Title: Darkfall "Released" Post by: IainC on May 09, 2008, 05:10:26 PM No really (http://www.warcry.com/articles/view/devjournals/darkfalljournals/4883-Darkfall-Dev-Journal-26-Questions-Answered).
Quote There were also many questions on the public beta and release dates. To this I can say now, that during a planning meeting we determined that our launch date will be inside 2008, with the public beta preceding it by a few weeks. This is official and internally we're a lot more specific, but pending an announcement, we cannot say more at this time. /me dives for coverTitle: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on May 09, 2008, 05:35:40 PM Numpty alert!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Slayerik on May 09, 2008, 07:05:24 PM "6. Magic vs. Melee combat.
Pound for pound melee has more power but this is not a pound for pound game. Darkfall is a real-time game requiring player skill, and the attacks are aimed. It is not a reaction game, it is not a turn based game, it's not a game where you sit there button-mashing and trading blows with someone. Nor is this a game where you're pigeonholed into being a magician, or a tank etc. The spell user could switch at any point to a two handed axe and the melee fighter might switch to a bow or to a staff and cut down the fleeing opponent. The Darkfall answer to this question is that it depends on the circumstance, the player position, player skill, readiness, tactics etc. " They tell us a lot of what the game is not... SO WTF IS THE GAME :) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on May 09, 2008, 07:16:26 PM They tell us a lot of what the game is not... SO WTF IS THE GAME :) Abandon all hope* ye who enter here (http://www.darkfallonline.com/) * and logic, and objectivity, and faith, and just about anything... Duke Nukem 3D will launch before this title does (and yes, I saw the trailer, and no, I don't think it proves anything). Title: Re: Darkfall sets a release date 'inside 2008' Post by: photek on May 10, 2008, 01:51:02 AM "6. Magic vs. Melee combat. Pound for pound melee has more power but this is not a pound for pound game. Darkfall is a real-time game requiring player skill, and the attacks are aimed. It is not a reaction game, it is not a turn based game, it's not a game where you sit there button-mashing and trading blows with someone. Nor is this a game where you're pigeonholed into being a magician, or a tank etc. The spell user could switch at any point to a two handed axe and the melee fighter might switch to a bow or to a staff and cut down the fleeing opponent. The Darkfall answer to this question is that it depends on the circumstance, the player position, player skill, readiness, tactics etc. " They tell us a lot of what the game is not... SO WTF IS THE GAME :) Am I the only one who really enjoys "archetypes" or "classes" ? Seems many are fuzzing about "in our game, you are not forced into a class!!" like its a blessing. I really dislike the idea that another class can have the same spell / ability as mine. I guess this is my RPG loving side that determines this. On Darkfall : I'll believe em when I see it, until then: Vaporware :drill: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Tale on May 10, 2008, 02:21:07 AM Quote photek You look like Signe. I'm confused. Hello Kitty. Ah, yours isn't bleeding. Carry on. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Tale on May 10, 2008, 02:29:19 AM Darkfall Such a great choice of game name. Durchfall (http://www.dict.cc/german-english/Durchfall.html) Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on May 10, 2008, 03:48:36 AM Weeks-long betas are so FoTM.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on May 10, 2008, 05:37:02 AM Am I the only one who really enjoys "archetypes" or "classes" ? Seems many are fuzzing about "in our game, you are not forced into a class!!" like its a blessing. I really dislike the idea that another class can have the same spell / ability as mine. I guess this is my RPG loving side that determines this. Hi. I detest class-based systems.We can be mortal enemies now. ;D Title: Re: Darkfall sets a release date 'inside 2008' Post by: gryeyes on May 10, 2008, 06:12:31 AM Only five year delay between the original announcement of open beta and this "final" one. My hopes are high
Title: Re: Darkfall sets a release date 'inside 2008' Post by: SuperPopTart on May 10, 2008, 09:14:05 AM "6. Magic vs. Melee combat. Pound for pound melee has more power but this is not a pound for pound game. Darkfall is a real-time game requiring player skill, and the attacks are aimed. It is not a reaction game, it is not a turn based game, it's not a game where you sit there button-mashing and trading blows with someone. Nor is this a game where you're pigeonholed into being a magician, or a tank etc. The spell user could switch at any point to a two handed axe and the melee fighter might switch to a bow or to a staff and cut down the fleeing opponent. The Darkfall answer to this question is that it depends on the circumstance, the player position, player skill, readiness, tactics etc. " They tell us a lot of what the game is not... SO WTF IS THE GAME :) Am I the only one who really enjoys "archetypes" or "classes" ? Seems many are fuzzing about "in our game, you are not forced into a class!!" like its a blessing. I really dislike the idea that another class can have the same spell / ability as mine. I guess this is my RPG loving side that determines this. On Darkfall : I'll believe em when I see it, until then: Vaporware :drill: I actually appreciate classes and skill trees and archetypes, but then again I am a huge fan of hack and slash. I only get uppity though when multiple classes have my class specific spell or ability. I also get grumpy when they make a race specific skill race specific, I'd rather it be a race/one class specific skill/spell. As for Darkfall - been waiting for this for a while now.. hopefully it will be released this year. My foot has gotten tired of tapping. Title: Re: Darkfall sets a release date 'inside 2008' Post by: waylander on May 10, 2008, 09:43:34 AM I hate to say it but with no real or consistent progress reports coming from a game, it makes it hard for an organized guild to do forward planning. I know in our case we devoted a lot of manpower to both Warhammer and AOC to prepare for guild launches, and the sudden emergence of a Darkfall release won't change our plans. Instead its sorta like "wow that's nice, but we've moved on to other things".
Maybe some other guilds that have waited around forever will go to it, but our 2008 plans are just too invested in WAR/AOC to get side tracked with this now. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on May 10, 2008, 11:03:11 AM Quote from: waylander the sudden emergence of a Darkfall release won't change our plans Between WAR and WoW:WotLK later this year, I don't think an actual emergence of a Darkfall release is going to change anything.Title: Re: Darkfall sets a release date 'inside 2008' Post by: ahoythematey on May 10, 2008, 11:19:14 AM (http://www.dvdbeaver.com/film2/DVDReviews32/a%20lol/ttile%20lol.jpg)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on May 10, 2008, 11:49:39 AM Quote from: waylander the sudden emergence of a Darkfall release won't change our plans Between WAR and WoW:WotLK later this year, I don't think an actual emergence of a Darkfall release is going to change anything.Given the lack of hype outside of the core of rabid fanbois, going head to head with two powerhouse releases like WAR and WoTLK seems like a deeply unwise move. Maybe the mysterious Aventurine finally got tired of bankrolling a project going nowhere and want to recoup some capital? Even if the game was 100% done and super spectaular, I don't see how a beta of a matter of weeks will draw enough attention to the game to draw much attention away from the other two launches. Also, I feel that the niche market this game is ostensibly pitched at peaked about 8-10 years ago, and cannot be competitive in the current MMO market. Title: Re: Darkfall sets a release date 'inside 2008' Post by: photek on May 10, 2008, 02:30:19 PM Quote from: waylander the sudden emergence of a Darkfall release won't change our plans Between WAR and WoW:WotLK later this year, I don't think an actual emergence of a Darkfall release is going to change anything.Given the lack of hype outside of the core of rabid fanbois, going head to head with two powerhouse releases like WAR and WoTLK seems like a deeply unwise move. Maybe the mysterious Aventurine finally got tired of bankrolling a project going nowhere and want to recoup some capital? Even if the game was 100% done and super spectaular, I don't see how a beta of a matter of weeks will draw enough attention to the game to draw much attention away from the other two launches. Also, I feel that the niche market this game is ostensibly pitched at peaked about 8-10 years ago, and cannot be competitive in the current MMO market. Actually the hype is not small, it is somewhat big. Correction, it was for a while. I constantly see (saw) some threads pop up on forums questioning Darkfall and people being hyped about it. What happened is after tons of promises and nothing to really show for it, no solid facts nor anything the hype has died and people are just "meh" about it. I think their hype hurt them much more than any lack of. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on May 10, 2008, 02:38:59 PM The hype for Darkfall was never big. Not in the sense of the gaming market. Not in the sense of MMOGs. New Cottage Cheese varieties from Kraft probably get more hype. And cottage cheese sucks.
Period. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Cadaverine on May 10, 2008, 02:45:52 PM And of those that remain interested, I imagine most will end up turned off when they realize that the promises of "everything, and the kitchen sink" gameplay from the devs is missing. I.E. no naval warfare, and so on.
More will leave when they realize that they're not the ass-kicking machines they thought they were, and they're griefed into oblivion, after having all their gear stripped from them when they get jumped a group while fighting some mob. Also, df.exe. :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: photek on May 10, 2008, 02:51:13 PM The hype for Darkfall was never big. Not in the sense of the gaming market. Not in the sense of MMOGs. New Cottage Cheese varieties from Kraft probably get more hype. And cottage cheese sucks. Period. Well, New Cottage Cheese is imba so thats not fair. Darkfall got a lot of attention from the PvP'ers during their glory days where "they would do right where all did wrong, just different". I remember reading they had 100.000 thousand "somethings" (beta applications? Forum members? can't remember) during a period which is a lot for... Nothing. However I'd like to see it finished, just so I can (http://megaline.files.wordpress.com/2008/04/simpsons_nelson_haha2.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on May 10, 2008, 05:17:47 PM One would assume that a "few weeks" of "beta" will "suffice" for a full PvP "game", right?
Did I "overdo it"? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on May 10, 2008, 05:36:32 PM Notice how Iain's buggered off from this thread!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on May 10, 2008, 05:42:11 PM Actually the hype is not small, it is somewhat big. Correction, it was for a while. I constantly see (saw) some threads pop up on forums questioning Darkfall and people being hyped about it. What happened is after tons of promises and nothing to really show for it, no solid facts nor anything the hype has died and people are just "meh" about it. I think their hype hurt them much more than any lack of. The only real time I see DF hype is on the Darkfall forums, and the only time I end up on the darkfall forums is when I see the occasional "lol, failfall" thread and get directed so some overly-passionate rant about something most people would consider trivial. The forumfallers seem like they could kick up a shitstorm over anything. Any other information (not hype) I see is the sporadic link to a TTH article where a Dev proudly announces some bit of news, generally along the lines of "we managed to patch trees into the game this month, they are mostly green by the way". Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on May 10, 2008, 05:47:23 PM Actually the hype is not small, it is somewhat big. Correction, it was for a while. I constantly see (saw) some threads pop up on forums questioning Darkfall and people being hyped about it. What happened is after tons of promises and nothing to really show for it, no solid facts nor anything the hype has died and people are just "meh" about it. I think their hype hurt them much more than any lack of. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on May 10, 2008, 06:18:02 PM When loud morons are making a lot of noise, like Grunk, it does not represent any sort of hype. I think that's where Photek got confused.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Krakrok on May 10, 2008, 07:07:53 PM What do Darkfall and Peter Pan have in common? :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: SuperPopTart on May 10, 2008, 08:18:00 PM You people are harsh. We should be cheering and championing each and every attempted MMOG that comes out.
Cause they are gonna die anyway. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ahoythematey on May 10, 2008, 08:27:55 PM One shadowbane launch was enough for me.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: KallDrexx on May 10, 2008, 08:38:12 PM Cause they are gonna die anyway. Um they will? Horizons, shadowbane, and a lot of others prove otherwise. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on May 10, 2008, 08:54:24 PM You consider Horizons and Shadowbane to be alive? :ye_gods:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: KallDrexx on May 10, 2008, 09:06:36 PM Shadowbane is still quite alive. Horizons is still running and probably making money with the very few people they have playing.
Them being dead would mean their official servers were shut off. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on May 10, 2008, 09:17:41 PM I can't imagine that Horizons is making money. Hardly anyone plays. I still have a friend who has a sub and he says the game is almost completely dead. There was a bit of a surge when SB went free but it died, then another when they did the wipe but that'll wear off, too. I consider them both pretty much almost very nearly dead. But especially Horizons.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: KallDrexx on May 10, 2008, 09:32:09 PM I can't imagine that Horizons is making money. Hardly anyone plays. I still have a friend who has a sub and he says the game is almost completely dead. There was a bit of a surge when SB went free but it died, then another when they did the wipe but that'll wear off, too. I consider them both pretty much almost very nearly dead. But especially Horizons. By making money I don't mean they are bringing barrels of cash to the bank every month, but it really doesn't take that many subs to maintain the servers and a skeleton dev crew. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on May 11, 2008, 03:19:47 AM Yes, MMOs are never going to evolve on the backs of diku-"but better"-clones that didn't meet their business targets. This genre proves you can guarantee 500 people will like something. But that's not going to pay the bills by itself.
And I'd very much like to see HZ's balance sheet. I doubt they're even out of the hole of initial investment yet, unless the change over in companies somehow dissolved that. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vinadil on May 12, 2008, 10:05:04 AM Well, for someone who has followed this MMO for the last four or so years, I am just interested in seeing a release at this point. The game sounds more and more like EVE in a fantasy setting, but a FPS EVE... so maybe more like Jumpgate part 2? In any case, my guild still plays that dead Shadowbane game more than any other MMO out. Perhaps Aoc and/or WAR will change that, but I don't know how you can give those two a bigger chance of success than Darkfall given the last 5-6 years of MMO releases.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: d4rkj3di on May 12, 2008, 11:09:59 AM Shadowbane is still quite alive. Horizons is still running and probably making money with the very few people they have playing. Them being dead would mean their official servers were shut off. (http://msnbcmedia4.msn.com/j/msnbc/Components/Video/050615/nn_potter_schiavo_050615.300w.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on May 12, 2008, 11:16:00 AM Oi! You are a sick fuck! :ye_gods:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on May 12, 2008, 11:52:41 AM :hello_thar:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on May 12, 2008, 01:25:21 PM That was tacky. Even for f13.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: cmlancas on May 12, 2008, 01:47:15 PM It's only tacky because its in MMOG. Have you seen politics or serial business lately?
That whole story enrages me. :uhrr: Title: Re: Darkfall sets a release date 'inside 2008' Post by: SuperPopTart on May 12, 2008, 02:40:35 PM Cause they are gonna die anyway. Um they will? Horizons, shadowbane, and a lot of others prove otherwise. Anything I could have responded with doesn't matter now with that previous picture post. Oi. God even my other statements would have just sounded bad. So forget it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on May 12, 2008, 03:45:05 PM It's only tacky because its in MMOG. Have you seen politics or serial business lately? Half my posts are there. As I said, even for f13...Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on May 12, 2008, 03:46:36 PM I think the moratorium on Schiavo jokes was lifted like a year ago. I mean really, people, it's offensive? REALLY?
Internet. Once more: Internet. It is, however, a pretty apt comparison to shitty MMOGs. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on May 12, 2008, 03:58:01 PM Well played.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: SuperPopTart on May 12, 2008, 10:06:27 PM I just keep hearing the teacher from Charlie Brown.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on May 15, 2008, 06:26:44 AM That was d4rkj3di's best post ever. And I don't even mean that in a left-handed insulting sort of way. It was well-played indeed.
Title: Darkfall beta in October Post by: mutantmagnet on August 28, 2008, 04:39:48 PM :pedobear: All the credit goes to Shaar (http://forums.darkfallonline.com/showthread.php?t=64036) for finding this bit of news.
It looks like Darkfall will go into beta in October because they signed a deal with a company by the name of AudioVisual (http://www.capital.gr/news.asp?Details=563580) to release the game in 50 countries and there will be a "pilot program" in October. i believe the devs said they wanted their beta to be brief (but I maybe confusing them with the devs making Mortal Online). If so the game will release in November. I'm personally itching to play warhammer after learning so much about it this past month but I'll forget about if Aventurine makes an official announcement before the time I expect to purchase the game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ahoythematey on August 28, 2008, 04:44:09 PM (http://i67.photobucket.com/albums/h292/ahoythematey/avatar_walken-1.jpg)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on August 28, 2008, 04:50:17 PM (http://mythicalblog.com/wp-content/uploads/2008/08/rickastley007wallpaper1.jpg)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: croaker69 on August 28, 2008, 05:43:06 PM Ok, I laughed.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on August 28, 2008, 06:20:47 PM They announced that AudioVisual thingy some time ago. I just reckoned it was a ruse to get some money out of some brain dead investor with more dollars than sense.
Oh, and: (http://img.dailymail.co.uk/i/pix/2007/08_02/VapourTrailsAP_468x306.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on August 29, 2008, 01:32:38 PM Looks like they just opened beta sign ups for the 100th time.
http://beta.darkfallonline.com Along with a new video: http://forums.darkfallonline.com/showthread.php?t=64217 150mb h.264 version: http://files.filefront.com/df+gameplaymp4/;11651620;/fileinfo.html Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on August 29, 2008, 01:36:17 PM Damn you LC you beat me to it. Now I have to edit my post by saying McCain just picked Palin as his VP. :ye_gods:
I've never seen a calculated move so stupid and brilliant at the same time. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on August 29, 2008, 01:45:55 PM I got all you fuckers beat.
Quote Welcome, schild. You last visited: 12-13-2004 at 04:46 AM Private Messages: Unread 0, Total 1. Oh, I got a private message 4 years ago? What was it? Quote Blade 1000+ Long term follower Flaming and insulting personally boardmembers isnt allowed here, so please refrain from doing so, im deleting the part where you call Uzik a Moron from your post, if it repeats ill bann you for a while ok? Thnx and have fun Hmmm. Moron? That doesn't sound like me. I'm more creative. Forums must've been wiped. Can't find the post. Unless I only made one post and it was only "Moron." Quote View Who's Online Most users ever online was 1,471, Today at 08:40 PM. Holy crap. You can sell anything in this industry. Wow. The lead guys on this project are some cool cats though, so best of luck to them. Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on August 29, 2008, 02:26:33 PM If you saw their last video you can skip ahead to 12:30 in this one. Some of the stuff after 12:30 looks pretty cool.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on August 29, 2008, 05:09:48 PM The archers at around 1:50 look like members of the Village People.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ahoythematey on August 29, 2008, 05:15:53 PM Everything about Darkfall looks good, and sounds good. I'm not worried about that, but I am terrified at how it will play out when it goes live. I don't want another Shadowbane, I want a PvP+ MMO to succeed.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on August 29, 2008, 05:43:47 PM I'm not gonna lie, those floating battle tank things are pretty rad.
I think it's cute how when the wall or building disappears due to damage, the people standing on it just kind of fall out of the air. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on August 29, 2008, 09:34:56 PM Is it just me, or does it look like a spanking paddle is an official weapon in Darkfall?
Good trailer. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Hawkbit on August 30, 2008, 03:13:19 AM Is it just me, or does it look like a spanking paddle is an official weapon in Darkfall? And yet, I'm fairly certain there will be an altogether different kind of butthurt when this is all said and done. Zing? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on August 30, 2008, 06:52:46 AM You guys should start a fanzine. Really. Except for Schildy. He is the anti-fan.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on August 30, 2008, 07:39:21 AM You guys should start a fanzine. Really. Except for Schildy. He is the anti-fan. We shall call it Darkfallen, because we have fallen in love with Darkfall. We'll spend months talking about how Darkfall will revolutionise the MMO genre, is finally PvP done right, on how it will avoid all of the pitfalls of earlier MMOs based solely on information provided by the devs and justify how spending 8 years on the title was necessary in order for it to achieve true greatness. Then, when Darkfall launches and isn't raptor-riding robot jesus, we will at first deny that Darkfall isn't what we dreamed it to be in our heads, then turn in a feeding frenzy on everything associated with Darkfall and its developers. How dare they deny us what they promised! How the lying lies those liars told us scarred us! How dare they sacrifice the vision of Darkfall to the altar of WoW in order to make something grubby like money when they could have been making pure gaming heaven! We will then spend the next five years talking about what Darkfall could have been, if only they'd got it right like they promised us ... Truly, it would be a wild and crazy ride. But, you know, I'm already stalking Cryptic's past and future output. Someone else will have to take up the challenge. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on August 30, 2008, 09:00:02 AM I have to say it. Graphics aside. That combat looks fun. And boats, and land boats, and castles that go "boomb".
Title: Re: Darkfall sets a release date 'inside 2008' Post by: cmlancas on August 30, 2008, 09:12:39 AM You guys should start a fanzine. Really. Except for Schildy. He is the anti-fan. We shall call it Darkfallen, because we have fallen in love with Darkfall. We'll spend months talking about how Darkfall will revolutionise the MMO genre, is finally PvP done right, on how it will avoid all of the pitfalls of earlier MMOs based solely on information provided by the devs and justify how spending 8 years on the title was necessary in order for it to achieve true greatness. Then, when Darkfall launches and isn't raptor-riding robot jesus, we will at first deny that Darkfall isn't what we dreamed it to be in our heads, then turn in a feeding frenzy on everything associated with Darkfall and its developers. How dare they deny us what they promised! How the lying lies those liars told us scarred us! How dare they sacrifice the vision of Darkfall to the altar of WoW in order to make something grubby like money when they could have been making pure gaming heaven! We will then spend the next five years talking about what Darkfall could have been, if only they'd got it right like they promised us ... Truly, it would be a wild and crazy ride. But, you know, I'm already stalking Cryptic's past and future output. Someone else will have to take up the challenge. I'm sorry, didn't you get your fill of the Vanguard forum edition? You should be able to spot a steaming pile of shit from a mile away now. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on August 30, 2008, 10:26:36 AM You guys should start a fanzine. Really. Except for Schildy. He is the anti-fan. We shall call it Darkfallen, because we have fallen in love with Darkfall. We'll spend months talking about how Darkfall will revolutionise the MMO genre, is finally PvP done right, on how it will avoid all of the pitfalls of earlier MMOs based solely on information provided by the devs and justify how spending 8 years on the title was necessary in order for it to achieve true greatness. Then, when Darkfall launches and isn't raptor-riding robot jesus, we will at first deny that Darkfall isn't what we dreamed it to be in our heads, then turn in a feeding frenzy on everything associated with Darkfall and its developers. How dare they deny us what they promised! How the lying lies those liars told us scarred us! How dare they sacrifice the vision of Darkfall to the altar of WoW in order to make something grubby like money when they could have been making pure gaming heaven! We will then spend the next five years talking about what Darkfall could have been, if only they'd got it right like they promised us ... Truly, it would be a wild and crazy ride. But, you know, I'm already stalking Cryptic's past and future output. Someone else will have to take up the challenge. I'm sorry, didn't you get your fill of the Vanguard forum edition? You should be able to spot a steaming pile of shit from a mile away now. Apparently I needed to add more green. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on August 30, 2008, 11:25:16 AM I have to say it. Graphics aside. That combat looks fun. And boats, and land boats, and castles that go "boomb". What Castle? Something from that video or another one? I ask because the video from above looks like more of the same, like WAR2 or something, or WAR if it began development last year. I swear, it's probably my age, but all these videos look the same to me these days. The only thing I learned from the one above is that it appears there's some sort of collision detection in the game. That would be cool except like other MMOs, the world is so Unreal-like oversized that blocking anything matters for nothing. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on August 30, 2008, 12:18:53 PM Apparently I needed to add more green. It looked pretty green to me! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on August 30, 2008, 03:39:00 PM The archers at around 1:50 look like members of the Village People. Y - M - C - A - A - ARROOOOWS!Title: Re: Darkfall sets a release date 'inside 2008' Post by: Cadaverine on August 30, 2008, 03:43:54 PM Video looks nice and all, and while it did appear to be in-game, I don't think it was an indication of actual gameplay. They seemed to have some sort of god mode going during a lot of the scenes, except the melee parts, where it was 2 to 3 hits, and splat.
The biggest concern I had after watching the video was whether or not the last scene was scripted, or not. I'm pretty sure it was, but I've learned never to underestimate the stupidity of MMO developers. If they did include 1 hit kills, in a game with full loot, then they're just doomed. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tazelbain on August 30, 2008, 03:45:44 PM WAR2 Title: Re: Darkfall sets a release date 'inside 2008' Post by: krazyk on August 30, 2008, 04:51:56 PM Video looks nice and all, and while it did appear to be in-game, I don't think it was an indication of actual gameplay. They seemed to have some sort of god mode going during a lot of the scenes, except the melee parts, where it was 2 to 3 hits, and splat. The biggest concern I had after watching the video was whether or not the last scene was scripted, or not. I'm pretty sure it was, but I've learned never to underestimate the stupidity of MMO developers. If they did include 1 hit kills, in a game with full loot, then they're just doomed. The guy was running away. It could be if your back is to the enemy you take a lot more damage (makes sense). I'm pretty sure they take into account things like momentum (jumping off a wall etc.) or if you attack from a higher position than your enemy you do more damage, it's not too far of a stretch to think if you run like a pussy you will get your head lopped off. Overall the trailer looked good to me. All I care about is the gameplay and while the animations sucked they won't detract from the game if it is fun. Everyone I showed the trailer to so far has been impressed with the gameplay. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on August 30, 2008, 05:32:32 PM Well, we can be fairly sure that this will launch and quietly sink to obscurity within months.
But I think we do have to give them credit for trying something different. We all piss and moan about the WoW-clone rut other games have gotten into. Here they've clearly put their budget into systems - castles, construction, ships and ship-based combat, mounted combat, flying beasts. So I'll be following this if only to get the details of the design. And ya, the graphics are a bit unfortunate. The animations look just a bit off. It shows how far things have come in the last few years. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on August 30, 2008, 06:41:33 PM I totally believe that all they do is fake videos to get investor money and if I'm wrong I don't care.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on August 30, 2008, 07:04:03 PM The biggest concern I had after watching the video was whether or not the last scene was scripted, or not. I'm pretty sure it was, but I've learned never to underestimate the stupidity of MMO developers. If they did include 1 hit kills, in a game with full loot, then they're just doomed. It took one hit to kill that guy, but there's no indication what his health level was at that point. If i took enough damage that one further hit meant death, in the game with full loot, i'd be running away like a bitch too.edit: videos are clearly fake btw, there's no single person bunnyhopping. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ahoythematey on August 30, 2008, 10:16:02 PM If Darkfall actually becomes available in america I will take one for the team and sub to it, because I am absolutely certain that comedy will ensue.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on August 31, 2008, 04:48:44 AM Estimated time for Bat Country to stay in this game.
One fucking month like every other game. Some of you baby killers here will love it though. I'm sure. Looking forward to ganking your asses Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on August 31, 2008, 05:30:33 AM Looking forward to ganking your asses Be sure to use the spanking paddle. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on August 31, 2008, 05:45:08 AM You think there's going to be a Bat Country in Darkfall, Rake? What? Are you retarded?
(Well, there might be, but I'm not endorsing that shit.) Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on August 31, 2008, 05:56:11 AM Looking forward to ganking your asses It would help if you were baiting people into a game that they'd actually want to play. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on August 31, 2008, 08:02:33 AM No, I can't imagine Bat Country being in this game, either. I'm sure, if this game actually comes out in any playable form - which I seriously doubt- some people might play, but probably not F13 as a group. I'm not sure I see a game on the horizon that would inspire a decent sized Bat Country again. Hopefully, there'll be one out there before I get my Holodeck.
And Rake, Dude. What the fuck is up with that sig? Dude. Srsly. Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on August 31, 2008, 08:22:18 AM They said no US servers at release because they lack a US publisher. So all Americans can expect to see their head flying off their shoulders before the enemy even appears on screen.
Someone should tell them about Acclaim. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on August 31, 2008, 11:42:39 AM Sorry for the baiting, but I am holding on to some hope that there could be a game to end the drudgery of the MMO as we've known it.
I'm getting too jaded as a game player. So, I've kept Darkfall as my great white hope. If it sucks balls and fails miserably I'm gonna be pissed. Maybe dreams are best never reached and they should string it out another 8 years or so. Reality never quite matches up I suppose. Sig removed Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rasix on August 31, 2008, 12:21:14 PM which I seriously doubt- Yes, it confuses me when people talk about this game as one that's going to be released or at even the outside chance released and playable. All of this praise and hope (and discussion of mechanics) for something that really doesn't exist... :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on August 31, 2008, 12:50:07 PM You're confused because you're jaded and biased.
What happened with the clan beta sucked but the devs said the game is feature complete, their publisher announces expectations for beta in October and they release a video with many visual flaws but does manage to show off many of their features. If you are really itching to prove Darkfall is a scam you can fly out to Greece on your own dime and find their offices. They don't turn away visitors. Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on August 31, 2008, 01:09:00 PM Yes, it confuses me when people talk about this game as one that's going to be released or at even the outside chance released and playable. All of this praise and hope (and discussion of mechanics) for something that really doesn't exist... :awesome_for_real: I think it will surpass shadowbane in unplayability if it ever makes it to beta. I love a good train wreck, and this one is hauling a load of dynamite. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on August 31, 2008, 01:29:04 PM Don't do anything naughty! (without telling me first so I can watch)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on August 31, 2008, 02:23:34 PM If you are really itching to prove Darkfall is a scam you can fly out to Greece on your own dime and find their offices. They don't turn away visitors. That's the point though, nobody would ever care enough about Darkfall to do this, except for the odd diehard fanboi, and they have a whole other agenda :p On another note, I ran into a Gnome mage called Signe in AV earlier. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on August 31, 2008, 02:51:47 PM It wasn't me. I am not a gnome. I don't know where AV is.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Stormwaltz on August 31, 2008, 03:00:33 PM I'll admit it; I like the video.
