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 Thread (6 posts)
Burntvet  6/11/08 1:38:36 PM

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New QotW, more good stuff. Since they are starting to answer more technical and system questions, beta might be coming closer....

 

Enjoy!

 

This week is primarily a polish week so we can work on already-implemented content to fix bugs, make things work better, etc. We’re spending a day or two on a number of towns and moving on. Next week we go back to the normal town work sort of schedule with North Burb, Embry Crossroads, Clinton Farm, and Linewood on the list.


Considering the positive response to last week’s skills post, I figured it may be a good idea to not answer questions this week but go over another much-discussed part of Fallen Earth -- in this case hit and damage resolution -- to make our processes more clear.

Hit Determination:
When a player enters aim mode (which is done by clicking on the middle mouse wheel or F2), the character raises their weapons as if ready to use them and a target reticle appears in the center of the screen. When in third-person mode, the view is an over-the-shoulder camera with the reticle always staying in the center of the screen. Moving the mouse around moves the reticle and the screen view.

The reticle changes size based on movement, stance, etc. Also automatic fire causes the reticle to jump around. When you fire a weapon it chooses a random point in the reticle as the point the attack hits; thus, the larger the reticle, the less predictable your aim. If that chosen point is a creature, that creature is hit. This means that it’s usually easier to hit in melee than ranged combat since the target takes up so much more of your screen.

Hit Location:
Where you hit your target affects the damage you inflict. Head shots inflict more damage, while limb hits inflict less damage. The damage modification is generally in the +/-25% range.

Weapon Damage:
Each weapon has a damage number and type associated with it, so a Wood Board may do 30 points of Crushing damage while a Zip Gun may do 12 points of Ballistics damage. Fairly weak weapons like corkscrews and pipes do around 5-30 points of damage depending on speed and whether it’s one- or two-handed. Most melee weapons inflict around 20-60 points of damage per attack, while more advanced weapons like top-end axes and swords can do upwards of 100 points of damage.

Zip guns start out inflicting around 10 points of damage and crossbows around 40 (you can fire zip guns much, much faster than crossbows). Most pistols and sub-machine guns do in the 30-50 damage range, while rifles are generally in the 40-60 range, except for shotguns and bolt-action rifles like hunting and sniper rifles, which do substantially more damage.

Dodge/Melee Defense:
Once the hit is determined, the attacker’s skill is compared with the defender’s skill, with Rifle/Pistol compared with Dodge, and Melee compared with Melee Defense. On a sliding scale, this can increase or decrease damage by up to 20% and increase the chance for a critical hit by a similar margin.

Armor/Armor Use:
Taking the damage number from the skill calculation, the defender’s armor is factored in. Each character has resistance ratings for twelve types of damage (Slashing, Crushing, Piercing, Ballistic, Fire, Cold, Poison, Disease, Acid, Radiation, Sonic, Psionic, and Electric). Resistances are determined both by armor worn and by effects on the character such as special abilities, mutations, or usable items. The resistance rating and the character’s Armor Use skill are plugged into a formula that can result in up to a 60% damage reduction.

Damage Application:
The damage number from the Armor/Armor Use calculation is subtracted from the player’s hit points.

And a few short questions to close things down:

1. What’s the gigantic tree thingy..?

The Sporekill. It’s lots of fun.

2. Are we getting closer to projected minimum systems specs?

Every day. I can run the game on my 2.5-year-old home machine pretty well as long as I don’t crank the graphics.

3. Are the calculator-worshiping people still in the game?

Yes.

4. Tell us something cool you (someone around you) did/worked on this week in regard to FE.

Marie’s team put a really cool town event in Boneclaw where raiders will run into town and destroy buildings that the players can build up and protect.

Steve (our art director) got the first draft of the visual haze in this week, so the deserts look more desert-y.

I rebalanced most of the treasure drop rates.

 
nAAtimus  6/11/08 3:21:55 PM

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Yup, one of the tell-tale signs of beta will be the posting of system specs.

 
firefly2003  6/11/08 10:38:18 PM

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Former SWG Player 2004-2007-Retired & Deleted

Current EVE ONLINE Player
Started Dec 2007

the question is when will we see this game come to beta??? we are waiting ...

So Say We All....

senadin  6/12/08 5:38:29 PM

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My guess is beta will be this year.  This game i think will be a sleeper hit. Those are my opinions and you may share them or not.

 

Either way, it would be awesome to be part of the beta and as much as beta testing would be fun, who am i kidding? I really wana play this!

 

 

 
nAAtimus  6/13/08 10:59:05 AM

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I totally agree that this game has all the potential of a hit, it just needs more publicity.

 
daarco  6/16/08 6:43:10 AM

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Want Darkfall now!
Caution: Game May Cause Care Bears To Populate Forums
__________________

Would be cool if this MMO just walked passed all hype and right into the worldwide MMO community as a honest good game.

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