Frequently asked questions
- What do you mean by a physics system?
- Don't most mmos use physics to move things around?
- Does that mean players can't stand inside of other players?
- What kind of forces are applied? (momentum, inertia, gravity, etc?)
- Does this system affect... characters, monsters, objects, buildings, terrain?
- Can players block other players from moving?
- Will any of my ranged powers use physics?
- Will any of my melee attacks use physics?
- Can i use physics to push another player off a cliff? or down a mountain?
- What physical properties do items have?
- What tactical considerations will i need to take in account during combat?
- How can players take advantage of this system (shield walls, or tactical formations)?
- Do projectiles use physics?
- Does that mean that i can be hit by friendly fire?
- How does this system work with the destructible environment system?
What do you mean by a physics system?
A Physics system means that objects in our game world move and react according to real-world physics rules. Objects have mass and that mass imparts inertia/momentum.
Don't most mmos use physics to move things around?
Most games have a simple physics system to represent players falling and things like that. Our system uses a physics engine for this purpose and as such can account for a much more dynamic scene, for example, falling objects colliding with one another.
Movement of debris from an explosion, or scene dressing does not require a physics simulation. We apply physics to objects that can be meaningfully involved in gameplay, like the player's avatar, chunks of terrain and so on.
Does that mean players can't stand inside of other players?
It does! We think this will lead to some fun behaviors in combat.
What kind of forces are applied? (momentum, inertia, gravity, etc?)
We use a real-world gravity system where objects have mass and that mass corresponds to what you would expect from every day experience; Big barrels full of sand would be heavy, small objects like weapons weigh a lot less. Our player powers can also create forces to do things like push or pull, and knock up / down.
When you apply player powers to in world objects there is potential for crazy destruction. It could also get out of hand and make a giant mess, so we are watching this area carefully.
Does this system affect... characters, monsters, objects, buildings, terrain?
Yes, the system affects everything in the world.
Can players block other players from moving?
Yes they can, which should allow for some interesting battlefield formations. However, not all characters will have the same mass, so a larger character like a Centaur will have no trouble pushing a much smaller Assassin out of the way. Also, some characters may have special powers that enable them to teleport past other players, while others may have powers that prevent players from passing them. Controlling the battlefield will be a key strategy to master!
Will any of my ranged powers use physics?
Yes, some powers use physics forces/impulses to push objects around. Some powers create projectiles which can apply forces to whatever the projectile hits and explodes on. A fireball could hit a player, explode and knock them back a few feet. Or maybe a meteor could hit the ground next to a player, knock them into the air and destroy the terrain under them, so when they fall it is a painful landing.
Will any of my melee attacks use physics?
We want everyone to enjoy the physics in Crowfall, so yes!
Can i use physics to push another player off a cliff? or down a mountain?
Absolutely, assuming the force applied to them is enough to move their mass. Some of the characters have much more mass than others, like the Centaur or the Champion.
What physical properties do items have?
All objects in the world will have mass, and a corresponding weight based on the world's gravity. Items in your inventory will not contribute to your avatar's overall mass however.
What tactical considerations will i need to take in account during combat?
In most other combat systems the environment is static. With the introduction of physics and a destructible environment Crowfall is shaking things up, quite literally.
This technology allows all kinds of emergent behaviors that no one has seen before. Imagine blasting a hole in the ground, using a force to knock an enemy into it and summoning a giant rock over the hole.
How can players take advantage of this system (shield walls, or tactical formations)?
We anticipate the Tank types to have positional control on the battlefields, they will create formations or walls to protect whom or whatever is behind them. In classic MMO’s the tanks have protected the more lightly armored members of the group, in Crowfall they may also be protecting a siege weapon or entrance to a tower. Of course the enemy may have specialists who dig through the terrain under those tanks to reach their targets.
Do projectiles use physics?
Yes they do.
Does that mean that i can be hit by friendly fire?
Wherever possible, yes -- but we have to make sure that this is balanced. Some rules sets (like the infected worlds, which are Faction based) divide players automatically into teams. We have to make sure that players can't join teams specifically to take advantage of friendly fire to grief their own "teammates."
Our plan is to try and apply debuffs to players for doing damage to or killing their teammates (the gods curse you for your incompetence). If this proves not to be a good enough deterrent, however, we may have to turn friendly fire off for particular Campaign worlds.
How does this system work with the destructible environment system?
If walls crash down on you, you will take damage. If the ground opens up below you will fall. The environment can be just as lethal as an enemy player.