Crowfall

Rogosh

Lord Nagafen Raider
894
230
Upped to 150, best deal for sure. LOL And same Tuco, count me in for real this time. Archeage just wasnt for me.
 

Quaid

Trump's Staff
11,538
7,842
I'm at the '$150 Girthy Dongle' tier only until my better judgement kicks in, realizes I want nothing to do with Alpha testing, and I drop down to the '$60 Realistic Expectations' tier before the campaign ends.
 

Teekey

Mr. Poopybutthole
3,644
-6,335
I'm in for $150. Debating going to the next tier, but it won't get me playing the game any quicker, so still unsure.
 

Big Flex

Fitness Fascist
4,314
3,166
I'm chatting with Greco, their head art bro, he said the telegraphs are definitely being toned down and changed.

Upped to 150, best deal for sure. LOL And same Tuco, count me in for real this time. Archeage just wasnt for me.
This.
 

Vitality

HUSTLE
5,808
30
(New) Strategy FAQ:

!! NOTICE !!
Before we jump into this FAQ, we need to make one bit caveat: within the Crowfall design, this is the part of the design that is the MOST likely to change over time. For two reasons:
ONE, we are electing to innovate, and come up with new mechanics rather than basing our design around an existing ones. This always takes more iteration, as we need to not just build the system, but then adjust it based on player feedback.
TWO, the nature of our Campaign-driven system (where each Campaign is largely self-contained) means that we can try out multiple rulesets. It also means that we don't have to get it right the first time.
Unlike most MMOs, we have the ability to try out different rules and iterate continually - even even after launch - to find the rulesets that are the most fun!
The statement "this is subject to change" isn't an apology or warning - it's a key selling point of our game, and the process of creating it.
Think of the core set of Game Rules as a standard 52-card deck of playing cards: Hearts, Diamonds, Spades and Clubs. Aces, Kings, Queens, Jacks, etc.
How many different (fun) games can be played with this same set of cards?
Our goal is to start by building the basic deck, and then create a series of different Campaign Types using the base set.
Will all of them be equally fun? Nope.
But it's going to be a LOT of fun trying out different rules to see which one(s) work best.
Our goal is to be constantly playing with the Campaign rules. The rules that work (i.e. the Campaigns are popular) will be repeated, expanded, riffed on. The rules that don't will be retired.
Since the characters advance primarily through passive training (outside the Campaign) this means that we can try out some crazy stuff, without it causing the metagame (i.e. the success of a player or guild across many, many Campaigns) to get thrown completely out of balance.