Rough spots? Scores. Questions about gameplay? I have dozens, at least. But the mechanics they displayed rekindled my flagging interest. Presumably, that was the intent. So mission accomplished in my case. No, I'm not convinced it will work. But I like that they're trying, and I hope they keep trying. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on August 31, 2008, 03:10:27 PM If you are really itching to prove Darkfall is a scam you can fly out to Greece on your own dime and find their offices. They don't turn away visitors. That's the point though, nobody would ever care enough about Darkfall to do this, except for the odd diehard fanboi, and they have a whole other agenda :p Damned if you do/don't paradox. In July we got a report from someone who visited their offices because it coincided with a vacation his friends planned and he has been ragging on the game before hand because of the waiting. Not everyone visiting the devs has to be a fanboy. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on August 31, 2008, 04:36:27 PM The graphics are too shytty in this game for it to fail. :oh_i_see:
Seeing as how no one here cares about graphics right? Odds are in our favor for a game that concentrates on gameplay rather than visual bling. To this end, I'm optimistic... but the wacked out graphics and animations will be a turnoff to most of the world (especially america, which is probably the real reason there's no US pubby). The only way you can have a game like Darkfall is with crappy graphics unless you want AoCish whiners complaining that their rig breaks down. I'll be impressed if their world is even slightly prettier than WW2O's, which still breaks rigs even though it's like playing tank command on an atari. And Darkfall's world is supposed to be larger, but I'm pretty positive it isnt. The largest fantasy world yes. The largest world, no. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on August 31, 2008, 05:03:22 PM Was that dwarf side-stepping cannonballs on the docks?
I like what they're trying to do, I just know they can't do it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: krazyk on September 01, 2008, 10:29:09 AM The video I saw seemed to showcase all of the features they said were in the game. They may not be polished, but they are there and they seem to be working as intended. I don't see how that sets the game up for failure. If it fails it will be due to some other issue, but it won't be the gameplay and it won't be the graphics. All that remains to be seen is if their servers/client can handle large scale combat. If DF pulls that off it will succeed, if it doesn't then it will fail. Hopefully the beta will give a good indication of that.
Personally I hope it succeeds. When I first started getting into MMOs I thought games like DF would be the future and instead we got WoW. I am glad it satisfies the needs of 10 million+ people, but for me if DF fails I am done with online gaming and most likely gaming in general. Single player games for me haven't been fun since the SNES. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on September 01, 2008, 10:53:52 AM Well, you're certainly krazy.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falwell on September 01, 2008, 12:11:04 PM I'm debating whether this will equal or exceed the cluster fuck that was Dark and Light.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on September 01, 2008, 07:05:11 PM I'm debating whether this will equal or exceed the cluster fuck that was Dark and Light. No-one remembers Dark and Light. Let's hope Darkfall is spectacularly memorable, one way or the other. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Bzalthek on September 01, 2008, 07:50:13 PM I'd like to see something worthwhile, honestly. It seems every iteration of fail to date has tried to reinvent the wheel.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on September 01, 2008, 09:43:58 PM I'm debating whether this will equal or exceed the cluster fuck that was Dark and Light. I'm expecting another Wish, personally.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vinadil on September 02, 2008, 04:45:22 AM I'm debating whether this will equal or exceed the cluster fuck that was Dark and Light. I'm expecting another Wish, personally.Yea, they have not done enough publicity about how revolutionary and genre-defining their game is going to be... for the last year or more... for it to be a D&L. Their fans have been pushing it for a while, but Aventurine has been nice and quite until recently. Time will tell of course, but if it is just a slightly polished, skill-based Shadowbane then I will expect my guild to be spending some time there, especially once it goes free to play like SB! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on September 02, 2008, 09:23:52 AM I'm expecting another Wish, personally. Mention of Wish always makes me sad. I miss my chicken, Feathers. She always had an egg for me. Probably because threatening to harvest her with a sickle would scare anything enough to lay an egg.:sad_red_panda: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Stormwaltz on September 02, 2008, 09:48:45 AM [No-one remembers Dark and Light. I do, actually. As an engine without a game. I still have a bunch of the "sightseeing" videos on my hard drive. I had crazy dreams of it being the next AC1. Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on September 02, 2008, 01:09:31 PM I do, actually. As an engine without a game. I use the same description for AC2. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on September 02, 2008, 11:08:08 PM [No-one remembers Dark and Light. I do, actually. As an engine without a game. I still have a bunch of the "sightseeing" videos on my hard drive. I had crazy dreams of it being the next AC1. Dark and Light was powered by the BigWorld engine, so it really WAS an engine looking for a game. I think 38 Studios and some others have picked up BigWorld (a former BigWorld dev set up InterZone and is making a soccer MMO using BigWorld, for instance) so perhaps it will actually create a game. One day. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on September 03, 2008, 08:41:00 AM [No-one remembers Dark and Light. I do, actually. As an engine without a game. I still have a bunch of the "sightseeing" videos on my hard drive. I had crazy dreams of it being the next AC1. Dark and Light was powered by the BigWorld engine, so it really WAS an engine looking for a game. I think 38 Studios and some others have picked up BigWorld (a former BigWorld dev set up InterZone and is making a soccer MMO using BigWorld, for instance) so perhaps it will actually create a game. One day. Incorrect. Dark and light used the Vworld (http://www.vworldpowered.com/Gb/GB.htm)Rendering engine, and the big world server tech. Everything that was in Dark and light was already in the vWorld Engine. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on September 03, 2008, 09:17:01 AM Ahh, okay - I knew BigWorld was involved somehow.
Here's a list of BigWorld projects (http://www.bigworldtech.com/games/index.php) that I'm linking just to show that someone has named a title Twinity. :uhrr: Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on September 17, 2008, 06:13:06 PM To all those people who say the devs haven't made a damn thing in 7 years aside from videos (looking at you Signe) want to retract that statement before playtesting begins?
Via MArketwatch (http://www.marketwatch.com/news/story/aventurine-launch-new-game-gnis/story.aspx?guid={9362A09A-FF00-44CA-9148-877B0773E910}&dist=hppr) Quote Aventurine to Launch New Game on GNi's Leading Multiplayer Game Hosting Platform GNi Selected for Convenience and Scalability Last update: 9:07 p.m. EDT Sept. 16, 2008 SAN JOSE, Calif., Sep 16, 2008 (BUSINESS WIRE) -- Aventurine SA, a developer located in Athens, Greece has selected GNi, a leader in infrastructure-as-a-service, to host their groundbreaking game, Darkfall Online, which is scheduled for release later this year. "True to our game development philosophy, we demand uncompromising quality for Darkfall's hosting needs. We want it all: world class service, hardware, and bandwidth, while offering competitive pricing and terms flexibility. We also demand game industry knowledge and experience, and, more importantly a shared vision for our game and a long-term relationship. We've found all of this in GNi. We're very impressed with their professionalism and their commitment to the success of Darkfall and Aventurine. We feel very confident we made the right choice and are pleased to be working with them in bringing Darkfall to our customers," said Jade Mehdawi, CEO of Aventurine SA. "Aventurine is a creative, energetic, quality organization and we are excited to have Darkfall Online running on our platform. The game looks great, offers compelling new experiences and freedom players don't often see with some of the most widely played MMOs. Darkfall offers a rich variety of experiences that will appeal to MMO veterans and new players alike," said Derek Wise, founder and CTO of GNi, Inc. Darkfall Online Offers Highly Immersive Experience Darkfall Online is a massive multiplayer online (MMO) fantasy role-playing game featuring a fun, fast-paced, real-time combat system, massive battles, clan warfare and empire building. Darkfall combines role-playing, action, and strategic gameplay. Darkfall has been designed to create intensely realistic and highly immersive combat and a challenging, realistic environment for a more immersive experience. With full collision detection battle lines really matter and well-aimed spell blasts will send opponents flying. Darkfall's goal is to provide players with a fun and challenging experience through a seamless and zoneless, non-instanced, "sandbox" game world. Game To Be Launched Simultaneously Across 50 Countries With a projected usage of over ten thousand concurrent users per game world, Aventurine's massive investment in Darkfall will pay off for players across the fifty countries where it will be launched. I'll stop beating this dead horse now. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on September 17, 2008, 06:31:49 PM Maybe when playtesting actually begins.
Who's going to publish them for their 50-country launch? Or is this a website from which everyone downloads a Latin-language installer? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Cadaverine on September 17, 2008, 06:41:03 PM excoquo ab contundo! :awesome_for_real:
I know the translation's probably way off, but I'll be arsed if I care enough to make it perfect. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on September 17, 2008, 06:59:32 PM Err, "to honor counting from to pound"? :oh_i_see:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on September 18, 2008, 05:15:36 AM Why is he looking at me? I didn't say nutthin. (http://www.invision.smileyville.net/smilies/girl%20(25).gif)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Slayerik on September 18, 2008, 06:38:03 AM Why is he looking at me? I didn't say nutthin. (http://www.invision.smileyville.net/smilies/girl%20(25).gif) Nobody calls out our Signe! Get em boys! :angryfist: :tantrum: :mob: Title: Re: Darkfall sets a release date 'inside 2008' Post by: NiX on September 18, 2008, 06:41:03 AM I'll stop beating this dead horse now. You should. A company nobody cares about signs and releases a press release from another company nobody cares about. Hurrah.... :why_so_serious:Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on September 18, 2008, 08:16:09 AM There's not all that much of 2008 left!
chop chop, I want some fail. Title: Re: Darkfall sets a release date 'inside 2008' Post by: HaemishM on September 18, 2008, 09:24:44 AM To all those people who say the devs haven't made a damn thing in 7 years aside from videos (looking at you Signe) want to retract that statement before playtesting begins? No. Fuck off. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Yegolev on September 18, 2008, 10:01:19 AM Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on September 18, 2008, 10:53:03 AM I know. K9 is a cutie. I would scratch his tummy but he seems to have bolts and bugs.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on September 26, 2008, 07:53:25 AM They now claim that external beta began on Monday. (http://forums.darkfallonline.com/showthread.php?t=70992) I hope this means we are closer to those fanboy tears.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on September 26, 2008, 07:58:38 AM They must be seconds away from investor money and international waters!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on September 26, 2008, 08:54:59 AM Signe, your new avatar is scary. :(
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on September 26, 2008, 09:05:07 AM I like it.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Gutboy Barrelhouse on September 29, 2008, 02:53:14 PM They now claim that external beta began on Monday. (http://forums.darkfallonline.com/showthread.php?t=70992) I hope this means we are closer to those fanboy tears. Reading that it says they are testing different hardware configs and they are NOT playtesting, so what they are testing internet checkers on their servers? Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on September 29, 2008, 06:15:12 PM They now claim that external beta began on Monday. (http://forums.darkfallonline.com/showthread.php?t=70992) I hope this means we are closer to those fanboy tears. Reading that it says they are testing different hardware configs and they are NOT playtesting, so what they are testing internet checkers on their servers? I would imagine it's something like this: (http://img221.imageshack.us/img221/7207/dfbza6.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on September 30, 2008, 08:14:36 AM They now claim that external beta began on Monday. (http://forums.darkfallonline.com/showthread.php?t=70992) I hope this means we are closer to those fanboy tears. Reading that it says they are testing different hardware configs and they are NOT playtesting, so what they are testing internet checkers on their servers? I would imagine it's something like this: (http://img221.imageshack.us/img221/7207/dfbza6.jpg) Oh, come on. That's just being unfair, now. It's probably something more like this: (http://www.thenonentity.com/dfo.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on October 17, 2008, 11:41:11 AM You can now watch actual gameplay in the worst possible quality.
http://darkfallworld.com/node/125 Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on October 17, 2008, 12:41:59 PM That UI looks awful.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on October 17, 2008, 04:08:41 PM Some interesting things to be seen in that bottom video.
There's a skill that is named s_Launch. Skill level 74.0 Skill advancement rate 0.0 Skill importance 0.0 Also, "You injured something the something for 8.4000001 points of Health" Yeah this game is real close to release quality. Not to mention the awesome headbanging animations as you ride around on a mount. That won't get old fast! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on October 17, 2008, 04:46:49 PM Oh, this is going to be so much fun. Not to play, just to watch.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nerf on October 18, 2008, 12:38:49 AM If this ever releases, I'm going to buy it. It's going to be fucking awful, and I might not ever subscribe, but theres no way I can miss this piece of history.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on October 18, 2008, 06:38:01 AM I bought Mourning and then sent it to Schildy for his collection of WTF items. I'm sure he keeps it in a special place under his Margarita glass.
(http://www.gottwinz.net/forums/images/smilies/margarita.gif) Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on October 18, 2008, 02:59:25 PM They announced that open beta would end before December. That gives them 6 weeks of beta if it starts next week. If I remember correctly Shadowbane was in beta for a over a year, and still wasn't playable at launch. It's a shame that you can't purchase life insurance for a mmorpg.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: rk47 on October 18, 2008, 06:54:05 PM You think there's going to be a Bat Country in Darkfall, Rake? What? Are you retarded? (Well, there might be, but I'm not endorsing that shit.) (http://i208.photobucket.com/albums/bb151/racofer/riso4ielt5.gif) Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on October 18, 2008, 08:41:21 PM I propose that we henceforth refer to this game as "darkfail".
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on October 19, 2008, 02:37:46 AM I see your Darkfail and raise you Failfall.
edit: that video is like a showcase of how not to do walking animations. Also I noticed the 3-4s "Cluster Load" as the character entered a city.... on an empty server. I guess that's representative of how a real darkfall server would be, but it seems like their seamless world isn't actually so seamless. Or maybe I just don't understand how these things are supposed to work. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on October 19, 2008, 07:13:38 AM Everyone skipped over the presenter calling Darkfall the first online game to have links to Lord of the Rings then?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on October 19, 2008, 07:44:35 AM No, I heard that but then he said something like "made in Greece by Norwegians". So, yeah, he might win that point amongst much eyeball rolling.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on October 19, 2008, 08:12:49 AM I see your Darkfail and raise you Failfall. I see that and raise you Failfail. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on October 19, 2008, 09:35:40 AM When did you all start being such haters.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Der Helm on October 19, 2008, 09:50:14 AM Trammel.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on October 19, 2008, 10:36:46 AM When did you all start being such haters. I like how you didn't post that in green. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on October 19, 2008, 10:52:30 AM Title: Re: Darkfall sets a release date 'inside 2008' Post by: Slayerik on October 19, 2008, 07:17:26 PM When did you all start being such haters. I like how you didn't post that in green. Or even through in a question mark. Like he already knew the answer! Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on October 23, 2008, 05:08:22 PM (http://www.filedump.net/dumped/changewecanbelieve1224806942.png)
:uhrr: Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on October 23, 2008, 05:26:00 PM The only change I believe in is the kind that jingles in my pocket.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on November 04, 2008, 07:26:51 AM Darkfall, Ready to go in December :ye_gods:
Quote Catching you up with our activities to date - in this post a brief recap of our activities surrounding the first official presentation for Darkfall during the Athens Digital Week. The Darkfall information we’ve been giving out lately has been targeting civilians. While there have been a few interviews, on a variety of local (Greek) and fewer international media, there is really nothing new. We’ve shown about 10 different version of the Darkfall trailer, we’ve given a few presentations about the game, there are some Darkfall ads out there, and more waiting to be deployed, a couple of local television presentations etc. but it’s the general information that people need to be introduced to the game. You probably already saw Shaar’s update on the Athens Digital Week activities. He did a good job giving the information about what all happened there, but here’s the official take on things: The presentation didn’t contain much new information. It was meant for a general audience. The video shown was a shorter version of the Darkfall trailer. We played the game live on the stage during the presentation for about 20 minutes and we stopped when the internet went out. The announcement during ADW was that the open beta phase is scheduled to end early in December. More importantly this means that the game will be ready to release at that point. Marketing consideration kept us from just announcing a release date. The game will be ready for release, and the launch may follow directly, or shortly after, depending on the marketing landscape at the time. Obviously the earlier the better for us, but there are a lot of things needing coordination for the launch, internal and external. So our side of things (meaning the development end) will be ready. Some general information on the Athens Digital Week activities because a lot of people were asking: We organized the entire gaming section, mainly to support publicity for Darkfall’s first official presentation. There was an international Quake 3 and Warcraft 3 event, the ESWC Masters of Athens, where the best professional players in the world competed for the top spots. It was nice to know that most of them knew about Darkfall and a few were waiting for it to come out. Then we held the World Cyber Games national finals, there was a large LAN set up for the public, and a bunch of game consoles with the latest Xbox 360 games. There was a concert with the symphonic orchestra of the city of Athens playing videogame themes. Last but not least we had a small game developer’s conference for game developers in Greece. We were happy with the attendance of the event, a lot of international journalists covered ESWC Master’s of Athens and had a lot of question to ask about Darkfall, and we met a lot of fans during the Darkfall presentation, but mainly in the days following it. I was very surprised at how many people were asking about the game, and about when we would have another presentation. We didn’t know we had such a strong following in Greece. Unfortunately our time slot for the Darkfall presentation was during normal business hours and many people couldn't attend. I’ve posted some pictures from the event in the gallery. We’ll follow this up with a Darkfall status report within a couple of hours from this posting. Link (http://forums.darkfallonline.com/showthread.php?t=77544) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 04, 2008, 09:50:54 AM Huh? They went to a show and didn't do or say anything new. They will end the beta that hasn't started yet at the start of next month? I would be confused if I thought this was even going to happen.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 04, 2008, 09:55:24 AM Quote Marketing consideration kept us from just announcing a release date. The way they handle things I'm guessing this means they are now hiring people to handle marketing tasks. :| Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on November 04, 2008, 09:57:39 AM Huh? They went to a show and didn't do or say anything new. They will end the beta that hasn't started yet at the start of next month? I would be confused if I thought this was even going to happen. You've been proven wrong ALREADY by the announcement of a beta at all, Signe. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Hawkbit on November 04, 2008, 09:58:08 AM (http://dl.getdropbox.com/u/201105/300px-Train_wreck_at_Montparnasse_1895.jpg)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 04, 2008, 10:03:00 AM Huh? They went to a show and didn't do or say anything new. They will end the beta that hasn't started yet at the start of next month? I would be confused if I thought this was even going to happen. You've been proven wrong ALREADY by the announcement of a beta at all, Signe. Uh oh. I feel confusion lurking! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on November 04, 2008, 10:05:30 AM So. Want to retract that statement before playtesting begins?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on November 04, 2008, 10:15:26 AM I've never heard of Athens Digital Week. Also, to what extent are Q3 and WC3 seriously competitive? I thought both of those died off years ago for competitive multiplayer?
Anyhow, failwreck ahoy! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 04, 2008, 10:40:23 AM So. Want to retract that statement before playtesting begins? Not until the Easter Bunny slides down my chimney and leaves me a pot of gold! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on November 04, 2008, 12:10:58 PM So. Want to retract that statement before playtesting begins? Not until the Easter Bunny slides down my chimney and leaves me a pot of gold! Signe! Come PVP with me when Darkfall comes out. We'll kill rabbits. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 04, 2008, 12:18:36 PM oooo. Wabbits!
(http://www.democraticwarrior.com/forum/images/smilies/hunter.gif) (http://www.democraticwarrior.com/forum/images/smilies/bunnydance.gif) Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 18, 2008, 05:40:59 AM Some beta reports are coming in through official channels. (http://forums.darkfallonline.com/showthread.php?p=1967927#post1967927)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on November 18, 2008, 06:15:58 AM Quote The first mobs I found in dwarf area were hitting from extreme range and then did special attacks that were stamina draining. It was rather brutal for a starting area and I died several times to repeat the 5 minute run. So awesome.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 18, 2008, 06:21:15 AM Heavily censored fanboy report from testing starts with the phrase.
Quote Oh well, on a lighter note... :grin:Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 18, 2008, 07:26:15 AM If the reports were only coming from fanboys it wouldn't be censorship...come on you can do better than that.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 18, 2008, 07:41:13 AM Where else are they coming from? Tasos? He is his own fanboi and he tells porkie pies, no? There isn't anyone in this beta. There is a cramped, smelly room somewhere with a bunch of fat stoners eating feta cheese and Lutefisk and seeing who they can fool into giving them some developer money so they buy the latest Gogoroth album.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on November 18, 2008, 08:17:09 AM Quote The first mobs I found in dwarf area were hitting from extreme range and then did special attacks that were stamina draining. It was rather brutal for a starting area and I died several times to repeat the 5 minute run. So awesome.Careful. You're already showing you aren't hardcore enough to deserve the privilege of buying Darkfall. I wish the Devs were going to personally interview and sign off on every potential customer before that customer could play. You know, to ensure that everyone is totally hardcore. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 18, 2008, 08:37:11 AM The devs want carebears in the game as well. They are hoping that the the variety of gaming options draws them in while the alignment system adds to the societal building elements of open ffa servers to the point they aren't discouraged by the bullies.
After what I saw with Eve's factional warfare I think what the devs should do next if their initial plans flop is to make a mechanism that makes grouping a natural process from the beginning sort of like public quests or facebook. Signe - If the devs were interested in scamming us they wouldn't put up an advisory not to buy beta accounts. (http://forums.darkfallonline.com/showthread.php?t=81010) Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on November 18, 2008, 08:40:24 AM Some beta reports are coming in through official channels. (http://forums.darkfallonline.com/showthread.php?p=1967927#post1967927) wat? This is wierd. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 18, 2008, 08:52:19 AM The devs want carebears in the game as well. They are hoping that the the variety of gaming options draws them in while the alignment system adds to the societal building elements of open ffa servers to the point they aren't discouraged by the bullies. After what I saw with Eve's factional warfare I think what the devs should do next if their initial plans flop is to make a mechanism that makes grouping a natural process from the beginning sort of like public quests or facebook. Signe - If the devs were interested in scamming us they wouldn't put up an advisory not to buy beta accounts. (http://forums.darkfallonline.com/showthread.php?t=81010) Yes! It's brilliant! :grin: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on November 18, 2008, 09:38:30 AM Signe! Our dream of rabbit hunting will soon be a reality!
I am excited. I will even stop playing WoW for a few hours to play this if I get a beta at some point! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on November 18, 2008, 09:45:25 AM Ok so I just watched the most recent 17 minute long video of the game
It looks...well, it looks like they chose quantity over quality. Everything looks incredibly bad, like, visually, but at the same time they have a lot of features available (supposedly! don't know how good they work yet or at all). It really does look bad though. Animations, graphics, visual style and character models. It all looks like swamp poop. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on November 18, 2008, 10:14:03 AM Quote “The AI on the goblins in the newbie areas definitely needs to be toned down. I would even send out patrols of one or two goblins farther away from the spawn area with the great A.I. But having 2-3 linked and calling in even more so quickly as it is now makes soloing virtually impossible. Unless you're really really good which new players aren't. In other words, the AI in the newbie areas is TOO good. I know it is good training, but I've been getting my butt handed to me all day and as a new player it would be very frustrating.” I really can't tell if they posted that to try and sound more 'real' in people's impression of the game, or they posted that to brag how hardcore the game is. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 18, 2008, 11:45:26 AM Quote “The AI on the goblins in the newbie areas definitely needs to be toned down. I would even send out patrols of one or two goblins farther away from the spawn area with the great A.I. But having 2-3 linked and calling in even more so quickly as it is now makes soloing virtually impossible. Unless you're really really good which new players aren't. In other words, the AI in the newbie areas is TOO good. I know it is good training, but I've been getting my butt handed to me all day and as a new player it would be very frustrating.” I really can't tell if they posted that to try and sound more 'real' in people's impression of the game, or they posted that to brag how hardcore the game is. After being in a different beta where a division occurred between testers because the starting area mobs were too hard I believe this statement is real. MMO players who don't play FPS games really have a difficult time getting used to mobs actually trying to fight as if they were PvPers. I'm actually scared of Darkfall's mobs. I was pretty good in Quake 3 but my limits was reached when trying to practice against nightmare bots. All I asked for in MMO is for mobs to be as remotely challenging as Quake bots and the devs over did it here. :heartbreak: :cthulu: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 18, 2008, 12:23:31 PM Man, I got nothing. So much snark, so little bandwidth...
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 18, 2008, 12:23:56 PM If the reports were only coming from fanboys it wouldn't be censorship...come on you can do better than that. Anybody who signed up for the beta on a game that's probably never going to see the light of day is a fanboy. Are you saying there isn't a NDA, I'd normally check that out before asking, but, Darkfall. When's it being released again? Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 18, 2008, 12:27:56 PM Why are we still following or talking about this again? I'm confused.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 18, 2008, 12:29:16 PM Because mutantmagnet has emerged the Gutboy of DF and I think we all long for the inevitable crash :awesome_for_real:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 18, 2008, 12:42:09 PM The only thing funnier than DArkfall never being released, would be watching the reaction from the faithful if it ever managed to limp out the gate.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 18, 2008, 12:42:47 PM mutantmagnet is clearly a delusional weirdo.
I meant the rest of you. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 18, 2008, 01:07:46 PM mutantmagnet is clearly a delusional weirdo. Hmm aside from Signe I never did anything to anyone here to warrant this type of attack. If you are going to be a douche I hope you're as much of one IRL as you are online because it's pathetic if you have to puff yourself up over the internet. I only talk about Darkfalll because it is something in development and looks it is worth keeping tabs on and your (yes you schild as welll as a few others) criticisms can be insightful when they aren't weighed down by a bloated obnoxious ego. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 18, 2008, 01:14:19 PM (http://dl-client.getdropbox.com/u/39720/miscellany/ot/ape.jpg)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 18, 2008, 01:23:24 PM mutantmagnet is clearly a delusional weirdo. Hmm aside from Signe I never did anything to anyone here to warrant this type of attack. If you are going to be a douche I hope you're as much of one IRL as you are online because it's pathetic if you have to puff yourself up over the internet. I only talk about Darkfalll because it is something in development and looks it is worth keeping tabs on and your (yes you schild as welll as a few others) criticisms can be insightful when they aren't weighed down by a bloated obnoxious ego. You didn't do any thing to me. I didn't take anything you said to me as mean spirited or personal. I'm good that way. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on November 18, 2008, 01:23:46 PM haaaaaaaahahahahahaha. Well that clinches it. When you're not beating up on the poor internet people with unwarranted attacks, how do you spend your free time Schild? :why_so_serious:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 18, 2008, 02:05:11 PM You didn't do any thing to me. I didn't take anything you said to me as mean spirited or personal. I'm good that way. Well that's some additional good news for the day :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on November 18, 2008, 04:31:48 PM Why are we still following or talking about this again? I'm confused. I want to see if WAR maintains the title of worst MMO release of 2008. Sure, Darkfall will probably have to set their player PCs on fire to reach the same level of disappointed expectations, but I've got faith. ... plus it would finally end the "Watch for Darkfall! It's got everything you ever want in a MMO!" discussions. That's worth something. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 18, 2008, 05:25:02 PM haaaaaaaahahahahahaha. Well that clinches it. When you're not beating up on the poor internet people with unwarranted attacks, how do you spend your free time Schild? :why_so_serious: I play games and gauge market reaction to MMOG development and then call it as I see it. I wasn't beating him up, I was just stating the obvious. He knows he's a delusional weirdo, that's why he took offense. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Wasted on November 18, 2008, 05:27:36 PM If he knows it is he still delusional?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 18, 2008, 05:38:02 PM If he knows it is he still delusional? Let's ask Joseph Heller. He says yes. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Gutboy Barrelhouse on November 18, 2008, 05:49:36 PM At least my game is "Pro" as in people pay money and can log in a do stuff.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 18, 2008, 07:03:10 PM I wasn't beating him up, I was just stating the obvious. He knows he's a delusional weirdo, that's why he took offense. I took offense because you're off base. You should stick to analyzing games and not people. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tazelbain on November 18, 2008, 07:32:15 PM If you get offended by delusional weirdo, you aren't cut out for here. There is no nice policy on internet. You are only proving Schild right if you think there is.
<insert gratuitous insult here> Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 18, 2008, 07:41:48 PM I wasn't beating him up, I was just stating the obvious. He knows he's a delusional weirdo, that's why he took offense. I took offense because you're off base. You should stick to analyzing games and not people.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 18, 2008, 08:39:50 PM I'm confused by tazel's greif tittle. Am I sure he's not Ookii? Or possibly Trippy? People are becoming other people.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on November 18, 2008, 08:43:53 PM If you want to refute an off the cuff comment about being a delusional weirdo, don't respond with a comment that suggests even weirder psychological scars. Those internet meany toughguy poopyhead jerks ::COUGH::everyone::AHEM:: will probably just laugh a bit more.
As for the game itself, I'll believe it when I see it. We all read some of the rave beta reviews from Warhammer and the obvious conclusion is that they better reflect what each person wants to see in the game, rather than what is actually in it. Specially when filtered through the rose-tinted glasses of a closed beta filled with hardcore fans and a developer saying AND JUST GUESS WHAT THE PEOPLE ARE SAYING!!! I'm going to stick with my theory that games of this nature died out simply because no one wants to play them anymore. The hardcore PVP genre has gone the way of the niche-dinosaur, and we have the PVP of today all for a reason. "UO in 3d" is probably exactly what Darkfall is trying to be, and if it doesn't mess that up then it'll just be filled with a portion the oldskool MMO players who still maintain that UO is the best and only true MMO out there. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on November 18, 2008, 10:52:30 PM filled with a portion the oldskool MMO players who still maintain that UO is the best and only true MMO out there. No, filled with players who maintain that UO was the best/only MMO out there until evil filthy carebears convinced them to ruin it for no good reason, and ever since they've been waiting for another game to descend from the heavens and show all those fucking carebears what for, all while ignoring the fact that EVE has already done the 'meaningful PVP' thing far better than the likes of Darkfall ever will. Get your narrative right. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 19, 2008, 12:55:14 AM Eve has certain quirks that make it very different from the intended features of Darkfall. They would make one game more acceptable than the other in peoples' eyes.
