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Old 26-03-2015, 08:26 PM   #16
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anyway it is expected delivery next dec only..long way to go
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Old 26-03-2015, 11:53 PM   #17
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Wow! Nothing beats the smell of victory in the morning!

You guys already know that I'm not really a PR person. So, I hope you will excuse me for thanking you in the only way that I know how.

HOLY CRAP, YOU GUYS!!!

CROWFALL MADE ALMOST $1,800,000 IN PLEDGES!

I can't believe it. Between Kickstarter and our Paypal collection directly on crowfall.com, we raised just $1,783,796. from over 17,000 backers!

I feel dizzy. I need coffee. or maybe a nap.

That staggering last-minute surge means that, in the last 24 hours...

- We hit $1.5 million, unlocking the Infected rules and the Minotaur archetype (was that really yesterday morning?!)

- We unlocked the 15,500 backer All Father relic update,

- We passed $1.6 million, allowing us to build the Tournament system,

- We achieved the 17,000 backer goal, unlocking the Centaur relic, and

- We passed the $1.7 million mark, achieving the Combat Pets stretch goal!

Amazing... Unbelievable.

So, what happens next?

Now we get to work! We have a game to build. We refine the vision. We engage with you on the forums. We discuss our ideas (and mistakes) openly. We find the right solutions, together.

And we continue to seek out our kind. Crowfall isn't a game for everyone. But there are still players out there -- brave, lost, and arguably crazy -- who will share this vision. Who, like us, will HAVE to see it come to life. We need to find them, and bring them home.

We won't let you down. We're going to show the world a new kind of online experience.

Thank you for making CROWFALL a reality.

We'll see you in the game!

Todd, Gordon, and the team at ArtCraft Entertainment
Creators of Crowfall www.crowfall.com

P.S.. For those of you who found us late -- or for friends that couldn't pledge through Paypal for some reason, we're now accepting pledges on our own website at www.crowfall.com . The bundles aren't the same, but the deals are still great and you still have a chance to jump into this project early!
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Old 27-03-2015, 08:24 PM   #18
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Dear Crowfall Supporter:

Our recent Kickstarter campaign for Crowfall has ended and it was amazingly successful.

Your attention to and support for Crowfall was critical to this success, and we thank you for it! We know that not every supporter was able or willing to pledge during the campaign. We appreciate you regardless.

This site gives a good overview of the Crowfall campaign: http://www.kicktraq.com/projects/cro...o/#chart-daily. Here are some highlights:
Our initial pledge goal of $800,000 was achieved in less than 72 hours ($800,000)
We attained 16,936 backers and raised $1,766,204
We are the 15th largest video game Kickstarter campaign of all time, and the largest in the last 12 months
We also are the 46th largest Kickstarter campaign of any kind (We’re excited to break the top 50!)
With PayPal payments on our website, our totals rose to 17,000+ backers contributing $1,783,796.These results would have been impossible without your help. We now have the ability to bring this game vision fully to life and it’s all because of you. If you want to learn more about Crowfall and about our ongoing development of the game, visit http://crowfall.com

Again, thank you so much!
J. Todd Coleman and Gordon Walton
ArtCraft Entertainment, Inc.
http://crowfall.com/
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Old 04-04-2015, 09:26 AM   #19
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(No, this doesn't mean that the female Rangers automatically get pet wolves! It's just a picture, folks!)

Lot of "under the surface" stuff happening at ACE this week!

The Guinecean Slayer was well-received on Tuesday -- a little TOO well-received for an April Fool's Day joke, actually. He turned out a lot more popular than we expected! (and who knows, perhaps he'll become a future stretch goal?)

Our design team did a full pass on the documentation that details how land ownership (and the fealty trees) work in the Eternal Kingdom, and started to detail out the UI for building and parcel placement. We have to tackle this first, because the parcel system is part of the foundation that will be used for generating unique Campaign Maps, too!

Our tech team spent the week making the changes to the combat system -- revisiting the base concepts of movement and targeting, as we discussed last week on the Crowns & Crows and Gold & Glory podcast.

On the art side, we're creating swappable equipment for the Knight, concepting Hunger-infected versions of our (also unlocked!) Mounts and catching up on some archetype and building concept art.

In fact, another of the archetype concepts is ready for you now: the female Ranger! As an added bonus to this one, we've given her a wolf pet -- since we achieved that stretch goal when we crossed the $1.7m line in Kickstarter!
http://crowfall.com/#/news/female-ranger-revealed
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Old 18-04-2015, 07:00 AM   #20
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The Minotaur archetype was unlocked when Kickstarter backers smashed the $1.5M stretch goal. In today's update, we're giving you a full view of this magnificent creature, his stats and backstory.

And speaking of magnificent creatures, we're also taking you behind the scenes to peek over the shoulder of character artist Eric Hart as uses ZBrush to digitally 'sculpt' the female Confessor avatar.
http://crowfall.com/#/news/no-bull-heres-the-myrmidon

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Old 18-04-2015, 07:16 AM   #21
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Looks good
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Old 18-04-2015, 07:32 AM   #22
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Read more @ http://www.mmorpg.com/gamelist.cfm/g...loodstone.html

very strong PvP and decision making game.
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Old 08-05-2015, 11:56 PM   #23
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FREQUENTLY ASKED QUESTIONS | CAMPAIGN MODULES
http://crowfall.com/#/faq/553fa67718859c484f5af672


http://crowfall.com/#/news/combat-chat
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Old 24-05-2015, 05:38 PM   #24
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MILESTONE 1: COMBAT TESTING
Hey folks,

Things are moving forward nicely on our first major milestone, so let's talk a bit about what we will be testing and when!