2. Can you describe the base elements, i.e. the "aces and spades" of the Campaign system?
Yes.
First, let's start with the MAP. Each Campaign takes place on a self-contained, seamless World. The map is generated procedurally. Think of the map the same way you think of a world map at the beginning of a game of Civilization - unique, unknown and filled with features of strategic importance.
Additionally, remember that these worlds are dynamic; players can BUILD and DESTROY features ON, and the features OF, the Worlds themselves. Find an old castle ruins, clear it out, and rebuild it into a fortress. Gather stone and build a stronghold at the mouth of a river. Collapse a mine to deny someone the production of Iron. Drop a forge to garrison your army, then build a wall around it to defend it from attackers.
POINTS of INTEREST are the resources of strategic importance, which are scattered all over the map. Some of these have direct game impart (like a Quarry that produces Stone, which you need to build structures), others have indirect influence (like a giant lake or a mountain range that hinders travel.)
The TEAM RULES determine how the players are divided up, on entry to the game. Faction based Campaigns divide players into three group (Order, Balance and Chaos). God-War based Campaigns divide players up into 12 teams, one for each of the Elder Gods. Guild-based Campaigns allow players to self-organize into groups.
Next is the VICTORY CONDITION (or end-game condition, if you prefer). What causes this Campaign to end? Some Campaigns will have a FIXED duration (i.e. the Campaign will last 3 months, and the victor is "whichever team holds the most terrain at the end." Other Campaigns can have a triggering event, "the first team to capture all twelve flags.")
IMPORT and EXPORT rules are used to determine what items and resources can be brought in and taken out of the Campaign World.
Import rules are common to all players: i.e. "you can bring in exactly 10 items" or "you have to arrive naked (i.e. Terminator rules.)"
Export rules are different for the winner and loser(s) of the Campaign: winners get more, losers get less. Some Campaigns also have a third category, in which losing guilds can "kneel" to the winner - gaining a slight increase in rewards, if you swallow your pride and admit defeat.
The generic Victory Condition for each Campaign involves amassing VICTORY POINTS. This are basically an in-Campaign scoring mechanism that can be tied to various actions in the Campaign; the general rule is "the Team that amasses the most Victory Points will win" - however, that rule is incredibly generic, by design.
How those VPs are amassed in a given Campaign depends on the STRATEGIC RULES: what, exactly, are we supposed to do on this World? We'll describe some of how those rules work in detail, below.
3. Why would I pick one Campaign, over another?
To some degree, it's going to be a matter of: risk/reward, personal taste and social bonds. Do you want to be placed in a pre-made team, or self-organize? How do you feel about friendly fire? How do you feel about item looting on death? How long are you willing to commit to this Campaign?
Couple this with social considerations: friends (and guilds) will likely choose pick and choose which Campaign(s) they want to participate in based on relationships -- both cooperative and competitive. Some of these friendships and rivalries go back decades.
Our goal is to support and foster those existing relationships, as well as to provide a foundation for players to forge new ones.
4. Why would I pick a more difficult Campaign? Or a longer one?
The general rule is: greater risk = greater reward.
We're going to balance the rewards so that the best rewards come from the Campaigns that are the most deadly, and we're going to scale up the potential rewards for committing to Campaigns that are longer.
Building and Crafting materials increase in quality and quantity as you get closer to the Hunger. The most rare reagents can only be found in the Shadow, and the Dregs.
5. Can you describe the Victory Condition rules for a given Campaign?
Sure. Let's assume that we join a Campaign on the "Infected" Worlds. That means this is a Faction-based Campaign; i.e. the players are broken up into three teams: Order, Balance and Chaos.
Each Campaign has a duration, let's say its 3 months.
The goal of the ORDER faction is to amass the most Victory Points before the World expires.
The goal of the CHAOS faction is the same.
BALANCE doesn't gain victory points in this system, however. The goal of the BALANCE faction is to try and end the Campaign with ORDER and CHAOS having roughly the same number of Victory Points; i.e. no clear winner between the other two.
In other words:
If Order ends the game with 400 points and Chaos with 100, Order wins.
If Chaos ends the game with 400 points and Order with 100, Chaos wins.
If Order ends the game with 270 points and Chaos with 230 points - i.e. Order was ahead, but it wasn't a decisive victory - then Balance wins.
In other words, to win this Campaign, the players in the Balance Faction will have to be alternately changing sides, to try and keep either of the other two Factions from pulling too far ahead. If the difference between Order and Chaos at the end of the match is less than 30% of the total, Balance wins.