Eve isn't an interactive experience like an FPS. Eve's gate system strictly defines a lot of how players move around in the game. Hot dropping and cynos are common in Eve while teleporting in DF would be rare, expensive and limited. Eve is sci fi where you play as a spaceship (the latter will change) PVE missions are abysmal The AI and physics isn't nowhere as sophisticated as Darkfall might be. Eve offers "infinite" space to explore. The crafting system is light-years ahead of Darkfall with the introduction of tech 3 The economic mechanisms are most likely going to be different. You can't actively train skills in Eve. You are threatened with skill loss as well as equipment loss if you aren't careful. Eve's borders are defined by high sec, low sec, 0.0 while Darkfall's borders will be determined by bindstones. NPC Factions in Eve have 0 influence. Darkfalll's npcs supposedly form their own cities if left unchecked. Couple that with alignment and faction is clearly something that can influence player behavior. This list could actually go on a bit longer but my point has been made. If Eve has done meaningful pvp right I wouldn't see people make comments in the Eve forums about leaving the game for Darkfall and some of these people have invested a lot of time in Eve. One of them was a CSM which was a bit surprising for myself. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 19, 2008, 01:22:22 AM Eve was actually released.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on November 19, 2008, 01:22:41 AM I'm a bit confused. You've played Darkfall?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on November 19, 2008, 01:30:29 AM In what way is EvE 'not an interactive experience'? Do you actually understand the meaning of the words in that sentence?
Well done on coming up with a laundry list of superficial differences between two different games. You have successfully proved that EvE and Darkfall are not the same game. You haven't however even begun to address the actual point that was put to you - that EvE has done meaningful PvP correctly and that Darkfall probably will not approach that level of competence in its field. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 19, 2008, 01:35:18 AM Didn't even deserve that much of a response.
Arthur nailed it, Eve was released. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on November 19, 2008, 01:40:10 AM NPC Factions in Eve have 0 influence. Darkfalll's npcs supposedly form their own cities if left unchecked. Couple that with alignment and faction is clearly something that can influence player behavior. Can't 99% of Darkfall's features be summed up by "supposedly"? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on November 19, 2008, 01:44:09 AM Didn't even deserve that much of a response. Arthur nailed it, Eve was released. We can go one level more basic: Eve exists. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Velorath on November 19, 2008, 01:44:40 AM Why are we still following or talking about this again? I'm confused. I want to see if WAR maintains the title of worst MMO release of 2008. Sure, Darkfall will probably have to set their player PCs on fire to reach the same level of disappointed expectations, but I've got faith. While Darkfall may end up as a contender for worst MMO release of the year, I wouldn't bet on said year being 2008. Also, WAR isn't the worst MMO release of 2008. It's just the one with the most wasted potential. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 19, 2008, 04:36:44 AM Yeah, what is the dealio with that Tasos claiming that the "game" will absolutely release in December when he's allegedly just started closed beta like right now almost? And what's with the dealio that people actually believe that and don't think he's some sort of scamming lunatic? I don't understand people at all! Thank God for husbands and cats! Mostly cats.
(dealio is my word for the day) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Fordel on November 19, 2008, 04:41:49 AM Do Balloons and confetti fall from the ceiling every time you say it?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Goreschach on November 19, 2008, 04:51:10 AM Yeah, what is the dealio with that Tasos claiming that the "game" will absolutely release in December when he's allegedly just started closed beta like right now almost? And what's with the dealio that people actually believe that and don't think he's some sort of scamming lunatic? I don't understand people at all! Thank God for husbands and cats! Mostly cats. (dealio is my word for the day) The word of the day should have been 'morons'. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 19, 2008, 05:11:47 AM (http://i92.photobucket.com/albums/l1/rwp80/Darkfall%20Ad%20Banners/DFadsigbanner5.jpg)
DArkfall Faithful - Believe Anything. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on November 19, 2008, 05:14:36 AM "In the largest RPG world ever made"
I'm pretty sure that Vanguard demonstrated that size isn't everything. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 19, 2008, 05:22:16 AM Yeah, what is the dealio with that Tasos claiming that the "game" will absolutely release in December when he's allegedly just started closed beta like right now almost? And what's with the dealio that people actually believe that and don't think he's some sort of scamming lunatic? I don't understand people at all! Thank God for husbands and cats! Mostly cats. It completes the old-school UO/EQ1/AC1 narrative. mutantmagnet is a transplant from 2001 when the mere promise of a maybesomeday MMO had features that made it's dominance over game X a foregone conclusion. This includes the list of "what Eve isn't". You could replace "Eve" with "UO" and almost every line would work. It's a nice trip down memory lane though... Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 19, 2008, 05:24:54 AM Yeah, and if he's like the last DArkfall nut, you can't even troll him into talking about Trammel, as he never played UO.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on November 19, 2008, 06:58:11 AM "In the largest RPG world ever made" I'm pretty sure that Vanguard demonstrated that size isn't everything. That title still goes to DnL. Title: Re: Darkfall sets a release date 'inside 2008' Post by: HaemishM on November 19, 2008, 09:29:03 AM But does it have fetusapults?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 19, 2008, 11:09:19 AM In what way is EvE 'not an interactive experience'? Do you actually understand the meaning of the words in that sentence? Do you? I did say it's not as interactive as an FPS, not that there isn't any interaction at all. Quote It completes the old-school UO/EQ1/AC1 narrative. mutantmagnet is a transplant from 2001 when the mere promise of a maybesomeday MMO had features that made it's dominance over game X a foregone conclusion. This includes the list of "what Eve isn't". You could replace "Eve" with "UO" and almost every line would work. I prefer some of the ideas of what DF offers over what Eve ended up turning out to be but I'm not sold yet if DF is going to be the mmo for me, I just find it interesting enough to keep an eye on. If it doesn't release I'm not going to care that much about it but from what I'm seeing I'm encouraged that a product is being made. As for 2001 I never played UO/EQ/AC. Multiplayer on the pc was a heavy diet of RTS and FPS. The first mmo I played before I even heard of the term two years later was Runescape, unless you count Utopia which was text based. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on November 19, 2008, 11:24:10 AM In what way is EvE 'not an interactive experience'? Do you actually understand the meaning of the words in that sentence? Do you? I did say it's not as interactive as an FPS, not that there isn't any interaction at all. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Velorath on November 19, 2008, 02:00:15 PM Yeah, what is the dealio with that Tasos claiming that the "game" will absolutely release in December when he's allegedly just started closed beta like right now almost? I don't know. Even if they could somehow manage to rush the game out before the end of December it would pretty much be suicide since they wouldn't have time for any sort of marketing campaign, nor would they have time to actually sell the game to any retailers (none of whom currently have any listings for Darkfall on their websites). Their launch would consist entirely of selling direct downloads to people like mutantmagnet. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 19, 2008, 03:03:18 PM Velorath, release window doesn't matter. Game was sent to die from day 1. I like some of the folks here, but that place is DOOOOOOOOOOOOOOOMED.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Velorath on November 19, 2008, 03:16:15 PM Velorath, release window doesn't matter. Game was sent to die from day 1. Well, yeah. It's Darkfall. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on November 19, 2008, 03:42:21 PM What holds the world together, as I have learned from bitter experience, is sexual intercourse. And not attracting an audience comprised entirely of fuckshits.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on November 19, 2008, 03:54:31 PM I can't wait for Darkfall release. Or beta. Whatever comes first to those of us in the good old USA.
It's going to be quite a spectacle to behold. You could compare it to a pony show at one of those old redneck circuses, if you know what I mean. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 19, 2008, 04:43:30 PM Even if they could somehow manage to rush the game out before the end of December it would pretty much be suicide since they wouldn't have time for any sort of marketing campaign It should be painfully obvious to anyone Aventurine doesn't plan to have a marketing campaign and if they actually do it's so completely unconventional it's doubtful they paid a third party to do their campaigning for them. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 19, 2008, 04:59:49 PM In what way is EvE 'not an interactive experience'? Do you actually understand the meaning of the words in that sentence? Well done on coming up with a laundry list of superficial differences between two different games. You have successfully proved that EvE and Darkfall are not the same game. You haven't however even begun to address the actual point that was put to you - that EvE has done meaningful PvP correctly and that Darkfall probably will not approach that level of competence in its field. Sorry, but in what universe are the differences he named superficial? Eve's 'strategic' space-combat and a more twitch-skill experience in a land-based world are two very, very different things, for starters. I know a lot of people who want "FFA PvP done right", and maybe 10% of them are playing EVE. 10% haven't heard of EVE, the other 80% are waiting on something else. Also, are those beta comments filtered? Of course. But they do seem refreshingly honest, and the people writing them came off as relatively informed MMOers. The Darkfall devs have done a lot, considering what they're working with. Considering the AAA releases have sucked massive donkey balls recently (AoC and WAR), it's worth giving these guys a shot. There's not a lot to mock here, really -- beta's going on, even if their beta timeframe is stupid (but so is everyone else's, albeit not to this degree), they've released video of ingame footage that looks ridiculously fun even if the graphics whores will cry, they're targeting a chronically under-served niche. P.S., a thought on world size: The size and scaling of your world is one more system that should integrate into your overall design. FFA PvP worlds become more forgiving the larger you make them, since they enable lone wolves to carve out an existence for themselves on their own, rather than a small world like WoW where everybody basically knows the whole lay of the land. A FFA PvP version of WoW would fall quickly to the catasses for precisely this reason. A band who can strike out in secret and build a niche for themselves far away from the well-traveled paths can pose an asymmetrical threat to larger, better-known enemies; incessant lightning hit-and-run raids, etc. On the flip-side, if you're the big kid on the block, infiltrating such a group and figuring out The Location of the Rebels' Secret Base becomes an objective. It leads to a much more dynamic world, where your gameplay has periods of calm despite the FFA ruleset that then contrast the periods of outright war. It helps to differentiate such a world from the sport PvP that everyone else is doing. Vanguard had no such considerations to worry about -- their world size choice was just a kick in the balls to casual PvE'ers. Different games need different systems. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on November 19, 2008, 05:12:36 PM the videos of the game look awful
I don't understand why the title has any fans left at all Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on November 19, 2008, 05:16:52 PM (http://img253.imageshack.us/img253/4171/dfte2.png)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on November 19, 2008, 05:31:55 PM Also, WAR isn't the worst MMO release of 2008. It's just the one with the most wasted potential. I think that wasted potential makes WAR the perfect candidate for worst MMO release 2008. No-one expected Funcom to pull a rabbit out of a hat, but Mythic seemed like a pretty sure thing. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on November 19, 2008, 06:10:02 PM I thought DAoC launched as a pretty shitty product as well?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on November 19, 2008, 06:12:38 PM I thought DAoC launched as a pretty shitty product as well? When DAoC released, it was a very solid game. It lacked a lot of endgame content, but started off much more smoothly than anything before it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 19, 2008, 06:42:22 PM I thought DAoC launched as a pretty shitty product as well? When DAoC released, it was a very solid game. It lacked a lot of endgame content, but started off much more smoothly than anything before it. It was a pile-of-shit DIKU with no reason to play it, same as EQ. (See what I did there?) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on November 19, 2008, 07:37:35 PM I guess.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on November 19, 2008, 08:41:41 PM It was a pile-of-shit DIKU with no reason to play it, same as EQ. (See what I did there?) Teen angst? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 19, 2008, 09:14:45 PM Or not, though I'd think it'd be the opposite - being old enough to hold down a job would disabuse you of wanting to pay to have a second one.
...and before we derail further, I'll return to point by saying that Darkfall may very well end up sucking after all, but it's demonstrated enough concrete potential that writing it off as 'inevitable fail' at this point is childish and wrongheaded. My main question at this point is what sort of numbers they need to keep the servers open. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 19, 2008, 10:38:05 PM Quote it's demonstrated enough concrete potential that writing it off as 'inevitable fail' at this point is childish and wrongheaded. (http://dl-client.getdropbox.com/u/39720/miscellany/ot/no20u.jpg) Also, protip, if you're saying things like: Quote My main question at this point is what sort of numbers they need to keep the servers open. That is in fact like, the top end of the "fail" spectrum. And we're not writing it off as inevitable fail, we're just going by history here. And in the long history of overbaked, indie, pie-in-the-sky style MMOGs, erring on the side of absolute failure is pretty much the best of ideas. Also, I fear how much money they've spent, at this point I'm thinking actual success IS in fact impossible, even if they make a fun game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 20, 2008, 12:29:49 AM (http://fuck-you-im-an-anteater.com/img/fuck-you-im-an-anteater.jpg)
Still, though, "I think they're inevitably fucked from a business standpoint" and "I think their game will inevitably suck" are two very different things. Unless of course you're alleging both. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Velorath on November 20, 2008, 01:33:39 AM Also, WAR isn't the worst MMO release of 2008. It's just the one with the most wasted potential. I think that wasted potential makes WAR the perfect candidate for worst MMO release 2008. No-one expected Funcom to pull a rabbit out of a hat, but Mythic seemed like a pretty sure thing. Both AoC and WAR kept more people here entertained for at least a short period of time than say, Pirates of the Burning Sea (and whatever else launched this year). Hell, if for some reason I absolutely had to subscribe to a non-WoW MMO both AoC and WAR would probably still be in the top 5 (a testament to how shitty most MMO's are). Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on November 20, 2008, 01:37:13 AM Still, though, "I think they're inevitably fucked from a business standpoint" and "I think their game will inevitably suck" are two very different things. Unless of course you're alleging both. I think that pretty much is the consensus, yeah. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on November 20, 2008, 02:05:50 AM I was just kind of waiting so I didn't have to say that.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 20, 2008, 02:34:14 AM Still, though, "I think they're inevitably fucked from a business standpoint" and "I think their game will inevitably suck" are two very different things. Unless of course you're alleging both. I think that pretty much is the consensus, yeah. Don't you have some required-armor cockblocks to be patching in or something? Or do the Euros just not do the whole "don't shit on your direct competitors in public" thing? Say what you will about Darkfall, it'll have a large world (your game does not), twitch combat (your game does not), and real, anywhere-anytime PvP as opposed to bullshit sport PvP (your game does not). It may still suck, but it's got more potential than your game ever did. It could deliver on only a quarter of its promises and still offer more to PvPers than WAR does. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 20, 2008, 02:41:02 AM You call it a competitor. I suppose that's a little cute.
Why are you taking it so personally though? Are you on the payroll for Aventurine or whatever they're called now? Also, since when is a large world such a great bullet point? Large and good are two very separate things. You sound like a vault poster. I'm not defending Iain, but back off before I den you, which would be ironic. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Velorath on November 20, 2008, 03:33:28 AM This thread makes me smile for some reason (http://www.mmorpg.com/discussion2.cfm/thread/15968/page/1).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 20, 2008, 04:06:56 AM This thread makes me smile for some reason (http://www.mmorpg.com/discussion2.cfm/thread/15968/page/1). And that just sums up the underlying sentiment in this thread. I'm more optomistic than you guys because I didn't have to sit around waiting for DF for almost a decade. But I am aware of their past and patiently say put up or shut up. What they do flies in the face of conventions and I wish people the best of luck in trying to do something different if that is their stated intentions. The devs did say they'll release this year so it's not worth it to me to mock them until 2009 hits and at least open beta hasn't started. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 20, 2008, 04:36:23 AM Quote What they do flies in the face of conventions Over-promising, under-delivering, and being way behind schedule and having a couple good ideas wrapped in the monotony of sameness riding on nothing but good intentions when it finally becomes playable is truly something to be considered "flying in the face of conventions." Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 20, 2008, 05:17:06 AM Guys, we need people like Iniquity and mm to try these games out, if for no other reason than preventing whoever is on the fence from making a purchase. They're not going to be convinced that this game will fail, and more than likely won't be back here when it does :awesome_for_real:
Me personally, I'm at the point where I absolutely do take into account the viability of the backing company. I don't give my credit card information to just anyone. Not after some of the crap that has been pulled with non-cancellable accounts and whatnot. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 20, 2008, 05:33:03 AM and more than likely won't be back here when it does :awesome_for_real: Keep dreaming :why_so_serious: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on November 20, 2008, 05:45:07 AM I'm giving DF a chance, its not like there are many MMOs out there that cater to the UO/AC:DT pvp crowd. I don't care if it has shitty graphics, bugs, poor PR, whatnot. If they can make a niche game and don't go bankrupt after 2 months, then it will be a success in my book.
If it ever releases it will attract the right people, there's tons of old school guilds looking for a good game after Shadowbane crashed and burned (it is still the best PvP game with active population out there) and if the new generation of gamers is putting up with WAR fisher price O-RvR bullshit waiting for it to get fixed, i'm sure they can put up with FFA. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rendakor on November 20, 2008, 06:23:22 AM I agree with you guys that there is a market for an FFA PVP game. I just don't think Darkfall is going to satisfy that market in any way, shape or form.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on November 20, 2008, 06:32:46 AM I agree with you guys that there is a market for an FFA PVP game. I just don't think Darkfall is going to satisfy that market in any way, shape or form. It's likely that it will do more harm than good. Darkfall is going to be a huge pile of shit just like SB was. When it's cancelled, people will just assume that there's no market for these types of games. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on November 20, 2008, 07:00:49 AM I agree with you guys that there is a market for an FFA PVP game. I just don't think Darkfall is going to satisfy that market in any way, shape or form. Darkfall is going to be a huge pile of shit just like SB was. When it's cancelled, people will just assume that there's no market for these types of games. SB was never cancelled and at this moment has a bigger population than DAoC. OK, its free, but the dell ads pay the bills :awesome_for_real: PS: Hater. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on November 20, 2008, 07:15:28 AM SB is a good game now. Too bad that now is Shadowbane's problem.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on November 20, 2008, 07:16:59 AM I wouldn't mind ads or even small 1min video commercials at startup for many MMO's if it meant no monthly fee
Title: Re: Darkfall sets a release date 'inside 2008' Post by: HaemishM on November 20, 2008, 08:58:52 AM Say what you will about Darkfall, it'll have a large world Bully for it. Unfortunately, history has shown that a large world in a PVP game is actually a bit of a detriment instead of a feature, because people don't like having to run 20 minutes to get into a fight that lasts for 2. Shit, in the small world that is Warhammer, the travel times from the PVE areas to the RVR lakes are a detriment, which is one reason the instanced, sport-PVP of scenarios was so popular. Shadowbane had a large (mostly empty) world, and its bugginess made coordinated PVP extremely frustrating because there was so much space between cities - nothing like herding 50 people across a 20 minute walk/summon chain when most of them CTD at least twice along the way, including the leader. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 20, 2008, 09:03:43 AM Big worlds in general are highly overrated. A condensed smaller world filled out with content is far more compelling than a giant empty world. Even if the big world has more stuff than a smaller world, it takes more than just a "little bit more" to make it feel anything other than empty.
The "art" of world building needs to evolve. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on November 20, 2008, 09:42:48 AM That it does. I think Fallout 3 is my new standard for putting a bunch of things in a small area and keeping it interesting. It's a design that would need to be tweaked for any multi-player game, but it's a good starting point.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on November 20, 2008, 10:00:45 AM Bully for it. Unfortunately, history has shown that a large world in a PVP game is actually a bit of a detriment instead of a feature, because people don't like having to run 20 minutes to get into a fight that lasts for 2. Shit, in the small world that is Warhammer, the travel times from the PVE areas to the RVR lakes are a detriment, which is one reason the instanced, sport-PVP of scenarios was so popular. Shadowbane had a large (mostly empty) world, and its bugginess made coordinated PVP extremely frustrating because there was so much space between cities - nothing like herding 50 people across a 20 minute walk/summon chain when most of them CTD at least twice along the way, including the leader. AC had a large world and it was a clear feature, people made specific zones (usually delimited by the closest lifestone) their home and hanged out/defended it against intruders and people who tried to use that zone's best leveling spot. The size of the map gave everyone a chance to survive without getting steamrolled in every corner, some runs where epic (direlands) and you could make travelling easier with portal magic. SB has runegates to speed the travelling process, and there are no "empty zones" every zone in between cities has a PvE area, its not barren. The issue in that case was the rampart sb.exe and client issues the game had, not the big world. Edit: In the small world that is Warhammer, scenarios are popular because they are the fastest way to level solo and at 40 are the best way to gain renown rank, added to the fact that the post WoW generations are the majority and like that garbage. The runs between PvE and PvP zones are a joke, are you kidding me? Have you played WAR? Its one of the items in the pile of bad design, Keeps are not only meaningless, with a borked system but also turn into a graveyard run very often, you can rez and get back to the keep in less than 15 seconds in some areas. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 20, 2008, 10:21:12 AM Eve has a big world. Biggest of them all in fact. And an entire game mechanic that gives reason to do what players did as emergent behavior in AC1.
But "big world" by itself is no more a killer feature than "lots of classes". It's not the feature, but how you use it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on November 20, 2008, 10:35:44 AM The fact people here are still calling it Darkfall and Darkfail is a wonder all to itself.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: HaemishM on November 20, 2008, 12:32:28 PM AC had a large world and it was a clear feature, people made specific zones (usually delimited by the closest lifestone) their home and hanged out/defended it against intruders and people who tried to use that zone's best leveling spot. The size of the map gave everyone a chance to survive without getting steamrolled in every corner, some runs where epic (direlands) and you could make travelling easier with portal magic. Good that you talked about a game that was #3 (as in sucking hind tit) when there were only 3 MMOG's on the planet. This is not a good example. Quote SB has runegates to speed the travelling process, and there are no "empty zones" every zone in between cities has a PvE area, its not barren. The issue in that case was the rampart sb.exe and client issues the game had, not the big world. LOLWUT? Shadowbane's world was the very definition of BARREN. There were tiny PVE lakes in between vast stretches of empty land where you could build cities. There weren't even mobs in the empty areas, just places to plop down trees of life. The client issues only exacerbated the problem that even with runegates, the summon mechanic and open NPC cities, people still would put up open trees just to be able to teleport around the world quicker. Quote Edit: In the small world that is Warhammer, scenarios are popular because they are the fastest way to level solo and at 40 are the best way to gain renown rank This is the other reason scenarios were so popular over oRVR. The main reason the scenario concept was so popular was because it was easy as hell to get to. That they were the fastest ways to level was the reason certain scenarios were more popular than others (Tor Anroc over everything else). Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on November 20, 2008, 12:58:06 PM Why are we still following or talking about this again? I'm confused. I have no defense; but it's good low-brow entertainment and i'm easily amused...Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 20, 2008, 01:33:13 PM Good that you talked about a game that was #3 (as in sucking hind tit) when there were only 3 MMOG's on the planet. This is not a good example. AC1 was pretty good. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 20, 2008, 02:24:26 PM This'll be my final post on Darkfall until release, I guess. Nobody's convincing anyone of anything either way.
You call it a competitor. I suppose that's a little cute. Why are you taking it so personally though? Are you on the payroll for Aventurine or whatever they're called now? Also, since when is a large world such a great bullet point? Large and good are two very separate things. You sound like a vault poster. I'm not defending Iain, but back off before I den you, which would be ironic. Taking the points in order: 1. Yeah, it's not really a competitor in the same sense that EQ1 isn't really a competitor for WoW. But at the same time, wouldn't you be a just a -little- taken aback if the devs for WoW shat on Teppy's work on ATITD in a public forum? I'm not a shrinking violet about these things, but it violently offends my sense of MMO-dev propriety, in the same sense that there's supposed to be honor among thieves, or omertà with the mafia. The clusterfuck that WAR ended up being (in gameplay terms, I know it's reasonably profitable) just adds another 'mote and beam' aspect to it. 2. As for why I seem to take it personally, I've got no stake in the game, I'm not in the beta, and whether I buy DF at release will depend on the reviews I see in places like this. But nearly every game at F13 seems to get some basic sort of grudging, "well, it might not suck" acknowledgment, no matter if it's the most rehashed KMMO diku, whereas Darkfall gets relegated to the DNF/Dawn pile. Seems unfair somehow. And sticking up for the Plucky Underdog makes me feel warm and fuzzy :awesome_for_real: 3. As for a large world, I'll repeat what I wrote earlier: Quote a thought on world size: The size and scaling of your world is one more system that should integrate into your overall design. FFA PvP worlds become more forgiving the larger you make them, since they enable lone wolves to carve out an existence for themselves on their own, rather than a small world like WoW where everybody basically knows the whole lay of the land. A FFA PvP version of WoW would fall quickly to the catasses for precisely this reason. A band who can strike out in secret and build a niche for themselves far away from the well-traveled paths can pose an asymmetrical threat to larger, better-known enemies; incessant lightning hit-and-run raids, etc. On the flip-side, if you're the big kid on the block, infiltrating such a group and figuring out The Location of the Rebels' Secret Base becomes an objective. It leads to a much more dynamic world, where your gameplay has periods of calm despite the FFA ruleset that then contrast the periods of outright war. It helps to differentiate such a world from the sport PvP that everyone else is doing. Since douchemore mentioned AC1, we can take that as an example, since Darktide is the closest thing to Darkfall yet released. The large world gave different factions with very different playstyles a bit of room to breathe with one another. Especially for the first year or so, when a couple of 'hidden towns' weren't on the world map, things weren't very well mapped out, and there was a 'here there be dragons' sense of real exploration. The things that make a MMO world "good", in the traditional sense, actually weakened AC1's FFA PVP over time as they were added in to strengthen the PvE game; more and more content, player housing, etc. just spread out the playerbase further and took them out of the world map. AC's best PVP came in the era when the game had the least of we'd traditionally call 'content', as opposed to dozens and dozens of patches later with thousands of dungeons, added land masses, safe zones, etc. If anything, from the AC1 experience, I'd say the less features/mechanics are hard-coded -- but rather, left up to emergent behavior -- the more interesting the game will be. The competitive dynamics of EVE were far too hard-coded for my liking. You might prefer sticking rusty forks in your eyes to playing Darktide Part 2, but there are people out there who'd enjoy it, and those people are Darkfall's target audience. And they're not all asshats; there were a fair number of anti-PKs, roleplayers, lone-wolf types with no hardcoded philosophy, etc. who played on Darktide and gave the world depth and flavor. At least in the beginning. They left a few years in, but ironically, what drove them off wasn't the consequences of death and losing, but the eventual lessening of consequences due to PvE-oriented game changes that undermined player-enforced justice and norms. The sense of a 'harsh world' actually encouraged more anti-PK activity than when they made the game easier. TL;DR version: A large, more procedurally generated world, a-la AC, is more in tune with what the mechanics of full-world PvP demand than a small, hand-crafted world like WAR or WoW. This is part of why DAoC's attempt at full-world PvP failed miserably, and why even a full-world PvP server for WAR wouldn't satisfy the sort of people who are likely to be interested in Darkfall. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on November 20, 2008, 02:29:05 PM This is part of why DAoC's attempt at full-world PvP failed miserably, and why even a full-world PvP server for WAR wouldn't satisfy the sort of people who are likely to be interested in Darkfall. I'm going to make you a cash bet. I'll bet that DAoC generated more cash (inflation adjusted) than Darkfall ever will. You're the only person here that thinks DAoC was a miserable failure. You may not like the game, that's fine... but calling it a failure is flat out wrong. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on November 20, 2008, 02:31:18 PM Good that you talked about a game that was #3 (as in sucking hind tit) when there were only 3 MMOG's on the planet. This is not a good example. Is it relevant? AC1 was a success and the world was huge. period. LOLWUT? Shadowbane's world was the very definition of BARREN. There were tiny PVE lakes in between vast stretches of empty land where you could build cities. There weren't even mobs in the empty areas, just places to plop down trees of life. The client issues only exacerbated the problem that even with runegates, the summon mechanic and open NPC cities, people still would put up open trees just to be able to teleport around the world quicker. Well, sure. Once every city is built there are no more barren spaces, its PvE zone/City/PvE zone/Open City/PvE Zone, duh. It seems you only played this game for two days, and i wouldn't blame you for being impatient. This is the other reason scenarios were so popular over oRVR. The main reason the scenario concept was so popular was because it was easy as hell to get to. That they were the fastest ways to level was the reason certain scenarios were more popular than others (Tor Anroc over everything else). Granted, its retardedly easy to play scenarios, push button, play. Still scenarios are the cancer of WAR, the game depends heavily on them, they are the best place for everything. Thats why so many people are quitting in disgust, they came for O-RvR, not crappy ass scenarios (Mythic didn't even recreate the good instanced battleground DAoC had, Thridanki , that prepared you for RvR once you hitted 40-50)where 50% are "grab the thing and run" and the other 50% is domination mode. I believe they are already looking into ways of screwing up the new "Darkness Falls". Back on topic, stop hating and show some love for a game that is doing something different instead of trying to appeal to the WoW playerbase. You never know they might pull it off, either way i'm pretty sure most people here will buy it for their collection of vapor legends come true. :awesome_for_real: and +1 to Iniquity :heart: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on November 20, 2008, 02:35:09 PM This is part of why DAoC's attempt at full-world PvP failed miserably, and why even a full-world PvP server for WAR wouldn't satisfy the sort of people who are likely to be interested in Darkfall. I'm going to make you a cash bet. I'll bet that DAoC generated more cash (inflation adjusted) than Darkfall ever will. You're the only person here that thinks DAoC was a miserable failure. You may not like the game, that's fine... but calling it a failure is flat out wrong. He said full world pvp, I think he's referring to popularity/quality of the FFA pvp DAOC servers (mordred/andred? I forget), not whether the game made money or not. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 20, 2008, 02:36:17 PM This is part of why DAoC's attempt at full-world PvP failed miserably, and why even a full-world PvP server for WAR wouldn't satisfy the sort of people who are likely to be interested in Darkfall. I'm going to make you a cash bet. I'll bet that DAoC generated more cash (inflation adjusted) than Darkfall ever will. You're the only person here that thinks DAoC was a miserable failure. You may not like the game, that's fine... but calling it a failure is flat out wrong. Just so we're clear, when I said 'DAoC's attempt at full-world PvP' was a failure, I was referring to the Mordred and Andred servers, which were DAoC's equivalent of AC Darktide. They closed one of 'em, and the other one is pretty sparsely populated from what I hear. Standard DAoC isn't full-world PvP, and I wasn't calling DAoC as a whole a failure. I'd still hate to play it, but it's not a failure in the business sense. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on November 20, 2008, 02:38:10 PM Ok, I'll buy that. I played on Andred as my primary server for a year or so and found that it was a pretty lousy implementation of world pvp as well. There were a few things that could have really turned the server around, but the resources to carry out the changes just weren't there.
