Crowfall’s community tries its hand at building for the first time

Crowfall’s campaign worlds won’t exist merely to be shot, burned, and sliced to ribbons. There’s going to be a healthy building component as well, which is something that ArtCraft is (pun intended) constructing as of late.

Last weekend, the studio allowed players to test drive out these tools in its “BuilderWorld.” From the looks of the video taken of the test, players were able to create some interesting villages, keeps, and even castle-mazes.

ArtCraft’s cautiously positive mood was ruined by a “major” exploit that some of the community was abusing, saying that this “raises a good question about how  we want to handle the use of exploits during testing. We’re pleased when people find and report exploits of any kind. This helps make the game more robust and ready for our eventual launch. That said, we’re less pleased when people repeatedly use exploits not for testing but simply as a way to ruin the test for other people.”

Get an early glimpse of what player buildings might look like in Crowfall below!

Source: Crowfall
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10 Comments on "Crowfall’s community tries its hand at building for the first time"

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thickenergy

The answer on how to handle people that take advantage of exploits, particularly to grief others, is always an easy one. Permaban them now. Unless you’re ridiculously naïve and think they won’t also take advantage of any exploit they can find after the game releases.

Solaris
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Solaris

I can’t wait to try this aspect of testing.

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Kickstarter Donor

In a PVP-only game, you kind of have to assume some portion of your playerbase is there purely because they want to ruin other people’s time (whether doing so involves working within the gamplay rules or not).

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Robert Mann

Exploits are ALWAYS an issue with MMOs. People find them, and would rather use them than report them for the most part.

This is why having both in house and out of house testing is important, and especially why reviewing reports of players in important.

The only way to bring your game to market with less exploit abuse (because there will be some) is to gain a reputation for making it painful to exploit. I personally believe this will eventually lead us to a system where developers not only ban people who are caught exploiting, but pre-emptively ban them from their games (aka, Jason McExploit is caught exploiting in one game by developer x. Developer x blacklists Mr. Exploit for aligned developers including themselves. Mr. Exploit then tries to play new games from dev x and dev y, both of whom use the blacklist, and is rejected due to previous exploit behavior.)

That, of course, will need some decent verification standards or the devs will suffer… but I do believe that in most cases gamers will be more, rather than less, willing to play and buy in games where exploiting is attacked with a vengeance.

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Lights and Music

We’re pleased when people find and report exploits of any kind. This helps make the game more robust and ready for our eventual launch. That said, we’re less pleased when people repeatedly use exploits not for testing but simply as a way to ruin the test for other people

This does not engender me with warm fuzzy feelings about how well-prepared the devs are for the PvP sandbox crowd they are courting

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Space Captain Zor

*player tries to insert keystone*

luxundae
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luxundae

Neat! I’m still very much intrigued by the concept behind Crowfall and the short-lived campaign worlds. I still can’t quite picture how all their systems gel together in the end, but it’s fun to watch them trying something genuinely different and exciting to see the first bits getting tested out.

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Robert Mann

Yeah, I like many of the ideas, if they are done well. Sadly, the virtual requirement to go into high risk/reward scenarios in PvP leaves me underwhelmed… this game is going to turn into mega-guilds and alliances to farm those not on the side of the giants really quickly.

It’s been shown so many times, that this happens, yet developers keep thinking that a mere handful of factions will make for a compelling competition.

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nerdSlayer

As long as the skill cap is there, smaller groups can always be competitive. Zerging is only an issue if there isn’t mechanics to stop them. For example, siege weapons or friendly fire.

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Robert Mann

Sadly, most games instead are pushing things like AOE caps.

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