In this rule set, there is only one winner - there is no second place.
6. OK, so I get the goal. But how do we earn Victory Points?
The Strategy Rules determine how Victory Points are earned.
This is a BLOODSTONE Campaign. This ruleset was created to give smaller groups -- like a band of outlaws hiding in a forest -- the possibility of competing with large, more organized groups.
Players collect unique reagents to create BLOODSTONE TREES. A Bloodstone Tree, once planted, cannot be moved - it can only be destroyed. And these areas are distinct - the area around two Trees cannot overlap.
You can build defenses (and structures) around your Bloodstone Tree. At the time of planting, you set a cycle timer for that tree (X hours PROTECTED, followed by Y hours UNPROTECTED). This cycle will be continued until the Campaign ends or the Tree is destroyed.
When the Tree is PROTECTED, the city is safe. The tree will magically protect all of the structures within a radius, protecting them from harm. During this time, however, the tree does not produce many BLOODSTONES.
When the Tree is in an UNPROTECTED state, the magic protection of the Tree falls - and the City is subject to sieging by other players. It is during this period, however, that it becomes highly likely that the Tree will randomly spawn Bloodstones.
Each Bloodstone that is produced has a randomized TARGET DESTINATION. The only way to gain Victory Points in this Campaign is for players to transporting the Bloodstone to the Target Destination and performing a ritual to sacrifice it to the Gods.
The Bloodstone must be sacrificed before it decays (i.e. in less an hour.) The Bloodstone cannot be teleported, it must be escorted by hand.
If the Bloodstone is captured by other players during this window, the Bloodstone will pick a new TARGET DESTINATION. If an opponent can transport the Bloodstone to new Target Destination, they can redeem it for Victory Points for THEIR team.
It is worth noting that Bloodstones nor removed from the World (via logout or any other means) nor easily hidden (though some Archetypes and Disciplines may have powers that specifically revolve around Bloodstones: finding them, hiding them, slowing the decay timer, etc.)
If a Bloodstone Tree is destroyed during the Activation window, it will drops a random number of Bloodstones instantly, giving the attacker a potential reward (which still have to be taken to the Target Location, to be redeemed!)
7. Can you give me an example of this, in action?
Sure. Let's call the "Sons of Dawn" Guild 1. They have a Bloodstone Tree in the City of Festroon, which they have surrounded with fortifications. They are aligned with the ORDER Faction.
On a Thursday evening, the City of Festroon Bloodstone Tree cycles, changing to a state of UNPROTECTED. For the next two hours, the city can be attacked.
A Bloodstone spawns on the Tree. It has a target location that is relatively close, near a local quarry.
The defenders have a choice: deliver this Bloodstone to the target destination, to collect Victory Points for ORDER, or stay and protect the City?
They opt to send a small party to sacrifice the Bloodstone for ORDER points.
On the way, they are ambushed by "Kane's Fist", a Chaos-aligned group that we'll call Guild 2.
The ambush works. Guild 2 kills them all, and takes the Bloodstone. The stone points them to a new location, and the Guild 2 players head off in that direction to try and sacrifice it for CHAOS Victory Points.
Guild 1 regroups, and decides to go after the Bloodstone. They get reinforcements from Festroon and ambush the Party from Guild 2 to retrieve the Bloodstone.
The Party from Guild 2 drops the stone and flees. It was a trap.
Guild 1 returns to find the City of Festroon has been destroyed by the rest of Guild 2. Guild 1 didn't leave enough defenders to protect it.
The Tree is destroyed, the buildings are on fire, and Guild 2 is now on the way to cash in the 3 new Bloodstones that just spawned when the Festroon tree was destroyed.
8. Why did you design the Bloodstone ruleset?
We created this ruleset because we thought it would be interesting to create a strategy game that allowed a mobile group of players - like a mercenary band that moves around the map constantly, hiding in one forest or another - a ruleset in which they could potentially be successful against larger, more entrenched groups of players.
Also, because it sounded fun.
9. Will there be other Campaign types?
Absolutely. That's the point. Our intention is to be constantly brainstorming new game rules - and not just us, we will be taking ideas from the community, too - to see what works.
We'll try out new rulesets as we (and you!) think of them, and the ones that are the most fun / most popular will be mixed into the normal rotation of new Campaigns.
It's like a "genetic algorithm" for design ideas. The good ideas will rise to the top, where we'll replicate them and riff on them ("mutate" them, technically) and hopefully find even better ideas. The bad ideas will be less popular, and we'll retire them.
Not only will this keep the game constantly fresh - it also means that the rulesets should get more interesting and fun over the life of the game.

