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Crowfall

Dev Diary: The Power Bar

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From a mechanics level our server has always had the concept of "in combat" and "out of combat", it was just being controlled by the player manually (like a stick shift) via the survival tray and any of the "combat" trays (melee/ranged/death/life). This is why we have always had ooc regen and ic regen. 1) Being on any NPC's hate list will keep you in combat. When it dies or leashes you are removed thus dropping ooc. If you are on a players hate list and damage them within 10 seconds you are in combat. Using any combat power (tray / left clicks) will briefly put you into combat for the animation length plus a few seconds. If you are on no hate lists, you drop out. 2) 1 hit. (hitting an out of combat player just forces them into combat (no more dizzy/dizzy down) 3) Hitting a mounted enemy has an increasing chance to dismount them on each hit. 4) Managing their ultimate as an escape mechanic will be something the stealth classes need to think about. 6) Deathblow requires out of combat to initiate the power. (As of now, the combat check happens at button press and not completion, so getting hit wouldn't stop it) 7) All the class widgets go into the class widget slot on the powerbar, be it pips for Assassins or Myrmidon hearts. 😎 Default is still 8 power tray slots, there is always the human option for 9 though! 9) Tools only appear when you start the swing on the resource node and for a few seconds after that. All to tools are considered "equipped" so follow whatever loot/import rules that exist for said campaign. 10) Pretty similar to how it is now, loadout power, activate. If you enter combat, the power deactivates.

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