Crowfall

Crowfall Dev Tracker




16 May

Comment
    vkromas on Forums - Thread - Direct

It's an interesting thought and I totally understand why someone would want some kind of exchange for their vessel. The concept of exchanging vessels is a notion we've been kicking around, we're just not sure how to go about it with a well thought out system. On top of that, we're also trying to nail down our remaining must have tech asks. Your suggestion is a cool concept for sure, we'll just have to be smart about how we can go about this when we get the ability to get some more tech time. Definitely making a note of this one when we get a bit more bandwidth and time to polish.

Comment
    vkromas on Forums - Thread - Direct

Oh, one other thing I touched on earlier; this subject is such a huge topic that I'm going to try and do at least one more followup live stream for this. Hopefully we'll have some more feedback on the leveling curve changes, maybe some more bug fixes with XP amounts with sacrifice items, and an opportunity to answer some of the more advanced questions. It's hard to talk about all of these things in just one live stream, so if I didn't touch on a point you were curious about please know I didn't intentionally ignore it or forget it. I think next stream will also be a bit more organized and may even include even more player feedback.

With that said, are there any lingering questions, concerns, or general curiosity that I haven't even touched up that you would like to hear more about? Thanks again for all the quality constructive feedback; it really does help!

Comment
    vkromas on Forums - Thread - Direct

Here I go, again not saying everything I should. What can I say, I'm just so excited about this discussion that I'm not painting the full picture.

So, an upcoming feature that's currently in the works is introducing an item quality to disciplines which will also require a like quality vessel to slot those disciplines. I'm going to hold off on saying any more about this since Thomas Blair may have a better explanation for it, but hopefully this aspect will still keep some of that Shadowbane feel to it.

Comment
    vkromas on Forums - Thread - Direct

I knew some of y'all would call this out and I'm glad you did. I think this leads into an even bigger discussion about retro-fixing things, especially the crafting loop. With our current campaign cadence, time is an extremely high factor in not only leveling a current vessel, but collecting mats, organizing groups to help search for those rare materials and motherlodes, and crafting items. I can definitely see as a player how these specific aspects can compound into an even more stressful experience. I can totally sympathize when you collect these rare items and then get hit with a FLAWED assembly; it can be pretty disheartening and frustrating. Let me look at how our current recipes are set up and see what things we can do to help mitigate that problem. I can't make any promises on specific items just yet, but I'm all about looking at things as they are and seeing if there is something we can do to help alleviate some of the big pitfalls.

Comment
    vkromas on Forums - Thread - Direct

This vendor might not make it into our next Live update, but he should be visible within the 5.90 release cycle. I'll make sure to call it out in the patch notes.

Comment
    vkromas on Forums - Thread - Direct

This is a fantastic question that I'm not quite sure how to answer since we're still trying to find that balance between level curves, adding more ways to gain XP, and facilitating a better flow. Unfortunately, this specific issue is not going to be an easy fix, and it's going to take some time and collaboration with you all to figure out where our major holes are and how we can adjust accordingly.

Comment
    vkromas on Forums - Thread - Direct

Ah, this is a good question. Ideally, we should have a vendor in place selling those major disciplines at a white quality, which means you'll have a bit more flexibility to test out those disciplines before you commit to them at a higher quality. I'm making that vendor now, actually.

Comment
    vkromas on Forums - Thread - Direct

These are all fantastic questions, thank you for posing them. I think your first question kind of aligns well with the notion of the Advantage/Disadvantage system on character creation, where you are given an amount of stats to play with for more character customization. While it's something we're hoping to incorporate, it probably won't be in the works until a few cycles from now.

Vessel crafting and mounts! Wow, this is a pretty unique idea that I don't know if we've considered at all. I'm writing this one down because it seems like they can facilitate each other, but that will also have to be a backburner concept, at least for now.

As for our procedural maps, this is a fantastic question! We do have knobs and values that try to use as a baseline for generating those worlds. As we've found in the past, sometimes those knobs and values need tweaking. So, while it's a great system and far better in campaign map creation than what we had before, we st...

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Comment
    vkromas on Forums - Thread - Direct

Oh no doubt, that's why it's something we want to make sure gets implemented with enough thought and cadence.

As for metrics, we're getting those! I'm so excited for this specific aspect of development that's currently in the works that I can't stop cheering about it. This actually goes hand-in-hand with trying to better the flow of our new player experience.

Comment
    vkromas on Forums - Thread - Direct

Ahhhh! This! I can't believe I forgot to mention this one. Yes, XP curves have changed with 5.90! So with that said, please, please, please give us feedback on these changes. We tend to play like devs rather than actual players, which sometimes limits our ability to get the big picture. Once we have some more feedback we can go from there.

