Crowfall answers development questions for the month of October

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.

SHARE THIS ARTICLE
Code of Conduct | Edit Your Profile | Commenting FAQ | Badge Reclamation | Badge Key

5
LEAVE A COMMENT

Please Login to comment
  Subscribe  
newest oldest most liked
Subscribe to:
Vunak
Guest
Vunak

I really do love this team. They are straight forward with what they are doing and don’t try to sugar coat things, like that question about the dregs. 
They have a design goal and they aren’t compromising, that said they are actually taking in player feedback and implementing it. I’ve already seen that from forum discussions about the game and how mechanic X could be better by implementing change Y. 
Glad I backed this project. Can’t wait to see the full featured game come to fruition.

blaaznar
Guest
blaaznar

Happy I backed this, seems to be shaping quite nicely.

SpykeDruid
Guest
SpykeDruid

Hmm projectiles being able to hit each other where have I heard that before?

MrFester
Guest
MrFester

Get back to work.   **tosses red bull and food over the cube wall**

Archebius
Guest
Archebius

I’m pretty happy with this. Projectiles being able to hit each other is cool, I like that the big fortresses can only be taken on a timer (though I’ve already heard some players argue that they should be able to be assaulted at any time), and I’m glad that they’re focusing so much on combat and slowly working out towards other things.
I’m really looking forward to getting to try this game out myself at some point.