Internally, we've divided the features and content into two categories: stuff related to the summer test release, and stuff that we won't be testing this summer but we need to have people working on right now to make our longer-term dates.

The latter set of features is much, much larger than the former. The "future" list includes things like the EK and campaign world building, character creation and advancement, voxelization’ and destruction, guild management, economy, and so forth. It's a big list, and we'll be working on this stuff in the background, and revealing it to you as we get deeper and deeper into development.

That said, the "future" list isn't the most important list. The first and most critical feature that we need to tackle is: COMBAT. Specifically, PvP combat. Combat, as a system, actually encompasses a significant amount of functionality, functionality that we absolutely MUST nail first.

Having a solid combat experience means we have a GREAT foundation on which we can build the rest of the game. The opposite is equally true: If the combat system sucks, then the rest of the game—campaigns, kingdoms, fealty trees, etc.—won't matter because no one will care.
more @ http://crowfall.com/#/news/milestone-1-combat-testing

COIN OF THE REALM
So, here's the deal.

We need some liquid form of currency. Yeah, I know, Blair said he was hoping that we could avoid it, but that's crazy talk. If we don't have SOME kind of transferable currency, it means that everything would have to be bartered -- or, more likely, players would invent their own currencies. That's annoying. No one wants to manage a system where they set their vendors to sell a longsword for X number of chickens or they have to pay their taxes in Y acorns. Could we make that system work? I don't know. Maybe. But it certainly would be less than ideal from a usability perspective.

That said, we can avoid the pitfalls of "common currency" that are typical for a linear PvE game. We can still have the benefits of a player-driven economy, we just need to provide a simple collection of items to facilitate an easy flow of "value" between players.
more @ http://crowfall.com/#/news/coin-of-the-realm

ARCHETYPE UPDATE: THE CENTAUR
http://crowfall.com/#/news/archetype-update-the-centaur


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Old 01-06-2015, 07:15 PM   #25
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Hey gang,

Let’s talk COMBAT.

As you know, we’re going to be inviting our first external testers to explore the combat system late this summer. Today’s update is to talk about where we are going and how we hope to get there.

First, we should answer this question: What is the purpose of the “core combat” milestone?

“Find the Fun.” This is a phrase that game developers use when they talk about building new game systems. When designing a game system, you have to decide how much ‘innovation’ you can afford.

The simple fact is that a lot of ideas sound fun on paper (or a whiteboard) and turn out NOT to be fun in practice. Even worse than that, sometimes ideas that COULD be fun aren’t because implementation issues crop up (bugs, gross imbalance, UI issues, bad framerate, whatever) that effectively ‘hide’ the fun that you should be having.

Why was Tetris fun? It’s hard to put a finger on exactly why this combination of elements was more fun than all of the other ‘falling pieces’ games that came before (or, frankly, since).

Therefore, the chances of your development team finding the fun in any game is, quite often, a function of how many chances you have to iterate on it. You start with a strong suspicion that there is gold right here, and you keep digging until you find it.
http://crowfall.com/?utm_source=ATCF...inding-the-fun
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Old 07-06-2015, 07:10 PM   #26
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The Confessor

...is our first damage-dealing caster. The confessor is all about firepower — both figuratively and literally. Thematically, she fits the "glass cannon" role, and is capable of dealing massive amounts of damage from a (preferably safe) distance. In addition to direct damage, she has a number of tricks and combos that revolve around either damaging her opponent directly, burning them over time, building up "sin" in her opponent (and subsequently “absolving” it through fire), or scorching the earth in a hail of Holy Fire.

The Knight

...is our first heavily armored tank. The knight is a heavily defensive fighter; capable of dealing a lot of damage and absorbing a hell of a lot more. Rather than get out of the way when a big hit or fireball is coming, he plants his feet, throws his shield up and takes it on the chin. The knight's powers and combos typically center on blocking, shield slams, and movement control – but what he gives up in mobility, he makes up for in affecting the mobility of others. Often by killing them.

The Legionnaire

...is our battle commander — making him our first support class. His support powers are geared towards close combat, requiring him to be in the thick of battle to make the best use of them. He can rally his team with increased combat capabilities while using his mighty polearm to lay waste to any enemy foolish enough to stand in his path. His centaur body makes him an interesting mix: He has increased mobility (in both powers and movement speed) that seem at odds with his increased mass (powering his ability to charge, and making it very hard for other players to move him around the board with their physics-based powers).
more @ http://crowfall.com/#/news/meet-the-combatants

FOUNDERS’ UPDATE: BUSINESS STUFF
http://crowfall.com/#/news/founders-...business-stuff
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Old 17-06-2015, 08:08 PM   #27
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Old 03-07-2015, 08:45 PM   #28
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Old 22-07-2015, 11:06 PM   #29
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http://crowfall.com/#/news/first-loo...onnaire-powers


http://crowfall.com/#/news/first-look-confessor-powers
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Old 07-05-2016, 06:39 AM   #30
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