Comment
    vkromas on Forums - Thread - Direct

I need to double-check where it's scheduled. Once I know more about it I'll let you all know!

Comment
    vkromas on Forums - Thread - Direct

I'm honestly not sure where we are with gold rates and if we'll be fine tuning them soon. I'll try to track down an answer for that, but ideally we should start building more content to help facilitate the lack of gold in the world or mitigate the current issue that's being brought up. This is one of those weird things in flux that I don't have much visibility on, but I hear ya! While EK vendors may still be difficult to find we're hoping that having vendor nodes in the free cities and temples will help alleviate some of this.

As for trash vendors, it's on our radar! It's something I really want in game, too, because it does help continue to foster an economy. Once we solidify our schedule and have some more ability to flex our tech asks I'm hoping this will come online.

Comment
    vkromas on Forums - Thread - Direct

Whew, ok. Let me reply to this thread again in stages because this is one of those subjects that's probably going to require more than one stream to cover all the things. Talking with our team we initially wanted this stream to be an "intro" course into vessel creation, leveling, and how a new player can get a new vessel. I'm pretty sure we touched on a lot of those entry level points today, but for the current set of players or those who are more hardcore, we didn't really bring anything new or address a lot of your questions. So, with that being said let me touch on a few things we're going to work toward iterating. This is going to be a collaborative experience with all of you!

1. I completely forgot to mention this point, but I'm sure most of you already knew about this. We have a plan to now broaden XP gain into other aspects of game play, such as harvesting, crafting, and taking outposts.

2. We're going to go back and re-examine the amount of XP...

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11 May

Comment
    vkromas on Forums - Thread - Direct

Wow, I asked and y'all are definitely delivering! These are seriously some great talking points and I will try my best to touch upon most of what's been brought up, either during the stream or after in this thread.

As a game designer, we carry a heavy burden not many other disciplines in game development carry; toeing the line between fun, challenging, rewarding, and engaging. One of the ongoing issues we have as designers is seeing our work from an objective perspective, or with "fresh eyes", and this is why I look to all of you to help us legit find the fun for our game. It's a luxury not many studios have, and having the ability to iterate and re-evaluate how we've implemented something after seeing how the end user actually takes to it is one of the most important aspects of my job. Sometimes we're constrained by tech and time limitations, but I personally want to work with all of you to build a game we can all be proud of and enjoy playing. To that end, it's al...

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10 May

Comment
    vkromas on Forums - Thread - Direct

Oh wow, y'all have been busy! I'm just now starting to dive into this thread and read it, but I also wanted to poke and prod a bit more to get some feedback on a few things.

1 - Let's talk about vessel leveling. I'm going to be spending some time this weekend playing and getting some basic numbers (rate it takes to level from 1-30 on a common vessel vs. a legendary, things like that); are there any specific aspects of our leveling system you do like? What about things you think we could improve upon?

2 - How do you feel about the way necromancy crafting is as a whole? Do you feel like this aspect of crafting is pretty well fleshed out, or is there something lacking? Granted, I know we just put the goggles out there for everyone on test but they aren't available on live yet so current perception might be skewed. Necromancy is such a unique aspect to our game that I personally think it's pretty good as it is, but I'm always open to feedback.

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22 Apr

Comment
    vkromas on Forums - Thread - Direct

I'm not entirely sure how it happened, to be honest, since the fix wasn't a data fix.


30 Mar

Comment

Hello Skoky! Could you provide a few more details? Were you trying to destroy fort or keep walls? If you were trying to attack the keep, did you start a siege? If you do not start a siege by building the banewood tree you will not be able to attack the keep walls / take over the keep. When the siege starts catapults we spawn and you can use those to quickly knock down the walls to get to the tree of life.

I hope that helps!


11 Oct

Comment

We go through the feedback and bug thread several times each week. We investigate every report that comes through that thread, and check it against every bug already in the database, which already has 7000 entries. Several of the other developers, like Todd and Blair, try their best to review it as well. However, they are less consistent than I am, because they have a seemingly endless list of things of work they need to complete in order to move the game forward. We have thousands of bugs, suggested improvements, and tasks reported in our system. Many of these will include video links or screenshots posted here, or even direct links to particular threads. The threads may seem chaotic, but they are actually incredibly helpful.

With a large project like an MMO, it is very hard for anyone person to keep up with the status of every bug and virtually impossible to have the "known issue" list include all of the problems we know about. We use the "known issue" list to rep...

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29 Jun

Post
    on News - Thread - Direct

A preview of the big changes to character creation 

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