(New) Character Creation FAQ
How does character creation work?
You start the Character Creation with a set number of creation points. Then, you pick an "Archetype" class -a race/class combo - from an initial set of options. Each Archetype has a point cost. That cost varies depending on the base attributes and skills of that Archetype. For example, Centaurs have a higher starting Strength, so they are more expensive. This means they have less (fewer) points left over to spend on Advantages and Disadvantages.
Advantages and Disadvantages are elements that further customize your character. They represent specific talents, traits or backstory elements that change your character in unique ways.
For example: "Eagle Eye" might give you an increase to accuracy with ranged weapons. "Dim-witted" might lower your Intellect, but give you points that you can send to further increase your Strength.
Advantages cost you points, disadvantages give you additional points to spend. There is a limit to the number of Advantages and Disadvantages you can start with.
2. Are the Archetypes customizable beyond character creation?
Yes. Once in the game, you must raise your skills to qualify for a Promotion class. This allows you to differentiate yourself (pretty dramatically) from your base Archetype.
Additionally, there are also Disciplines which can be learned to gain access to addition skills, weapon styles, powers and crafting recipes. For example, the "Archery" Discipline can be used to unlock the use of Bows. The "Bounty Hunter" Discipline gives you additional skills and power that are helpful when hunting other players.
3. Are the archetypes gender locked? Can I only play a male Knight, or a female Dryad?
Some of the archetypes are locked to a particular gender, but most of them are not. As a general rule, humanoid characters can be played in either gender, and non-humanoids (i.e. the "monster races") are locked to a single gender. (Often for specific lore reasons. Those not excluded by lore may be added in the future)
4. Can the character appearances be customized?
Yes. We will offer the ability to customize your character (hair styles, color and face) in Character Creation. Further customization can be done in-game, by collecting equipment.
5. How does character advancement work?
Crowfall uses a skill-based system to resolve in-game actions. Characters do not have discrete "levels" like most traditional MMOs. This means that there are MANY potential ways to advance your character at any given time.
There are two ways that a character can increase his or her skills: passive training (in a method similar to "Eve Online") and active training (i.e. doing things in game). Active training can help you get a jumpstart on a new skill, but it can only get you basic competency. The primary method of increasing your skills is passive training.
6. Won't people just use bots (programs) or macros (scripts) to train their skills?
The ability to train a skill through active use is limited. That means that that using programs is not a very effective way to increase skills. you might as well just play the game naturally, and increase your skills normally. We do not condone the use of bots or macros in Crowfall.
7. How are skills assigned?
Characters are assigned skills based on their archetype, advantages, promotion class and disciplines. If a player changes disciplines, they may lose the ability to use certain skills.
8. Is there a limit to the amount of skill a player can gain in a specific skill?
Yes. The Archetype of each character sets an initial maximum amount for each starting skill. For example, the Legionnaire can raise his Polearm skill to 100.
Taking an Advantage at character create such as "Military Training" can raise this max to 110.
If that Legionnaire promotes to Centurion, it raises the skill max by an additional 40 points (to a total of 150).
Finally taking the "Executioner" Discipline will raise the max by another +25, giving him 175 maximum Polearm skill.
The character can now passively train to 175 skill in Polearm.

