DevTracker

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#52
Seems like most of you are talking about "in world" PvP, which I don't see happening. Too much of what we do is customized/balanced for PvE feel. If we ever did PvP, it would be it's own mode, clearly split from the main game.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#47
As long as there is never any cross over between pve and PvP....

I know I can avoid all PvP and not sign up for it. Internet games will always have an avenue for griefing players. Can't be fully removed, but zero interaction between pve and PvP helps.
Yes, it would be a separate game mode, if we did it at all.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#45
Well, one thing that *might* work is a take on the Battle Royale mode. In Firefall we had a test PvP map called "collapsing melding pocket" which was a shrinking area of melding and a last man standing type thing. Given how popular battle royale is, I'm sort of kicking myself for not pushing to release it.

The problem with PvP in Em-8ER is that players abilities and weapons can be anything, and customized for PvE which may not be fun when used against another player.

But we can have a mode where its a BR type map, and a shrinking terraforming bubble. You start with your frame choice (light/med/heavy), and there are free resources scattered on the map (no thumping req).

You run around collecting these resources and then insta-crafting them into weapons and abilities, a fixed set or recipes that we deem "balanced" for PvP. That way you start to equip weapons and abilities as you play.

You play individually, or in teams or with your armies.

This *might* work, and it's a take on an original, unreleased Firefall PvP map mode.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#1
There is no video update for this week. We've been working through a few things.

First off we have been doing a lot of housekeeping this past week that just doesn't make for good video. Our team size has grown by three more members, and we have to switch to source control to allow us to all work together. We had to research and identify the least bad tool for the job (they all have pros and cons, esp give our large binary files and world distributed team), figure out where we wanted to host it, and start setting up our projects and art and source files there. We've selected Assembla and SVN to host our repositories and are in the process of training everyone and getting everybody (and all the assets we've made) into source control this week.

We've have been working on the missile swarm system as our first test of a weapon blueprint system, animations, models and a lot of R&D about how we want to set up our animation graphs, etc. I've also had to rebuild parts of the Omniframe to allow for better animation. These are still in progress and we hope to show you some of this next week.

Thanks for all your feedback on weapon types. Last week we asked if you agreed with our choices of an "SMG that doesn't suck," a Plama-Cannon style projectile weapon, and alt-fire Nova, and a shoulder mounted missile swarm. You also gave us a ton of additional "nice to haves" or weapons that you want to see in game, including engineer turrets and a return of the healing beam (and other healing weapons) of the BioTech from FF. Great job! We're as excited as you all are to see some of these in the final version of the game.

Thanks again and we'll be back with a video update next week!
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#90
I would like to see all the Firefall medic support weapons come back. Ultimately if the medic was...exactly the same I'd be ecstatic; it was my playstyle afaik. Having to weight the risk vs reward in real time was a thrill. As the healer I had to really learn my teammates and "play" with their confidence in battle. For anybody who plays Mercy on Overwatch has likely experienced the real time decision, "continue healing them or squeeze out some damage bonus?". "If I stop healing them are they going to bail? Are they comfortable being under 25% while I heal/do something else? Do they make questionable decisions when they are full health?" These situations really made each battle unique and I felt far more connected to the game and players.

One weapon I would like to see come over is a variation of the Vampgun. An old game called S4 League had a weapon called Mind-Shock. The weapon fired in pulses to deal damage and provided meager healing to the user. The target had to be nearby and quite close to within the crosshairs. The real kicker was the weapon could penetrate walls. The weapon itself was not a damage dealing weapon but it picked off people trying to run away or hide and made players noticeably uncomfortable as their movements changed as the battles progressed. Not sure how the AI will handle it but it could be interesting...there's no pvp so...
Which ones?

Do you mean the old old medic healing beam?