to ignore this crowd. There must be a method for carebears to go do carebear things without feeing utterly disenfranchised; perhaps Big Flex is busy accumulating Glory in the Dregs and doesn't really want to roam the Sunny Carelands for Carebear Ore; this is the basis of trade between the two parties.

edit: Procedually generated worlds with exploration, monster hunting, and crafting is the dream of many many carebears. It'd be sad to see this opportunity wasted as a stop-gap maneuver to give the wolves some sheep to hunt. The sheep just quit.
 

Vitality

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You don't have to PVP to participate. You can build stuff, craft, Terraform, farm mobs for whatever they provide.

The map is basically a blank slate and requires you to go out and get resources and shape the land for your guild.

I for one do like PVP, but I like supplying the guild with stuff a bunch more than PVP. *See RR WoW guildbank* I really really like making my guilds storehouse just full of really useful stuff.
 

Eidal

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You don't have to PVP to participate. You can build stuff, Terraform, farm mobs for whatever they provide.

The map is basically a blank slate and requires you to go out and get resources and shape the land for your guild.

I for one do like PVP, but I like supplying the guild with stuff a bunch more than PVP. *See RR WoW guildbank* I really really like making my guilds storehouse just full of really useful stuff.
Once again, I'm going off what I know about Eve, but the requirements for this to work for these people is that they can do things in a generally peaceful environment. If you're saying they need to do this in an PVP campaign then I don't think its going to meet the criteria.

Null-sec exploration was trivially easy yet the isk/hour was insanely high every time I played because the huge majority of PVErs would rather watch youtube and casually and peacefully do their own thing without having to be glued to radar and be ready to react with knife-edge instincts. Iwasthe willing sheep and I'm sure the people who chased/caught me on occasion had a blast, as did I. I like PVEing with calculated risk. I think I'm the minority here, though.
 

Vitality

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You can craft shit in your EK to send with your troops at the start of a fresh campaign with import items enabled.

There are rulesets in place that provide a fortress with an invulnerability period for crafters to have a guaranteed safe time to get work done.

In EVE - I supplied an entire org with frigs ammo and new player kits while never leaving Jita IV

The same concept can be applied to certain rulesets and the Eternal Kingdom (to support item import campaigns) etc.

Property protection (wall hp, peace periods etc) are going to dictate this line of conversation and we don't have very much information on the subject yet outside of the fact that you can plant a blood tree in the bloodshard ruleset to protect your keep and gain victory points.
 

Eidal

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Vit I'm well aware that there are places in any game for guild carebears to do things logistically without necessarily being a front-line brawler. But time and time again, I see a trend that shows there are MANY silent lonewolf carebear types that would love a place to just explore/gather/craft without necessarily being tied down to a specific guild (or campaign). EK has zero resources so they will need to gosomewhereto get their resources. My question hinges on if the devs intend to have a place for these folks to go so they too can enjoy exploration and gathering.

And obviously, while you were able to make station trading profitable, this isn't a viable means of entertainment or wealth for many people.
 

Vitality

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Yeah I think your topic is going to be dictated by the rulesets, if they come out with a PVE survival ruleset like I had talked about earlier it would be right up your hypothetical players alley.

Basically the only thing that can destroy buildings would be mobs that get increasingly more difficult as time goes on.

I'd love to see something like that.
 

Eidal

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I know that if they released details on how a solo-ish PVE survival ruleset would work it'd immediately swing a bunch of my friends over. Right now they read UO/SB and feel "bleh" because their sole experience with these games have been being farmed by talented PVPers or womped by large crews. This isn't a good recipe for player retention.

Eve provides carebears with a decently safe place to do their thing and lets them wet their feet in PVP as they please once they feel comfortable with the world and become eager to accept more risk. I'd like to see Crowfall do the same.
 

Vitality

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I'm not sure Eve is decently safe, I get suicide popped after getting cargo scanned outside jita more than I'd care to admit.

But I wouldn't put it past these guys to put in a more blue friendly campaign for the large subset of players that just want to experience the survival aspect of this game.
 

Tol_sl

shitlord
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Mousechat: the g700 is my favorite. Much more ergonomic than the naga/g600 imo and between ctrl+ 7 sidebuttons I can play most stuff easily. Maybe EQ2's hotbar hell would be an issue but even then adding shift+ into the mix brings you up to 21.

Animation lock: I'm actually in favor of this after extensive dark souls play. It makes it so that some weapons are fast and give you a lot of recovery leeway, or options to roll away or chain different types of attacks, and makes it so the big "fuck you" 2 hander style attacks require a commitment and timing to use or you get punished. That's a lot more engaging and interesting than mashing skills on cooldown imo.
 

Mr Creed

Too old for this shit
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Eidal brings up a great question, and the devs need to have a very good plan in place for those players. Hell I'm such a player myself very often. Spent alot of time missioning and later scanning in low sec molten heath but when I wanted to cruise along semi-afk I just had to take missions 2 systems away in .6 space to be reasonably safe (you're never entirely safe in EVE). Crowfall's answer might very well be "this game isnt for you" ... but there's a good chance they would be shooting themselves in the foot with that. I hope they gave and continue to give this issue much thought.

Edit: what was the name of the zombie survival browser game a few years ago? Something like that might work for PVE players. I think a PvE campaign that already starts out rough, is hardcore (single death and you're out) and forces players to coop right from the start instead of pursuing their own goals would be fun and easily doable with the mechanics they are describing for campaigns.
 

Vitality

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I'd imagine their kickstarter getting a huge surge of backers if they showed off some kind of blue ruleset.