Some additions to the World Permanence FAQ
Are any of the Worlds permanent?
Yes. The Crowfall universe is divided into "rings" or "bands" of Worlds. Each band contains multiple worlds of that have a common ruleset, running in parallel. Within each Band, new worlds will be constantly appearing (and disappearing, whenever a Campaign ends).
The outer ring is called "The Eternal Kingdoms" and these Worlds are permanent. They are also player owned and player-managed. Typically, we expect them to act as places for players to gather between Campaigns. They are still dynamic - meaning that you can build fortifications and structures on these worlds -- but they don't have a victory condition and they never go away. They are more like traditional MMO servers.
11. Doesn't that create balance issues? Using the analogy above, isn't this like Uncle Bob bringing a bunch of tanks into the next game of Risk, after the board reset?
It could, except that everyone coming into a Campaign is dealing with the same Import rules. The key to the reset mechanic isn't "the board must be clean," the goal is "everyone needs to start on roughly equal footing, to make the game fun."
If everyone is allowed to bring the same number of assets into a Campaign (i.e. if we can ALL bring in a few tanks) then the starting condition is still balanced.
12. What do you mean by "player owned and player managed"?
As the owner of a Kingdom, players are the monarch of these Worlds. They get to set many of the rules that govern that World and the buildings within it. Don't want people to visit your world? Lock it out. Want to setup a place for others to visit and trade? Make it public! Want to set a tax for all trade that happens there? Go for it. Want to turn on free for all PvP? No problem.
Alternatively, if you don't want to manage your own kingdom, you can always swear fealty to the Monarch of another Kingdom and be granted a domain (i.e. one or more parcels of land) within that Kingdom. If your domain is greater than one parcel, you can sub-parcel out areas within YOUR domain to other players - creating a fealty tree. This is an ideal approach for Guilds and crafters.
13. So the purpose of the Kingdom is to store trophies? I thought you said "trophies" were lame?
"Meaningless" trophies are lame. Giving a player a trophy for killing 10 rats is lame; these are similar to the "participation" trophies we give our kids for playing soccer.
Meaningful Trophies (like a Super Bowl ring, or the Stanley Cup) are much cooler. And remember, many of these trophies provide in-game benefit: they can be used to make your Kingdom stronger, or make your team more viable in other Campaigns.
Campaign Trophies include relics, artifacts, materials and rare resources - the things that are required to build structures, craft equipment, and fuel the economy in your Kingdom. It's not a lobby in the traditional sense; but it serves a similar purpose as a place that players can gather in between participation in Campaigns.
That said, players who have no interest in Kingdoms are not required to visit them.
14. But what if I choose a Campaign that allows for items, but I don't bring any? That would be unbalanced!
Well, yeah, it would be. But that's your choice.
Remember, our design goal is to ensure that players have the OPPORUNTITY to start each Campaign on roughly equal footing. We aren't going to protect players from making bad decisions.
15. Why would I choose to play in the different rulesets of Campaigns?
As they say: different strokes for different folks.
The various rules sets were also designed to balance risk vs. reward. The more difficult the ruleset, the higher the potential reward.
We also expect that players will be able to sell the rewards they bring back from the Campaigns to other players, further driving both social interaction and the world-to-world economy.
16. That means I won't have access to certain resources, if I am unwilling to play on those worlds?
You won't have direct access, but you can buy those resources from other players.
We're hoping that you might even step out of your comfort zone and try the more difficult worlds. But that's your choice.
Again, it's all about balancing risk and reward.
17. What is to prevent people from non-stop Campaign hopping?
Campaigns are not intended to be transitory. Our design goal is for players to pick a Campaign and stick with it until the end.
We have a number of ideas to enforce or encourage this, from hard rules (i.e. characters are locked to a Campaign) to soft rules (if you quit a Campaign early, you lose all rewards and pay a penalty.)
This is one that we're still debating, though - and we'd love to hear your thoughts! On the good side, it's also a decision that we can easily change, if we try something and we don't like it.
18. How many Campaigns will be running at once?
As many as we need, to support our player base!
The universe map shows ruleset bands; at any given time, each band will host a number of Campaigns, in various stages of completion. There should always be new Campaigns starting, and old Campaigns come to completion.
19. Why would I participate in a long Campaign? It seems like I would get more rewards from doing a bunch of shorter ones?
Rewards scale up based on the difficulty of the Campaign and the duration. In effect, you can earn more rewards by making the longer-term commitment - and, of course, by winning.
Again, it's all about risk and reward.
20. Are there any of victory conditions other than the passage of time?
There certainly can be!