Sorry for the confusion. I think my inner DAoC fanboi seeps out every once in a while. Title: Re: Darkfall sets a release date 'inside 2008' Post by: veredus on November 20, 2008, 02:40:12 PM Still scenarios are the cancer of WAR Actually I would say MJ is the cancer of WAR. Scenarios were the drug keeping the cancer riddled patient from dyeing quite as fast is all. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 20, 2008, 02:45:49 PM Quote 2. As for why I seem to take it personally, I've got no stake in the game, I'm not in the beta, and whether I buy DF at release will depend on the reviews I see in places like this. But nearly every game at F13 seems to get some basic sort of grudging, "well, it might not suck" acknowledgment, no matter if it's the most rehashed KMMO diku, whereas Darkfall gets relegated to the DNF/Dawn pile. Seems unfair somehow. And sticking up for the Plucky Underdog makes me feel warm and fuzzy lol Plucky underdog. Right. EQ2 is something that can be considered the plucky underdog. Or Eve. But Darkfall? Your definition of plucky underdog is wack. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 20, 2008, 02:47:40 PM Ok, I'll buy that. I played on Andred as my primary server for a year or so and found that it was a pretty lousy implementation of world pvp as well. There were a few things that could have really turned the server around, but the resources to carry out the changes just weren't there. Sorry for the confusion. I think my inner DAoC fanboi seeps out every once in a while. :heart: :heart: Since we're on the topic, what were the lessons learned from DAoC's failure to implement world PvP well that you think a future world PvP game/server could learn from (i.e. things that were systemic rather than my-class-and-talent-trees-were-imba)? Also, does anyone here play EQ2's full-PvP server? Heard about its release, haven't read a thing about it since then. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 20, 2008, 02:49:21 PM lol Plucky underdog. Right. EQ2 is something that can be considered the plucky underdog. Or Eve. But Darkfall? Your definition of plucky underdog is wack. (http://images.watoday.com.au/2008/06/22/133245/ugly%20dog2-420x0.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 20, 2008, 02:58:57 PM Yes, it's basically a dog that needs to be put down (to save it from suffering, publicly and horrifically).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on November 20, 2008, 04:15:09 PM No, that'd be the runt of the litter.
The underdog is the one that's behind, but has a chance to achieve something. What Darkfall is liable to achieve is up for discussion, although the "most unsurprising fail award 2008" seems like a shoe-in. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 20, 2008, 04:47:24 PM Since we've established that EQ2 qualifies for plucky underdog status, anyone want to give us a Cliff's Notes on how its full-world PvP server is doing?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 20, 2008, 05:00:31 PM EQ2 is not a plucky underdog. They are the descendant of an old empire from a time when the world was much smaller. There's only one game post-EQ1 that actually achieved the goal of being "EQ1 for the rest of us".
DAoC was not a failure. Individual server rulesets didn't work, but they had the money and resources to try that at all. Most games don't get that sort of opportunity. At the same time, DAoC in no way proved anything about RvR nor World PvP that is useful in the modern business sense. The game began to work for the players who were left something like five years after it launched. That doesn't convert to a launch-day proposition of a successor concept. Like, as we're seeing with WAR for example. This is the same thing with AC1:DT and pre-Renaissance UO. These are concepts evolved out of the genre because the genre has gotten too huge for anyone to spend much brainpower trying to figure out how to deliver monthly fun to the few hundred people who like this very specific type of all-kill/all-loot/all-the-time game. And someone's going to mention Eve again, so I'll head that off: really deep fans of Eve are not going to jump to another game in the genre, because Eve is it's own genre, is the only game in it, and there too took years to achieve that status (and a nice bump from SWG:NGE as well). Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 20, 2008, 05:04:09 PM Being the child of a Holy Roman Empire doesn't exclude you from being the plucky underdog. It snuck in before WoW and crapped itself due to being a mess of design and bad performance and has been slowly fighting for market share since then. Hartsman turned it from hilarious trap into a plucky underdog by slowly improving it into what is probably one of, if not the, best MMOGs on the market right now and it's still nowhere near catching up but the population does, indeed, grow. It's the definition of a plucky underdog. Thing refuses to give up.
EQ1 was in an apple world whereas EQ2 exists in the world of oranges. Edit: Iniquity, who I thought was leaving this thread as per an earlier post, seems to be under the impression that World PVP outside of Eve is going to be properly done sometime soon and achieve a modicum of popularity besides the 1% of the fruitbags here who think it works well. The population of MMOGers that are willing to give World PVP a shot in it's current state of affairs is laughably small and mostly cloistered to a couple AoC servers and Eve. Really, Darkfall doesn't stand a chance in the fucking world and he needs to stop comparing world PVP in games that aren't designed for it to games that are - even if the design of the latter is laughably bad and the former was a design process shoehorned in after live to make people like him shut the fuck up. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tolakram on November 20, 2008, 05:09:57 PM Full pvp without consequences will always fail in my opinion, and fail fast. The comment about DAoC, as i read it, only referred to the dred servers which had no consequence pvp. Nobody likes to log into a game and get killed by some punk who thinks it's fun just because they got the levels and the equipment first.
Now for some reason I had fun on Mordred hiding from the griefers and trying to level up my 1 stealth minstrel. What did I do once I was a few levels above most of the newbies? Killed newbies! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 20, 2008, 05:29:52 PM "Last post about Darkfall" doesn't mean "last post about worldy PvP and games like EQ2/AC/DAoC that have tried it in some form". So I'll sidestep the argument about whether there's an audience for Darkfall or not, and just ask if any of the DAoC 'dred players / EQ2 whatstheservercalled players have any lessons from those servers that are broadly applicable.
Tolakram: Do you think the negatives you experienced are world-PvP issues, per se, or issues with DAoC's implementation specifically? How gankable you are by the high levels depends on a number of things: -Size of the world, number of places for you to run off to as a newbie where you wouldn't be easily found. -'Escape' mechanics in combat -- how easily can you flee a higher-level player? How easily can one person flee an equally-leveled group? DAoC's heavy emphasis on mezzes, roots, stuns, and crowd control seems especially relevant here. -The degree of influence that loot/levels have on combat outcomes (as opposed to strategy, preparedness, and twitch skill) None of these are 'set in stone' factors. It seems to me like the problems you had are more indicative of How Not To Construct a Ruleset For A World-PvP Game than an inevitable outcome. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on November 20, 2008, 06:06:01 PM Since we've established that EQ2 qualifies for plucky underdog status, anyone want to give us a Cliff's Notes on how its full-world PvP server is doing? EQ2 full pvp server is meaningless. I played on it for a long while and it was fun... briefly. You did loot coins in your opponents backpack (usually none) and it was, of course, faction based. Two factions at start, three (with renegades) after a while. An afterthought entertaining but pointless twist, bound to insignificance in a 100% PvE game. If with "full world" you are referring to some FFA (factionless) PvP server then I am just talking out of my ass... never heard of anything like it. But what's the point anyway? EQ2 is definitely item-centric and class matchup + items >>>>> player skill. Conan is probably what you should look at for your case study. FFA PVP servers are doing great (in Conan's terms) for so many different reasons. First, they are truly FFA. NO factions, so you can whack whoever isn't in your guild. Second, the world is large enough but teleporters send you everywhere. And it's twitchy enough, and definitely based on playerskill. What is not working, is the lack of consequences upon death. You die, you respawn. That's it. Killer get some PvP XP to eventually buy better items but victim loses nothing. If Conan had a kick in the nuts with each PvP death, it would be all Darkfall is trying to be, but 150k times better. Would it attract more pvp oldschooler? yeah! Would that lose them 75% of their playerbase? still yeah. Would it be a good deal for Funcom? Fuck no. There's definitely a market for those games. It's just NOT large enough to justify heavy funding. And without heavy funding 99 out of 100 times your MMO is going to be shit. With heavy funding though you can shift the odds at 95 out of 100. Finally, while I love the concept of Darkfall and I'd love to play their design documents (always did), you must be so naive to think it has even a single chance of being a Title: Re: Darkfall sets a release date 'inside 2008' Post by: tolakram on November 20, 2008, 06:18:45 PM Quote Tolakram: Do you think the negatives you experienced are world-PvP issues, per se, or issues with DAoC's implementation specifically? World pvp in general. But I had fun with the minstrel because I had this magic button (stealth) that made me invisible from a distance. Kind of like a pvp flag, which for me made it a much more controlled pvp environment. Darkfall supposedly has some kind of pvp system that might discourage griefing? Does anyone really know or believe what they say? Quote DAoC's heavy emphasis on mezzes, roots, stuns, and crowd control seems especially relevant here. That did not work because resist rates on spells in DAOC is set to 85% and then a level penalty applied plus a duration penalty. In other words if you cast a 30 second mez on an opponent 20 levels higher then you it would have a <35% chance of landing with a duration around 10 seconds. Quote There's definitely a market for those games. It's just NOT large enough to justify heavy funding. You call 26 people a market. :raspberry: Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 21, 2008, 12:29:57 AM The population of MMOGers that are willing to give World PVP a shot in it's current state of affairs is laughably small and mostly cloistered to a couple AoC servers and Eve. Really, Darkfall doesn't stand a chance in the fucking world and he needs to stop comparing world PVP in games that aren't designed for it to games that are - even if the design of the latter is laughably bad and the former was a design process shoehorned in after live to make people like him shut the fuck up. You underestimate the curiosity factor. The darkfall registered member count tripled from 50k to 150k because of the 17 minute movie the devs released. It hasn't grown much since then but it's a testament how different the influx of new forumgoers are. Darkfall has also gotten consistent attention on the WoW forums whenever a big update comes up. I don't know if I'm cut out for Darkfall myself, let alone anyone else who hasn't played a game like it; but we won't know until we see how the devs embraced Bartle's point about killer types feeding off of the rest of the player types. Quote Darkfall supposedly has some kind of pvp system that might discourage griefing? Does anyone really know or believe what they say? IMO their alignment system isn't about discouraging griefing as much as it is a form of social control. Basically the system tracks your behavior when attacking friends and foes to your race. As you become more evil you become locked out of quests and become kill on site for guards at major cities and at the few guard stattions scattered over Agon. But the guards only care about their race and allies. Ork guards will kill evil MAhirim and Orks while they'll kill any of the four races regardless of their alignment. Because of this setup players are encouraged to look more favorably on members of their own race and allies as people they shouldn't attack indiscriminately. I think the devs have more tricks up their sleeves to promote unity. For example the one race that is hated by everyone the Alfar will have their capitol city undersiege by a slave rebellion. Considering how tough NPCs are based on the reports, the Alfar players will have to band together to complete this large scale quests meant to to end the rebellion itself. That type of pressure may make them a more unified group so they can better handle being the faction without any allies because they start out as a more cohesive force. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on November 21, 2008, 01:17:20 AM You underestimate the curiosity factor. The darkfall registered member count tripled from 50k to 150k because of the 17 minute movie the devs released. It hasn't grown much since then but it's a testament how Dammit man. Stop making my eyes roll so hard. I'm in pain. Seriously, sounds like this is your second MMO. So full of hopes, ignoring reality. Just wanting to believe. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on November 21, 2008, 01:30:41 AM I think the devs have more tricks up their sleeves to promote unity. For example the one race that is hated by everyone the Alfar will have their capitol city undersiege by a slave rebellion. Considering how tough NPCs are based on the reports, the Alfar players will have to band together to complete this large scale quests meant to to end the rebellion itself. That type of pressure may make them a more unified group so they can better handle being the faction without any allies because they start out as a more cohesive force. How will one person form a unified group with himself? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 21, 2008, 02:22:19 AM IMO their alignment system isn't about discouraging griefing as much as it is a form of social control. Basically the system tracks your behavior when attacking friends and foes to your race. As you become more evil you become locked out of quests and become kill on site for guards at major cities and at the few guard stattions scattered over Agon. But the guards only care about their race and allies. Ork guards will kill evil MAhirim and Orks while they'll kill any of the four races regardless of their alignment. There is no alignment system, no social control, the system doesn't track your behaviour, you can't become more evil. There are no quests, no guards, no cities and no races. Because it hasn't been released. All responses to this continuing DArkfall fanboy drivel, on forums everywhere, should be "that's nice, when is it released?". Because none of you DArkfall numpties has any answer better than the answer you would give in 2003, remember 2003? That's when beta was meant to start. Release it, then we can Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on November 21, 2008, 05:11:46 AM Actually the first beta and release date given were way back in 2001.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on November 21, 2008, 06:11:24 AM Actually the first beta and release date given were way back in 2001. Your avatar is appropriate for this thread. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 21, 2008, 07:29:14 AM Actually the first beta and release date given were way back in 2001. :geezer: Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 21, 2008, 07:39:25 AM You underestimate the curiosity factor. The darkfall registered member count tripled from 50k to 150k because of the 17 minute movie the devs released. It hasn't grown much since then but it's a testament how Dammit man. Stop making my eyes roll so hard. I'm in pain. Seriously, sounds like this is your second MMO. So full of hopes, ignoring reality. Just wanting to believe. If I was ignoring reality I wouldn't say Quote I don't know if I'm cut out for Darkfall myself, let alone anyone else who hasn't played a game like it; but we won't know until we see how the devs embraced Bartle's point about killer types feeding off of the rest of the player types. I'm aware of the pitfalls of past pvp games. Why aren't you aware of the pitfalls of your inability to read and put things in context? You would save yourself the trouble of repeating something we partially agree with. It feels like I should put a disclaimer next to all of my caveats. Just so this post isn't a complete waste of space the devs have brought in a couple of guys to write up a preview of the game based on what they've seen after they flew to Greece. DISCLAIMER: (http://translate.google.com/translate?u=http://www.mmorpgitalia.it/forum/f296/darkfall-beta-review-212918/&hl=en&ie=UTF-8&sl=it&tl=en) Shame they didn't have the press actually test the beta from Italy just to show the game works outside of the devs studio. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 21, 2008, 08:22:09 AM I just looked at the Italian coverage. It has screenshots that they allegedly made although the screenshots are all stamped with Darkfall's copyright in the corner. Dodgy. Also, it looks like ass:
(http://www.mmorpgitalia.it/gallery/filesnew/6/3/4/8/darkfall_01.jpg) (http://www.mmorpgitalia.it/gallery/filesnew/6/3/4/8/darkfall_11.jpg) Although the wood bits don't look too awful in this one. But that face!!! :ye_gods: (http://www.mmorpgitalia.it/gallery/filesnew/6/3/4/8/darkfall_04.jpg) I don't know what this is supposed to be. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 21, 2008, 08:24:04 AM Also, it looks like ass: True story. That's why I capitialise the 2nd letter everytime I say DArkfall. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on November 21, 2008, 08:24:50 AM Looks like Vanguard-Lite.
And their font sucks. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ghost on November 21, 2008, 09:19:46 AM I noticed a "you have gathered 0 of 4 goblin axes" in the event log in the first picture.......................
Doesn't seem that interesting or new to me. :uhrr: Title: Re: Darkfall sets a release date 'inside 2008' Post by: TheCastle on November 21, 2008, 09:20:42 AM Second shot...
Ah yes planer mapped wooden struts. Looks great from one axis only! edit: on closer inspection I see some other visual glitches implying that the renderer was either having problems displaying textures correctly or the artist simply did a poor job unwrapping the models. Third shot.... Check out the horribly out of scale shadowmap with the naked bloody male wood elf with... with.. wtf is that a sheathed sword coming out of his crotch? Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 21, 2008, 09:29:35 AM . wtf is that a sheathed sword coming out of his crotch? I personally thought that was placed deliberately... Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on November 21, 2008, 09:43:12 AM Looks like Vanguard-Lite. And their font sucks. Vanguards art direction and Technical execution of art assets was far superior. The art doesn't look that bad in darkfall, but just from the screen shots i can see some very basic mistakes. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on November 21, 2008, 10:34:38 AM You're on crack. Vanguard's art and technical execution was ass.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Goreschach on November 21, 2008, 10:39:51 AM I noticed a "you have gathered 0 of 4 goblin axes" in the event log in the first picture....................... Doesn't seem that interesting or new to me. :uhrr: Yeah, but these are r_Goblin's. How many r_Goblins have you killed in an MMO before? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on November 21, 2008, 10:40:22 AM You're on crack. Vanguard's art and technical execution was ass. Negative. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on November 21, 2008, 10:44:02 AM DISCLAIMER: (http://translate.google.com/translate?u=http://www.mmorpgitalia.it/forum/f296/darkfall-beta-review-212918/&hl=en&ie=UTF-8&sl=it&tl=en) Shame they didn't have the press actually test the beta from Italy just to show the game works outside of the devs studio. mmorpgitalia.it is a joke. Take a stratic monkey, shake it with 1/3 of a mmorpg.com retard, 1/3 of a 12 years old and 1/3 of an uninformed fascist thief (!) and you have a vague idea of the "fun" you could get there if you could read Italian. Seriously, where I live has nothing to do with the fact that you are ignoring the simplicity of: Darkfall has zero chances. That's why you are in denial. P.S: Who said I didn't try the game? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on November 21, 2008, 10:52:58 AM You're on crack. Vanguard's art and technical execution was ass. Negative. Then explain yourself, all I saw was repeated use of textures, terribly designed space, shiny plastic graphics and poorly designed dungeons. Not to mention Chunking, and CTDs and stuttering, but that may be someone elses fault. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 21, 2008, 11:39:21 AM You're on crack. Vanguard's art and technical execution was ass. Negative. Then explain yourself, all I saw was repeated use of textures, terribly designed space, shiny plastic graphics and poorly designed dungeons. Not to mention Chunking, and CTDs and stuttering, but that may be someone elses fault. You didn't mention the palette! Don't forget the palette! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on November 21, 2008, 11:40:24 AM Your avatar still creeps me out.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 21, 2008, 11:44:33 AM I especially feel like my avatar today. I thought I'd feel all comfy and cozy with the snow and no place to go and nothing to do, but I feel like pulling legs off of bugs. Or babies. Even baby bugs.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on November 21, 2008, 11:46:09 AM I heard kittens make a cut noise when you pull out their whiskers.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: TheCastle on November 21, 2008, 11:50:44 AM Something can be far superior to something else and still be ass btw.
I think what those screen shots show is driver issues or an overheating video card so maybe its not terribly fair to compare the graphics in those shots to anything. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 21, 2008, 12:18:38 PM I think it's fair to compare them to ASS! (http://www.realitybbqforums.com/images/smilies/tease.gif)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 21, 2008, 03:41:08 PM DISCLAIMER: (http://translate.google.com/translate?u=http://www.mmorpgitalia.it/forum/f296/darkfall-beta-review-212918/&hl=en&ie=UTF-8&sl=it&tl=en) Shame they didn't have the press actually test the beta from Italy just to show the game works outside of the devs studio. :awesome_for_real: You'd think this'd make one wonder... Title: Re: Darkfall sets a release date 'inside 2008' Post by: TheCastle on November 21, 2008, 03:53:55 PM I think it's fair to compare them to ASS! (http://www.realitybbqforums.com/images/smilies/tease.gif) hehehe Fair enough Does it strike anyone else that the underscore was visible in r_Goblin? I use underscores in file names but not text that appears on screen... edit: ah alright I am done poking at those images... Its not helping anything.. this is meaningless. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on November 21, 2008, 06:10:06 PM I don't know what this is supposed to be. Apparently Elves do not have nipples. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 21, 2008, 07:40:10 PM Conan is probably what you should look at for your case study. FFA PVP servers are doing great (in Conan's terms) for so many different reasons. First, they are truly FFA. NO factions, so you can whack whoever isn't in your guild. Second, the world is large enough but teleporters send you everywhere. And it's twitchy enough, and definitely based on playerskill. Sorry, but from what I've played of it (up to level 50 or so), this is not an accurate assessment of Conan (though the problems you note below are correct). The world isn't nearly large enough, and there are tons of safe areas -- it's more like WoW's PvP servers than anything truly FFA. Way too much emphasis on progression through differently-leveled zones of PvE content, too. I also don't think there's nearly enough twitch; correct me if I'm wrong, but if someone shoots an arrow at me, running out of the way won't dodge it? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on November 22, 2008, 03:12:10 AM Conan is probably what you should look at for your case study. FFA PVP servers are doing great (in Conan's terms) for so many different reasons. First, they are truly FFA. NO factions, so you can whack whoever isn't in your guild. Second, the world is large enough but teleporters send you everywhere. And it's twitchy enough, and definitely based on playerskill. Sorry, but from what I've played of it (up to level 50 or so), this is not an accurate assessment of Conan (though the problems you note below are correct). The world isn't nearly large enough, and there are tons of safe areas -- it's more like WoW's PvP servers than anything truly FFA. Way too much emphasis on progression through differently-leveled zones of PvE content, too. I also don't think there's nearly enough twitch; correct me if I'm wrong, but if someone shoots an arrow at me, running out of the way won't dodge it? Conan is probably different from what you remember, on a PVP server. No safezones but the three main cities, which is 5% of the gameworld. Plus all classes can hide, which means ambushing a lot, UO style. And about the twitch, you can't avoid arrows but why shoud you be able to? That isn't possible unless you are Jackie Chan or an Asheron's Call character. The twitch is definitely there but it can't be seriously noticed in PvE or in sucky standing clueless PvP. Zone tiers? Who cares? In Conan you can beat a player 20 levels higher than you if you are that good. Naked. Progression is 80 levels wide but strength in AoC is in numbers and playerskills, not levels or items. Me and my friends used to band together at level 40 in packs of 6 - 10 lowbie characters whacking every level 80 on our path. We were able to take up to 4 of them together. Mostly thanks to the aforementioned game mehcanics and those players playing Conan as WoW: failing. Point being: you can play it wrong, basing your experience on your pve leveling, then you won't find it twitchy and you will lose. To have a chance in Conan pvp, you have to find out what everyone else is doing better than you. And that is so many degrees of twitching, mostly. That said, it's not God of War. Just the twitchiest PvP MMORPG around (if it can survive the night of the gutting...). Real problem with Conan is you need a veteran, or a motivated group, to find out that sekrit hidden layer of deepness of combat and PvP. If you craft a MMORPG which changes lots of 10 years old rules, you have to do your best to explain the players what is different and why. Thoroughly. I still go by my old idea that Conan gimped itself by not pushing on the PvP pedal since day 1 (or doing it wrong, resspad slaughtering anyone?), letting so many players apply their old rules and leaving in disappointment because the game was unable to follow them there. Darkfall? In a dream world, I'd be playing the hell out of it. In this world? Simply too ambitious for their money. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 22, 2008, 02:03:54 PM Conan is probably different from what you remember, on a PVP server. No safezones but the three main cities, which is 5% of the gameworld. For what it's worth, I've only played the game on a PvP server. And there *are* more safe zones than that, because there are plenty of instances, and instances are de-facto safe zones, where you can do whatever you want unmolested. Quote And about the twitch, you can't avoid arrows but why shoud you be able to? That isn't possible unless you are Jackie Chan or an Asheron's Call character. Or... any FPS ever, pretty much. Tabula Rasa fell down hard on this one, too. AC1 had its serious flaws, but it managed to incorporate some of these basic mechanics nearly a decade ago. You'd think such mechanics would be standard by now for a PVP-oriented MMO. (Charge-up jumping, too, and the player's general 'bounciness' -- AC1's physics engine is probably the single best I've seen in an MMO, as opposed to the current standard where everyone runs like molasses and jumping feels more like an emote than a gameplay mechanic) Quote Zone tiers? Who cares? In Conan you can beat a player 20 levels higher than you if you are that good. Naked. Progression is 80 levels wide but strength in AoC is in numbers and playerskills, not levels or items. Me and my friends used to band together at level 40 in packs of 6 - 10 lowbie characters whacking every level 80 on our path. We were able to take up to 4 of them together. Mostly thanks to the aforementioned game mehcanics and those players playing Conan as WoW: failing. Point being: you can play it wrong, basing your experience on your pve leveling, then you won't find it twitchy and you will lose. To have a chance in Conan pvp, you have to find out what everyone else is doing better than you. And that is so many degrees of twitching, mostly. Again, I only played it on a PvP server, with my emphasis on PvP. I only play full- or nearly full-world PvP servers/games if I can help it, it wasn't like Conan was some harsh world existence. They've actually removed a lot of the twitch, by nerfing jousting. Zone tiers matter because it influences where and how different groups/levels of player find each other, and thus the emergent PvP behavior. It's the same Small World model that WoW has, and it suffers from the same problems. Making the cities into safe-zones is especially bad in a world like this; it kills the one major point of convergence for all level ranges. The problem with Conan isn't that it's too different, it's that it's more of the same. Of the dozen or so PvPer friends I know in RL who started playing with me, none have stuck around. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on November 26, 2008, 04:03:58 PM http://it.youtube.com/watch?v=XX4jLw5oM1c
oh god the animations :uhrr: Title: Re: Darkfall sets a release date 'inside 2008' Post by: SnakeCharmer on November 26, 2008, 04:12:07 PM That's awful. :ye_gods:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xerapis on November 26, 2008, 09:29:53 PM Egads, what was wrong with that woman's legs?
That was atrocious. Hideous. Quite possibly vangardiffic. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Wasted on November 26, 2008, 09:53:49 PM Its like they where made with the Spore Creature creator.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on November 27, 2008, 04:51:31 AM <- Does not care about shiny graphics.
It actually looks a lot better than the 15 minute gameplay trailer they released in October, since when have graphics kept people in a MMO? Look at AoC :oh_i_see: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 27, 2008, 04:54:12 AM The graphics weren't terrible. The animation of her running sucked. I suspect they didn't bother putting any leg armor on her for the demo assuming people will not be able to pull their eyes away from her bum. Freakin' amateur hour here.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on November 27, 2008, 05:03:36 AM I suspect they didn't bother putting any leg armor on her for the demo assuming people will not be able to pull their eyes away from her bum. Might explain the quality of animation right there. Hard to animate something one does not see.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jayce on November 27, 2008, 05:54:18 AM It actually looks a lot better than the 15 minute gameplay trailer they released in October, since when have graphics kept people in a MMO? Look at AoC :oh_i_see: A certain base level is good though, so as not to distract with how bad it is. Also, if it's amateur hour in the graphics area, why not others? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 27, 2008, 06:03:20 AM I don't need perfectly perfect graphics to keep me in a game but I'd want something better than that! It was really horrible. Her legs moved funny and her ass didn't move at all! Her ass was ass!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on November 27, 2008, 06:19:44 AM http://it.youtube.com/watch?v=XX4jLw5oM1c oh god the animations :uhrr: Have g-string, will travel ... like a Thunderbird. Title: Re: Darkfall sets a release date 'inside 2008' Post by: SnakeCharmer on November 27, 2008, 08:27:17 AM <- Does not care about shiny graphics. Bullshit. It's cliche to say it, but it's bullshit. People want the entire package. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 27, 2008, 08:46:38 AM WoW has shiny graphics. Far Cry 2 has shiny graphics. Both work in their respective forms because within their respective engines, everything is self-consistent.
Darkfall made the typical mistake of trying to do old school "realistic" 3D. Unless you've got the money, talent and time to do that, you'll only end up with a game where something that's not working is painfully obvious. In this case it's the animations. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on November 27, 2008, 09:58:50 AM Bullshit. It's cliche to say it, but it's bullshit. People want the entire package. That goes without saying, ok, maybe i can rephrase it. To me, graphics are one of the last factors taken in consideration for a MMO of this type. Until recently i played SB. There's tons of people out there playing UO and UO free shards, people playing AC1, EQ1, Lineage 1 (millions), etc. Have you seen L1 graphics? (http://www.beemania.com/articles/Apple/Apple_Lineage_p1_files%5Ccorridor.bmp) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on November 27, 2008, 10:14:43 AM That's the point though. None of those games tried to be anything more than they had the ability to create. Oh, and they all launched years ago, at a time when just having the game playable at all was still worthy of award.
Have you seen L2 graphics? :awesome_for_real: (spoilered because it's a big image) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on November 27, 2008, 10:50:34 AM Honestly, all I really needed from Darkfall graphically was WW2O graphics reskinned for medieval DIKU and I would've been happy. Problem I've got is it's like Darkfall TRIES to be more than it is but just falls short, looking moreso like an aborted fetus in the process. Whereas a game like WW2O doesnt assume to be anything else but a great online military sim. The latter says "dont bother looking at me because you'll be dead before you can admire all the pretty roses... we're plain but we make sense; olive drab ftw" and the former says "look at me, I are perdy (uhhh no), you're still dead, but my sword is teh shinay, and my ass is too big for my body."
