I'm writing this because i feel we need a better understanding of the future content and development of current content, aswell as giving a few pointers for improvement and some stand-alone ideas. I'm hoping that a response from representatives of Crowfall aswell as comments from users will clear up some initial concerns about mechanics and content.
Everything in this post is based on information from Source
The physics of the characters, aswell as incapacitation in regards to debris (distance traveled), pushback (distance traveled), armor and point of impact.
The physics of objects and debris in relation to strategic planning for use of environment as a potential source of damage or engagement tactic
The physics of objects as they fall, hitting other debris and surface. Does it break? Does it change the trajectory?
Telegraph: permanent, removed or changed to a less dominant graphical solution?
Heavy Clipping. Will it be smoothed out? I see examples of very bad clipping in the video.
Surfaces "painted" with rocks etc.
Architectual development for housing and ability to disassemble without destroying.
Ideas for Improvement:
One thing i saw as a very big concern was the interaction between objects/debris and characters. There has to be a better way than what i am seeing in the video .. and then i quickly thought of what could make the movements more fluid. Ragdoll-type player physics would make the game seem a lot more fluid, the objects hitting a player would essentially make them either fall and be incapacitated, or be pushed by the object depending on the point of impact. Of course the armor and size of player should be taken into consideration.
This lead me to the next issue, the debris falling and realistic breaking .. this includes air resistance, collision, surface impact etc. It would be an important part of what could be a potentially vital strategic tool for battles and fully immersing yourself in the game.
This brings me to the very popular topic of the telegraphs .. i myself feel that they are a bit too obvious and would ruin alot of the graphical work put into the game in a large battle situation, as there would be red and blue everywhere.
3D Designing for Architects:
I am a big fan of architecture, and would hate to see this grand opportunity be wasted on premade pieces that make every castle and every building look the same. I suggest an interface that allows you to create your own shapes and designs for a structure on a single blueprint that cannot be copied. The size limit on the structure you can design should be determined by a measurement of how many of these blueprints you have sold and whether they have been built.
Of course there is a weight-bearing capacity depending on height, area of support and materials. Otherwise people would go mad with physically impossible structures .. but perhaps magical structures could be considered.
This way you can potentially create a profession for designing and building amazing structures, further improving the beauty of a world where building is going to play a massive role.
Thats all! Thanks for Reading! (I will add great ideas from the comments aswell!)