![]() Each portion of contested land is open world/non-instanced. The main city is there and if pushed back by other realms your King will release resources to help facilitate a counter push to regain some land (other balancing tools are planned but not detailed). Each faction has a large chunk of land that can never be taken away. Each portion of land is mobile and must be tied/bound to your realm which then slowly moves that portion of land to your realms total land territory. Land and keeps: At this point the world is planned to be huge. There are full physics Wall spells allowing front line creation and defense which helps break up zergs and create front lines.Ģ. ![]() They are likely huge damage but slow moving spells allowing enemies to counter them (other spells interact and affect these like water on fire causing steam and wind causing steam to move elsewhere even back at your enemies). As with all spells these have physics and interact with other spells. There is to be Siege spells as well but I am not sure if these require multiple casters or "ritual casting" but this has been talked about. ![]() A spell can be dodged or hit a rock you jumped behind. A spell, arrow and even melee uses physics that is also likely affected by your character's stats. You do not have a spell with a 30m range that uses calculations for impact and has no physics on impact. You must wrap your head around how this games will play. Spell/archery range: The game is 100% server side physics. Note on Alpha video: As stated multiple times by, well, everyone willing to actually acknowledge it (apparently few on this site according to posts), the game is in early Alpha which is testing engine and tech with initial model design and animations, temporary terrain maps and basic particle affect spells and effects designed to emulate server loads and NOT reflect anything visually related to a final product.ġ. A few things talked about as mentioned in stream about CU (I do not know enough of Crowfall to comment at this time):
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