It’s a little hard to believe, but we’ve now been watching Crowfall develop since late 2014, going from a teaser announcement through a successful Kickstarter and arriving at the current pre-alpha testing. For this week’s founder’s update, the dev team decided that it deserved a moment to reflect upon all of its accomplishments and progress to date.
The team pointed to an interactive timeline chart from German fan site Crowfall Community that marked all of the major (and minor) milestones of the project from 2014 through 2017. It’s a pretty handy resource if you want to get a big-picture view of the game’s progress.
ArtCraft provided a pep talk, free of charge: “Obviously, this chart shows how much we have accomplished, and that’s great to see! … but it also shows something MUCH more important: It shows a cadence, an unrelenting series of updates that make the game a little better every month […] If that cadence proves anything, it’s that these challenges will also be tackled in due time. This game will emerge, and when it does, it’s going to be awesome.”
That’s no moon, it’s a space station… that’s mining the innards out of that moon.It is, of course, one of EVE Online’s “upwell structures,” massive player-built facilities that float about in space and perform useful tasks. As last year’s citadels and engineering structures have proved a hit, CCP is now working on a new type of upwell structure, refineries, for its next patch.
“Refineries will be the premiere structure for resource collection and processing, with bonuses to reprocessing and the exclusive ability to fit moon mining and reaction service modules,” the studio wrote. “These structures will usher in completely new gameplay for moon mining and reactions, as well as linking into future resource collection gameplay.”
CCP said that it has seen a huge amount of player interest and participation in upwell structures. Over 7,800 corps have one floating about in space right now, with four seeing more traffic and trade than most NPC stations in the game.
Last week, we covered CCP’s new plan to change EVE Online’s 30-day sub currency, PLEX, by effectively breaking it into smaller chunks and turning it into more of a cash shop currency that’s more easily fungible and tradeable.It was an announcement not without its detractors, as Massively OP’s EVE columnist Brendan Drain explained over the weekend: Some players were miffed that PLEX will be transportable without the risk of ship-to-ship movement, while others grumbled about the short-term effect on the market and poor conversion rates for the secondary currency, Aurum, and the lack of conversion for players with fewer than 1000 Aurum. And as is common with such in-game economies, still others are up in arms over apparent market corruption, as it appears that players with insider information began trading ahead of the announcement to manipulate the economy — as Brendan suggests, likely a CSM (player council) member privy to information ahead of the embargo lift.
Today, CCP posted an update meant to assuage some of the concerns about the new program.
For starters, the studio will indeed grant conversions for players whose Aurum balances fall below 1000 — three months after other Aurum is converted — to “mitigate impact on the PLEX market.” It further suggests that players may prefer to simply spend down those balances in the cash shop before the conversions occur.
CCP has also clarified that it currently does not have plans to sell gametime in smaller than 30-day chunks as previously assumed.
The studio does not address the alleged market manipulation.
If players or guilds are going to put the effort in purchasing and building up a castle in Gloria Victis, they are going to be rewarded with one fine-looking structure. Thanks to this past week’s alpha patch, the biggest building in each of the six main settlements has received new and improved models for the keep’s final form.
The patch contains an additional hodge-podge of changes, including the ability to interact with non-dialogue NPCs, bigger buffs for countries being dominated by others, and smiths that sell better wares than before.
The team also reported that it is continuing to work on making combat look and feel better: “We know, that combat/animations overhaul is long overdue and community is getting impatient, to say the least. So, just a quick heads up for you guys: we are polishing. It’s a long, yet rewarding process, as we are tweaking little details over and over again to exterminate bugs and make sure it feels great to roam and fight.”