Who the heck is funding Crowfall? The game is obviously funded, but who is spending money on it? Is it you? The results of the backer survey posted by the development team doesn’t list names, but it does compile and analyze the demographics of who’s been funding the game and for how much money.
The answer to the leading question, apparently, is “married dudes without kids.”
Results for the survey are being published in multiple parts, with this particular slice of data concerned with demographics such as employment status, living location, gender, income, and so forth. It’s an interesting look at who fronted the cash to get the project rolling; check it out if noodling over those statistics sounds like a fun activity.
Who is the First Crow? He is a figure of some notoriety in Crowfall. He is eternal. He is unchanging. He is nothing. He is a man reduced to a single overriding impulse to fight, and yet he is a man who fights for nothing. And if there’s a better lore figure to summarize the cyclical nature of the game, it’s hard to think of one. Hence today’s lore entry on Hero, the First Crow.
Even the lore about the First Crow is unclear, but it is known that he was once mortal. He was a man who fought for a reason. But the gods cursed him with their greatest burden, and that is immortality. You can read all about it in the lore entry – it might not be hard system data, but it’s interesting worldbuilding.
Roads can deteriorate, statues crumble, castles collapse, and books are lost. But legacies persist. A redesign for Crowfall‘s website plays up the idea that each player of the game will need to choose a legacy, not in the sense of a mechanical decision but in pursuit of the game’s major design goals. The idea is explained in more depth in a news post on the official site outlining the three categories of glory, wealth, and power.
Glory is all about defeating enemies, taking control of territory, and making use of the fact that the non-eternal part of the game can be won before things reset once again. Wealth, of course, is about acquiring items, driving the economy, and hoarding resources. Power, last but not least, is all about acquiring allies over time, being feared and respected, and having oaths of fealty allowing you to direct armies in the game. Major design revelations are promised in December, but that doesn’t mean it’s too early to give some thought to your own legacy before you start playing the game.
You are not your weapon in Crowfall. Just because two archetypes use a bow in the game doesn’t mean that they play the same. The most recent video Q&A session with the development team goes into a bit more depth on this point discussing the Ranger and the Stalker. In short: The former makes use of traps and knocks people out of stealth, while the latter sneaks around and snipes. Same fundamental weapon, but the core archetype is very different, even with the options of disciplines to bring in some similarities.
The November set of answers also covers the question of formations on the battlefield, bodies of water, post-combat development focus, and fast travel options. Why take our word for all of it, though? You can watch the video just below and see an assortment of wigs along with the cold, hard data. Who doesn’t like wigs?
With October coming to a close, Crowfall is gearing up for a big November, with more frequent news updates and the next phase of pre-alpha testing. The studio promised to post at least three articles a week next month and will be talking about Hunger Dome 1.1 more next week.
ArtCraft’s recent “Cawstume” contest was plagued by some sketchy actions by a few parties, causing the studio to expand the pool of winners in order to be fair to as many people as possible. The winning costumes created are pretty good considering that the game isn’t out yet!
Crowfall recently passed 23,000 backers and has a few limited-time sales going on right now.
Halloween is an unstoppable force in the MMO industry and will not be denied to developers and their players. It’s that time of year where spooky, creepy, and delightfully nightmarish events erupt across games worldwide, allowing players to indulge in trick-or-treating and costume parties regardless of age.
In the spirit of the holiday, Massively Overpowered is proud to present its ultimate guide to MMO Halloween. Read on for details on all sorts of events, promotions, and contests!
Everyone has preferences about classes and playstyles in MMOs, and if you’re the sort of player who plays only characters built like trucks wielding separate, smaller trucks as weapons, you’ll be quite happy with the new preview of Crowfall‘s Champion. Yes, that’s the Champion’s deal: being enormous with an enormous weapon, and crushing everything. Several elements of design combine to emphasize the feeling of slow power ; the archetype has a three-hit combat sequence and moves slower than normal but deals massive damage once it gets into range.
The Champion can also jump directly to its target, lest you think you can avoid it. It’s a real monster, in other words. Also on the monster block is creative director J. Todd Coleman, who underwent something of a transformation as detailed in the video below. That one isn’t about the Champion; it’s more of a cautionary tale about the best-laid plans of mice and men.
Crowfall’s first “Hunger Dome” pre-alpha test is complete and ArtCraft has many, many numbers to share in its postmortem.
During the test, the Confessor was by far the most played archetype, while the Legionnaire was the odd centaur out. ArtCraft was able to take the data and feedback to perform much-needed fixes and adjustments for the game going forward: “The network messaging logging proved much more valuable than gameplay logging as our top priorities were server speed, stability and scalability. The byproduct of everyone having a good time was a great bonus!”
ArtCraft has sent out a survey to all backers and is preparing for its next test in November. This pre-alpha 1.1 test will include a new archetype, the Champion.
Before I start this column, I want to say two important things. First, my experiences do not extend outward to the limits of the MMO genre; it’s quite possible that the good versions of these systems are already out there and I just haven’t seen them. Second, all of these are ideas that I want to be present. The core ideas behind all of these systems are really top-shelf and I like the concepts there. I come here not to damn these systems, but to exult them.
For as much as I might like the ideas behind all of these systems, I have yet to see them actually work out super well in pretty much any situation. Some of them I’ve watched getting ported into several games, some of them only show up rarely, but every single one sounds great on paper… and I haven’t seen it work out all that well once we get down to brass tacks.
It would be pretty unpleasant to log in to Crowfall and find out that while you and your friends were offline, the stronghold that you worked so hard to capture and defend was captured by someone else. That’s why the latest set of player questions and answers clarifies that such an occasion isn’t meant to happen; strongholds are protected most of the time, with predictable windows of vulnerability, but even with a stronghold, players can’t constantly control points of interest spawning resources. That’s where most skirmishes take place.
Further questions cover things like terrain generation (custom-created parcels of land for the procedural world generated to ensure that the world is fun to play within) and coming into campaign resets without an eye toward future incentives for other campaigns. Check out the full set of answers just below; it’s a lengthy one.
Back in April, we ran an Overthinking about a perceived lack of high-quality PvE-oriented MMO titles on the horizon, and that’s a conversation that keeps coming up whenever we talk about upcoming MMOs, particularly Camelot Unchained, as we did on the podcast last week. And that leads me to this week’s question:
Would you play an MMO without standard PvE combat? Are you planning on playing Crowfall, Camelot Unchained, or other MMOs that focus on PvP (and non-combat activities like crafting) to the exclusion of PvE combat, or do you need to be killing mobs for it to feel like a “real” MMORPG?
WildStar’s free-to-play launch began this past week, and Justin and Bree are in the thick of this wild and woolly mess. On today’s show, they talk about what could’ve been done differently, the upcoming demise of an MMO that nobody played, and a controversial SWTOR feature that’s coming with the expansion.
It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.
Serpent deities are always bad news when they show up. Actual snakes aren’t malicious at all, but snake deities? They’re mean. Crowfall‘s Zaleena, Daughter of Snakes is not outright cruel, but she’s still probably not someone you want to meet in a darkened alley at night. If you wander around darkened alleys where lots of gods and goddesses show up normally. This metaphor is kind of a mess.
Zaleena is a trickster and a charmer, a sorcerous deity with a poisoned kiss and a lying tongue. As you might expect from the nature of things, she’s known for being petty and vindictive with those who refuse her, while lavishing gifts and favor on those who follow her. See more details and a bit of concept art in the official lore entry.