Our system allows us to make any number of Worlds, and any number of rules sets. The amazing thing about this design is that it allows for a huge degree of experimentation! Most MMOs get one chance - at launch - to find a mix of rules that appeals to the players. The great thing about the Campaign architecture is that we can be trying dozens of ideas in parallel, all the time. It's like a generic algorithm for MMO design: the good ideas can be replicated (and riffed on), the bad ideas can be filtered out.
21. How open are you guys to trying new ideas within Campaigns?
Our intention is to make this a community-driven process. We'll come up with ideas, you guys will come up with ideas - and we'll take the best ideas we find, wherever they come from, and we'll give them a shot.
If an idea gains enough traction - meaning we like it, and you guys like it - we'll try it**.
(**so long as it fits within the architecture. We just have to be careful that we don't break the game at the meta-level.)
You want to try a world with no magic? Cool.
You want to try a world where we introduce gun power? Sounds interesting.
You want to try a world where each character only has one life - meaning that if you die once, you are permanently banned from the World? (I call this idea "Campaign Permadeath"). Sure, let's try it.
That's the cool thing about this approach. We're turning our game community into a massive, game-designing hivemind.
We're game, if you are.
22. I'm not really into Kingdoms. Do I have to have one?
Nope. If you don't want to log into a Kingdom, you don't have to. Kingdoms are optional social hubs; you aren't dropped into one automatically when you enter the game - from the Character Selection menu, you choose (or create) a character and then pick a Kingdom or Campaign to log into.
You can only play in Campaigns, if that is your preference.
23. Can I craft there? And if so, why wouldn't I just stay there instead of participating in Campaigns?
Yes, you can craft there - but Kingdoms do not contain Quarries, Mines or Mills. This means that they do not produce the materials required for building structures (houses, castles, etc.) They also don't provide the rare reagents necessary to craft the best items.
Players who wish to build structures or create masterwork items within their Eternal Kingdoms will have to either participate in Campaigns, or be completely reliant on the other players that do.
Remember, though: most Campaigns heavily restrict how many items can be brought in from the Eternal Kingdoms. The best way to provide weapons and armor for a Campaign, is to join that Campaign.
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.
25. Does that mean the Eternal Kingdom is a personal instance? Like a housing zone?
No.
Kingdoms are unique -- you can build structures here, just like Campaign Worlds.
They are persistent -- meaning they never go away.
They are big - much more expansive than a housing instance, with monsters to conquer and lands to explore: mountains, caverns, rivers, valleys. you name it! These are fully featured Worlds (they just don't produce materials!)
They are multiplayer - if you want them to be. You get to decide how much you want to allow other player(s) to access to your Kingdom.
26. How big is a starting Kingdom?
The map for each Kingdom World is divided up into grid squares called "parcels". Each parcel makes up a single "grid square" and is roughly equivalent to 1 square acre of virtual land.
Each Kingdom starts with a grid of 3x3 parcels (9 total). This land is reserved for the Monarch, and cannot be granted to other players. It is typically used for this World's capital city and marketplace.
27. Can I increase the size of my Eternal Kingdom?
Yes. We are discussing the way we want to hand this. There will be an in-game mechanic, relying on some combination of the passage of time and/or the collection of materials.
We have talked about allowing players to buy additional land (because raw land doesn't grant any in-game benefits other than increased social interaction - you can invite people to build structures, but they still have to build those structures using materials won during Campaigns.)
Alternatively, we may only allow parcels to be added/cleared through in-game means, and charge people to increase the concurrent player capacity of their Kingdom.
We're still discussing these ideas internally. Our goal is to come up with a solution that provides players with the ability to grow their Kingdom (if they choose to), doesn't grant an in-game benefit for real world money (i.e. it's not pay-2-win), and gives us a way to pay for the ongoing cost of hosting these servers.
28. What benefit do I get, from increasing the size of my Eternal Kingdom?
The only benefit received from increasing your Kingdom is a social one -- similar to joining a guild. Having more land means that you can invite other players to take up residence or open shops in your Kingdom. They still have to build structures and pay upkeep, just like they would on their own personal Kingdom.
29. What can I do with a parcel of land?
A parcel is just an area of "raw" land, nothing more. If you want to build anything on that land, you will need to collect Materials (such as Stone, Iron and Wood). These Materials can only be found in quantity by participating in Campaigns. Materials are required to build structures, upgrade them and to maintain them over time.
30. What control do Monarchs have over the land in their Kingdom?
Monarchs have complete control over their Kingdom. They can: partition off sub-sections of land (adjacent parcels) and grant these to other players as "rental properties." These players become Vassals of the Kingdom.