If they'd had relevant style with unassuming graphics and phat gameplay, they'd have something special. They needed to stay away from the flashy high fantasy and go moreso towards a more drab goth style. If that wasnt an option, then a top-down RTS-like view with a zoom option would've made more sense IMO. It's easier to get away with substandard graphics if your view is from above rather than in 1st person. If the players want to stare at themselves or others in detail they can open/inspect their charsheet. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on November 27, 2008, 01:17:58 PM <- Does not care about shiny graphics. Bullshit. It's cliche to say it, but it's bullshit. People want the entire package. No, I'm with Von Douchemore. Pretty much everybody I know who's serious about PvP runs all their MMOs on absolute minimum graphics settings, no matter their uber-rig, because it's performance above all else. Look at Darktide PvP videos on youtube. We're talking AC1, a very old game. Not exactly a resource hog. And yet most of the videos are shot on absolute minimum settings. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on November 27, 2008, 02:27:57 PM We're talking AC1, a very old game. Very old, really? What's that make missile command on the 380z then? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on November 27, 2008, 03:56:31 PM Quote Hey, I am afraid you missed my point. There are simply spoken not enough "real PvPers" to sustain a healthy playerbase, hence you can't build an MMO for them. So now you could, as suggested here, make two types of servers, one for the "real PvPers" and one for the "carebears". So where to focus your dev-time now? PvP or PvE content? If you focus on PvP you are catering a too small part of your playerbase, if just the "real PvPers" play on PvP servers, and if you focus on PvE you just entered the turf of the biggest cash cow in gaming history, which will without question beat you by experience. Sorry guys, not that simple. Both, "real PvPers" and "carebears" have to be brought together somehow to run a PvP oriented game, if your development focus is on PvP. For now I'd strongly suggest to use common sense, ask yourself the question if you really have to kill someone the 15th time, if you really have to prevent everyone from doing the last quests at Kesh. I'm sure that we'll find some solution to get you two, "real PvPers" and carebears, together. - Wiesel This is from Wiesel, one of the Community Managers of Age of Conan. So not exactly Mr. Lead Dev, but still someone IN the industry and dabbling with a major MMORPG with a strong PvP side. Of course he mentions PvE which is supposed to be insignificant in Darkfall, except for some 0 of 4 axes :awesome_for_real:. Still, I presume their hardnumbers are better than ours when it comes to target audience. The first three pages of the thread (http://forums-eu.ageofconan.com/showthread.php?t=99211) are kinda interesting, thanks to this guy inside perspective. I stand to my original point: there's definitely room for talent-driven miracles (EVE), but - Fact 1: 49 out of 50 times to make a worthy subscription based MMORPG you need lots of money. - Fact 2: hardcore pvpers are not that many, after all. - Question: are these guys enough to justify a huge investment? - Reply: NO. - Solution: Let's do it anyway, with less money! - Result: UTTER CRAP. I hope every time to be wrong, we all need a new EVE. But will it be Darkfall? lolrat says (http://blogs.discovermagazine.com/badastronomy/files/2007/doomed.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on November 27, 2008, 05:46:08 PM Throwing money at a concept won't make that idea any better if it is fundamentally flawed.
IMO MMOs simply aren't being made by disciplined people. Heck I'm not disciplined myself, but I can spot slackers messing up time tables and going over budget because they didn't make a detailed enough plan with enough contingencies to cover needed changes with ease. :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on November 27, 2008, 11:12:11 PM Look on the bright side. If you have ever had the desire to roleplay as a pasty white plumper with severe arthritis in a leather thong, darkfail is your game.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on November 28, 2008, 08:06:54 AM Quote Hey, Amen. I agree with this 100%, and I'd cite it as the reason why Darkfall will not do well even if there actually is a game down there. Oldschool hardcore PVP fans, and the developers who make games for them, need to realize just how small of a niche demographic they actually are. While I couldn't fault the DF devs for making a game for this small group, I'd definitely fault anyone who argued that this position will be met with any kind of market-wide "success". I am afraid you missed my point. There are simply spoken not enough "real PvPers" to sustain a healthy playerbase, hence you can't build an MMO for them. So now you could, as suggested here, make two types of servers, one for the "real PvPers" and one for the "carebears". So where to focus your dev-time now? PvP or PvE content? If you focus on PvP you are catering a too small part of your playerbase, if just the "real PvPers" play on PvP servers, and if you focus on PvE you just entered the turf of the biggest cash cow in gaming history, which will without question beat you by experience. Sorry guys, not that simple. Both, "real PvPers" and "carebears" have to be brought together somehow to run a PvP oriented game, if your development focus is on PvP. For now I'd strongly suggest to use common sense, ask yourself the question if you really have to kill someone the 15th time, if you really have to prevent everyone from doing the last quests at Kesh. I'm sure that we'll find some solution to get you two, "real PvPers" and carebears, together. - Wiesel Title: Re: Darkfall sets a release date 'inside 2008' Post by: Checkers on November 30, 2008, 10:48:15 AM A lot of discussion about the relative size of the hardcore pvp market tends to discount that many the current crop of mmorpg players have never been exposed to a pvp-centric mmo, especially one that is up to the standard of WoW. I expect the market is potentially much larger than developers would like to admit, but they would rather lay blame elsewhere than admit their failure to create a game that satisfies it. Warhammer and AoC didn't disappoint because of lack of interest in PvP. They're just bad games. All this QQ about the nature of the market is absolutely stupid.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on November 30, 2008, 12:01:36 PM A lot of discussion about the relative size of the hardcore pvp market tends to discount that many the current crop of mmorpg players have never been exposed to a pvp-centric mmo, especially one that is up to the standard of WoW. I expect the market is potentially much larger than developers would like to admit, but they would rather lay blame elsewhere than admit their failure to create a game that satisfies it. Warhammer and AoC didn't disappoint because of lack of interest in PvP. They're just bad games. All this QQ about the nature of the market is absolutely stupid. /sign And is not the real nature of any multiplayer game being VERSUS a human? That is what pvp is, is it not? Also remember, even hardcore PvE games have an inherent full-time PvP element... whether it be by simply tracking guild progress, lootz, and other various stats. It's all PvP in my eyes. Some do it well, some dont... some water it down enough with other stuff that it doesnt matter. In the end though, it's all varying degress of PvP. Title: Re: Darkfall sets a release date 'inside 2008' Post by: garlicwolf on November 30, 2008, 12:23:45 PM I do wish for darkfall to be released. So everyone can go "Ah, failure" :drill:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on November 30, 2008, 12:26:37 PM I do wish for darkfall to be released. So everyone can go "Ah, failure" :drill: Well, that might work for other places but around f13 we usually start saying that while it's still in the conception stage. I don't know why. I don't know what's wrong with us. It's alarming! Title: Re: Darkfall sets a release date 'inside 2008' Post by: garlicwolf on November 30, 2008, 12:30:24 PM I do wish for darkfall to be released. So everyone can go "Ah, failure" :drill: Well, that might work for other places but around f13 we usually start saying that while it's still in the conception stage. I don't know why. I don't know what's wrong with us. It's alarming! Other places are filled with darkfall fanbois with UO nostalgia, hell people who didn't even play UO have that nostalgia. Lack of fanbois + lack of nostalgia = 10 page long darkfail thread. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on November 30, 2008, 01:03:33 PM A lot of discussion about the relative size of the hardcore pvp market tends to discount that many the current crop of mmorpg players have never been exposed to a pvp-centric mmo, especially one that is up to the standard of WoW. I expect the market is potentially much larger than developers would like to admit, but they would rather lay blame elsewhere than admit their failure to create a game that satisfies it. Warhammer and AoC didn't disappoint because of lack of interest in PvP. They're just bad games. All this QQ about the nature of the market is absolutely stupid. You are stumbling on the point. You mention hardcore pvp in your first sentence but then you go on clearly using examples made of NON-hardcore PvP. Your post makes sense if you are talking about vanilla sport-like PvP. (so yeah, Warcraft, Warhammer, Age of Conan) Doesn't make a bit of it when you think about Kick-in-the-nuts-when-you-die. That's what the AoC guy was talking about. That's what Hardcore PvP is. He's not laying any blame, he's just explaining why AoC didn't go the hardcore pvp way and why future games will have a problem trying to do it. You have a 10 millions people in non-Asia interested in MMORPGs and PVP extension, cause no MMORPG will ever ship without it again. You have 100k interested in the kind of PvP we are talking about, and Darkfall is aiming to. Yeah, I think that's a fair extimation even counting EVE. To sum up: PvP = Huge market, growing. Hardcore PvP = Tiny market, shrinking. Do you disagree? Numbers & Examples, please. Talking about "absolut stupidity", your post qualifies for the playoffs. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on November 30, 2008, 01:07:04 PM There's also the fact that Darkfail certainly won't be bucking the trend.
Since no one is going to sink the money, effort, and ideas into doing hardcore PvP 'right', all of us saying there is no market for it will always be correct. We don't even have to get into the social and psychological aspects of why it would never work. Title: Re: Darkfall sets a release date 'inside 2008' Post by: garlicwolf on November 30, 2008, 01:10:25 PM Now if only we can beat in the head of every fanboy the two post above.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on November 30, 2008, 02:10:41 PM Lurk more. Thanks. Wait, no, fuckit. Ban avoidance. You're gone. For those wondering, he wasn't Dash. Title: Re: Darkfall sets a release date 'inside 2008' Post by: SnakeCharmer on November 30, 2008, 06:39:26 PM Tit for tat, and not that it matters much, but the first day I logged into Left 4 Dead, I was paired up with a 'Geldonyetich'.
Do I win a prize? Yes, this post is about as relevant to the discussion as the 'pvp mmo done right' comments because it'aint ever gonna happen. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 01, 2008, 07:03:45 AM I get a lot of nasty PMs on other places when I mention
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 01, 2008, 07:05:05 AM I get a lot of nasty PMs on other places when I mention You should post them for lulz and "profit." (It's gonna be a slow monday, I'd imagine the PMs aren't actually that nasty). Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 01, 2008, 07:09:43 AM I've deleted almost all of them but here is one I got this morning.
In response to one of the latest videos that were out where the PC was a chick in a thong running around I wrote: Quote That PC was running around like she had a dick in her ass. I got this: Quote You got a problem with that jew? I'm not sure if this person was calling me a jew or the PC or the developer. I'm also confused since nothing related has anything to do with typical jewish stereotypes. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on December 01, 2008, 07:31:34 AM Dick in ass sprints are a well-known Jewish stereotype, you bigot :uhrr:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 01, 2008, 09:49:26 AM I'm not sure if this person was calling me a jew or the PC or the developer. I'm also confused since nothing related has anything to do with typical jewish stereotypes. A lot of overt racists are a significant part of the Darkfall community. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tazelbain on December 01, 2008, 10:00:32 AM If I got my goon lingo down: he's saying you like to PvE for in-game money.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: TheCastle on December 01, 2008, 10:22:02 AM Quote You got a problem with that jew? LOL!! THAT is some funny stuff right there. To comment on the art right now. As a level designer in my spare time I could most likely put together environments with better art than what they are showing while still reaching min spec. And don't give me some crap that they want the game to run cell phones.. The art is awful.. the animations should not be getting any response other than "Woah that looks bad..." Its really bad design and a poor 3d engine that cause the video and the screenshots to get this reaction. They need to hire artists that cannot be topped by a level designer for starters... edit: Watching the video again its really just the run cycle that drags the whole video down. I might not have commented on the rest of the art considering it as passable had I not seen that awful run cycle.... Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 01, 2008, 11:14:40 AM Seriously, visuals and animations are the last of Darkfail's problems.
Darkfall isn't aiming for the stars, so fuck the visuals. And yeah, as someone else said, hardcore pvpers usually tone down the settings just to be sure nothing will get in the way of their kills to the point everything could look like the matrix code to them if it is enough to give 'em the edge. The problem with Darkfall is the game itself. Take a look at the features & faq (http://www.darkfallonline.com/features/). Personally, I could play it on a black & white TV set if it could deliver in a playable and fun way half the things advertised there. So screw the animations. But can it? Haha! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on December 01, 2008, 12:01:14 PM I personally think animations are important, and I'm a PvPer
I don't want to be running around with a toon looking like I had a pineapple shoved up my rectum, beating on other toons with the same problem Title: Re: Darkfall sets a release date 'inside 2008' Post by: tolakram on December 01, 2008, 12:03:29 PM New preview released today:
http://beta.thenoobcomic.com/df_preview/intro.html Quote Anyway, I went to kill the local npc goblins to get some gear and complete a couple of starter quests (pve is surprisingly fun, I'll talk about the AI in the next few days) and I made the very basic mistake of not looking behind my back. After all, it's ork country, I'm 100 yards away from the outpost, as far as I know there's a system of 'hit a fellow ork, go grey, gank him go red' reminiscent of UO, the nearest enemy would have to run for ages before getting here... OK, I wasn't thinking all these things, but I wasn't being particularly cautious either. Next thing I know, I am meleeing a goblin and thinking "hmm, these goblins sure hit haAAARGH", and I take a dirtnap with just enough time to see, before I die, that a fellow ork newbie has just planted his "leafblade" (or "LOL", or "whatever") between my shoulder blades. So yes, there is a rogue/murder system in place, but it's not a one-strike-you're-out kind of thing. Trust no one! Keep your leafblade handy! A fair question could be "So why aren't you looking behind your back when you're fighting, newb? Can't you just mouselook?" Nope! But I'll elaborate on this topic in another update. For the moment let's leave my looted, half naked ork as she looks at the rising sun, hoping that the future will bring more loot, or at least a shirt...Tomorrow is another day! Oh my that sounds like fun doesn't it! I can't wait to read more.... Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 01, 2008, 12:13:45 PM I guess we need to delineate between animations and textures/graphics. It's a well known fact that in many ways animations make something more lifelike than do perdy graphics. Things that move and act humanoid-like creep us out more than things that simply look like us. So, I guess Darkfall (and any other game for that matter) should be really more concerned with gameplay, terrain, and how PC/NPCs physically interact with all of the above rather than just how those PCs/NPC look. Again, it's the low-poly stylization that's key here... and the sophistication of the skeletons. Lotsa moving parts obviously slow the game down, but if I had to make a choice I'd say physics over makeup. Make all of the characters like Toribash fighters.
Shyt, as for Darkfall, right now it's like it'd almost be better if the characters just all FLOATED around (i've scribbled a game-design as such) rather than try running. In that case, they can go for the prettiness, just make them static except for when casting/fighting. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 01, 2008, 12:14:27 PM Gianna is great, I love Gianna. She shouldn't do this, especially cause they are her friends.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 01, 2008, 12:24:53 PM Gianna is great, I love Gianna. She shouldn't do this, especially cause they are her friends. ?? Gianna is friends with the DF devs? btw, wtf does Gianna look like? she sounds like dork nirvana in panties [italian/uk gamer-chic comic writer who works out every day, while holding down an IT job] ... uhhh, she's not on this board is she? :uhrr: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 01, 2008, 12:39:30 PM Gianna is friend with Tasos and the guys at Aventurine as she stated herself on that link tolakram posted.
Quote I've been a good friend of Claus and Tasos for many years and we've often played MMOs together in the past. Not just friends, PvP buddies! She hosted a Darkfall banner since forever (seriously) and they hosted The Noob in return. While I am 100% sure it always was about esteem and respect for each other, and I trust her as a witted, extremely smart and straightforward person, I still think she shouldn't publicly preview her friends' game. What does she look? There are/were a few pics of her around but who cares? Don't be a pig! Do you ever wonder wtf do I look like? :grin: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xuri on December 01, 2008, 12:48:19 PM What does she look? There are/were a few pics of her around but who cares? Don't be a pig! Do you ever wonder wtf do I look like? :grin: I wondered what everyone in here looked like, for a while. But I got better.Title: Re: Darkfall sets a release date 'inside 2008' Post by: veredus on December 01, 2008, 01:44:15 PM What does she look? There are/were a few pics of her around but who cares? Don't be a pig! Do you ever wonder wtf do I look like? :grin: I wondered what everyone in here looked like, for a while. But I got better.I know what everyne looks like... :hello_thar: Title: Re: Darkfall sets a release date 'inside 2008' Post by: HaemishM on December 01, 2008, 01:47:48 PM A lot of discussion about the relative size of the hardcore pvp market tends to discount that many the current crop of mmorpg players have never been exposed to a pvp-centric mmo, especially one that is up to the standard of WoW. I expect the market is potentially much larger than developers would like to admit, but they would rather lay blame elsewhere than admit their failure to create a game that satisfies it. Warhammer and AoC didn't disappoint because of lack of interest in PvP. They're just bad games. All this QQ about the nature of the market is absolutely stupid. Stop it while you are behind. Let me clue you into something about the larger MMO market today. They don't put up with shit. They are whiny douchenozzles. If you think the whining and QQing on the Warhammer, AOC or even WOW boards are bad, imagine those whiny fucksticks getting double-fucked nightly in a "real" PVP game (one which will likely have long travel times, quick deaths and large power disparities). They will whine, piss and moan and quit the game. For all its flaws, Warhammer and AOC protected the player from PVP deaths fairly well. Old skool style PVP will RAPE those younguns and they will not come back for more. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Cadaverine on December 01, 2008, 03:45:56 PM Gianna is great, I love Gianna. She shouldn't do this, especially cause they are her friends. ?? Gianna is friends with the DF devs? btw, wtf does Gianna look like? she sounds like dork nirvana in panties [italian/uk gamer-chic comic writer who works out every day, while holding down an IT job] ... uhhh, she's not on this board is she? :uhrr: http://flickr.com/photos/lagthenoggin/111648544/ (http://flickr.com/photos/lagthenoggin/111648544/) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Grimwell on December 01, 2008, 03:49:18 PM On the topic of a successful hardcore PvP game and the odds of making one...
Success = profit. Failure = no profit and closed studio. That's my measure and I want it on the table early so I'm clear. That noted, Falconeer's 100K Hardcore PvP audience could be quite a successful MMO provided that someone built it with 100K players in mind and only spent $$ based on that expected return. The problem with most titanic failures in the MMO world is that the people behind them pulled in fewer customers than they needed to pay the bills. Pure and simple. Launching a shit game will definitely hurt those odds, but even a good one that spends more cash getting out the door than it can ever return will fail. Period. It's simple business math. I think that a hardcore PvP game could easily pull 100K subscribers. A million? I'm not going to call that even for a PvE game. I know millions of people are possible for any game, but I don't think it's so easy to plan and project that million. 100K though? I think that's bankable for just about any game... so were I given funds to build a game, I'd target 100K subscribers as the expected initial baseline and then budget accordingly to ensure profit. If that means cutting graphics or a titanic feature list of doom... that's the price of smart business. Launch smart and patch in more fun if you profit. So I think hardcore pvp could be a rousing success, even financially. :) Now someone find me some VC. Darkfall... I'm not calling it until I play it. I loved AC Darktide and those guys are influenced by it, that's a good start. The timeline to delivery... not as strong. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 01, 2008, 05:26:47 PM To be completely honest, I think your hardcore PvP MMO needs to be profitable at around 50k players. The reason is that I'm sure as much as people clamour for such a thing, half (or more) are going to find that it isn't what they wanted and quit.
Also, I've thought that with the number of MMOs dying off this year, now would be a great time to swoop in for a fire sale, get some of these assets cheap and build a title that would be a bit different to what is currently on the market. Any secret F13 billionaires out there who want to flip me US $30 million so I can try out a theory? :grin: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 01, 2008, 05:56:35 PM Grimwell, I totally agree with your point.
100k could be a total success. I AM one of them, the 100k, the hardcore PvP audience and I hoped to get a game like Darkfall for ages. Sadly, I see the problem with it: it's just too ambitious. It tries to get it all, all the things the original UO left behind, and the AC parts too, very complex systems and subsystems which don't blend very well with "low budget" and "lack of experience". Dammit, it's 2008 and we still get dikus with huge budgets and autoattack combat being so buggy you would want to puke on the coders, and you want me to believe you can craft a working mmorpg with full loot and dynamic combat with a low budget? Money don't necessarily give you better coders, but they sure buy you some error-margin while crafting your extremely complex mmorpg. Raph told us so many times how Trammel saved Ultima (money-wise) as people used to quit & cancel after some assets-devastating ganks. That's what happens with hardcore PvP games: gank me one time too much, steal my stuff one time too much, make me do all the walk back one time too much, and I'll stop giving you my money, I'll leave. So, everything has to work PERFECTLY. Doesn't matter how hardcore your player is, if he has a feeling he lost his stuff because of a bug, a glitch, a cheat, a cheap mechanic, unbalanced classes/skills, unfair lag, whatever! ...he'll stop paying. Can they face this? Can they guarantee a safe and stable environment for such a passive-aggressive, fragile and delicate bunch of playstyle? I'll repeat myself but while I totally support projects like this, which I dare to say sprung things of beauty such EVE, I think they are losing bets with an existing but very slim chance of hitting jackpot. What Darkfall lacks is simplicity, which is a great thing on paper! But leaves you to face complexity, which needs shitloads of money or huge amounts of talent to be dealt with. I'd be glad to realize all the talent in the world sits at Aventurine. So far, I missed it. Again, I agree with everything you said Grimwell. And yes, I said it already and I'll repeat it here: there is definitely room for a new UO, a new EVE, a new hardcore PvP game. 100k is (for now) that room and it's a quite comfortable one. But it has to build slowly, solidly, it has to get the players' trust working on basic hardcore pvp features and proving everyone it will work and it is fun. THEN, only after that, you can work on wishlists and dream features. It's pointless to just aim to include everything the players always asked for only to have it all messy and buggy. I think the mistake the Darkfall fanbois are clearly doing here is underestimating the power of The Bug and overestimating that of The Feature List. Hell, I am the one here cutting slack to poor Darkfall graphics and animations. I wanted it to succeed so bad. And I wanted all the features too. But there's a point you realize all the promises and the aspirations are backfiring, you've seen happening so many times before, and the reason Darkfall will probably fail is because it tried to keep all the promises made 7 years ago without realizing what changed in these 7 years and why they won't be able to keep it. Finally, about "success = profit and failure = closed studio" lemme say there's a difference between success as in "Game is still running hence profitable yowza!" and "Game is ok enough that people who is not stuck with it because of a curse can play without considering it torture". Horizons (http://www.istaria.com/) and Dark and Light (http://www.darkandlight.com/en/) belongs to the first category and some diehard crazies are still contributing to their "success", but I don't think that's the kind of "success" we were discussing here, as those are the closest thing to unplayable I can think of. I am sure Aventurine's logic works like that: as long as we are alive we are winning, but players want it to be good, not "successful" (even if in an accountant book the two words are synonyms). Ironically, I foresee Darkfall going exactly the Dark 'n Light way. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 01, 2008, 07:26:03 PM PvPers wont mind getting 1-shotted in the skullbox if there's a logical way to make up for the immense travel distances. In games like WW2O you basically had firebases, medics, squad leaders, and different modes of xportation like aircraft, tanks, trucks, etc. If you didnt HAVE an effective mode of reinforcing yourself upon beginning an attack... you just didnt do it - because the 2 hours you spent getting prepped would be a waste. So basically, what I'm saying is there should be a mechanism to negate the travel distances, but players should have to tactically earn it... or be in danger of losing it. They (DF) have mounts that can be stolen, so that's 1 thing... but beyond that what mechanics are there? Is there earnable territory you can spawn from? Do any classes have a portal ability? Can you purchase a portal or perhaps a fast mode of transport? (a ride on a dragon perhaps).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 02, 2008, 02:58:13 AM PvPers wont mind getting 1-shotted in the skullbox if there's a logical way to make up for the immense travel distances. In games like WW2O you basically had firebases, medics, squad leaders, and different modes of xportation like aircraft, tanks, trucks, etc. If you didnt HAVE an effective mode of reinforcing yourself upon beginning an attack... you just didnt do it - because the 2 hours you spent getting prepped would be a waste. So basically, what I'm saying is there should be a mechanism to negate the travel distances, but players should have to tactically earn it... or be in danger of losing it. They (DF) have mounts that can be stolen, so that's 1 thing... but beyond that what mechanics are there? Is there earnable territory you can spawn from? Do any classes have a portal ability? Can you purchase a portal or perhaps a fast mode of transport? (a ride on a dragon perhaps). This is generally true -- though at the same time, the ability to get lost in an obscure corner of the world if you so desire is also important to have. I like how AC1 did it, prior to the "portal to anywhere you damn well please" changes -- a portal network for 'well traveled' areas, with some areas being hidden or off the beaten path, nooks and crannies not everyone knew about because the world was so damn big. You could be on or off everyone's radar roughly as you wished, and if your group made a name for yourself, people would come gunning for you, trying to figure out where you were based. About the longest it took to get anywhere useful back then was 20 minutes to somewhere you weren't tied to, and that was at the extremes. The key is localization; you want people to feel like a certain part of the world is their 'home', and traveling 'far from home' should feel like a fairly epic (or at least meaningful) journey. Contrast that with a game like WoW, where nobody really feels a specific city as 'theirs'. One key to this is not dividing up your game-world into tightly level-restrictive zones. This is one more area where AoC falls down. Being a high level shouldn't mean you're 'based' in a certain area. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 02, 2008, 04:32:41 AM New preview released today: She's elaborated on that in part 2:http://beta.thenoobcomic.com/df_preview/intro.html Quote A fair question could be "So why aren't you looking behind your back when you're fighting, newb? Can't you just mouselook?" Nope! But I'll elaborate on this topic in another update. For the moment let's leave my looted, half naked ork as she looks at the rising sun, hoping that the future will bring more loot, or at least a shirt...Tomorrow is another day! Quote Well, forget mouselook. The only time that you can mouselook around you is when you sit down to rest. At any other time, the only way to check if anyone is sneaking up on you is to turn and look. Now, if you are fighting a monster in melee, you also have to be aiming at your opponent to hit, because there’s no such thing as autotarget like in other MMOs. This means that if you are in melee and you want to look behind you, you have to either circle around the mob while still fighting or stop aiming at it and turn around. Don't know about computer game orcs and hardcore PVPers, but if i want to look behind me there's this thing called neck that allows me to look over my shoulder...Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 02, 2008, 05:12:27 AM The key is localization; you want people to feel like a certain part of the world is their 'home', and traveling 'far from home' should feel like a fairly epic (or at least meaningful) journey. [...] This is one more area where AoC falls down. Being a high level shouldn't mean you're 'based' in a certain area. I agree about the "feeling home" thing but it can't be easily solved in a free and hardcore PvP environment. You are still thinking in rose-colured pre-Trammel terms. Ultima Online didn't have levels and, most important, worked (for some time, before it started bleeding subs because of all the ganking and corpse looting) BECAUSE it was the only thing of its kind available. More on it, it didn't had quests, it didn't had any content, so players weren't actually let free to go wherever they wanted, they were kinda forced to go randomly around (having houses in weird places didn't help and choosing a place wasn't always up to you), they didn't had an option save for the few dungeons, infamously known game-breakers. A step further, next hardcore PVP game, enters EVE online. Again, it's an open world basically contentless. You don't *HAVE TO* go anywhere unless you want to, and no one can make your progression impossible just by camping popular content spots. About size, and "hideability". That works in EVE because of the setting. The universe is supposed to be big, huge looking all the same. Motivations for traveling are different in EVE and lots of things are doable "by proxy" anyway. Do you seriously think a huge, wide, mostly empty non-space world would work in 2008? Exploring virtual worlds in 1999 was really something, even barren ugly looking ones. Do you think a world like AC1 one would work today, just because of its hide-potential factor? You may not like Vanguard, but go there asking how the people received the HUGE world. Just about the world: barren and boring were the two most used words, and arts and visuals weren't bad either. Finally, I know you are just flamebaiting about Conan, cause it isn't and wasn't ever supposed to be a hardcore pvp game so your point is moot (FFA yes, and it delivers - hardcore no), but let's move beyond it and have an exercise at game designing: Problem: as a game designer, in a tiered virtual world how would you prevent higher levels/skills players from gathering in areas challenging enough to let them keep advancing their level/skills? How would you push them in lower level tiers if there's nothing they can get out of it? Tierless? ok then. Problem 2: as a game designer, in a tierless virtual world how would you prevent lower levels/skills players from quitting in frustrations and canceling their subs by being constantly killed and spoiled of all their belongings by both higher level players and higher level mobs which by design hang in all areas without distinction? Solution? Just size? Just make it big so I can be off everyone's radar? I am interested. Not in a hostile way. Really curious. Please answer me. On a side note, the gathering areas of Conan are the most recent examples of tight areas where everyone has to go (and PVP) regardless the levels. No need to say it's bloody chaos, but it's manageable. It works and it's kinda cool. You know why? Cause death means nothing. Respawn, short walk, nothing ever happened. If it had consequences, no one would ever gather resources there until they are max level. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 02, 2008, 05:50:38 AM Geez, you guys say a lot of words!
Anyway, Chinese Democracy is out. Where's Darkfall? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 02, 2008, 06:05:37 AM Oh don't worry.
