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Battlefall - Skill based PvP with sandbox elements

cybycyby Member UncommonPosts: 8
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.

Sign-up and take part in this epic battle.









Comments

  • cybycyby Member UncommonPosts: 8
    edited January 2016

    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?


  • OhhPaigeyOhhPaigey Member RarePosts: 1,517
    Looks interesting, reminds me of Darkfall.

    Will be trying it out.
    When all is said and done, more is always said than done.
  • waynejr2waynejr2 Member EpicPosts: 7,771
    How much will this cost us to play this game with 'free' character development?  j/k
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

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    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."

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  • F0URTWENTYF0URTWENTY Member UncommonPosts: 349
    edited January 2016
    Looks like it could be a lot of fun. Good game designs from the stream I watched.
  • cybycyby Member UncommonPosts: 8
    waynejr2 said:
    How much will this cost us to play this game with 'free' character development?  j/k
    Free character development means freedom in character development. You are not tied to any classes or races. You can become what you want. Do you want to wear a robe and wield a heavy sword? Do you want to be protected by heavy armor and cast fire spells? Or do you want to heal your friends with leather armor? It's your play style that matters. Become what you always wanted to be.

    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.


  • filmoretfilmoret Member EpicPosts: 4,906
    Bleh the game is barely in alpha and I don't see any way to download.  I'm guessing just have to wait.
    Are you onto something or just on something?
  • cybycyby Member UncommonPosts: 8
    filmoret said:
    Bleh the game is barely in alpha and I don't see any way to download.  I'm guessing just have to wait.
    We have already run alpha tests in the past. Make sure you have signed up to take in the upcoming tests.


  • nariusseldonnariusseldon Member EpicPosts: 27,775
    another fantasy game?

    Personally, i have played enough fantasy games that I wouldn't bother unless there is something really stands out. 
  • AxehiltAxehilt Member RarePosts: 10,504
    edited January 2016
    Seems silly to call any game "skill-based" if it's open-world (and therefore isn't enforcing balanced teams.)  The second you allow for imbalanced teams, it's no longer skill based.

    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:
    1. PVE survival. Basically MMO Don't Starve. Everyone is cooperating to construct as quickly and efficiently as possible, because the server itself sends progressively more brutal attacks against the players and they try to survive as long as possible (and will eventually die, with Most Days Survived highscores and a little bit of permanent progression saved.)  The design would strongly favor teamwork, with convenient grouping but monsters that required grouping (L4D-style disables where you often become completely helpless without a teammate), and where both the spawn and teleport options help players to stick together.
    2. Construction-PVP. Basically Natural Selection 2. Instanced PVP with two balanced teams where construction plays a strong role.  NS2 is particularly great because the teams were asymmetric (aliens played very different from marines).  However construction was a little limited (you had freeform 2D placement but you weren't able to significantly manipulate the map).  King Arthur's Gold is example that does have freeform construction and Terrarria-like mining, though KAG's construction phase feels a bit like the casual "no rush" rule in an RTS, and its gameplay was a bit lacking.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • AsheramAsheram Member EpicPosts: 5,078
    Just found this
  • DeivosDeivos Member EpicPosts: 3,692
    Given the infrequency of conflicts in team scenarios of being balanced, I feel like that's kind of a weird gripe.

    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

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  • filmoretfilmoret Member EpicPosts: 4,906
    I'll put it on my list along with Gloria Victis, Crowfall, Camelot, Blade & Soul... probably missed a few but its on the list and ill give it a shot just make sure you are ready because this is what you are up against.
    Are you onto something or just on something?
  • YashaXYashaX Member EpicPosts: 3,100
    Axehilt said:

    1. PVE survival. Basically MMO Don't Starve. Everyone is cooperating to construct as quickly and efficiently as possible, because the server itself sends progressively more brutal attacks against the players and they try to survive as long as possible (and will eventually die, with Most Days Survived highscores and a little bit of permanent progression saved.)  The design would strongly favor teamwork, with convenient grouping but monsters that required grouping (L4D-style disables where you often become completely helpless without a teammate), and where both the spawn and teleport options help players to stick together.

    Interesting idea.
    ....
  • cybycyby Member UncommonPosts: 8
    Asheram said:
    Just found this
    This video represents prototype graphics and game play. We worked hard the last six month and a lot has changed:
    * 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


  • KonfessKonfess Member RarePosts: 1,667
    DMKano said:
    So what is there to do in the persistent world?

     How big is the persistent world?

     How many concurrent players does it allow?

     What PvE elements are there in the persistent world? Quests? NPCs?

     Are there group dungeons? Bosses?

     What parts of the game are instanced?
    TLDR; 
    1. Harvest and base build, or PvP.
    2. ~4km x 4km
    3. 64
    4. No PvE seen in video, a PvE server is labeled as Dungeon Defense.
    5. There are three server types PvE (Dungeon Defense), Sandbox (battleland), Gamemode (PvP Arena).

    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

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    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.

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