Battlefall is an online PvP RPG with real time combat and sandbox elements.
We are happy to announce a
new website and
cinematic trailer.
Real Time Combat
Aim in real time to unleash heavy melee attacks, devastating spells and piercing arrows. Evade and block in real time. Use the environment to your advantage.
Free Character Development
Combine any armor, weapons and spells to create your very unique character. Become what you want with no classes and races.
Free Building System
Gather resources and build everywhere with modular building blocks. Build tower and walls to protected your cities.
Battle Grounds and Persistent World
Refine your skills in the Arena, take part in Conquests or play in a Persistent World. Meet friends at the Safe Haven or craft at your Base.
Comments
The persistent world is a place where you build your own cities, fortresses, castles or whatever you can dream of. Cut trees and gather stones to build walls and elemental towers to protect your belongings. Battlefall is focused on PvP, so be prepared that other players will raid your cities! Building is just one part, you can also band together with friends to roam the land and hunter down players. It's a sandbox environment; feel free what you want to do - just try to stay alive ;-)
The world of Battlefall will start small and grow over time. We take a smart approach by focusing on core gameplay first, before move on to a big world. Or do you rather want to play in a big world with bad gameplay?
To scale for a large amount of players, the backend of Battlefall is born in the cloud and employs the latest technologies in scalable distributed computing and in memory databases. Real-time physics and parts of the game logic run on dedicated servers close to the players to offer low pings and the best real-time combat experience. What do you think about this unique setup to power Battlefall?
Will be trying it out.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
What combination of armor, weapon and skills would you play? I personally play in our internal alpha an orc with heavy spiky shoulders and a light robe armor. I block incoming attacks with a round shield and attack with a frost sword. To support my team mates, I use nature magic to heal them.
Personally, i have played enough fantasy games that I wouldn't bother unless there is something really stands out.
Disappointing, considering how many games implement an interesting-looking construction element (and Battlefall's construction looks fairly nice based just on the trailer) and then ruin it with shallow world PVP. Personally I'd love to see them go in these stronger directions:
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Even in LoL as one of the biggest games currently defining group competitive play, ganks, zergs, and mobbing enemy players to beat them is considerably more common than any balanced scenario resulting in "skill vs skill".
Short of 1v1, it really doesn't exist.
Besides which, there are semantically ways to mitigate it in large scale combat/play if you were to utilize design ideas to mitigate numeric and skill imbalances such as AI proxies for understaffed factions or temporary stat boosts/penalties based on performance and habits.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
* We updated the graphics to a new visually appealing level.
* Battlefall has moved from a Lobby Game to a Persistent World and Battle Grounds
* The combat system has been reworked to be more engaging, fluid and skillful.
* New skills such as Healing Spells and Battle Stances.
* We introduced Battle Ranks
* We added a mini map and world map.
* New Battleground Game Mode Capture the Flag.
* Improved and simplified UI.
* Polishing and balancing
Let me start by saying I am not associated with Battlefall or its developers. I came across this thread, and explored it. I signed up at the site & hope to get a key soon. The game has two developers, the main/original based in Germany and an associate based in NA.
Most of what I am going to say here is take from the 2 hour video provided by Asheram. And from the last image posted by the OP of the world map. This game is in early Alpha, quite possibly only Proof of Concept stage. I don't want to argue semantics with anyone.
From what I have seen in this video, there are two things to do in this game. Harvest and base build, or PvP.
For harvesting there appears to be two node types, Trees and Rock mounds. These nodes appear to be non-destructible. Meaning when you harvest wood, the Tree remains unchanged. Same for the Rock mound. There may be a count of harvestable resources per node that must be replenished over time. The resource once harvested appears strapped on the players back as a four foot long x 10 inch diameter log. The rock is done the same way, and is about the size of a carry on luggage. The only harvesting tool seems to be the sword. So you approach the node, until it highlights as targeted. Then you swing your sword and either fail or succeed to harvest. Then you return to your point of construction, at a slightly burdened reduced movement speed.
There is no wiki, so I only got a quick glimpse at the crafting window. For base building there seems to be four base structures Ramps, Platforms, Walls, and Towers. A single log will produce a Tier 1 Ramp, Platform, or Wall. The tool for placement is simple and minimal. But once in place more resources can be added to the structure to upgraded it to a higher Tier. Structures have been given more HP, as this was once an issue.
I didn't watch or listen to the full video, so this may be wrong. But as far as I could tell, there are no mobs and therefore no PvE. Mob AI is not easy, that's why I do it. This buy may not know how it is done, or may not be interested in it. I think his design goal is more PvP focused.
If I had listened to the video, I might know how big the game world is. From the provided pictures of the OP and the 2 hour video we know that there are 5 named zones. They are Battle Island, Safe Haven, My Base, Town, and Morham. In the video we see a lot of riding. I could probably go back and time that section and use a mounted movement rate to estimate the distance covered. I'm gonna say that the Battle Island zone is a 250m x 125m zone. The rest of the map comprising Safe Haven, My Base, Town, and Morham looks to be 5x the largest dimension of the Island so that would make it 1.25km x 1.25km. There also seems to be a land mass to the north and south. These may also be of equal size, for a total landmass of 3.75km x 3.75km. So you could cross the map in about 15 minutes.
I did hear the developer say that he hasn't stressed the limits of the world yet. But he did say he expects to handle 32-100 players. Once he gets his world server working properly I expect he could handle 64-128 players per shard on low grade hardware, on high cost hardware possibly 1024-2048 players. But I never expect an Indie Developer to be using the good servers.
I just found the spot in the video where he changed servers. There are three server types PvE (Dungeon Defense), Sandbox (battleland), Gamemode (PvP Arena). All servers are listed as 64 players
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.