Crowfall video shows off siege concepts

    
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Nothing about snapping to the QB at the ten-yard line, though.

Crowfall‘s siege mechanics are on display today in a new video highlighting the Artcraft Entertainment‘s current plans for taking on player-controlled cities. The video is embedded just past the break and focuses on the idea that players aren’t just limited to hunkering down or attacking; in fact, there are reasons for defenders to venture outside, ways for attackers to deceive and draw out enemies, and a shifting set of advantages to consider carefully during play.

What’s on display is still a high-level concept video, but it suggests some interesting possibilities, such as the game allowing guilds without a single city to still make sweeping changes and even march to eventual victory. If you like the idea of making big changes to the world even with periodic resets, you’ll want to glance below the break and watch the overview.

[Source: City Sieging Explored]
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Nanulak
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Nanulak

I am still waiting to see if they can pull the many things they are promising off.  I have my doubts but if they do, I will give them a try.

Twitticle
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Twitticle

I may be simplifying my understanding – but this is similar to Elder Scrolls Online with added risk for offensive and defensive measures. Meaning, destruction.

In ESO we can take the scrolls, lose the scrolls, by taking a scroll we might lose a keep. But you can recover or recapture keeps. So I think the difference and potentially the intrigue is from protecting something that can be completely lost for the rest of the campaign.

Ghostmourn
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Ghostmourn

Interesting, I actually rather like the timed aspect, gives players a reason to log on and guilds to rally etc. I think I prefer this to a always vulnerable scenario.

Nucleon
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Nucleon

skoryy Reihen EatCandy The reason people object to the zerg is because in 99% of the games it’s simply not fun. There isn’t any strategy. There isn’t any skill. It’s just simply pile on so many people at one spot no one could possibly defend it and the game turns into a merry-go-round with little competition for resources instead choosing to alternate who owns what.

Nucleon
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Nucleon

Emergent gameplay is sooooo hard to get right. So reading between the lines it looks like points will have timers similar to Eve where they only be captured at a certain time of day. How will this avoid the current timer problems that Eve experiences, mainly timezones (your team is asleep during your timer) and force projection (the team with more people always wins)?

They will need to ensure the map is large enough relative to the number of players. If it’s too small, the biggest group dominates everything. If it’s too large then you don’t have resource contention and everyone goes off to their own corner and never fights. 

If defense is to easy, then you’ll never have points flip and attackers will stop trying. If offense is too easy then it will become a win-trade.

If you want to have multi-point strategy as is discussed in this video then there needs to be a good balance of risk reward such that going for the secondary objective is worth weakening the primary objective. If there isn’t enough reward, then players will never do it. If there isn’t enough risk in doing it then it effectively just ends up being part of the primary objective.

Still way to early to know how they plan on handling all of these real world balance problems.

schlag sweetleaf
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schlag sweetleaf

Zerg or no zerg, I can only hope Crowfall creates a relevant role for the casual player. Let the lower levels participate effectively in the war and I would be on board.
I always felt a sense of loss as whole zones became irrelevant as you progressed to endgame.
Respectfully,
Mezzerschmitt
Lvl 9 skald
Lions Den

schlag sweetleaf
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schlag sweetleaf

skoryy Reihen EatCandy

A good game should not try to break the zerg, you’re trying to break reality. A good game should recognize the zerg and offer opportunities for small units alongside it. …..

Damonvile
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Damonvile

TraylorAlan They’d probably be better off accepting that it’s just a fact of large scale battles and design the system to accommodate those tactics.

PurpleCopper
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PurpleCopper

This sounds intriguing.

But then again, some evil players are out there thinking to themselves “how can I best screw over everyone using these mechanics?”

skoryy
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skoryy

Reihen EatCandy  A wise man once said, “He who defends everything defends nothing.”  One of my old miniature gaming buddies also advised me, “He who gets there fastest with the mostest.” And then there was the immortal wisdom of Mel the cook, “The best defense is a good offense.” I’ve yet to see an owPvP game that didn’t devolve into a mass lesson of Why Frederick, Napoleon, And Sam Grant Are Smarter Than You. Concentration of forces leads to easier logistics, easier lines of communication, and much easier battles against smaller and/or less organized forces. The zerg isn’t because there isn’t anything to defend, the zerg is because the best defense is a good offense and there’s nothing better at offense than the zerg. “Quantity has a quality all its own.”

A good game should not try to break the zerg, you’re trying to break reality. A good game should recognize the zerg and offer opportunities for small units alongside it.