Crowfall

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Big Flex

Fitness Fascist
4,314
3,166
I dunno, they might of fucked up by just announcing this early. Unless it's for funding purposes.
Its my understanding the original announcement date was like 3 days ago at PAX South, but they delayed it another 30 days. So yeah. Announcing Koster's involvement got them a lot of press and should have been announced in tandem with the crowdfunding campaign.
 

Lithose

Buzzfeed Editor
25,946
113,036
My issue with this is that any company looking for money from the crowd has, by definition, failed to convince people WITH money that they'll ever turn a profit. If potential investors, whovery likely are better informed than we would ever be, aren't willing to invest then aren't we accepting a hefty and unknown degree of risk? I feel like potential investors get a behind-the-scenes look, say fuck that, and then the wanna-be devs turn to the "crowd" as a hail mary.

Paying to maybe someday play a game is just weird to me.
To be fair, the investors who would ever back a video game are incredibly slim. And by and large they do it not because they want to see a return, but because they are fans and have disposable assets. Video games have that rare combination of a long return horizon, high risk and difficult to liquidize assets/IP that makes them the perfect investment wards. No one actually looking to make money goes near them. If they secured any money at all, it's a pretty good sign they have either something substantialORthere is a huge fan out there with tons of excess capital (But even then, typically they'd need to make their pitch better than a blow job.)

This is essentially why Publishers exist; they give investors a kind of shield against the risk. They have inside knowledge of how to chop up the IP if things go south so they can at least get some return. In addition, they know enough about games to enforce their draconian contracts, which often allow them to liquidate the whole thing for even one missed deadline or a lack of performance. Publishers are notoriously brutal specifically because hey can be, because no capital investor will touch games. (Unless, as said, they are fans).
 

Teekey

Mr. Poopybutthole
3,644
-6,335
From the UI Designer's Linkedin:

Lead Interaction Designer
ArtCraft Entertainment, Inc.
July 2014 - Present (7 months)Austin, Texas Area
? User Experience Design and Visualization Lead
? Manage internal and external creative teams for asset deliverables
? Brand Development and Marketing Collateral
? Responsive website design for desktop and mobile platforms
?Unity3D - UI integration
I think we have our answer for which engine they're using.
 

Teekey

Mr. Poopybutthole
3,644
-6,335
Flying Archetype Confirmed?

rrr_img_89087.jpg
 

Big Flex

Fitness Fascist
4,314
3,166
Flying Archetype Confirmed?

rrr_img_89087.jpg
yup. theres indications of dragons and griffins and shit used in sieges too, so possibly some air combat.

i'm hoping the over-the-shoulder camera angle = action combat and manual ranged aiming.
 

Palum

what Suineg set it to
26,521
41,275
I signed up for Beta a few days ago and just got my Snuggie in the mail. Thanks guys, it's about time.
 

Rogosh

Lord Nagafen Raider
897
232
More info today updated faq and new archetype:Stoneborn Forgemaster

Different rules on different world servers seems very unique. This should help the game last a long time and drive people to 1 or 2 world servers with the rules they like.
 

Rogosh

Lord Nagafen Raider
897
232
From updated faqCrowfall


FREQUENTLY ASKED QUESTIONS | Combat
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.
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.
4. Does the game use the "trinity system" of class balance (tank, DPS, and healer)?

No. Some elements, yes, of course. But overall, not really.

We have characters that are more offensive. We have characters that are more defensive. We have characters with support powers. But we made the game purposefully light on in-combat healing, to make it more deadly.



And remember, we've opened up the character customization options (through Promotion classes and Disciplines) to make each character a "mixed bag" of skills and powers. Each archetype starts with pre-disposition towards a certain playstyle, but after that, the game system really opens up and allows you to adapt your character any way you like.
5. Why de-emphasize combat healing?

Combat healing effectively adds a multiplier to each combatant's effective hit points. A defender isn't just managing one health bar, his "effective" health pool is = his personal health bar * powers driven by the mana pool of every healer actively supporting him. This makes a lot of sense for games that focus around PvE combat where the monsters have thousands of hit points - especially raids. It makes less sense in a game focused on skill-based player-versus-player combat.
6. But the game will still have instanced based PvE raids, right?

No, actually. Crowfall is a game is about territorial conquest and a player-driven economy - not PvE raids.
7. Do you have boss monsters?

Sort of. Not exactly.

We have creatures that are incredibly deadly, but they don't hang out at the end of a dungeon waiting for you to come kill them. They also don't drop rare magic items when defeated - because that would undercut the player-driven economy.



Instead, they sometimes drop rare reagents, which a master crafter can use as additives to craft high-end equipment.
8. How can you allow for so much character customization, and still claim that every character is balanced?

We don't claim that! The idea that "all characters should be equally balanced in all situations" is not one of our design goals. We're giving you the control to be able to customize your character. The natural result is that some character builds will inevitably be better than others.

