Since you can impose a tax on commerce in your kingdom and a property tax etc, it follows that having a "destination" kingdom would be exceedingly profitable, so there's huge incentive to improving your local kingdom and providing incentive to potential vassals.
Crowfall - Page 5
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Sn0_Man
Tebellong44238 Posts
Since you can impose a tax on commerce in your kingdom and a property tax etc, it follows that having a "destination" kingdom would be exceedingly profitable, so there's huge incentive to improving your local kingdom and providing incentive to potential vassals. | ||
Cedstick
Canada3336 Posts
On February 25 2015 02:57 Spaylz wrote: As appealing as the game looks, I'm too reluctant about crowdfunding and "preordering". They will reach it for sure though. $300k after less than 24 hours, sick. We'll see. Maybe I will pledge $60. I'll keep an eye on it in the following days. I'm still very confused about Eternal Kingdoms. The FAQ says this: "24. How do I get an Eternal Kingdom? Each player account is automatically granted an Eternal Kingdom, the first time they log into the game. This Kingdom will be shared by all characters on that account. As the owner of a Kingdom, you are the Monarch of that World. That means you get to set many of the rules that govern that World and control the land and the structures within it." It seems so... meaningless? If everyone has a kingdom, then how does the fealty system work? What is the point of giving land to a vassal if they also have a kingdom by default? I would think being a part of a guild makes conquering campaigns easier. You can either join a campaign solo and ally with an in-campaign PUG group or temporarily with another guild that's joined that campaign. Again, that's just a guess, but if that's the case, wouldn't it be pragmatic to create or join your own guild to dominate campaigns? | ||
Spaylz
Japan1743 Posts
Since everyone gets an Eternal Kingdom, and since the game will be horribly boring if some of these kingdoms don't become social hubs for players to hang out or play the game by default, it's quite important that some players are able to build a bigger kingdom right off the bat. Thanks to the Kickstarter tiers which grant certificates to expand your land, castles, walls and so on, big contributors will have a chance of making their kingdom more significant from the very start, thus increasing the likelihood that said kingdom will become popular. I would also imagine that a large portion of the cash shop will revolve around that, and will offer players the ability to buy items to bolster their kingdom. It's actually pretty clever. Provides incentive to spend money, seemingly doesn't break the game, and creates an opportunity to have several large hubs for players to socialise. It could completely backfire though. If too many people spend too much money to try and build big kingdoms, the population will be really spread thin, and the game won't look as alive. I suppose that could be solved by campaigns. I definitely think players are expecting Eternal Kingdoms to have some meaning though. Battles, sieges and feuds need to happen within them in between campaigns in order to create a dynamic community. Eh, I think I'll back them. Chances are high that I'll regret it, but I'm a chump. | ||
Gorsameth
Netherlands21218 Posts
On February 25 2015 05:26 Spaylz wrote: Hmm... In that case, it looks like they built this entire concept around the Kickstarter campaign and the cash shop for later on. Since everyone gets an Eternal Kingdom, and since the game will be horribly boring if some of these kingdoms don't become social hubs for players to hang out or play the game by default, it's quite important that some players are able to build a bigger kingdom right off the bat. Thanks to the Kickstarter tiers which grant certificates to expand your land, castles, walls and so on, big contributors will have a chance of making their kingdom more significant from the very start, thus increasing the likelihood that said kingdom will become popular. I would also imagine that a large portion of the cash shop will revolve around that, and will offer players the ability to buy items to bolster their kingdom. It's actually pretty clever. Provides incentive to spend money, seemingly doesn't break the game, and creates an opportunity to have several large hubs for players to socialise. It could completely backfire though. If too many people spend too much money to try and build big kingdoms, the population will be really spread thin, and the game won't look as alive. I suppose that could be solved by campaigns. I definitely think players are expecting Eternal Kingdoms to have some meaning though. Battles, sieges and feuds need to happen within them in between campaigns in order to create a dynamic community. Eh, I think I'll back them. Chances are high that I'll regret it, but I'm a chump. They say (which ofc means nothing) that resources wont go in the cash shop and I assume they will be needed to build anything that has actual ingame advantages. | ||
Logo
United States7542 Posts
On February 24 2015 23:42 Razhil wrote: http://crowfall.com/#/faq/54e9503393fc8d634e4d690d That bloodstone ruleset sounds fun. Defenders cannot just camp in their castle if they want point, they have to get out to cash it with the risk of both losing the bloodstone ( = points) and having less defense in the castle during that time. I'm really curious to see how this goes in the future. Bloodstone trees is basically the Shadowbane system which was a blast and then a victory condition on top of that seems like it will help promote groups like you had in DAoC of 10v10 bands roaming around. Both systems had problems and issues, but it could be pretty interesting together. Though I wonder if big guilds would just all go around as 1 gigantic group to drop off as many stones as they could safely. | ||
Frolossus
United States4779 Posts
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Razhil
Belgium208 Posts
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Thalandros
Netherlands1151 Posts
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Sn0_Man
Tebellong44238 Posts
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Thrill
2599 Posts
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Gorsameth
Netherlands21218 Posts
On February 28 2015 07:04 Thrill wrote: Why did they have to make it cartoony? because cartoon-y looks better at lower graphics settings (imo) and in an MMO having low graphic requirements while looking good is important. | ||
Sn0_Man
Tebellong44238 Posts
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Gorsameth
Netherlands21218 Posts
On February 28 2015 07:12 Sn0_Man wrote: I'm just kind of assuming that the art assets will improve fairly dramatically before release but who knows art style normally does not change. | ||
Logo
United States7542 Posts
On February 28 2015 07:12 Sn0_Man wrote: I'm just kind of assuming that the art assets will improve fairly dramatically before release but who knows I thought the assets looked great =/. Maybe not 100% of them, but I do like the stylized look without being happy cartoony or feeling blocky. Some of the UIs especially looked nice to me. Also MMOs like this have big performance concerns even for boxes that run well. When you're encouraging and having huge populations in a single area you need to be able to handle that well and while someone's system may be able to render 40 other player characters all fighting doing the same for 100, 150, 200, or more may not go so well; especially with siege weaponry and destructible terrain on top of that. Ideally you wouldn't need to just resort to incredibly close fog of war for these types of battles. | ||
Skilledblob
Germany3392 Posts
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Sn0_Man
Tebellong44238 Posts
$1.4Million now raised out of the original $800,000 goal. Most of the stretch goals seemed somewhat uninspiring, but regardless worth having I guess. Still a stretch goal at 1.5M for minotaurs (kinda cool) and a new ruleset (a cop out imo since rulesets change all the time). Also if they get 15,000 backers we get VR integration apparently which i don't know how to feel about because I haven't tried VR | ||
loginn
France815 Posts
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Sn0_Man
Tebellong44238 Posts
mostly unexciting ones tbh but combat pets could be cool dunno it really depends on the implementation right. | ||
karazax
United States3737 Posts
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Gorsameth
Netherlands21218 Posts
On March 25 2015 06:25 karazax wrote: It sounds cool, but I am pretty skeptical that they can make a quality MMO on that budget. They exceeded their funding goal, but they are still WAY below the average cost of a modern game, much less an MMO with so many ambitious design goals. Good thing then that the kickstarter but one of several ways they are raising funds, Investors/licensing ect. Source That said. Yes it is all a 'wait and see' game because its easy to give really great idea's and another to actually make a great game. | ||
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