Crowfall explains why combat physics are ‘hella complicated’

    
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The Crowfall community has a heapload of questions about the upcoming PvP title’s combat systems, and the devs apparently have (some of) the answers.

A new Q&A video features the devs addressing the “hella complicated” balance of physics implementation, the character skill blackout timer, and even how different types of weapons function against the array of armor types. They also have one piece of vital advice to those who will find themselves dying without taking any defensive actions: “Maybe you should press the block button.”

Catch the whole chat after the jump!

Source: Crowfall
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blackcat7k
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blackcat7k

Yeah it’s complicated. Making video games is difficult, players get it.  Now put a working system in the backers hands and let’s get this thing going. No amount of you saying how  “hella hard” it is going to matter now that you’ve taken money for this project. Everything you say is fantasy in a industry of developers on full Molyneux syndrome. If you don’t want to lumped with them you better have some serious demonstrations of the system. Even better, put out a working system for your backers so they can see if you really know what you’re doing.

Arrobee
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Arrobee

You are right, twitch based does not only a MOBA make. But twitch based with a heavy reliance on skill shots does lean towards a MOBA play style.
Just because you hate MOBAs doesn’t make this comparison any less valid. Personally I have a love/hate relationship with the genre.(Although that means absolutely nothing in regards to this discussion.)
I agree with and have also said, that ACE is collecting ideas from everywhere and putting them in the pot. Nothing they have said is new, it has all been done. Not necessarily in the same game though, which is where CF will find its niche.
An issue people are bringing up is ACE’s elitist attitude that their Q&A title conveys. Although it’s not overly present in the video itself. Hardcore is fine, but belittling your player base before you even have one will only grab you that type of player. But each niche has its place.
Another issue, that is completely off topic from this conversation, is the engine. Unity5 is supposed to hand things better, but can it handle the battles say CSE, who has built their engine from the ground up, for(500-1000 entities/players). Only time and play testing will tell.

Archebius
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Archebius

Ironwu Archebius  “Crowfall is built with Unity; its destructible world utilizes Voxel Farm’s technology, and the server back-end is built by an ex-BioWare Austin coder who brings years of experience (and, already, years of independent work on that infrastructure) to the table.” 

From http://www.gamasutra.com/view/news/237147/Crowfall_and_saving_the_MMO_from_stagnation.php 
And their whole team has quite a bit of experience.

Robert80
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Robert80

Arrobee  Well, just because a game uses twitch based combat does not make a MOBA similar game in terms of combat.  In fact, I tend to really enjoy some occasional FPS style combat, but MOBAs are something I personally detest. 
Meanwhile, most of the combat notes CF is following, they are taking from the successes of recent similar themed games (PvP focused or Persistent Sandbox + Rules.)  That is not to say they may have planned it without looking at what was getting good funding out and about, but rather that they seem to be following a trend where X game has something that isn’t common in the genre, and a few months later CF comes out like ‘Hey, guess what we doing?’  *I doubt they are just doing this, but if they come in 2 months with Dinos…*
Seriously, much smaller teams have done most of what they are talking about.  The problem, of course, is going to be how all this balances out, and whether they can make a game that a variety of people feel is worth their time.

Ironwu
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Ironwu

Archebius
Unknown.
But there is no indication that these folks are up to the task of this sort of server coding.

Archebius
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Archebius

Ironwu I’m pretty sure they’re using their own server code entirely. Unity 5 is just for client-side stuff.

McSleaz
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McSleaz

Those two clowns look like greasy Grifter’s that just grabbed some cheap suits at the nearest thrift store……….

Ironwu
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Ironwu

I suspect that the only way this Unity5 engine game is ever going to run is with only two players in a mostly barren landscape. 
I have no idea what makes these developers think that Unity5 can support this sort of Client/Server detail in any viable manner.

fakepants
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fakepants

Unlike several MassivelyOP commenters, I found the video to be almost completely inoffensive. I was primed to expect bloated egos and obnoxious dude-bro attitudes. 
The closest thing to that was a (specifically pointed out) jab at a co-worker.

Murmillo
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Murmillo

I think this game is gonna be fun. :)