It's ready. They are just adding polish :grin: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 02, 2008, 06:26:39 AM Oh don't worry. It's ready. They are just adding polish :grin: Where's your proof??? Here's mine: (http://upload.wikimedia.org/wikipedia/en/thumb/1/1f/GNRchinesedemocracy.jpg/200px-GNRchinesedemocracy.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 02, 2008, 06:59:17 AM Oh don't worry. It's ready. They are just adding polish :grin: Where's your proof??? Here's mine: (http://upload.wikimedia.org/wikipedia/en/thumb/1/1f/GNRchinesedemocracy.jpg/200px-GNRchinesedemocracy.jpg) At the risk of breaking NDA, here it is: (http://farm4.static.flickr.com/3141/3077624744_39e4104513_o.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 02, 2008, 10:34:12 AM What does she look? There are/were a few pics of her around but who cares? Don't be a pig! Do you ever wonder wtf do I look like? :grin: I wondered what everyone in here looked like, for a while. But I got better.The only one who I wondered about was Signe because his/her avatars are just demented and attract my curiosity. Quote Sadly, I see the problem with it: it's just too ambitious. It tries to get it all, all the things the original UO left behind, and the AC parts too, very complex systems and subsystems which don't blend very well with "low budget" and "lack of experience". Inexperienced? Yes. Low Budget? No, so that should comfort you a bit. Title: Re: Darkfall sets a release date 'inside 2008' Post by: gryeyes on December 02, 2008, 10:45:59 AM And what was the development budget for Darkfall?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 02, 2008, 10:51:03 AM Low Budget? Yeah, this is intriguing. What's the budget and what's your source? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 02, 2008, 12:35:52 PM I look like all my avatars! We're not demented, we're INTERESTING!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Grimwell on December 02, 2008, 01:12:47 PM Also, I've thought that with the number of MMOs dying off this year, now would be a great time to swoop in for a fire sale, get some of these assets cheap and build a title that would be a bit different to what is currently on the market. This is actually a common and mistaken concept. Sure, you can buy assets in a fire sale cheap... but making them work in a different system? Good luck there. By the time your art team is done combing through them to figure out how it was done and what they can do to use them and make them fit this new world you are building... they could just do their own from scratch and possibly save money. Consider Gods & Heroes. They showed some great and distinct art and (to my knowledge) they didn't sell it off afterwards. Roman art would be useful in most generic fantasy settings... so why didn't someone go after it? Because it's never as easy as "buy art and attach to game engine at the proper hooks and voila! GAME ON" Plus, if someone has a budget of $30 million, I can build them a dozen cheap games and still have room for a nice car and some drugs. You are too expensive. :why_so_serious: Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 02, 2008, 02:18:49 PM They've spent almost 10 million Euros since October.
You only need to translate the first paragraph. (http://www.gameworld.gr/modules.php?name=News&file=article&sid=1514) They seem to be fiscally responsible if reports about them actually having 20 million (http://www.warcry.com/articles/view/editorials/3222-Surlys-Column-State-of-the-Game-Darkfall-Razorwax-and-Aventurine-Heres-the-Rub) in loans is true. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 02, 2008, 03:12:08 PM From mutantmagnet's link:
Quote With the latest news to be uncovered, it appears Aventurine has procured a 20 million Euro convertible bond ($27.5m USD) loan with Marfin Bank[27] at the behest of Proton Investment Bank of Greece[28]. Now I'm not expert in MMORPG development and distribution, and I wouldn't pretend to be, but when last ditch desperation investments from big name has-beens like Interplay, throwing every shred of their capability into one Last Hurrah that is Fallout Online, confidently dedicate what is assumed to be an overkill amount of $75m USD to the pre-production, development, and publishing of a software[29] I can't help but think that no more than $25m of that would be dedicated to initial server hosting and publishing. Without much enthusiasm or presumption, I would submit that the wait for Darkfall is over. $27.5m loans tend to be a bitch to pay off interest on, especially when sitting squarely on your laurels. The clamps are most certainly down, and Aventurine is financially committed to the launch of Darkfall whether they like it or not. Whether that's a good thing or not is also yet to be seen, because for the first time in its long development Darkfall Online is subject to the most dreaded of all development problems: time constraints. Given Aventurine's recent admission that they will not even be capable of entertaining their scheduled WarCry update by writing it ahead of time on or around the 15th of August[30], I think it's a safe assumption that mid-August will see Darkfall's public servers online, and functional. Recent business trips which left Tasos outside of the country[31] would even indicate that they wouldn't necessarily be located in Greece. As I stated in a previous article, public beta by October, or I'll club a baby seal. And if that article is from July... 2007. :why_so_serious: Title: Re: Darkfall sets a release date 'inside 2008' Post by: gryeyes on December 02, 2008, 03:40:00 PM They've spent almost 10 million Euros since October. You only need to translate the first paragraph. (http://www.gameworld.gr/modules.php?name=News&file=article&sid=1514) They seem to be fiscally responsible if reports about them actually having 20 million (http://www.warcry.com/articles/view/editorials/3222-Surlys-Column-State-of-the-Game-Darkfall-Razorwax-and-Aventurine-Heres-the-Rub) in loans is true. So lets see you provide one link thats not in english telling us to translate it. For some reason i take the time to translate it and find out it reveals absolutely fuckall about Darkfalls budget. And another that is an opinion piece with all sorts of dubious fact checking culminating in the opinion that darkfall is obviously about to be released. The only problem being its almost 2 years old. :oh_i_see: Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on December 02, 2008, 04:02:28 PM Total thread polyglot victory
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 02, 2008, 04:14:09 PM So lets see you provide one link thats not in english telling us to translate it. For some reason i take the time to translate it and find out it reveals absolutely fuckall about Darkfalls budget. And another that is an opinion piece with all sorts of dubious fact checking culminating in the opinion that darkfall is obviously about to be released. The only problem being its almost 2 years old. :oh_i_see: That's my fault. I was looking at two different pages and copied the wrong link. This is the correct one. (http://www.gameworld.gr/modules.php?name=News&file=article&sid=1465) I didn't bother posting the translation because you should be able to take my word for it. Quote The bigger Greek MMORPG is found in final stage of growth and Tassos [Flampoyras] reveals all that it should we know. Read the interview… For many years we hear and read a lot of and various for the first big Greek network game of roles, Darkfall Online. In the 1st Pan-Hellenic Meeting of Greek Game Developers, we met Tassos [Flampoyra] and we learned a lot of and interesting information on the big bet of our country in it turns for first time her looks world gaming above. Tassos [Flampoyras] works from 1984 in the sector of Computer Engineering. Up to today it has worked for the MSN Gaming Zone, Age of Empires and Asheron's Call of Microsoft, Messiah of Interplay and many still games. The company Aventurine was founded in 2002, when a company of Norwegian programmers joined itself with Greek programmer, which found the ideal occasion after so much years in the abroad to return in Greece. The Norwegians had in their hands the game of roles “Neocron”, which was shaped by the zero, in order that today we have Darkfall in his final stage of production. The possible community of game via www.darkfallonline.com (3.000.000 users, 52.000 from them active in the forum of web page) is sure a reason [parapano] in order to invest the big companies in the particular work. Who is [mpatzet] that has until now been spent for the game? Many millions of Euros, at approach something least from 10. As for the second one I never claimed it was definite proof of anything. I just added it as additional food for thought. Title: Re: Darkfall sets a release date 'inside 2008' Post by: gryeyes on December 02, 2008, 04:41:57 PM I didn't bother posting the translation because you should be able to take my word for it. Why would we request a source if we were willing to take your word for it? We just wanted substantiation on your claims of its budget. You haven't provided them! And made me translate a heathen tongue to reveal your lies! :grin: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 02, 2008, 04:54:47 PM Quote Who is [mpatzet] that has until now been spent for the game? Many millions of Euros, at approach something least from 10. :awesome_for_real: Does this mean they are keeping the other 10 millions from the 2007 20M loan for Grimwell's nice car and drugs? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xuri on December 02, 2008, 05:51:25 PM I look like all my avatars! We're not demented, we're INTERESTING! Cool! I look like my avatar as well.Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 02, 2008, 08:07:12 PM Also, I've thought that with the number of MMOs dying off this year, now would be a great time to swoop in for a fire sale, get some of these assets cheap and build a title that would be a bit different to what is currently on the market. This is actually a common and mistaken concept. Sure, you can buy assets in a fire sale cheap... but making them work in a different system? Good luck there. By the time your art team is done combing through them to figure out how it was done and what they can do to use them and make them fit this new world you are building... they could just do their own from scratch and possibly save money. Consider Gods & Heroes. They showed some great and distinct art and (to my knowledge) they didn't sell it off afterwards. Roman art would be useful in most generic fantasy settings... so why didn't someone go after it? Because it's never as easy as "buy art and attach to game engine at the proper hooks and voila! GAME ON" Plus, if someone has a budget of $30 million, I can build them a dozen cheap games and still have room for a nice car and some drugs. You are too expensive. :why_so_serious: I know it isn't just that easy, but buying an existing title cheap and then working within its existing framework to build something different is likely to be cheaper than starting that development from scratch. Especially for a MMO, where a lot of the cost comes from continually building systems that already exist a dozen times over in different games. It wouldn't be just tearing out art and putting them in a new game; it would be about working out what worked and what didn't with the title you bought (having carefully selected it from the growing list of dead MMOs), building on the strengths, adding more interesting bits and removing focus from the weaker aspects of the title. For Gods and Heroes, that would be adding in PvP, upping the involvement of gods, improving how pets behaved and speeding up the lvl curve so that PvE was trivial. Other non-combat would be scrapped. (If I bought G&H - which was feature and content complete, just needed bug fixing at time of "hiatus" - I would want the whole thing, not just the art.) The core of G&H would be that "you are your own phalanx" and then making situations where player phalanx vs player phalanx was enjoyable and rewarding. And I said $30 million because otherwise that mystery F13 billionaire will think I'm being too cheap! :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Grimwell on December 02, 2008, 09:12:31 PM Ahh, see now I thought you were talking about trying to use those old assets inside a different game/engine/structure.
Buying the game wholesale and then standing it up and trying to make it to something else/more? Possibly less expensive. That depends entirely on how well the game itself is documented and how fast you can get a team to learn how it's supposed to be working and then how to insert code into it without explosions. If you are lucky you might get a few people from the original team, but they had to fail to get the product to a point that you could buy it... so they may not be all that uber. The entire production would be a pain to get going but not impossible. More difficult though would be rebranding it. You are essentially going to have to say "Whamdoodles Online, now with less Shittastic!" and then jaded folks in places like f13 are going to do what they do best: Point out how utterly hopeless the situation is and do so in a grand fashion. You are working uphill on a steep slope in the realms of perception all to make your used game go cheaply. I'm not saying it's impossible to do what you suggest, but on the business side I'd rather buy some clean and off the shelf MMO tools and build something "new" that does not have perception issues. While it would be risky, it wouldn't be as risky. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 02, 2008, 09:48:47 PM I agree about the "feeling home" thing but it can't be easily solved in a free and hardcore PvP environment. You are still thinking in rose-colured pre-Trammel terms. Ultima Online didn't have levels and, most important, worked (for some time, before it started bleeding subs because of all the ganking and corpse looting) BECAUSE it was the only thing of its kind available. I... never really played UO much at all? I was actually thinking more in terms of Darktide. Where, during the time-period we're talking about, if I understand correctly the world was *much* bigger than UO, it wasn't the only server available (not by a long shot, AC populations were actually pretty healthy back then), it had levels (though they weren't terribly influential at the time, and still aren't anywhere near as important as both games), and most importantly you had a lot of options for escaping from combat -- fight-or-flight really meant flight-or-fight, not just fight-or-be-cut-down-as-you-try-to-run-away. Quote Do you think a world like AC1 one would work today, just because of its hide-potential factor? You may not like Vanguard, but go there asking how the people received the HUGE world. Just about the world: barren and boring were the two most used words, and arts and visuals weren't bad either. Yes, I do think it would work, because the audience it's targeting is completely different than the audience Vanguard targets. Vanguard's world seemed barren because they had a playerbase that wanted lots of PvE *stuff*. By contrast, a huge divide regarding the monthly content patches opened up in the AC1 community. The PvE servers eagerly anticipated the monthly patches, because it meant new content, quests, items, additions to the story. Darktide *hated* the patches -- not just the occasional instability and bugginess, but the very idea of progressing the game monthly -- because in their view it meant the devs were needlessly messing with a good thing. They didn't want new quest content, they didn't want new items or this or that, they wanted to keep on playing the same game they've been playing. Vanguard attracts the type of players who seek to *consume* content that the devs have created. A barren landscape is like a blank canvas for them. Darktide, and a future world-PvP MMO, attracts the type of players who want to *be* the content, and want the devs to get out of the way as much as possible. A barren landscape is like being a kid in a sand-lot for them -- they fill it with their own adventures. Also, let's look at the antecedents; AC1 didn't launch in a vacuum, it launched when EQ had already been established for a few months (This, along with its hideous orange-brown box art sitting next to EQ's Elf Tits on the store shelf, are probably the biggest factors why AC1 ended up 3rd out of 3 among the original round of mainstream MMOs.), and EQ was much more content-driven in the vein of WoW. Things nonetheless worked out alright. Quote Problem 2: as a game designer, in a tierless virtual world how would you prevent lower levels/skills players from quitting in frustrations and canceling their subs by being constantly killed and spoiled of all their belongings by both higher level players and higher level mobs which by design hang in all areas without distinction? Darktide addressed both of these, with its original mechanics -- the mob spawns were the right density so that with careful determination, you could make sure to weave between spawns and get to your destination without triggering something that'd eat you. There were also spawn points (called lifestones, equivalent to bind-stones in other games) at various points through the wilderness, where you'd quickly learn to set up shop. Wandering shopkeepers in the wilderness, out-of-the-way little huts with vendors that weren't on anyone's radar... you could have your own little shadow economy going. Also, my point above about escape options applied to PvE as well -- running away worked pretty well. Spacing your way through the spawns was helped by having a radar with a decent radius, something I still wish other MMOs had. Side note on the whole 'running away being effective' thing -- magic and missile attacks in AC1 can literally be physically dodged by running out of their path. If someone shot an arrow at you, and you moved out of the way fast enough, there was no dice-roll, the arrow simply stuck into the ground (at which point, if you're a low-level and poor like I was, you could run back, pick it up, and eventually sell 'em to a vendor later for tiny bits o' cash). So if you accidentally triggered aggro from a group of 3 monsters, 2 melee and 1 ranged, let's say -- you would start sprinting away, making sure to sidestep like mad as you ran to dodge the oncoming arrows, and the melee monster only gets one or two hits on you before you're out of range. Heal up before you start running again, and voila! You've got mechanics where you'd sometimes see level 5 players who'd make their way deep into the No Man's Land area of the game ('the direlands') by painstakingly weaving through the spawns and running like hell when possible, simply for the sheer fun of it. AC1's guild system ("allegiances") was also absolutely crucial, as it proved hugely successful in getting new players integrated into the server's politics. If you've played AC1, you know just what I'm talking about, but if not let me know and I can give you a rundown. It's the best guild system ever implemented into a MMO, bar none, and radically different from the norm. Nothing else even comes close. Oftentimes, the high level who just killed you would become your new protector and sugar daddy, and the game gave him an incentive to do so. In most PvP MMOs, the guild system leads to a lot of "kill everyone who's not us". In AC1, the incentive structure led to a whole lot of "join or die", with territorial control being at issue. (More about this if you'd like, it was really remarkable in a lot of ways) So that level 5 with the chutzpah to try crossing the direlands that I mentioned above? If a high level ran across him, saw that the guy was resourceful and had a decent head on his shoulders... he'd be recruited in no time. Very low-level players could also be decisive in fights between much higher levels, by staying on the fringes of the action in a hard-to-get-to spot, and tossing heals to your favored combatant. The way health and mana scaled -- a curve that flattened out quickly, you didn't end up with 5 bazillion HP - was very conducive to this. This helped you 'get in good' with a higher level who'd then be happy to take you under his wing, in the allegiance system mentioned above. Non-mages could still whip out a wand and do the same thing, thanks to the way the open-ended skill system worked. (Virtually none of these systems were designed with PvP in mind, but the way they worked together was absolute magic.) As for being killed and spoiled of their belongings -- the lower level you were, the less you dropped in terms of loot, the more easily replaceable your loot was, and the less loot impacted your performance. Also, the 5 minute non-PK timer after you died gave you ample time to get out of dodge (Fast runspeeds helped here. For those who've never played it, AC1's runspeeds are close to what you'd imagine speedhacking is like in other MMOs. And if you were starting on the PK server, you could balance your template to start with a higher run-speed.) Quote I am interested. Not in a hostile way. Really curious. Please answer me. Will do. Sorry if the giant wall of text is a bit much, but it's a multi-faceted question so I tried to cover everything that popped to mind. Quote On a side note, the gathering areas of Conan are the most recent examples of tight areas where everyone has to go (and PVP) regardless the levels. No need to say it's bloody chaos, but it's manageable. It works and it's kinda cool. You know why? Cause death means nothing. Respawn, short walk, nothing ever happened. If it had consequences, no one would ever gather resources there until they are max level. A few problems here, as I see them -- escaping from combat is too hard, and levels mean too much in Conan. Also, it depends what the consequences are. One of the things Conan really did *right* was making loot not have a gigantic influence on your stats (Or at least, dropping down to a lower tier, more easily obtainable tier of loot doesn't dramatically lower your effectiveness). You don't have to be able to loot everything from the guy, just a bit. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnsGub on December 02, 2008, 10:35:26 PM Ahh, see now I thought you were talking about trying to use those old assets inside a different game/engine/structure. Buying the game wholesale and then standing it up and trying to make it to something else/more? When is http://en.wikipedia.org/wiki/Remix (http://en.wikipedia.org/wiki/Remix) coming to games? Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 03, 2008, 01:45:43 AM When is http://en.wikipedia.org/wiki/Remix (http://en.wikipedia.org/wiki/Remix) coming to games? Sorry but I would rather pass on seeing someone like this guy entering the MMO scene. (http://img2.timeinc.net/people/i/2006/celebdatabase/seandiddycombs/sean_diddy_combs1_300_400.jpg) Also in spite of their inexperience the DF devs seem to be holding their own. From an addendum to part 2 (http://beta.thenoobcomic.com/df_preview/part2.html) of Noobs preview Quote 2. Stability and state of the game. Relax! It's not been wiped at all since last week, and even if at some point it's going t o be wiped twice a day it's because they are testing things according to their test plans, not because something's gone horribly wrong and they have to shut down everything. The game is stable. I crashed once to desktop, which is a lot less of how much I crash to desktop in the released MMO that I've played most recently. How ready is it? I don't know! From what I can observe, assuming that it would play the same with thousands of people instead of hundreds, it's less buggy in beta of some games a month into release, but this is just an observation of what I can see, I have no idea if they are opening black holes and rips through time and space by mistake in their server room even if we don't notice. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 03, 2008, 02:04:56 AM Jesus H. Christ, that webcomic is awful. Though their parody of democratic whining in anti guilds is spot on. (Are there any MMOs that feature anti guilds, anymore? Does Shadowbane have any? EVE?)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on December 03, 2008, 06:20:58 AM I kinda like the "the noob" webcomic, but take that from a guy who dozes off with PvP/Kurtz and hates the guts of the dude that makes GUComics.
Last time i played Shadowbane there was a pretty big guild (had like 5-10 cities in their nation) called Dragonscale, it was a mix of strong ANTI and roleplay. I dare you not to giggle, i present you , Sir Steven's signature, ruler of the Dragonscale Kingdom. (http://img.photobucket.com/albums/v219/dragonscale/sdsiglatest.png) Also: The Dragonscale Anthem (http://www.geocities.com/dragonscalenation/DRAGONSCALE.mp3) and their latest video production (http://blip.tv/file/165885). And of course there's are a lot of old school and new anti guilds in activity, you'd be surprised. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 03, 2008, 06:54:37 AM Iniquity, you are a disaster. The Noob is awesome. Period.
Back to hardcore PvP. Then you didn't play UO and all your experience is based on Asheron's Call Darktide. Fine. But we weren't looking for cool games here, or just following personal tastes. I for example was perfectly fine with pre-Trammel UO and I still think it's the best PvP ever, and I'd be playing Siege Perilous right now if it wasn't for the skill gain artificial cockblock and the item-tastic new deal which stormed Sosaria. We were looking for a possible solution for a succesful if not popular hardcore PvP game. What was the most player Darktide ever had? 5k? 10k? Then It DIDN'T work! The fact that it worked for you and your 4999 friends, 7 or so years ago, doesn't mean it's a viable way to craft a hardcore PvP game in 2008. Unless, of course, you are aiming to 5k players. While I have to concede on the Vanguard example, which wasn't fitting for the reasons you finely expressed, it doesn't mean your idea of hardcore PvP players has any resemblance with the infamous 100k that would eventually pay for our dream game. Quote By contrast, a huge divide regarding the monthly content patches opened up in the AC1 community. The PvE servers eagerly anticipated the monthly patches, because it meant new content, quests, items, additions to the story. Darktide *hated* the patches -- not just the occasional instability and bugginess, but the very idea of progressing the game monthly -- because in their view it meant the devs were needlessly messing with a good thing. They didn't want new quest content, they didn't want new items or this or that, they wanted to keep on playing the same game they've been playing. See? In an already tiny demographic an even tinier one was in disagreement. That's not the kind of numbers you build a game on. I'd say that you solved the problem I presented you with a 5k customers solution. Not really a solution. Like it or not the gamers changed. When you have a small bunch of players you can't aim to the core of the core of the core of those small bunch based on another core and pretty limited previous experience. While I am sure some would just be happy with a new evil PvP toy, there are more than enough that loved UO, loved DT, but learned to love the passing of time too, learned to love eyecandy, content and oh god even WoW, and couldn't really get back to long traveling times, barren worlds, absence of quests and "can't even turn your neck to look around cause you know it has to be realz the Darkfail way! :awesome_for_real: " I am not bashing Darktide. It was great as was pre-Trammel UO for those who liked it that way. I am one of those. I'd welcome a new old-school UO, a new AC Darktide, a new Shadowbane. I am up for ALL the things we talked about, and I am, on paper, even up for Darkfall. The thing is took me some time to accept it but now I know why they had to change UO, why they had to drop the equip loot (not just backpack) thing from Shadowbane, and why no one can produce a game along those lines anymore. Doesn't matter how much we liked, we are not enough to justify the investment without an actualization of the product. You can't only aim to the old geezers who had plenty of time in 2001 in high school and now have families, sons and jobs that allow for a completely different playstyle. Those are most likely pvping on browser games anyway right now, a different kind of old school and a dfferent kind of huge featureless worlds, and are even having lots of fun with it. They wouldn't come back for Darktide reborn, they don't have the time for it anymore. You have to look for some new blood then. And the new, younger blood, would probably hate your old school huge and questless featurless world. Add to it that "we" aren't even always in agreement about the kind of hardcore pvp we want (there are many subtle differences). So it's not like the first developer who can craft a new hardcore pvp game will get all the 100k. They know it, and they don't really know how to cater all those rabid sociopaths together on a single game. Closest thing to what we want? Eve online. First one who can make a believable and stylish medieval EVE wins. Now, Darkfall is trying to do a kickass old-school-but-new hardcore PvP game. I bashed it enough so I'll just say it's definitely not EVE enough, but still "let's hope for the best". Too bad hoping is even less influential than farting. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 03, 2008, 07:04:32 AM Jesus H. Christ, that webcomic is awful. Though their parody of democratic whining in anti guilds is spot on. It gets most of things spot on. If that makes it awful... perhaps it's the genre that's to blame, not the messenger. Perosnally, i love it. :why_so_serious:Title: Re: Darkfall sets a release date 'inside 2008' Post by: tolakram on December 03, 2008, 07:20:43 AM I don't understand how anyone can think a hardcore pvp game can obtain, maintain, or grow a player base when the game mechanics allow the few to decide who survives (read: have fun).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on December 03, 2008, 08:47:33 AM Because being self referential is the new cool here's some stuff I wrote on that a while back (http://antipwn.wordpress.com/2008/01/18/pvp-mmo-design-redux/).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tolakram on December 03, 2008, 09:41:51 AM Because being self referential is the new cool here's some stuff I wrote on that a while back (http://antipwn.wordpress.com/2008/01/18/pvp-mmo-design-redux/). That was good, thanks. Some of thew early comments are most telling. It's sad that people will still answer with how players should play ... Quote Why help them, the newbie part of being a pvper is a very large learning curve. Priceless. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 03, 2008, 10:15:06 AM Why do most people at f13 think a game needs to cater to the masses? Wtf ever happened to creative license? Honestly, the MMO genre's BIGGEST problem is trying to make their games too big for too many people, and they fall just as hard. These designs need to shrink in their scope, minimize their expenses, and maximize the fun for the subset of consumers they're attracting. Really, that's how PC gaming got started... they werent writing code to please everyone - they were writing code to entertain themselves and the other dorks in their Lisp class. A few got lucky and scored pub deals and distro at "Software, etc." for the mallrats.
Now, Darkfall may be making a mistake by making their game probably too big (expensive) for a small group of hardcore pvp people. But most of that can be attributed to poor planning and a game that took entirely too long to make. Their hearts are in the right place and I like the design for what it's designed to do for WHO it's designed for, but I'm on the bandwagon here for if they'll be able to stay in the black, which is a resounding "no." Then again, it seems no one here really knows how much they've spent on the game. As much as we harp on the design of this game, I think deep down everyone here secretly fawns over it. It's an old-school thought process. Once it's released, logically it'll start small and if it's deserving will grow from there. Which is the way it should be. Their biggest problem IMO is resisting the urge to "Puff Daddy" their game, i.e. water it down to popularize it. They're trying real hard to fight it, but we'll see what happens. Personally, I prefer they paint themselves into a corner and let the players come to them, not the other way around. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tolakram on December 03, 2008, 10:28:08 AM Ghambit,
Do you know how much a game costs to develop and how many hardcore pvp players there are to make money off of? Do you know what the minimum level of development or polish or whatever is required to attract that crowd? I'm not a game developer so I can only trust that what most tell us is true; the audience is too small so support any development and the retention rate is too low continue to support any game that gets to market. If you look at the comments from so called hardcore pvp'ers you'll see they are all over the map with suggestions. Make the world big enough that griefing isn't an issue (big world, more money) is just one of them. If you've been lurking here for any amount of time you'll know this is yet another rehash of why hard core pvp isn't sustainable. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 03, 2008, 10:55:05 AM Ghambit, Do you know how much a game costs to develop and how many hardcore pvp players there are to make money off of? Do you know what the minimum level of development or polish or whatever is required to attract that crowd? I'm not a game developer so I can only trust that what most tell us is true; the audience is too small so support any development and the retention rate is too low continue to support any game that gets to market. If you look at the comments from so called hardcore pvp'ers you'll see they are all over the map with suggestions. Make the world big enough that griefing isn't an issue (big world, more money) is just one of them. If you've been lurking here for any amount of time you'll know this is yet another rehash of why hard core pvp isn't sustainable. Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. And really, good games dont always take a helluva lot of money/time to develop... they attract "pvpers" by the shear virtue of the quality of their designs. There are webgames out there that have more players then most MMOs, devved by ONE person. As for griefing, if there's player organization it's a moot point. If you're a lone wolf then you run the risk of griefing or being griefed, that's your prerogative. My contention long ago with DF was if they didnt provide the tools for the players to organize than yes, there would be issues like you discussed. There needs to be a command and robust guild structure or too many people will become incensed as they initially log in. And above all else, it needs to be easy to find (on/offline). And we need to re-think our views on why/how hardcore pvp isnt sustainable. Fact is, it's just not sustainable at the numbers games like WoW demand. But so the fuck what! Sustain it at the numbers necessary to make the game work, keep the servers online, and the staff paid. You dont just nix the design because Dave Chappell probably wouldn't roll a bear shaman in it. I guess I'm just a more objective free-form thinker. But the fact is there isnt room in this market for a lot of cookie-cutter popular titles. That's been proven already. So why keep falling into that trap? Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 03, 2008, 11:00:37 AM While I agree with you that niche games have the most potential to turn an effective profit, the point with Darkfall is that it has promised the sun and the moon and everything to everyone over the last few years. Had they been a bit more modest or honest in their self-promotion they probably wouldn't draw half the scorn they are currently recieivng.
As far as a pure PvP game goes, I could see one working if designed for such from the bottom up. The notion that there are 100K "hardcore pvpers" out there I find ridiculous though, if nothing because self-titled "hardcore pvpers" cannot come to a single consensus on how they want their game to be. The flawed notion here is that there is a single set of rules that is under-represented in the current market, that would cater for all these people. However I feel that any game aiming to cater for these people will struggle and be forced to comprimise and ultimately fail. This is what happened with the PvP in AoC, by and large. A game designed for 15-20K subsrcibers could probably do well, and you'd have two or three side by side for varying degrees of "hardcore". Title: Re: Darkfall sets a release date 'inside 2008' Post by: tolakram on December 03, 2008, 11:07:19 AM Quote Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. I tried to get passed this, but failed. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 03, 2008, 11:17:45 AM While I agree with you that niche games have the most potential to turn an effective profit, the point with Darkfall is that it has promised the sun and the moon and everything to everyone over the last few years. Had they been a bit more modest or honest in their self-promotion they probably wouldn't draw half the scorn they are currently recieivng. As far as a pure PvP game goes, I could see one working if designed for such from the bottom up. The notion that there are 100K "hardcore pvpers" out there I find ridiculous though, if nothing because self-titled "hardcore pvpers" cannot come to a single consensus on how they want their game to be. The flawed notion here is that there is a single set of rules that is under-represented in the current market, that would cater for all these people. However I feel that any game aiming to cater for these people will struggle and be forced to comprimise and ultimately fail. This is what happened with the PvP in AoC, by and large. A game designed for 15-20K subsrcibers could probably do well, and you'd have two or three side by side for varying degrees of "hardcore". Agreed. Actually I believe WW2O at its core has about 15k subscribers and it's doing pretty well right now. Hardcore pvpers are finicky folk; as for AoC, personally I was pretty let down by the "hardcore" folk in my guild. They just have way too much ADD and require way too much instant gratification. Hence, they're difficult to please. In reality, they're not really hardcore at all... but a bunch of pussies. They have no patience for long term planning and commitment. They just want to kill things the moment they log in. Now, if DF has room in their game for both types of folks I think they might be able to sustain a decent population. Regardless, the ADD-hardcore are not a reliable playerbase in any game, but they DO (somewhat) stick with games they like - they might take breaks every now and then, but they'll still be around. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 03, 2008, 11:20:41 AM Quote Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. I tried to get passed this, but failed. It's called fractal terrain generation. i.e. Terragen, Mojoworld, etc. The time consuming part is in populating those spaces with interactable assets like houses, etc. If you leave that to the player to do then you've eliminated a lot of that though. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 03, 2008, 11:30:57 AM Why do I have the feeling that long threads tend to reset themselves every 2 or 3 pages as if no one wrote anything but the poster above you?