Monarchs can charge property taxes for the use of land. They can charge import and export tariffs for moving goods into and out of their Kingdoms. They can set administration rights on the world (such as PvP rules, and which player(s) can log into the World.)
31. Can I attack another Personal Kingdom?
We are working on a design that allows Kingdoms to War with each other.
This idea is still very rough, and we consider this a secondary system to the Campaigns - meaning that, even when engaged in a Kingdom War, players will still be reliant on Campaign participation in order to secure materials and rare reagents.
The basic outline of the Kingdom War system is:
The Monarch of one Kingdom challenges the Monarch of another. They must agree on the duration or victory condition (i.e. how do we determine a winner?) They must both ante up a prize (in materials, items or coin) that will be placed "in escrow", meaning they can't touch it unless they win.
Once the War starts, Vassals can travel between the two Kingdoms, and there is open PvP in both Worlds (i.e. no safe zones.) The siege mechanics are enabled on those Worlds, and the buildings are destructible. The War ends either when the pre-determined condition is met by one side, or when one Monarch surrenders. The winner gets the rewards that were set aside at the beginning.
NOTE: the details of this system are still being worked out. If this sounds interesting to you, we invite you to jump on the forums and join the discussion.
32. How does being a Vassal work?
A vassal is granted a "province," meaning "a contiguous area of the Land that I control, as a tenant."
A province is a set of some number of contiguous parcels. The smallest province is 1 parcel. The largest province is the entire World (of which the Monarch is the owner.) The owner of a province can grant (sublet) up to 50% of his or her domain to another player.
These relationships can be nested. For example, if a Monarch has 100 parcels of land, he or she could grant 20 parcels to one player, 30 parcels to another, and keep 50 for themselves.
The Monarch still "owns" all 100 parcels. The sub-granted lands are basically rented out to the other players, like tenants.
The player with 20 granted parcels can then effectively sub-sublet 19 of those 20 parcels to other players, creating a "Fealty Tree", or a nested hierarchy of player ownership. A single parcel could be owned by the Monarch, granted to a Duchess, who then sub-grants it to a Baron, who in turn leases it out to a Noble.
Each of these players is considered to a be an "owner" in the Fealty Tree for this parcel.
33. Why would I want to be part of a Fealty Tree?
Technically the Monarch "owns" the land, and determines the ability of non-vassals to be able to visit the world, and to buy goods from vendors.
Every vassal in the Fealty Tree is given access to use ALL the (player-run) services (including the passive training NPCs) located on that World, as well as the ability to collect taxes and to change the administration rights in their province. They are also granted a noble title on that World.
34. Can I own multiple provinces on the same Kingdom?
No. You can be granted multiple parcels, but they must be adjacent and contained within the same (parent) province.
35. How much of my land can I grant to other players?
Within a province, you must always keep 1 parcel for yourself (to represent your seat of power.)
Of your remaining parcels, no more than 50% can be granted to a single player. This means that the number of Vassals that you can have, for any given province, will be between 0 and (N-1), with N being the number of parcels in that province.
36. Why use a nested structure?
This structure gives players the ability to self-organize, and it's a simple way of tying land ownership to political structures (like pre-existing Guilds.) Because it mirrors feudal land ownership, it's also pretty easy to understand.
37. Can I be a Vassal in multiple different Kingdoms?
Yes! There is NO LIMIT to the number of worlds in which a single player account can be a VASSAL. (This is a social mechanic - you can own land in as many Kingdoms as you can convince other players to invite you!
38. What if I change my mind, and want to revoke land that I have granted?
What if I change my mind, and want to revoke land that I have granted?
39. If I make improvements to the land, and the owner revokes my lease, do I lose those improvements?
Yes, just like modern-day tenancy agreements.
40. How does the titles system work?
Your title in a Kingdom depends on the size of your province in that Kingdom. A player with 30 parcels might be a "Duke" of that Kingdom. A player with only 1 parcel might be a "Noble". We're haven't yet locked down the exact details of how much land will be required for each title.
Smaller kingdoms, because they have fewer parcels, will only be able to support lower ranks of nobility (and fewer of them.)
41. How do I manage my Kingdom when I am in a Campaign?
This design is still somewhat in flux, because we haven't nailed down exactly how much we want to "lock" characters to Campaigns.
Our current thinking is to allow players to travel between their Campaigns and their Kingdoms freely, even during Campaigns - but to not allow ANY equipment to transfer between them, other than at the beginning and end of the Campaign (in accordance with that Campaign's Import and Export rules).
Passive training will NOT be location based; meaning your character(s) will continue to advance at the same rate, regardless of whether they are currently playing in a Campaign or in a Kingdom.
 

