Crowfall Review
Crowfall is an upcoming MMORPG game developed by ArtCraft, and is described as a “Throne War Simulator” similar to Game Of the thrones? Kickstarter campaign ended March 26, 2015 with a total funding of $1,7 millions, surpassing its original $800,000 goal by $900k+. Crowfall Review (Four out of Five Ales) Crowfall has a lot of potential and actually seems to be creating a new genre I refer to as a MMOBA or 'Massively Multiplayer Online Battle Arena' that is a hybrid of the MMO and MOBA genres. It's engaging fast paced, and fun. Currently though development is in a very half-finished state with players.
Except for a couple things like AA or SS Bows. Poisons, and quivers, the first time gated items. The blue item drops and or all drops need to have far less durability than a crafted version. That would at least change the crafting economy meta some. If the decent green and blue gear lasted 1/4 or even 1/10 as long.
Like a few days of heavy fighting so it was easy come-go but a crafted item, even white would have a place at the table when people get over grinding for or buying more useable stuff. All it would take is to turn the knob on the durability difficulty in experimentation and the base value of the componants so say dropped gear has just 250 dura. That of a good crafted tool. Crafted gear with just 5 pips white and 40ish experimentation etc gets good dial up on durability right off while other stats have the much higher difficulty and require the crafter to dial back on risk.Better Risk-Reward ratio (eased difficulty) for durability rollsLower dura on drops.So we get longer lasting tools and white gear right off and when we get better gear it has 4-10 times the game life in Durability. Two things that the passive tree are missing that we had before in previous patches were early nodes only needing 3 pips to advance giving more strategic complexity to pathing through the tree and better use of ALL and various percentages to move on.
This is dials way up at 95% instead of previous 50% or 75% gates that we had tested but with 3X. This is the first run of an actually dumbed down passive tree set. We've always had the same splits just depicted laterally instead of radially. Previous versions were better imho mostly the 3 pips to advance. Crime patrol 2020 youtube. There used to be the strategy involved in how and when to backfill pips in what skills that lead to an efficient way to navigate the trees for a certain build or use during progression. The reputation system is player and guild driven. No, you cannot control every player but you can know who is a small scale pk/griefer and who or which guilds have enough power to come down on you for disrupting their flow of materials and campaign win points.
All of this falls under the scope of political intrigue in an open world PvP sandbox. You kill all reds then you are likely to eventually kill the wrong player and get your sheet burned to the ground. It will be self-evident who is being hunted down by the guild sanctioned killers, I will certainly be posting certain bounties and sending out killers with specific heads to roll. You kill with consequences, sometimes you will be hunted down other times the reward from another guild for doing it may be a net gain.
All of this is still better handled in Dregs by guilds, kill lists, NAP's, and common civility. Of course it will break down into certain feuds and bickering, board warrioring idiocy, and yet in the end we love it, get knocked down, piss our nights away, get up, and come back for more.