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The Importance of Correct Implementation of Crowd Control

Posted by Suzie Ford on Aug 21, 2015  | Comments

The Importance of Correct Implementation of Crowd Control - Crowfall - MMORPG.com

The Crowfall team is on record in a new developer diary that discusses the delicate balance between crowd control and the ability to escape from, or even become immune to (for a short time), its effects. In the article, devs examine CC pros and cons in MMOs thus far about ways in which CC might most effectively, and fairly, be implemented in Crowfall.

Here are the mechanics behind the halving and immunity timers:

  • Each player has a hidden stat called Resolve. (Tully did a bang up job implementing this with just our powers tool and a single stat!)
  • Each time a crowd control effect is applied, it also applies an amount of Resolve. (If the CC doesn’t stick, no Resolve is added.)
  • Generally, the longer and/or more severe the crowd control, the greater the amount of Resolve. (Knockdowns apply more resolve than the stuns.)
  • Once the player’s Resolve hits a certain threshold, they become immune to crowd control for 15 seconds.
  • After this timer expires, the player’s Resolve is reset to 0. (If the player uses a power like Retaliate to get back up early, the amount of Resolve that was added for the knockdown is reduced.)

In addition, the latest art video shows the process of animating the gryphon.

Check out the full developer diary as well as a video showing how the creative process is guided by J. Todd Coleman on the Crowfall site.


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Suzie Ford / Suzie is the Associate Editor and News Manager at MMORPG.com. Follow her on Twitter @MMORPGMom