Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
jtoddcoleman

01/29/15 - Forgemaster, World Rulesets & Resources

Recommended Posts

I have a feeling they're going for something similar that eso did, where the server will reset after x amount of time and whoever had the most land will be considered the winner. In eso it was point based, not sure that would work here tho.

Edited by helix

Share this post


Link to post
Share on other sites

1. Does combat use tab-targeting?

No. We’ve tried to make combat in Crowfall a little more action-combat focused, than your traditional MMO.  For instance, we have “dashes” that you use to avoid attacks, as opposed to a passive (randomized) dodge system.  Finding the right balance on this one has been extremely challenging from a design perspective, but we think we’ve found a mid-point. Hopefully you’ll agree.

2. How does targeting work?

Generally, melee attacks happen in the area in front of the character.  There is no hard “target”.  Attacks use various shapes such as: cones, rectangles, and spheres. You can optionally turn on or off a projected ground texture, if you want to visualize where your character is attacking.

 

 

So anyone who has played WildStar will probably have a good feel for what this could be.  Everything is "telegraph" based which makes positioning super important, for both damage and perhaps even more importantly healing.  WildStar has one of the best combat systems I have experienced (the world design, game content, grinding, etc are the problems) so this could be really good news for Crowfall.

 

Yea Wildstars combat was quite fun.

 

My only issue with it was, once the game came out my camera turnings started bugging out. It was really annoying >.>.


Community Moderator - http://killonsight.info/

The Dark Forest beckons...

Share this post


Link to post
Share on other sites

I have a feeling they're going for something similar that eso did, where the server will reset after x amount of time and whoever had the most land will be considered the winner. In eso it was point based, not sure that would work here tho.

 

To me it seems like The import rules apply when you change to that server, and export rules apply when you leave the server, got no idea of what win/loss/kneel would represent though. 

Share this post


Link to post
Share on other sites
3. What is the simulation model? Can players “walk through” other players? How are projectiles simulated?

We use a physics model for character movement and combat simulation. This means that players and projectiles move realistically in the 3D environment, with momentum and inertia. This implies a number of interesting side effects that you probably aren’t used to (like players being unable to move through each other, projectiles hitting accidental targets, etc.) There are some implications that we aren’t quite ready to talk about yet. We’ll go into more detail about the ramifications of this system later.

 

This is really good news!  Characters as blocking objects opens up a whole range of tactical options in battle - Knights can form shield walls to protect casters, enemy formations can be divided, zergs can't stack up on a single point, etc.  And the missiles remind me of playing a Darkfall archer - very challenging in the heat of the battle to hit distant targets (mount sniping fleeing foes!) and humorous when you hit a friendly target.

 

So.... next question - Friendly Fire in or out?!


rSHxVEY.gif

Share this post


Link to post
Share on other sites

The different work types is genius, it literally means we can shove all the care bears into a single world while all the hardcore players stay isolated in their own little hardcore world.

 

I have a feeling that players will be encouraged to move between worlds more often.  Also that's assuming that those players actually stay where you put them.

Edited by talfryn

Between dreams and reality.


Lantern Watch

Share this post


Link to post
Share on other sites

I have a feeling that players will be encouraged to move between worlds more often.  Also that's assuming that those players actually stay where you put them.

I think this is a good point here. I imagine each world is going to see different POI's than each other encouraging people to move about worlds for resource purposes.

Share this post


Link to post
Share on other sites

Amazing! No tab Targeting, action based active targeting!! WOO HOO!

 

Also there is this:

 Materials are the base ingredients for building and repairing structures.  If you stack enough resources to turn them into materials, you can use them for your structures.

 

 I am hoping that "Building and repairing structures" means asset ownership! Take my monies please!

 

Oh.. AND WE HAVE DWARVES!

 

GG Team!


.

Share this post


Link to post
Share on other sites

I really wonder how big are the worlds. Hope they are not too small since we can travel for ,,free,, betwen them and not sure if it doesnt took too much from world developing.

Edited by sindor

Share this post


Link to post
Share on other sites

The world rules is something new for sure. Really looks like letting people play the way they want.

 

Good job

 

It's also rare to see conceptare match up with in-game graphics. Which is great


 

 

Share this post


Link to post
Share on other sites

Omg this sounds so great! I really really really really hope things turn out as they're planning. Huge plans for this game!

Share this post


Link to post
Share on other sites

Dwarf stance.

 

The feet on the character model are adjusting to the terrain, and the resulting stance looks very natural.  I like this quite a bit, and bodes well for the "feel" of our avatars in-game.

Also, it appears that his beard is being blown to the side by the wind.  If you compare it to the concept art where it's hanging straight down.  Nice.

Share this post


Link to post
Share on other sites

I think I might actually be more confused on how the world clusters work now, than I was before this update LOL .... 

 

Some show no items can be brought in, which makes my previous statement void about going to other worlds for resources it seems.

 

I need more coffee to think deeper.

Share this post


Link to post
Share on other sites

I think I might actually be more confused on how the world clusters work now, than I was before this update LOL .... 

 

Some show no items can be brought in, which makes my previous statement void about going to other worlds for resources it seems.

 

I need more coffee to think deeper.

 

Well what if you have to go in without anything and then create stuff while you're there.  Because while you may not be able to bring stuff in you can still bring stuff out.


Between dreams and reality.


Lantern Watch

Share this post


Link to post
Share on other sites

Per the Economy FAQ, the POI (Point of Interest) is exactly what is needed for meaningful territory control.  This means conflict will gravitate towards these points, instead of roaming around a nearly empty world looking for individual resource nodes (or looking for collectors looking for nodes!).

 

2. Where do the resources come from?

Resources can be harvested from the environment, and sometimes found on certain monsters.  Materials come from particular types of POIs (Points of Interest) called resource factories: Quarries, Lumber Mills, and Mines.

 

And as for caravan resources...

 

Quarries located in a remote area will typically produce much more materials (and at a greater frequency.)  This was designed so that, as the risk of transporting those materials goes up, so does the potential reward.

 

This could develop into a whole minigame itself.  Or a guild activity (either escorting or capturing) when there are no sieges underway.  Really smart design.


rSHxVEY.gif

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...