I am out. I abused of this thread anyway (my falt), so let's get back to Darkfall will succed because there's plenty of hardcore pvp players and it's easy to make a virtual world, especially a big one, and you don't have to be WoW anyway so yeah it's coming it's coming! Title: Re: Darkfall sets a release date 'inside 2008' Post by: tolakram on December 03, 2008, 11:31:51 AM Quote Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. I tried to get passed this, but failed. It's called fractal terrain generation. i.e. Terragen, Mojoworld, etc. The time consuming part is in populating those spaces with interactable assets like houses, etc. If you leave that to the player to do then you've eliminated a lot of that though. What does that have to do with big world. A world is a place people are compelled to visit, not a randomly generated fractal landscape. Time consuming = cost. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 03, 2008, 04:15:26 PM As much as we harp on the design of this game, I think deep down everyone here secretly fawns over it. No. Quote Once it's released, logically it'll start small and if it's deserving will grow from there. Which is the way it should be. Their biggest problem IMO is resisting the urge to "Puff Daddy" their game, i.e. water it down to popularize it. They're trying real hard to fight it, but we'll see what happens. Personally, I prefer they paint themselves into a corner and let the players come to them, not the other way around. It isn't 'watering down' that is the problem. It's the polish on the existing systems. Darkfall won't - can't - have the polish needed to keep the majority of PvP players who cream themselves on forums about it. The second that the network code starts to lag them out, or a memory leak starts seeing slow-downs or CTDs... bye bye hardcore players. And that's assuming the game design is perfect. Which it won't be. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 03, 2008, 04:22:20 PM Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. And really, good games dont always take a helluva lot of money/time to develop... they attract "pvpers" by the shear virtue of the quality of their designs. There are webgames out there that have more players then most MMOs, devved by ONE person. PvP MMOs: cheap to build. A good PvP MMO that will actually attract players: expensive. Even Runescape - which charges a monthly sub to those who want the extras - upgrades its graphics from time to time. Quote I guess I'm just I'm all for new MMO titles and MMOs going in new directions. But a PvP MMO isn't an easy thing to do. It isn't just building a world and throwing the players into it - you do that and new players get confused and / or ganked by those who are quicker on the draw. Even EvE, hardcore MMO of choice, has safe space for PvE and the non-hardcore. You throw everyone in together with nothing else to do and you get Fury. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 03, 2008, 05:37:36 PM I've already said they've got to have initial organizational structure (to lubricate insertion) to the game or it'll fail. Of this we agree. But I still fail to see how that somehow makes things complex. It doesnt. Matter of fact if you look at many games, it's entirely handled on the web post-facto (many times not even by the studio). It's more something you just DO rather than just build. Even moreso, it's largely easier to accomplish this in a totally pvp game... since there's no crappy PvE treadmill to run before you even get to the good stuff. So there isnt an army of devs sitting around designing the first 20 levels as PvE "learning mode" just to scratch the surface of being capable of doing anything.
As for "safe space" for newbs. Didnt they say there are safe areas in DF? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 03, 2008, 07:36:49 PM Iniquity, you are a disaster. The Noob is awesome. Period. That seems to be the consensus, so I started from the beginning. I'm just not seeing it. It seems to be... loosely based off of a combo of EQ, AC, and UO? Or something? Can you link me to a few of the better strips so I can see what I'm not getting? Quote Back to hardcore PvP. Then you didn't play UO and all your experience is based on Asheron's Call Darktide. Fine. But we weren't looking for cool games here, or just following personal tastes. I for example was perfectly fine with pre-Trammel UO and I still think it's the best PvP ever, and I'd be playing Siege Perilous right now if it wasn't for the skill gain artificial cockblock and the item-tastic new deal which stormed Sosaria. We were looking for a possible solution for a succesful if not popular hardcore PvP game. What was the most player Darktide ever had? 5k? 10k? Then It DIDN'T work! The fact that it worked for you and your 4999 friends, 7 or so years ago, doesn't mean it's a viable way to craft a hardcore PvP game in 2008. Unless, of course, you are aiming to 5k players. It was at around 3k peak population for a while, and given the way people bounced around it's possible (high-end but not unrealistic estimate) it had somewhere around 30,000 players at peak. However, that's in a game that wasn't designed or marketed with PvP in mind *at all*, at a time when the MMO audience was much smaller. AC in general suffered from incredibly poor marketing and support from Microsoft. It's better judged not "as a game in its own right", but as a proportion of AC -- and it attracted a disproportionate proportion of the AC audience, despite the fact that the AC audience wasn't a particularly PvP-heavy audience. A lot of it came via word of mouth. I'm not saying something much like it would certainly hit 100k today, but it's not improbable either. The DIKU formula is a lot more stale for a lot more people than it was back then; people who came into the genre with WoW, but are getting bored with that and looking for something different. Also, I have a hard time imagining 50k isn't sustainable, either. My anecdote about the Darktide approach to patch day, now that I think about it, suggests you wouldn't need the same sort of content-creation live team presence that a lot of PvE games do. Another data point pops to mind here - Planetside. Very different, I know, but hear me out -- the Core Combat expansion bled 'em dry, by adding new content in a way that messed with their winning (or at least not-losing) formula. Or DAoC with the ToA expansion, where the PvE content messed up everyone's PvP experience. Quote By contrast, a huge divide regarding the monthly content patches opened up in the AC1 community. The PvE servers eagerly anticipated the monthly patches, because it meant new content, quests, items, additions to the story. Darktide *hated* the patches -- not just the occasional instability and bugginess, but the very idea of progressing the game monthly -- because in their view it meant the devs were needlessly messing with a good thing. They didn't want new quest content, they didn't want new items or this or that, they wanted to keep on playing the same game they've been playing. See? In an already tiny demographic an even tinier one was in disagreement. That's not the kind of numbers you build a game on. [/quote] Uh, no. First off, AC1 was at something like 120k subscribers at the time, which considering the size of the MMO market at the time wasn't exactly awful. Secondly, the divide split along pretty even lines -- Darktiders against the patches, everyone else for -- because AC1 was essentially two very different games, Darktide and not-Darktide, that happened to share a common game-world. In a game developed roughly off of the 'Darktide Model', you wouldn't see those divisions, because the not-Darktiders of the world probably wouldn't be playing it. Quote Closest thing to what we want? Eve online. First one who can make a believable and stylish medieval EVE wins. Eve doesn't have twitch skill involved, which to my mind is a far from negligible difference. Also, you're massively dependent on the economy in EvE to get things done, which is a huge difference between EvE and most MMOs. If I wanted medieval full-world PvP that'll stay supported and didn't involve twitch combat, I'd play EQ2's FFA PvP server. If I want a spreadsheet, I'd do something productive with Excel. It's not just the setting that kills it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 03, 2008, 08:19:33 PM Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. Eh, it's easy to design a game in a vacuum. It's much harder to do so when you have anything like an actual budget, staff, and equipment.To get all that you need a solid plan to convince whoever's got the money. Nobody is going into those meetings touting the wild success of AC:DT or pre-Trammel UO. If their audience even knows Asheron's Call, it's most likely because they got it from SirBruce's chart in PC Gamer a few years back before the WoW portion of the pie gobbled up the rest of it like that tesserac 4D cube. Hardcore PvP isn't sustainable because the few games that tried either had it by accident of emergent behavior (pre-Trammel UO) or feature it as part of a huge sim in which the cost of every fight can be calculated down to the last bit of Tritanium (Eve). And importantly: Note that neither of these most prominent examples of successful PvP games in the Western countries actually had PvP has it's foundation experience whereas those games or servers that do (SB, AC:DT, EQ PvP servers, etc) all had much narrower appeal in the West. I've long questioned the desire for hardcore PvP en masse. If it's a necessary part of having a holding in a virtual world (plum housing in UO, good systems in Eve), then yea, PvP makes that ownership a deeper experience. But PvP by itself? Sometimes the near universal belief that something doesn't work in certain markets actually turns out to be the truth. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 03, 2008, 08:49:22 PM Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. I've long questioned the desire for hardcore PvP en masse. If it's a necessary part of having a holding in a virtual world (plum housing in UO, good systems in Eve), then yea, PvP makes that ownership a deeper experience. But PvP by itself? Sometimes the near universal belief that something doesn't work in certain markets actually turns out to be the truth. You just cited the key: "Having something to fight for." It's agreed that pvp by itself doesnt work, or rather... doesnt work well, unless it's simply a bloated version of a normal high-twitch, heavy graphical, multiplayer FPS. e.g. it doesnt pretend to be anything else but. Even still, having a definitive element to fight for long-term is key regardless. If you're gonna charge a monthly fee those elements better be pretty robust and dynamic. With DF right now there are too many "?" with regards to economy, resources, and real estate yes? So we cant really judge how effective it may be at "hardcore pvp" anyways. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 04, 2008, 02:16:35 AM Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. This. Most of AC1's world was built procedurally at first, with the devs then going in with handcrafted tools to add personalized touches later. It worked out pretty well. Darkfall seems to be going a similar route; you don't need to develop these painstakingly handcrafted 'zones', a-la WoW. AC environments were more interesting than WoW in a lot of ways, because what they lacked in immense detail, they made up for with heavy use of the Z axis and a real sense of exploration in a seamless world; you didn't just see mountains off in the distance, you could actually *climb* them, and doing so was interesting and fun in its own right. And sometimes, you'd find a hidden lifestone nestled up in those hills, with a portal to some major town next to it -- voila, you had an isolated raiding base for use against whoever lived in that town, for guerrilla warfare. A lot of the portals were semi-randomly generated, moving around at different intervals, be it hours (some of them) or weeks/months (others), further making life interesting. Quote As for griefing, if there's player organization it's a moot point. If you're a lone wolf then you run the risk of griefing or being griefed, that's your prerogative. My contention long ago with DF was if they didnt provide the tools for the players to organize than yes, there would be issues like you discussed. There needs to be a command and robust guild structure or too many people will become incensed as they initially log in. And above all else, it needs to be easy to find (on/offline). Another area where AC had it right, where guilds formed organically and quickly, and there were easily hundreds of tiny 1-20 person guilds. Rather than a guild of equals, you had patrons and vassals, with one player swearing fealty to the other. The higher level, the patron, offered expertise, protection, and loot as he wished; the lower level, the vassal, his XP gains gave a fair bit of 'bonus XP' (the XP wasn't taken from the lower level -- it was generated out of thin air as an incentive) to the patron. One person's vassal could have his own vassals, and so on in turn, forming a pyramid-like monarchy. You gave higher levels a natural incentive to work with lower levels and integrate them into the game's system, and there were absolutely *zero* start-up costs for forming what amounts to a guild. A level 10 could ambush a couple of level 3's, talk them into joining him as vassals, and bam! There's a 3-person monarchy already. Patron-vassal relationships in AC were really unlike your standard 'guildmates' relationship in other MMOs, and gave you a personal 'hook' into the world. It actively encouraged total strangers to meet and get to know each other ingame. It was probably the single best social mechanism I've ever seen in an MMO. (I am not a natural guild-leader type by any means. In fact, I usually don't even *join* guilds in most MMOs I play. I nonetheless ended up a monarch multiple times on DT, never on my main, but on newbie characters I developed in various regions of the game world to have fun logging in occasionally and experiencing that local 'scene', a world away from the major battles and clans my main was involved in -- such as newb PK/politics in the area around Yaraq. Pretty soon, I'd be the biggest of the little kids on the block, leading a gang of newbs and trying to team up to take on the higher levels if they rolled through town. It happened organically, and it was fun.) It's a shame no other game has tried anything like it since. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 04, 2008, 02:21:59 AM Side note: Downloaded Shadowbane tonight and gave it a shot.
The game is absolute ass. Whoever thought anyone would play a game that's click-to-move and had zero how-to-play intro should be flogged. It also had the least responsive combat I've ever seen, less responsive than Rubies of Eventide or Horizons or even that one open-source MMO. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 04, 2008, 03:33:32 AM Coming from "twitchy" AC1 it's not a surprise you don't like Shadowbane. It's not ass. It's old and user un-friendly, but it has the best large scale meaningful PvP mechanics ever for a medieval MMORPG (EVE being the absolute best, and the mechanics are pretty similar if not identical). Shadowbane suffered technical issues which were basically unrecoverable given the budget and the incompetence of some coders. Still, it managed to give most people some of their best memories PVP-wise, even in its original and broken shape. Took them ages to make it playable and stable, and with a minimum budget it now is. It's laggy, it's ugly, but it's a great PVP game. You can't see it? Your loss.
I tried to stay out of this thread as it's not progressing beyond the point of "it worked for me and my small circle of friends 7 years ago, so it's obviously the perfect formula, it just has to be replicated and it'll be a blast! Oh, and Darkfall has potential <rolleyes>". But lemme give you a piece of advice: Seems to me is that your experience with hardcore PVP games is too limited to be of any value. You didn't play Ultima Online, you didn't play Shadowbane, you don't like EVE so I guess you didn't really delved into PvP there other than for a few exploded ships, and as a final touch you quoted Planetside wich isn't hardcore pvp a bit. Your vision is Darktide-centric and anything that doesn't suit your tastes failed for good reasons while your game was quite a success and missed hit status just because it wasn't advertised enough or the box art didn't have boobs. It's ok to like a game. Hell, I like Darktide too. It's wrong though to build theories of fun with such a shortsight. And no wonders you don't like Shadowbane. There are levels of brilliancy when it comes to PVP there you won't ever notice because it doesn't suit your liking (not twitchy, control scheme...) and are buried under a coat of horrible visuals and a nasty past. Do you know it has infeudations and subinfeudations among guilds, and there are nation rulers, emperors and taxes? So long for your monarchy. Do you know it still has and always had 10 times the players of Darktide? Nah, who cares? "The game is absolute ass". Sure. But what do you think would anyone from around here say by rolling a char on Darktide now? "Oh, woot! Iniquity was right dammit it's the best PvP I've ever had" ? P.S: Are you Telemediocrity's friend by any chance? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 04, 2008, 04:02:05 AM Ass is too kind, Shadowbane was a bag of shit, click to move was retarded.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 04, 2008, 04:21:50 AM Which means Asians are retarded?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 04, 2008, 04:30:39 AM Feel free to knock up a long post on how good click to move is for a fantasy game. EvE I can understand, fantasy, no. Because you are defending click to move in SB, aren't you? That's what you are doing, right? You wanna take a deep breath and consider that?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on December 04, 2008, 04:45:15 AM It's all about getting used to, but having played SB and L2 for a long time, when you switch to a MMO with human interface, it's so much better, I've had hand cramps and fear of carpal tunnel syndrome playing my scout in SB after so many hours.
Sidenote: Does AION feature mouse movement like L1/L2? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 04, 2008, 04:50:05 AM L2 is click to move as well? I played that, I must have forgotten. Allow me to retract my previous statement.
Shadowbane was a bag of poorly implemented shit, there, that's better, because clearly click to move didn't annoy me that much in L2. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 04, 2008, 04:51:40 AM No Arthur, I prefer WASD by a LONG SHOT.
Plus everyone who followed Shadowbane at the time knows they chose click to move because they were expecting large scale battles and felt (with good reason, given the average bandwidth available when development started) it would have been unplayable with WASD movement. Ironically, it was unplayable with point 'n click too, and that's why it crashed so hard. We all know the story. But a oneliner saying the game is ass and retarded because of click to move, is retarded. EDIT: Quote Shadowbane was a bag of poorly implemented shit, there, that's better, because clearly click to move didn't annoy me that much in L2. Much better. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 04, 2008, 04:55:02 AM But a oneliner saying the game is ass and retarded because of click to move, is retarded. Quote Ass is too kind, Shadowbane was a bag of shit, click to move was retarded. Three different comments, taken as a sum of it's parts SB was shit, I mean really, come on. Title: Re: Darkfall sets a release date 'inside 2008' Post by: damijin on December 04, 2008, 04:59:30 AM Played Aion at PAX. It was WASD, but I'm sure they'll have optional click to move for Asia.
I prefer click to move personally, particularly in L2. Click to move provided a very nice aesthetic and strategic element in PvP. People dont run around in circles facing 60 degrees off from the person they're swinging at. In click to move games, combat looks like combat and the hits look very solid and real. You stand toe to toe and duke it out. None of that strafing and swinging while your torso is 45 degrees from your legs. WASD MMO combat just looks unrealistic, regardless of how much more fun it is, and since MMOs are a lot about just watching this simulation of combat while pressing a few hotkeys, how realistic it looks really matters for my immersion. With that said, WASD is far more natural for movement, I just like the advantages that click gives if you dont find it too annoying to use. Edit: Oh, but Shadowbane was still a bag of dicks regardless. Asian click to move games really arent that bad though! You just need to know what you're doing. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 04, 2008, 06:47:16 AM Quote Just because a world is big doesnt necessarily means it costs a lot of money to develop. Anyone in this forum with any kind of PC intelligence can fairly easily design a world just as large as Darkfall's. Really, it's not that hard... and takes literally a few button clicks. I tried to get passed this, but failed. It's called fractal terrain generation. i.e. Terragen, Mojoworld, etc. The time consuming part is in populating those spaces with interactable assets like houses, etc. If you leave that to the player to do then you've eliminated a lot of that though. Your not one of those people that think Photoshop makes instant art are you? Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 04, 2008, 08:24:41 AM Tasos has done an interview for MMORPG.com
If the amount of trolls that existed elsewhere weren't so noticeable I would think he was calling some people out in f13 :-P http://www.mmorpg.com/gamelist.cfm/game/4/feature/2494/from/%2Ffeatures%2Ecfm%2Fview%2Flatest (http://www.mmorpg.com/gamelist.cfm/game/4/feature/2494/from/%2Ffeatures%2Ecfm%2Fview%2Flatest) MMORPG.com: Can you tell us, as of the answering of this Q&A exactly where Darkfall stands in terms of nearness to being a launch-ready title? Tasos Flambouras: Darkfall could launch today. It's more ready for launch than most, if not all of the MMORPG titles at the same stage that I've personally sampled and it has been for quite some time. Everything has been tested internally and since November 10th we've been using an ever-growing number of external testers. advertisement MMORPG.com: Darkfall has been in development for a very long time, can you please tell us why this game's development process has been so long? Tasos Flambouras: So long compared to what? We've been in development since 2003. Look at all that makes Darkfall stand out compared to other MMOs. In order to deliver all that we've had to develop proprietary technology from scratch. We also had to develop a company from scratch and everything associated with running a long game development cycle. We've done this independently. Even games that license all their technology are taking 5+ years, while still using teams several times the size of our own. All this usually with the backing of major publishers, and most of their everyday problems solved. So I would say that our development time is consistent with the making a breakthrough game, all the reusable technology to run it, and limited resources to do so. It's a long time, sure...but not for what we've achieved. MMORPG.com: The length of time that this game has been in development have led some to speculate that this game is vapourware, can you speak to that point? Tasos Flambouras: We don't pay much attention to speculation but it's not the length of development that has led some to speculate...this has been going on since day one. I'd question the motives of those speculating all these years. We're almost talking about obsessive "trolling" either looking for a reaction, more information, or trying to hurt our efforts. Darkfall is a game that stands out, it's not a clone. Some people doubt it's possible, others worry that it is. Either way it generates a lot of interest. If people were dismissing it, then they wouldn't be talking about it. The well-meaning gamers root for efforts that try to raise the bar. So who's left? It's so easy being a skeptic. Another red flag is Darkfall's large, active and very passionate community. A lot of communities would like to be like Darkfall's. Slandering our game is a way to get a reaction. We have a thick skin; this kind of thing doesn't touch us. It actually makes us feel like we're on the right track. It has also served to fire up our community and has created diehard fans. It got a lot of people to take a closer look at our game and realize that this is what they've been waiting for. All the "trolls" have achieved is to inadvertently help perpetuate the buzz for Darkfall. We know exactly what we've got on our hands. Our best answer is that our game is coming out and then the voices will have to find something else to talk about. MMORPG.com: Darkfall is a game that has many within the MMO community buzzing. Can you tell us why we haven't seen a marketing campaign similar to those conducted pre-launch by many other MMO studios? Tasos Flambouras: The MMO community is buzzing, and then you ask why we don't have marketing. It's somewhat of an oxymoron. We've done what we could with the resources we've had available.' This has been a time for development. We're not going to sink development resources into traditional marketing before Darkfall is out. We need to be able to support this game and the response is overwhelming as it is. What would a traditional marketing campaign achieve? To help sell some more game boxes? This is not a single player game. When you sell an MMO you're in it for the long-haul. The best marketing for an MMO is having a great game that retains your players. Our marketing effort will be in response to our needs. The game speaks for itself...we expect a great deal of word of mouth. Darkfall can compete on merit with any MMO out there, but we can't compete against their huge marketing budgets. A traditional marketing campaign is not where our strength is. Having said that, we'll focus on working with online media that has been supporting Darkfall, and we will have a traditional marketing campaign as well, when we feel that Darkfall is best served by it. Age of Conan Screenshot MMORPG.com: Can you tell us, at this time, how many players are in the current incarnation of beta? Tasos Flambouras: It amazes people that we don't have leaks yet. Our explanation is that people in our beta are serious about our game and they like it. You don't leak information easily unless you don't care, you're disappointed, or feel let down. Our testers seem to care about our game. Most of them have left MMOs they just started playing and are invested in our beta. We find that amazing. We can't talk about our total number of selected testers to date, but several hundred testers are in the game as I write this. We're adding more every day, and their numbers will go up considerably in the days to come. MMORPG.com: Why is Darkfall's beta being run differently from betas that we have seen other MMO companies run? Tasos Flambouras: I'll agree that we're different. Even though we're a small team we've invested early in testing the game as much as possible. We know that even large game development studios keep testing as an afterthought, if that. We knew that with the complexity of Darkfall, we'd have to make sure that everything works well together. We're banking on our game being stable. In addition to our overall QA philosophy, we've had a team of professional testers on the game for over a year. An MMO is very complex software..We're not going to depend on playtesters for everything...the game is already tested. We need the playtesters mostly for extra gameplay feedback and to test hardware configurations. Having said that, there's certainly no prescription on how to run a QA phase of development. Our development certainly has little to do with traditional MMO development. We have a great deal more features, more technologies, and more innovations to test. We're doing our QA in such a way that we get good feedback on the game, so that we can handle our bug reports. The game is very stable, we're continuously patching, the testers have been impressed at our debugging turnaround. In short, we have to do what's best for Darkfall. MMORPG.com: There is a great deal of confusion surrounding Darkfall's beta and release schedule. Could you clarify any of this for us? Tasos Flambouras: We've been trying to get our partners up to speed and there will be an official statement in the next few days announcing a release date for the game. This should clear things up. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 04, 2008, 09:14:41 AM "haters" and "trolls" make Tasos angry. Break through "thick skin". Tasos show them! TASOS SMASH!!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on December 04, 2008, 09:35:14 AM Feel free to knock up a long post on how good click to move is for a fantasy game. EvE I can understand, fantasy, no. Because you are defending click to move in SB, aren't you? That's what you are doing, right? You wanna take a deep breath and consider that? UO worked okay. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 04, 2008, 09:40:24 AM Feel free to knock up a long post on how good click to move is for a fantasy game. EvE I can understand, fantasy, no. Because you are defending click to move in SB, aren't you? That's what you are doing, right? You wanna take a deep breath and consider that? UO worked okay. Lots of them do, it depends on the game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jayce on December 04, 2008, 10:33:34 AM That interview was surprisingly less than balls. At the very least he didn't say "This could be bigger than WoW".
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 04, 2008, 10:36:43 AM Sidenote: Does AION feature mouse movement like L1/L2? Both C2M and WASD. Edit to add: Wow I don't even have the energy to point out all the hilarity in that interview. Maybe I should watch the stick-up-her-ass run animations again for lulz. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 04, 2008, 10:53:35 AM That seems to be the consensus, so I started from the beginning. I'm just not seeing it. It seems to be... loosely based off of a combo of EQ, AC, and UO? Or something? I don't think the actual game is the point there; that's just background for satire aimed at MMO players, developers and genre tropes alike.Title: Re: Darkfall sets a release date 'inside 2008' Post by: gryeyes on December 04, 2008, 11:03:00 AM That was one pompous interview given the games history and what it looks like. Does anyone know if they still intend to charge 15 bucks a month. I just cant see them expecting customers to pay a AAA title fee for this game.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 04, 2008, 11:07:27 AM I can't wait until the game releases. And Tacos vomits on the player base.
I usually root for the underdog/indi game developer with a passion. This one, doesn't even have my level of support. Game sound iffy, even on paper. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on December 04, 2008, 11:08:28 AM I can't wait until the game releases. And Tacos vomits on the player base. Don't worry. If he doesn't come through for you guys, L-C and I will be there vomiting on people instead. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 04, 2008, 11:21:05 AM Wow I don't even have the energy to point out all the hilarity in that interview. Maybe I should watch the stick-up-her-ass run animations again for lulz. You shouldn't point out everything we can take turns. The one that made me choke on a biscuit the fastest. "Another red flag is Darkfall's large, active and very passionate community. A lot of communities would like to be like Darkfall's. Slandering our game is a way to get a reaction." Yes I'm sure devs want a community as abrasive as the Darkfall community. Quote And Tacos vomits on the player base. He's done that already. There was a huge flamewar over his professionalism and how he represents the company last year. For better or worse the dev team love this guy being their mouthpiece. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 04, 2008, 11:50:42 AM Wait wait, I got it! It's elementary encryption!
TASOS FLAMBOURAS A O F A B U S 12 (12) 11 (20) 1 (12) (15) M C Q U A I D Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 04, 2008, 12:02:16 PM Tasos Flambouras will make you his bitch.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vinadil on December 04, 2008, 12:47:18 PM Perhaps I am missing the funny parts of the interview... but I basically read him to say, "Our game will stand or fall on its gameplay." That is a true statement, and more than most devs will say one month or so before launch.
Also, a sort of side note... but some articles on DF and other Euro games seem to imply that they receive government funding as well as private investors. Anyone have info on this, because I think it might go into the whole "will they make money" discussion. I almost get the feeling that Greece WANTS this company to succeed and will help finance them accordingly. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 04, 2008, 12:49:57 PM Uh Oh. Claus was just lurking at you people who spew vomitty hate all over his elderly game! And he never comes here anymore! Who told? In any case, I remember when this game was announced that it was in development. It was 2001, not 2003. Regardless of the name of the company and it's the same people, new location. Who wants to shiver in Norway when you can bask in the sun in Greece anyway?
It's not just the unmoving ass cheeks animations that suck. I don't like the character models at all. They look completely lifeless and nothing seems to be even almost in proportion. Look at the all the crap they've added to the wiki page. Seriously, are those character models really acceptable? They even managed to make my favourite race look more like a zucchini than an Orc! I can remember only a few games where the developers were as aggressively defensive as some of their more demented fans. Mourning or what ever the last incarnation of that was, Dark and Light - and Darkfall. (http://www.democraticwarrior.com/forum/images/smilies/Three%20Stooges.gif) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vinadil on December 04, 2008, 01:06:37 PM Big difference being... Dark and Light started asking for money BEFORE they even let you play the game. Anyone who does that shoots a nice little warning flag into the air. As with all of the recent launches, everyone will have the chance to see for themselves before they are asked to pay. And, honestly I would kind of worry about a guy who did NOT passionately defend his life's work for the last 5 (7) years. If you can't get fired up about something you have dedicated that much time to then your odds of success go way down. It does not make him "right" or even "believable"... but it would be more concerning for me to hear him just back down and say, "Yea, it probably won't turn out all that great, but no big deal eh?"
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 04, 2008, 01:18:55 PM I can remember only a few games where the developers were as aggressively defensive as some of their more demented fans. I wouldn't go there. The devs are a lot smarter and no where near as defensive than the most rabid fans. Vinadil - Look back one or two pages to find the info you asked for. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jayce on December 04, 2008, 01:24:36 PM Really, at this point with no released software, any "fans" that are not actively in the beta are more accurately called "fanbois", in that they have no real basis for their fanaticism except hope to be in an exclusive club that was "right all along". And they are the ones that will fall the hardest if it tanks.
