Ocoma
09-07-2008, 10:05 PM
Disclaimer: TL;DR version at bottom :)
The following post makes reference to other videogames in existence, by doing so the OP is not in any way trying to imply that Darkfall(DF) is "like this or that game"; the OP is merely pointing out similar game mechanics to illustrate their pt...ie don't freek out cause I'm comparing sheit. :ohno:
Post:
After watching that video I starting thinking about what Crowd Control(CC) DF has implemented and what type of Interupt code for their spell/skill/archer lines. A search of this thread only yielded 3 results for interupt and none where directed at it specifically. I also had an idea for a spell/ability line dealing with vehicles but will get to that in a bit.
CC & Interrupt: During the video I didn't see anything that screamed to me it was a spell being straight stopped/interrupted. I did see some people that looked like they were holding spells ready to fire while in motion, and I saw archers firing on the move. To me this suggests that DF does not have a hard interrupt system like the one in Dark Age of Camelot(DAoC). An old dev quote mentions a skill that allows magic on the move, just as a note its old but that appears to be verified now. It is currently unclear however there indeed is some type of interrupt or offensive casting/skill use slowdown system. Also mentioned at one pt was that spells had a fail chance, but we don't know if we can increase that chance in others through ranged offensive spells/abilities, I do think there may have been reference to using melee to cause a long casting spell to fail.
I also am not sure I saw any particular CC spells/abilities. Now one thing that has to be pointed on first is the impact of Collision Detection(CD) on the requirement for heavy CC. Most the games everyone is already use to did not have CD...therefore they required multiple and usually long lasting forms of CC in order to have people be able to handle sheer numbers. At times this has the unfortunate side effect of upsetting some people while their characters just stand there mezzed/stunned/rooted/whatnot. CD is a natural form of CC in itself in that formations/bottlenecks/ect allow the players to direct and manipulate flows of traffic. Now some traditional CC abilities will still be required, but not nearly to the extent they are in other games. We have seen one primary new CC ability the "knockback". That is an extremely effective tool right there. I am wondering though if it has any "interrupt/spell/skill fail" effect as well or if players can fire their own spells right after they land.
IMO I would like see some type of the following and "immunity"(if thats in game even) of time = to spell effect. Roots are generally balanced and useful. Mezzes and stuns, if in, should be short duration imo. Snares could be useful and balanced as well. The idea is obviously to decrease the about of time players are able to do nothing but stare at the screen and watch themselves die, while still leaving varied other andviable CC options in addition to knockbacks.
Random Idea: Just something else that could be fun to add later if nothing like it is in...nothing worth game delays imo. What about having offensive skills/abilities in crafting skill trees? Let me explain. We've seen some rather impressive vehicular abilities in the video, a variety of water and land based models. Not knowing yet what specific skill/craft line enables one to build those, lets just say the ships are made by shipwrights and the warhulks by siegecrafters. Basically the idea is that crafters that can make each item would also know how best to damage/sabotage it. Somewhere in the crafting skill lines can also be spells and abilities that are offensive in nature and used against ships and warhulks ect. I was originally thinking most specifically about vehicle CC possibilities like snares/roots ect but there could be obvious straight damage skills and others even.
TL;DR: Since DF has Collision Detection what kind of CC and Interrupt sytems are you hopeful for and what do we know for sure at this pt on those....and what do you think about ofensive abilities/spells found in crafting lines that are used against vehicles?
The following post makes reference to other videogames in existence, by doing so the OP is not in any way trying to imply that Darkfall(DF) is "like this or that game"; the OP is merely pointing out similar game mechanics to illustrate their pt...ie don't freek out cause I'm comparing sheit. :ohno:
Post:
After watching that video I starting thinking about what Crowd Control(CC) DF has implemented and what type of Interupt code for their spell/skill/archer lines. A search of this thread only yielded 3 results for interupt and none where directed at it specifically. I also had an idea for a spell/ability line dealing with vehicles but will get to that in a bit.
CC & Interrupt: During the video I didn't see anything that screamed to me it was a spell being straight stopped/interrupted. I did see some people that looked like they were holding spells ready to fire while in motion, and I saw archers firing on the move. To me this suggests that DF does not have a hard interrupt system like the one in Dark Age of Camelot(DAoC). An old dev quote mentions a skill that allows magic on the move, just as a note its old but that appears to be verified now. It is currently unclear however there indeed is some type of interrupt or offensive casting/skill use slowdown system. Also mentioned at one pt was that spells had a fail chance, but we don't know if we can increase that chance in others through ranged offensive spells/abilities, I do think there may have been reference to using melee to cause a long casting spell to fail.
I also am not sure I saw any particular CC spells/abilities. Now one thing that has to be pointed on first is the impact of Collision Detection(CD) on the requirement for heavy CC. Most the games everyone is already use to did not have CD...therefore they required multiple and usually long lasting forms of CC in order to have people be able to handle sheer numbers. At times this has the unfortunate side effect of upsetting some people while their characters just stand there mezzed/stunned/rooted/whatnot. CD is a natural form of CC in itself in that formations/bottlenecks/ect allow the players to direct and manipulate flows of traffic. Now some traditional CC abilities will still be required, but not nearly to the extent they are in other games. We have seen one primary new CC ability the "knockback". That is an extremely effective tool right there. I am wondering though if it has any "interrupt/spell/skill fail" effect as well or if players can fire their own spells right after they land.
IMO I would like see some type of the following and "immunity"(if thats in game even) of time = to spell effect. Roots are generally balanced and useful. Mezzes and stuns, if in, should be short duration imo. Snares could be useful and balanced as well. The idea is obviously to decrease the about of time players are able to do nothing but stare at the screen and watch themselves die, while still leaving varied other andviable CC options in addition to knockbacks.
Random Idea: Just something else that could be fun to add later if nothing like it is in...nothing worth game delays imo. What about having offensive skills/abilities in crafting skill trees? Let me explain. We've seen some rather impressive vehicular abilities in the video, a variety of water and land based models. Not knowing yet what specific skill/craft line enables one to build those, lets just say the ships are made by shipwrights and the warhulks by siegecrafters. Basically the idea is that crafters that can make each item would also know how best to damage/sabotage it. Somewhere in the crafting skill lines can also be spells and abilities that are offensive in nature and used against ships and warhulks ect. I was originally thinking most specifically about vehicle CC possibilities like snares/roots ect but there could be obvious straight damage skills and others even.
TL;DR: Since DF has Collision Detection what kind of CC and Interrupt sytems are you hopeful for and what do we know for sure at this pt on those....and what do you think about ofensive abilities/spells found in crafting lines that are used against vehicles?