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Yeah to me, they are just abstracting out the idea of the pilot/ship disconnect in games like eve to a fantasy world. It allows you a lot of flexibility, especially in making classes unique and very specialized. You'd have no issues making a pure support class since a player wouldn't be "stuck" in it.
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# ¿ Dec 30, 2015 18:08 |
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# ¿ Apr 29, 2024 05:26 |
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The next playtest is on January 6th.
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# ¿ Dec 31, 2015 13:39 |
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Kimsemus posted:So can you explain how the maps work then? Is it one huge battlefield where you build stuff and fight or is it little instances or what's going on? From the wiki: "These Campaigns aren’t just “instances”, though -- they are fully populated, continent-sized, seamless zone MMO servers. The only thing they have in common with an “instance” is that they are time-limited."
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# ¿ Jan 1, 2016 05:05 |
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Stormgale posted:The big issue is it's a very granular scale between; This is the critical issue of open-world territory control MMOs. The game has to be fun on some level for both the winners and losers, and unlike in 'real life' you want people to default to fighting, not settling on peace and playing farmville. Its a very hard balance to get right, and having time-limited campaigns as a 'reset' mechanism is a good step towards preventing stagnation.
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# ¿ Jan 1, 2016 17:04 |
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One possible solution to deathblobs is to have friendly collision detection and some level of line of sight restrictions on ranged attacks. That way, smaller groups can use terrain to restrict the available firepower a zerg could bear down on them. I haven't really seen this implemented in any previous MMOs - mostly due to the physics requirements made it unrealistic for the server hardware at the time. I think WAR was the only mmo I played that made serious use of collision detection in pvp. Along with properly balanced cc and aoe systems, I think you can make something work.
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# ¿ Jan 1, 2016 19:13 |
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Looks interesting. Goes way farther than I assumed it would, giving the ability for multiple weapon types and power trays, like the example of a knight turning into an archer.
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# ¿ Mar 2, 2017 21:38 |
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30.5 Days posted:https://crowfall.com/en/news/first-look-building-eks/ Might be in this weekend. A 1.7g patch just went up.
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# ¿ Mar 10, 2017 03:16 |
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Interesting. I wonder if the engine changes will improve performance, as I feel like most of the issues are in the net code.
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# ¿ May 16, 2017 17:09 |
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Campaign test is this weekend.
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# ¿ Jul 22, 2017 02:12 |
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Flavahbeast posted:How does it work in EVE, are there no miners in 0.0 space? There are shitloads of miners in 0.0, it was so lucrative that they nerfed it several times. What usually happens is all the miners in an area are in a standing fleet. If enemies are spotted they sound the alarms and scramble a defense fleet.
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# ¿ Aug 1, 2017 17:08 |
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# ¿ Apr 29, 2024 05:26 |
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5.6 Patch Notes preview with Blair and Todd: https://www.youtube.com/watch?v=06285SkObxQ&t=22s TLDR, here's the big stuff coming in 5.6: Fae (with double jump + gliding) Gunicean double jump Wood-Elf male and High-Elf male Monarch/Noble/Vassal system for EKs - will let multiple people build in the same kingdom Season - just spring for now, will give a global buff to gathering Skill UI/UX overhaul , will come with a skill wipe Maybe an item wipe If I had to hazard a guess, it would be coming out around end of april/early may. 5.7+ planned features they talked about were: New map Full season implementation Crafting projects Frostweaver is 'design complete' This is pure speculation, but if they keep knocking out a couple major features every month, I could see them being mostly feature complete by the end of the year. I still doubt that would be ready for launch however, since they'd probably need a couple of balance and polish passes once everything is in the game.
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# ¿ Apr 11, 2018 15:19 |