![]() ![]() But in this game it would be too much once it scales to the large scale. Since the combat has to scale from small scale to large scale, I feel it is designed well, but in the end it isn't the same as other MMOs which give you a lot more sound and visual feedback for the same thing. A bigger picture is the tactical and strategy element, there is a large amount of decision making you need to do dynamically based on all the organic encounters. I didn't really get a lot of it until I jumped on the test server and made a few different characters at max level (easy to do in a couple of mins) and just see how different builds worked. There is a lot of stuff going on even in small fights though. Large scale PvP does break down to multiple small melees unless there are chokepoints. From a micro level, there is movement, positioning, decisions on CC and anti-CC, resource management, cooldowns, aiming attacks and skills. I can see Guild Wars 2, Smite, Albion 2 style combat mixed into the system. If you don't like it or don't engage with it with PvP, then it probably just isn't the game for you. The sound design is minimal due to the potential volume of combat occuring, but even in small scale the sound feedback is there. ![]() Big hits have slightly different sounds, but it's not there to be theatrical. I'm not sure if floaty means that the feedback in the game is not clear, the hits don't feel impactful. I don't have any issue with the combat, in fact that is the core of the game. The character customization is barebones from a visual level because of the realities of supporting hundreds of players on the screen at once. There combat customization is a strength for this game. But you have a lot of leeway to experiment with talents, and disciplines (runes) which slot in and out to change up your build. Planetside 2 is the best example of dealing with the performance issues of large numbers of players in real-time, they design the game so generally there aren't more than 300 players in the same region interacting directly with each other.Ĭharacter customization starts at the race and class level at the creation screen. Shadowbane, Planetside 2, Albion, EVE all had to struggle with this in different ways (and you don't have the advantage of time dilation from EVE in a real-time game). The bandwidth requirements on the server increase with the square to the number of players interacting with each other. The performance issues arise due to the single CPU thread dependency for the open world game, along with the fact that there are bandwidth limitations once you have hundreds of players in real-time. I agree the chat UI sucks, they at least improved the social UI slightly but it is still not good enough for a game like this. Long term is perpetual GvG (guild vs guild) worlds.īefore clever people and tell me "game is dead, there is no long term", well until the developers stop developing, which they've been doing with velocity in the last weeks and month since launch, I'll be assuming that the game is alive and continuing to be developed. Mid term they are looking at making buildings in the campaign world. Here is the roadmap (note that short term goals are already done other than handshake siege, and optimization happens forever: #Crowfall download speed free#The campaigns at the moment are limited in time, but there are plans to experiment with what a perpetual world world would look like, including free building on the maps. You have a permanent character(s), and in this case you also have a permanent home world which you can build upon and have others come along (eventually they want to expand on that). The idea is a bit like dungeons and dragons. I think it's fine to not be a game for you. I don't think they've figured it out yet. It's just not straightforward, and would probably need some kind of refreshment cycling in the world. It's just they have released now with a finalized gameplay loop. But there are longer term goals to try to do it with more perpetual elements. ![]() These are the permanent progressions.īasically, since there is a strategy side to the game, the game will eventually be so lopsided that it will get static. The persistent parts are the player characters, and their "Eternal Kingdoms". The concept that answers the issues with perpetual worlds is explained here: ![]()
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