

Some of these things may not pan out, and that's ok. Our backers have made it clear that twitch dodging is not a thing that they want, so while we may have some active defense mechanisms like blocks and counter attacks, they're unlikely to require split second timing. We're toying around with having aimed projectiles to raise the skill cap and produce some interesting gameplay without handicapping players who want to click on an opponent and shoot an arrow at them. You can select a target with your mouse or keyboard to indicate who you want to shoot an arrow/projectile at, but once you're loosed that projectile it will collide with anyone who gets in it's path. We might at some later date "correct" the arc so that it aims more in the direction of your target. That doesn't actually require you to have a target in any way shape or form. When you swing your sword/axe you might hit an arc in front of you (a la GW2/TERA/Wildstar). So in some cases we're playing around with some "actiony" tropes. We're trying to make large scale battles as intuitive as possible. However "action combat" and "oldschool combat" mean a lot of different things to a lot of different people. Generally we want the pacing to be more strategic and less twitchy. i am a backer, so get and read the updates and can read the devs on the forums, but not active tester (beta rather than alpha) (they are closed doors and in non hype generating mode). Their ' BSC Design Docs' give nice basic broad brush goals as do their ' Foundation principles'. information is tricky to come by - and thats coming from me the human library of pointless information gathering. With each new iteration they moved closer and closer to action combat though. Guild Wars 2 is the one game I can remember that had a hybrid combat system that worked really well. And then you can actively block, but cannot dodge (a la GW2).

How is the hybrid combat system supposed work exactly? From what I understood, when you create your powers you have the option to make it tab target or aim based, but aim based was only available to ranged powers or something? (or maybe the opposite). Yea, I find it hard to locate these specific tidbits of information as someone who just follows the game's development more casually. can't say the same about crowfall on that one can we? Hell - you can even at least see a broad brush design stroke for all 30 classes, even before they are built. Its not a game, but they are taking a firm system wide and foundation approach with regards the game engine and ability system.Ĭoherently and consistently designed systems? that would be nice. Their UI is open source and made from html5 and javascript They have a MOD SQUAD where the community can edit the UI Honestly, what on earth is going on in that office. They're getting someone who PAID THEM MONEY, to make a TEMPORARY UI for the phase of testing they were supposed to enter 16 MONTHS AGO. That all sounds great, and I really do mean that - I've just yet to see anything that looks even a little bit like a game.ĮDIT: I just went and had a look at some of their recent news, and one of the weekly highlights was one of their BACKERS making a TEMPORARY CRAFTING UI for BETA 1. Which is great, but I'd hate to think what their previous iteration was.Īll I've heard out of CU over the past year, is how they're making great progress, everything is so flexible, look how many bots they have running around casting spells, look at this pretty tree. I believe they completely redesigned their entire ability system from the ground up to make it more flexible. If you have to change something in your project that sets it back 16 months, then I'm sorry - but you've screwed up somewhere. Then suddenly said they were changing a load of stufft, and here we are almost 16 months later and we still don't have a date for their beta.

However, CU kept mentioning Beta was around the corner. Next month. Obviously the closer you get to completion the more accurate your projections should become.Ī projection given when the project started is always going to be an estimated guess, at best. If you think about it crowfall was supposed to be in beta in dec 2016 (projection), it probably won't be in beta until the end of 2017, delays are fairly common, especially when you are projecting way out when building a game from the ground up. I believe that they decided to offer more than the original way the game would work, they wanted to make it better, which makes it take longer.