Instead, our goal is to create a deep, complex simulation - filled with tactical and environmental considerations and emergent gameplay. Our design goal is that no single character is better than others in every situation.

This approach means that mastery of the game relies on skill: knowing how to build your character in a way that suits your playstyle, and then seeking out situations in the game that will be to your advantage. It also means that adventuring parties will be less cookie cutter, as the roles are not as clearly defined.
 

Mr Creed

Too old for this shit
2,385
277
From updated faqCrowfall


FREQUENTLY ASKED QUESTIONS | Combat
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.
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.
4. Does the game use the "trinity system" of class balance (tank, DPS, and healer)?

No. Some elements, yes, of course. But overall, not really.

We have characters that are more offensive. We have characters that are more defensive. We have characters with support powers. But we made the game purposefully light on in-combat healing, to make it more deadly.



And remember, we've opened up the character customization options (through Promotion classes and Disciplines) to make each character a "mixed bag" of skills and powers. Each archetype starts with pre-disposition towards a certain playstyle, but after that, the game system really opens up and allows you to adapt your character any way you like.
5. Why de-emphasize combat healing?

Combat healing effectively adds a multiplier to each combatant's effective hit points. A defender isn't just managing one health bar, his "effective" health pool is = his personal health bar * powers driven by the mana pool of every healer actively supporting him. This makes a lot of sense for games that focus around PvE combat where the monsters have thousands of hit points - especially raids. It makes less sense in a game focused on skill-based player-versus-player combat.
6. But the game will still have instanced based PvE raids, right?

No, actually. Crowfall is a game is about territorial conquest and a player-driven economy - not PvE raids.
7. Do you have boss monsters?

Sort of. Not exactly.

We have creatures that are incredibly deadly, but they don't hang out at the end of a dungeon waiting for you to come kill them. They also don't drop rare magic items when defeated - because that would undercut the player-driven economy.



Instead, they sometimes drop rare reagents, which a master crafter can use as additives to craft high-end equipment.
8. How can you allow for so much character customization, and still claim that every character is balanced?

We don't claim that! The idea that "all characters should be equally balanced in all situations" is not one of our design goals. We're giving you the control to be able to customize your character. The natural result is that some character builds will inevitably be better than others.

Instead, our goal is to create a deep, complex simulation - filled with tactical and environmental considerations and emergent gameplay. Our design goal is that no single character is better than others in every situation.

This approach means that mastery of the game relies on skill: knowing how to build your character in a way that suits your playstyle, and then seeking out situations in the game that will be to your advantage. It also means that adventuring parties will be less cookie cutter, as the roles are not as clearly defined.
That sound pretty good, although it's a mix of things we've heard before. Implementation pending, I guess. I do like that they are including collision detection and no tab targeting. Not sure yet what to think of the MOBA approach to characters instead of a classic race/class choice.

And I wonder if they remember to also hook the sheep into their game, otherwise the wolves will get bored from doing their best avoiding each other all day.
 

Byr

Ahn'Qiraj Raider
3,801
5,419
They also had an avian race if I remember correctly.
your right, 2 of them if i remember correctly. Aracoix at launch and Nephilim from one of the expansions.

and that faq sounds like it will run at 2 fps with a lot of people on screen.
 

Vitality

HUSTLE
5,808
30
Too lazy to google, any decent games in the past use Unity3D?
Unity engine mmo games:

Battlestar Galactica Online
Firefly Online (in development 2015)
Family Guy Online

Unity3D notable successes are primarily in browser based games on Kongregate.

Notable games for Unity Engine:

Wasteland 2
Rust

**I'm of the opinion that Unity engine is at the least a step up from Hero Engine for online games.
 

LachiusTZ

Rogue Deathwalker Box
<Silver Donator>
14,472
27,162
Was really interested in this five minutes ago.

Not trying another dash to dodge, no tanks or healers game.

Edited for autocorrect*
 

Arcaus_sl

shitlord
1,290
3
Our mobs don't drop phat loot, that would be unfair. Instead they drop unique crafting ingredients that you can get from killing that mob because, you know, that's totally fucking different.

One day game developers will stop treating people like they are retarded. This round of FAQ actually has me less excited. With internet lag and such having projectiles travel in real time and having real time dodges doesn't always work. Every game I have played like that has been some sort of shit show during random times at prime time.
 

uniqueuser

Vyemm Raider
1,773
4,987
Different rules on different world servers seems very unique. This should help the game last a long time and drive people to 1 or 2 world servers with the rules they like.
Even EQ's pvp servers were distinguished by FFA/teams and loot rules.

If these guys were really up to the task of "building something new, something that's never been done before" (as they claim to be doing), they'd have worked on defining uniform rules and mechanics adequate for pvp in a single world rather than painting a few shades between Trammel and Felucca and calling it a day.