Vandyn

Blackwing Lair Raider
3,652
1,378
I'm in for 30 because hell it's only $30. Anything more than that is buying into hype that realistically I'm not ready to commit to yet. I would feel better about it if there was precedent of the successful crowdfunded MMORPG already. It just feels so far away. I think they will hit that goal easy and perhaps that's why it's only 800k.
 

Tuco

I got Tuco'd!
<Gold Donor>
45,431
73,493
Fly it high brother!
For those that don't know, pyksel is a god-tier graphic artist and made our PRX crest.

Same I hit the special 150 level. The hype is real. Tuco I want in this time, I played with real life friends in AA and man its tough. I will attempt to sway them over to the darkside of larger guilds.
It's funny how many people who have played with PRX before have shown up in the last few months saying their friends quit within a month or something else and they want to reroll on our server.

Note that PRX hasn't officially declared that we'll play Crowfall and won't for years probably.
 

Tol_sl

shitlord
759
0
I got in on $150 early bird too. You guys are going to be my commiseration support group when this ends in crushed dreams.
 

Big Flex

Fitness Fascist
4,314
3,166
Maybe suggest that he let the players decide the alpha saturation of the telegraphs.
Personally I'm against this solution, because if having that shit cranked to 100% presents a PvP advantage I'm going to have to suffer with them cranked to 100%, doing anything but is gimping yourself. personally I wish they had no telegraphs and players had to learn not only the capabilities, ranges, and effective arcs of their skills but of any possible opposition. at the very least they need to be universally tuned down, or, as I mentioned earlier, implemented so you can only view your own
 

kaid

Blackwing Lair Raider
4,647
1,187
Oh what the fuck I want my centaur to run around smashing shit up I am apparently the sucker thats born every minute I have backed it.
 

Muligan

Trakanon Raider
3,213
893
Welp... i'm in for $100. Thought about going for the early bird $150, thought about $60 so I split the difference. I really like what i've seen thus far.
 

Harfle

Lord Nagafen Raider
1,055
69
With alpha not even till mid 2016 I can commit to this game as I will have just finished grad school. Lol
 

Big Flex

Fitness Fascist
4,314
3,166
With alpha not even till mid 2016 I can commit to this game as I will have just finished grad school. Lol
Alpha is this summer. Launch expected next winter. So they claim, I don't buy those projections, but still.

rrr_img_91163.jpg


I take it if you donated $1000 god tier or whatever you can take a crack at their testing zone in 6 months or something.
 

Nija

<Silver Donator>
1,909
3,725
Hundred(s) of dollars so that you can have a character that persists when the game launches 3 or 4 years from now. Great investment, everyone!