There's seemingly never a shortage of people to idolize games that don't exist (yet). Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 04, 2008, 04:17:54 PM There's seemingly never a shortage of people to idolize games that don't exist (yet). A brief summary of fanboi reaction to a new title: 1) OMG it will be the best evah - a lot better than everything that is out now! 2) I've read all of their vaguely worded design promises and have constructed a perfect game in my head that is totally awesome - it's a lot better than what is out right now! 3) They've gone into alpha / beta and are launching soon! It will be so awesome and I'm quitting my current MMO to play it! ... 4) It wasn't what I thought it would be - I'm going back to my old MMO. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on December 04, 2008, 05:12:49 PM MMOs are just Quake with better netcode. Red Dragon Software could tell Darkfall that.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 04, 2008, 05:19:15 PM I can remember only a few games where the developers were as aggressively defensive as some of their more demented fans. I wouldn't go there. The devs are a lot smarter and no where near as defensive than the most rabid fans. That's not a statement that inspires confidence. "Hey, look, as least I'm not as paranoid as that raving lunatic!" :grin: Passion is fine. But a completely niave and unrealistic worldview that flies over the precipice of actual reality upon launch is the sort of thing you want to avoid. Gamers never ever see the game the same way those who created do. But that's the problem of marketing these types of games. You've got a really investigative audience that can spot spin miles away, because these aren't games. They're services in which you rent time in ongoing play experience. MMOers are the type that need convincing to care, convincing to buy, and then continually convinced to rent. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 04, 2008, 07:44:03 PM Yeah, the fanbois scare me. But like every MMO, the people you actually meet ingame when the game is released and the people on the forums prior to release are two very, very different groups.
Me, I'll buy Darkfall when it comes out, no questions asked, 100%, absolutely regardless of what anyone says or doesn't say about its gameplay. Simply because even if the game sucks, its box sales will be a part of some future VC-type's analysis of whether there's a sufficient market to fund development of the next world PvP game, and it's worth $50 to me to jiggle that number a tad in the right direction. I don't know how many more years I can go without an actual world PvP MMO to play. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 05, 2008, 12:41:36 AM Which means Asians are retarded? When it comes to MMOs? Yes, yes it does. I've lived in Asia. I'm moving back there again soon, sadly. Asia is retarded in a million different ways, and gaming is no exception. The only decent game to come out of Asia with a quasi-MMO component is Kart Rider, and that's just because it added a multiplayer lobby to Double Dash. The things they consider to be 'fun' are not 'fun', because half of everyone you meet over there has their head on ass backwards about the most basic shit, and that 'half of everyone' approaches 'everyone' once you're talking to people who do gaming, and the few people who've got a decent head on their shoulders are learning English or French or German and getting the fuck out of dodge as soon as they can. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 05, 2008, 01:57:30 AM Chauvinist/xenophobe or simply narrowminded blubber makes you an unreliable counterpart and all of a sudden an uninteresting poster. And you don't need to dig Asian MMOs (I don't) to be able to understand different culture and habits.
Have fun in your self-centered universe. /ignore. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 05, 2008, 03:39:16 AM Chauvinist/xenophobe or simply narrowminded blubber makes you an unreliable counterpart and all of a sudden an uninteresting poster. And you don't need to dig Asian MMOs (I don't) to be able to understand different culture and habits. Have fun in your self-centered universe. /ignore. ...Have you lived there? Because in case you haven't noticed, they're not too happy with their way of living either (http://www.washingtonpost.com/wp-dyn/content/article/2008/05/09/AR2008050902315.html?wpisrc=newsletter). When I live abroad, I speak the relevant languages, learn the relevant customs, immerse myself as much as possible to get a better understanding. A pile of shit is still a pile of shit. But hey, way to keep the American tradition of pointlessly romanticizing cultures they view as exotic (http://www.theonion.com/content/node/34198) alive. Enjoy your shitty KMMOs. You're probably getting more out of it the poor teenage SOB in Seoul ditching cram-school to hit the PC-bang just to get some sort of break from his joyless existence while chain-smoking himself into oblivion is. (KMMOs don't run on click-to-move because it's fun, they run on click-to-move so you can smoke.) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on December 05, 2008, 05:18:45 AM He linked an Onion article to prove a point.
Bravo. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Murgos on December 05, 2008, 05:43:49 AM Also, to prove a point about typical American behavior to someone who is not American, pretty sure that's the definition of the fallacious 'speaking out of your ass' style of discussion.
And yes, I've lived in Asia so I am fully qualified to make this statement. :why_so_serious: Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on December 05, 2008, 05:47:16 AM He linked an Onion article to prove a point. Bravo. I willing to bet he only read the Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on December 05, 2008, 05:52:32 AM A date is set. Jan 22nd (http://forums.darkfallonline.com/showthread.php?p=2075657#post2075657) is D Day apparently.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 05, 2008, 06:12:32 AM A date is set. Jan 22nd (http://forums.darkfallonline.com/showthread.php?p=2075657#post2075657) is D Day apparently. http://www.youtube.com/watch?v=C0i9uWNDvDg Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 05, 2008, 06:37:58 AM Yeah, the fanbois scare me. But like every MMO, the people you actually meet ingame when the game is released and the people on the forums prior to release are two very, very different groups. Me, I'll buy Darkfall when it comes out, no questions asked, 100%, absolutely regardless of what anyone says or doesn't say about its gameplay. Simply because even if the game sucks, its box sales will be a part of some future VC-type's analysis of whether there's a sufficient market to fund development of the next world PvP game, and it's worth $50 to me to jiggle that number a tad in the right direction. I don't know how many more years I can go without an actual world PvP MMO to play. You're the reason people make shitty MMOs in the first place. Don't give them money if their product is shit. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 05, 2008, 06:59:02 AM Jan 22nd? Did they state which year?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 05, 2008, 07:08:43 AM Yeah, the fanbois scare me. But like every MMO, the people you actually meet ingame when the game is released and the people on the forums prior to release are two very, very different groups. Me, I'll buy Darkfall when it comes out, no questions asked, 100%, absolutely regardless of what anyone says or doesn't say about its gameplay. Simply because even if the game sucks, its box sales will be a part of some future VC-type's analysis of whether there's a sufficient market to fund development of the next world PvP game, and it's worth $50 to me to jiggle that number a tad in the right direction. I don't know how many more years I can go without an actual world PvP MMO to play. You're the reason people make shitty MMOs in the first place. Don't give them money if their product is shit. You say that as if half the people here are not going to buy/try it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 05, 2008, 08:11:35 AM Well I'm definitely not buying it. I'd try it if it were for free due to morbid curiosity.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vinadil on December 05, 2008, 08:16:04 AM Perhaps there is a fine line between stupid optimism and driving faith. I just finished Seth Godin's new "Tribes", so perhaps I am still on some "you can DO it, you can change the world!" kick. But, I still say that I would rather find a person who strongly believes they can do it than a guy who "settled" before he even started.
This game has always been extremely ambitious. But, ambitious is what we all seem to want... we just want someone to make it work and we get to play the part of the jaded gamer and tell everyone how they wasted their time and money when it doesn't. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on December 05, 2008, 08:18:07 AM I'm going to buy and try it. Less out of optimism or curiosity and more small-mindedness and vindictiveness. The hours I spend writing out and I told you assholes all along... will be well worth the price of admission. I'm a petty petty man
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 05, 2008, 08:33:33 AM If you really need a taste of fail just go play Vanguard, you probably bought that one too.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 05, 2008, 08:35:43 AM If you really need a taste of fail just go play Vanguard, you probably bought that one too. lol. While reading this last interview with taco here, i got wafts of Brad McQuaid. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 05, 2008, 09:03:17 AM Tasos != McQuaid != Jacobs != Jaffe
Right now I'm wondering if schild is going to put Darkfall immediately in the graveyard or will he think of something wittier with its own subforum. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Murgos on December 05, 2008, 09:20:49 AM I'm guessing Darkfall never even gets its own forum so therefore never even needs shipping off to the graveyard.
This thread will probably morph into the launch thread and drop off the first page by MLK day, to be bumped for the occasional angst filled 'potential' post and the inevitable server merge post. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 05, 2008, 10:02:28 AM You forgot the 'ceasing to operate' post.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Grimwell on December 05, 2008, 10:18:28 AM If you really need a taste of fail just go play Vanguard, you probably bought that one too. The Vanguard you refer to is no longer a live game. Sorry. :) I'm happy that we have a live date for DF now. Time to see who's wrong. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 05, 2008, 10:32:08 AM I suggested putting it in the graveyard weeks ago but no one every pays me any mind!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 05, 2008, 10:40:05 AM If you really need a taste of fail just go play Vanguard, you probably bought that one too. The Vanguard you refer to is no longer a live game. Sorry. :) No, it's still there. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 05, 2008, 12:33:06 PM You're the reason people make shitty MMOs in the first place. Don't give them money if their product is shit. If Darkfall's shitty, it won't be for lack of trying. Giving money encourages more trying in the same vein. By contrast, giving money to DIKUs means more people willing to try to build DIKUs. This is why I wouldn't subscribe to WoW even if it weren't a pile of total horseshit (IMHO, of course); I'd be contributing to the decision for someone to try and build WoW-part-2. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 05, 2008, 12:37:44 PM You're the reason people make shitty MMOs in the first place. Don't give them money if their product is shit. If Darkfall's shitty, it won't be for lack of trying. Giving money encourages more trying in the same vein. By contrast, giving money to DIKUs means more people willing to try to build DIKUs. This is why I wouldn't subscribe to WoW even if it weren't a pile of total horseshit (IMHO, of course); I'd be contributing to the decision for someone to try and build WoW-part-2. So you only buy unpopular crap to stimulate the unpopular crap market? edit: to be less snarky: I like lesser known music. This means I buy albums from unknown artists I really enjoy, not "I buy low selling albums to spur the creation of more unknown bands" or that I avoid buying albums that are popular because they're actually solid albums. You correctly energize markets by buying things that you enjoy, be they popular or not. Giving money to something just because it's failing just makes people think failure is a niche market. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 05, 2008, 12:38:24 PM Giving money encourages more trying in the same vein. Give me money and I'll agree with you. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Murgos on December 05, 2008, 12:39:13 PM If Darkfall's shitty, it won't be for lack of trying. Giving money encourages more trying in the same vein. Money to Dikus means more people willing to try to build DIKUs. Um, no. More money MADE from games means more money to make games. More money lost making games means less money to make games. Encouraging failure is not the way to get good games made. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 05, 2008, 12:44:36 PM Quote from: kildorn So you only buy unpopular crap to stimulate the unpopular crap market? Unless you're one of those majoritarian types who thinks 'popular' has much of any correlation with 'good'... the problem with that is...? I'm willing to make a fixed-cost investment in an unpopular but superior idea, whether the implementation is done well or poorly, so that the next round of people who are considering embracing that same idea and giving it a go will be more likely to take the plunge. The argument with potential investors will hopefully go something like the one we're having here: Investor: "Well, you want to do full-world PvP. Darkfall did that, and their game failed." Designer: "They failed because the game sucked, not because it was full-world PvP. People were chomping at the bit for a game like that, if it was done right -- and if we scale back on some of the more ambitious but unnecessary things they tried to deliver and recognize that world-PvP frees us from a lot of the content-building that a traditional, AAA PvE MMO has to launch with these days, we can deliver a world-PvP game that will satisfy this audience within a reasonable budget." Investor: "Got any evidence that the game might have succeeded if it didn't suck? That the market for a game like this isn't just hopelessly small?" ...At which point, the designer points to Darktide's box sales. I want that number to be a high one. Quote edit: to be less snarky: I like lesser known music. This means I buy albums from unknown artists I really enjoy, not "I buy low selling albums to spur the creation of more unknown bands" or that I avoid buying albums that are popular because they're actually solid albums. Apples to oranges -- the investment and product creation structures in each market are entirely different. People get into making music on a wing and a prayer, and the costs of making your first song and putting it on MySpace aren't terribly high. MMOs are a different beast entirely, and require investors to make a leap of faith with serious cash. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 05, 2008, 12:47:03 PM Quote from: kildorn So you only buy unpopular crap to stimulate the unpopular crap market? Unless you're one of those majoritarian types who thinks 'popular' has much of any correlation with 'good'... the problem with that is...? I'm willing to make a fixed-cost investment in an unpopular but superior idea, whether the implementation is done well or poorly, so that the next round of people who are considering embracing that same idea and giving it a go will be more likely to take the plunge. The argument with potential investors will hopefully go something like the one we're having here: Investor: "Well, you want to do full-world PvP. Darkfall did that, and their game failed." Designer: "They failed because the game sucked, not because it was full-world PvP. People were chomping at the bit for a game like that, if it was done right -- and if we scale back on some of the more ambitious but unnecessary things they tried to deliver and recognize that world-PvP frees us from a lot of the content-building that a traditional, AAA PvE MMO has to launch with these days, we can deliver a world-PvP game that will satisfy this audience within a reasonable budget." Investor: "Got any evidence that the game might have succeeded if it didn't suck? That the market for a game like this isn't just hopelessly small?" ...At which point, the designer points to Darktide's box sales. I want that number to be a high one. By buying something that is, in essence, crap, you're telling the investors "wow, people like shitty UIs with horrible implementation and low end graphics." Your money did not come marked with "I really enjoyed feature X, please make more of that, the rest needs serious rethinking" I do not equate "popular" with "good" but I also don't reverse the fallacy and equate "popular" with "bad". Quote Apples to oranges -- the investment and product creation structures in each market are entirely different. People get into making music on a wing and a prayer, and the costs of making your first song and putting it on MySpace aren't terribly high. MMOs are a different beast entirely, and require investors to make a leap of faith with serious cash. Making a national selling album is not a wing and a prayer, it's a distribution method, and usually years of work creating, recording, finishing and distributing said work. Is it fewer people and less startup cash than an MMO? Well yes, and there's a larger market. But the same theory prevails: buying something you know to be shit because it's unpopular is simply putting forth the argument that shit is secretly the next up and coming popular thing, and your argument included not buying WoW even if you LIKED it, just to prevent WoW 2.0. Sometimes something Worked, and deserves to be a genre. Just because people like it doesn't mean you need to go all fucking hipster and hate it because your band sold out and went mainstream. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 05, 2008, 12:49:14 PM Your money did not come marked with "I really enjoyed feature X, please make more of that, the rest needs serious rethinking" This is generally true, except that Darkfall exists for one reason, and one reason only -- to be a full-world PvP game. Its box sales are going to be taken as a sign of what the demand for full-world PvP games truly is. That's not just 'feature X', it's basically the whole effing game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 05, 2008, 12:52:30 PM Your money did not come marked with "I really enjoyed feature X, please make more of that, the rest needs serious rethinking" This is generally true, except that Darkfall exists for one reason, and one reason only -- to be a full-world PvP game. Its box sales are going to be taken as a sign of what the demand for full-world PvP games truly is. That's not just 'feature X', it's basically the whole effing game. So nothing but it's full world PVP is in the box? Because what I see to bitch about on the game is everything but it's pvp to start. Can't mouselook around? What the shit? I mean, the entire UI seems to be built to excessively punish gameplay. It's not just full world PVP, it's an attempt to be harder core than anyone else on the block. I'd play a full world pvp game for a lark, but I wouldn't put money anywhere near a game design created by someone who adamantly HATES end users. I don't want that gameplay design decision to ever get mistakenly pitched as "good" again, much along my feelings about QTEs being used to replace what should have been cutscenes in console games. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 05, 2008, 12:56:41 PM Unless you're one of those majoritarian types who thinks 'popular' has much of any correlation with 'good'... the problem with that is...? I'm willing to make a fixed-cost investment in an unpopular but superior idea, whether the implementation is done well or poorly, so that the next round of people who are considering embracing that same idea and giving it a go will be more likely to take the plunge. Do you also post elsewhere as Lindorn? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 05, 2008, 03:41:26 PM So nothing but it's full world PVP is in the box? From a money guy's perspective, pretty much. I'm sorry, but you're just blind to reality if you don't think Darkfall's box sales numbers are going to be read as a major data-point on the size of the market for a world-PvP MMO. Do you also post elsewhere as Lindorn? ...No? A bit of googling says he's a guy who's heavy into WoW catassery. I'm... kind of the opposite? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 05, 2008, 06:01:02 PM Is Darkfall going to even have boxes? No one's going to look at it for anything.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 05, 2008, 06:44:47 PM So nothing but it's full world PVP is in the box? From a money guy's perspective, pretty much. I'm sorry, but you're just blind to reality if you don't think Darkfall's box sales numbers are going to be read as a major data-point on the size of the market for a world-PvP MMO. No. To actually do that they need a well rounded marketing plan that already began months ago and has a solid plan to continue doing so after having worked out a robust publishing plan to ensure prime placement in major retailers who along the way chipped in their own efforts to market in circulars and magazines and online. What DF has is a bunch of quasi-hobbiest who got some great Angel-like funding to fulfill their inner-geek fantasies of delivering the dominant fetuspult man a few thousand people might have been interested in that day eight years ago this project actually began. This is fine though. DF doesn't need to have market relevance to be enjoyable to be people. But it's important to manage one's expectations. If you want to play a game other people will care about, this one will not be it. And if you care about market relevance, before extolling the virtues of DF, you still need to look at whether world-PvP matters. Because in the last five or so years, the only people that do are the same people building them. That's not a market any bigger than a statistical rounding error. DF isn't going to prove world-PvP or not. And therefore world-PvP will continue to be unproven. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on December 06, 2008, 04:38:15 AM I thought Darkfall was going to be distributed online only?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 06, 2008, 05:19:25 AM No traces of Darkfall on european resellers yet.
Worse, no traces of a release date on their main page (http://www.darkfallonline.com/) either, or the news section (http://www.darkfallonline.com/news/). Let alone a preorder program. Title: Re: Darkfall sets a release date 'inside 2008' Post by: EdNiche on December 06, 2008, 05:51:21 AM Let alone a preorder program. Preorders at this point would smell too much like a scam. I hope we don't see them until open beta or lifting of NDA. Also, hi. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 06, 2008, 07:02:09 AM No traces of Darkfall on european resellers yet. Worse, no traces of a release date on their main page (http://www.darkfallonline.com/) either, or the news section (http://www.darkfallonline.com/news/). Let alone a preorder program. Their usage of the main website has always been inconsistent. I wouldn't sweat that. The resellers? Maybe. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Goreschach on December 06, 2008, 07:26:03 AM So are they planning on launching without any kind of stress test?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: peryn on December 06, 2008, 10:00:21 AM How many times have we seen this before?
> Game struggles along in development hell, finally gets a release date. > Release date is within two months and still no large scale beta testing. > Game is obviously being rushed to meet a deadline. > Game releases with broken features, lack of polish, and the few subscribers that stay fund the rest of the development? I have hope for Darkfall, but this just sounds all too familiar. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 06, 2008, 10:53:28 AM How is this game rushed when it has been in development since 2001?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: peryn on December 06, 2008, 11:50:17 AM How is this game rushed when it has been in development since 2001? I don't think it has been for the whole of the development cycle. But they're obviously going to need to rush to get the game into beta when the release date is January 22nd and they still haven't entered into a stress testing period. It seems that right now they're in a sort of friends and family beta, which seems odd this far into development. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 06, 2008, 11:53:22 AM One also can't talk about broken features when it hasn't released yet.
The only good point is the long dev time. Something like that brings up spectres of past disappointments: Battlefield AD3000 "the last game we would ever need to play", Shenmue "an epic trilogy that ended on its first episode", Daikitana "supposed to make us its bitch", and Too Human "the last hope for the Gamecube several years too late". I hope Darkfall bucks this trend of flops from unconventionally developed games. Quote It seems that right now they're in a sort of friends and family beta, Well they aren't. Title: Re: Darkfall sets a release date 'inside 2008' Post by: peryn on December 06, 2008, 11:59:15 AM One also can't talk about broken features when it hasn't released yet. Notice the question mark? I was hinting that this could be the end result, where the game is rushed to the point of game features either being in or being poorly implemented, a la Vanguard or AoC. I'm just worried that the warning signs I've seen with many MMOs which failed are apparent here as well. Quote Well they aren't. Maybe I was mistaken. All of the names that were in the leaked beta picture a while back happened to be moderators, devs and some other people associated with the company. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DraconianOne on December 08, 2008, 01:42:28 AM I'm willing to make a fixed-cost investment in an unpopular but superior idea, whether the implementation is done well or poorly, so that the next round of people who are considering embracing that same idea and giving it a go will be more likely to take the plunge. I'm planning on solving the world fuel crisis by developing unlicensed portable fusion reactors. I've worked out that I can keep costs down by using volunteers who've read physics books, unskilled labour and inferior grade plutonium as well as surplus kit from the Chernobyl site that's going for cheap. To keep funds flowing I'm thinking of selling on any refined product to Iran for use in their weapons development program. No I know that this might sound a little flaky but it really is a good idea and I really do want to stop the world fuel crisis and provide cheap, clean and efficient fuel to everyone. It might even have a positive effect on the economy. Granted I can't guarantee that the implementation will be poor but it is definitely a superior idea so gief gold plz. Kthx. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Murgos on December 08, 2008, 04:36:35 AM From a money guy's perspective, pretty much. I'm sorry, but you're just blind to reality if you don't think Darkfall's box sales numbers are going to be read as a major data-point on the size of the market for a world-PvP MMO. I'd like to meet your money guy. A 'money guy's perspective' is money in less than money out. He doesn't care if it's shit in a box, if it has a positive return he will fund it. He funds NOTHING that shows money out less than money in. Every failed project is a toll on the funeral bell of future projects. Rational people do not reinforce failure, which is one reason why smart publishers, who may need to seek funding in the future, let failures quietly die before ever seeing the light of day. Darkfall's box sales will absolutely be read as a major data-point on the size of the market for any future MMO, world-PVP or otherwise. If Darkfall blows it's ass out on the real market, which is what it looks like they will do, every other person with money will look at that and say, "there's less money in MMO's than I thought. Warcraft must be an abberation and is getting it all. There must be even less money in 'World-PVP' style MMO's I should take my money elsewhere. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 08, 2008, 06:04:54 AM Rational people do not reinforce failure, which is one reason why smart publishers, who may need to seek funding in the future, let failures quietly die before ever seeing the light of day. Darkfall aside, this isn't really true. VC's are typically more likely to fund someone with failed startups behind them than someone with no experience at all. Because they understand there's a learning curve and a lot of luck involved, and if you show you've learned from your past, you're better than the naive starry-eyed guy who has no clue what's ahead of them.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Murgos on December 08, 2008, 10:14:39 AM Note that I said "Publisher".
The publishers want to show investors that they don't waste money by reinforcing failure. Developers can benefit more from showing that they have experience, even when that experience was a flop, but even then I doubt that they want to sell the idea too hard that they are mostly incompetent. Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on December 09, 2008, 07:05:47 AM I remember when Aventurine was a greek publisher with deep pockets, and had come down from the heavens to save Darkfall.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vinadil on December 09, 2008, 11:14:11 AM So nothing but it's full world PVP is in the box? Because what I see to bitch about on the game is everything but it's pvp to start. Can't mouselook around? What the shit? I mean, the entire UI seems to be built to excessively punish gameplay. It's not just full world PVP, it's an attempt to be harder core than anyone else on the block. I'd play a full world pvp game for a lark, but I wouldn't put money anywhere near a game design created by someone who adamantly HATES end users. I don't want that gameplay design decision to ever get mistakenly pitched as "good" again, much along my feelings about QTEs being used to replace what should have been cutscenes in console games. Am I wrong in assuming that most FPS games operate in the same way? I am not a huge FPS gamer, but at least in Team Fortress 2 I don't remember being able to do much mouselooking in a 360 way. I don't see how this feature is "hating end users" so much as clearly targetting a specific set of end users. At this point most of the naysayers are arguing that their target audience is just too small, not that they have designed a game that hates its own target audience. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 09, 2008, 01:27:13 PM Mouselook has been a core part of PC FPS games since Doom. TF2 had it for sure.
As to hating on end users, that part is a stretch. It's more that they don't understand what would make an end user enjoy the game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 09, 2008, 03:05:15 PM Bah, kildorn created confusion by calling freelook mouselook.
Quote It's more that they don't understand what would make an end user enjoy the game. Don't you mean "It's more that they don't understand what end user they are going to gain the attention of?" The UI is fine. It might be able to pull off the level of immersion Deadspace achieved but it's not a feature to be overly concerned about. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 09, 2008, 03:37:15 PM It's both. They don't know who they'll get so are not designing appropriately for them.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Redgiant on December 09, 2008, 10:36:52 PM Any chance DF is thinking of picking off some lost goodwill WAR blew on the DAoC crowd? if so they better rethink things like no freelook. Fast.
After being disappointed in WAR's schizoid "I'm WoW...no I'm DAoC...um, no I am WoW" act. There has to be a load of people who are looking for their open world fix, and since DAoC Origins isn't an option and Wintergrasp is even further from what they wanted in WAR ... Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 10, 2008, 02:13:36 AM No freelook has me more interested in the game, rather than less.
If you allow freelook, you have to use it constantly in order to be competitive. This was one of the things that took AC Darktide out of 'world' territory and back to 'game' territory for me, that as I ran I had to be schizophrenically spinning the camera around myself at max range for every possible advantage. No freelook allows for really good sneaky tactics, and forces me to make real choices about how I use perception. The optimal playstyle that freelook incentivizes for PvP isn't nearly as fun. And, as someone above noted, freelook is standard for FPS games anyhow -- and that's the direction I want to see PvP MMOs evolving toward in general, FPSes strike me as capturing a more mature sense of what constitutes 'good gameplay' than your average MMO, IMHO. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 10, 2008, 03:45:04 AM Any chance DF is thinking of picking off some lost goodwill WAR blew on the DAoC crowd? if so they better rethink things like no freelook. Fast. Now we're beginning to circle the "Darkfall's intended audience" wagon. The devs misunderstood the idea of of marketing. It's not about generating hype. It is about managing expectations and raising awareness. The devs want people to look at Darkfall differently, and they need to do it in a way that makes different look attractive, which results in the people being mentally prepared for the strengths and weaknesses of the game. If they actually allocated money, instead of pocket change, to marketing by hiring someone who was more savvy than Tasos they could've achieved this. Instead, they've looked at how marketing has been commonly used and they perceive it as a waste of money. From this mindset they are going forward with this idea that Darkfall will build itself up with a grassroots campaign. When Tasos was saying Darkfall's greatest asset was its community he wasn't exaggerating and that was the statement that made me laugh the hardest. Darkfall's greatest liability is its community regardless of the condition of its playability. The devs aren't ignorant of the community they've built up. This community is generally hostile, elitist and overly harsh against anyone who doesn't fall in line with the ideals the devs have pounded into them. That's why two weeks prior to releasing their video which stated Darkfall release 2008 they had the mods begin to crackdown on everyone trying to undo they festering problems they instigated for years. They have tried to manage expectations in the same way they've done it on the forums, but their efforts were totally inconsistent across IGN, warcry and mmorpg.com. Many misunderstood how the audience for wow played a role in wow's marketing. Many people who defended Blizzard the most were veterans of MMOs like EQ, and SWG. They had experienced shitty launches for games with inferior game mechanics. Any attempt to criticize Blizzard for making an inferior game was met with civility and eagerness that for once an MMO was reasoably stable and OMG LOL this is fun. Yet a large portion of the Darkfall fanbase are the type of people who derive fun by exerting their will on others. In game they'll commit acts that threaten to canabalize the game. Couple that with my other points and you have a group of people who's ability to spread news will come across as arrogant and acidic turning off may from even giving the game a more serious look. It amazes me the core group is this bad when the majority of people are older than 21. :ye_gods: Eve Online's community has a playerbase similar to Darkfall's but they are far more ciivil and the devs have made it very difficult for Bartle's killer types to ruin new players ability to have fun and learn the game. This was probably the greatest factor allowing EvE to grow consistently for years. People have stated once Darkfall releases, people will settle down because the stress from waiting is finally removed. I see that happening but it won't undo the obnoxious elitist attitudes typified by DF fans. I also expect quite a few of the core members will be disappointed when they realize the ideas they had of Darkfall won't be what they envisioned. We'll see how this plays out, but right now I see this as the devs wanting to create an audience that is suitable for this game though the audience they are going to get will clash greatly with their central members. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sunbury on December 10, 2008, 05:56:12 AM [freelook]... This was one of the things that took AC Darktide out of 'world' territory and back to 'game' territory for me.... I always thought that was a very odd feature of AC1 (from 1999 to this day). It ran in 1st person or 3rd person. In 3rd person, you can adjust the floating 'camera' like most games, however, unlike most games you can adjust it insanely, 360 in x-y, 0-180 deg in Z, and unzoom so your avatar was a dot. Its like you have a 'remote viewing' spell (which some classes did in DAOC IIRC). It was locked so the adjustment was centered on the avatar, but could be rotated around that point. The other odd thing, the invisible floating camera was blocked by terrain (both base-ground and objects)! So if you tried to zoom back under a tree - it stops if it hits a branch! Also AC1 still does not have 'mouse turn', you have to use the keyboard to turn, and to move the camera, and turning in place is quite slow, but the mobs have the same turn rate limit, which I like. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on December 10, 2008, 07:03:35 AM Darkfall's greatest liability is its community regardless of the condition of its playability. The devs aren't ignorant of the community they've built up. This community is generally hostile, elitist and overly harsh against anyone who doesn't fall in line with the ideals the devs have pounded into them. That's why two weeks prior to releasing their video which stated Darkfall release 2008 they had the mods begin to crackdown on everyone trying to undo they festering problems they instigated for years. They have tried to manage expectations in the same way they've done it on the forums, but their efforts were totally inconsistent across IGN, warcry and mmorpg.com. Many misunderstood how the audience for wow played a role in wow's marketing. Many people who defended Blizzard the most were veterans of MMOs like EQ, and SWG. They had experienced shitty launches for games with inferior game mechanics. Any attempt to criticize Blizzard for making an inferior game was met with civility and eagerness that for once an MMO was reasoably stable and OMG LOL this is fun. Yet a large portion of the Darkfall fanbase are the type of people who derive fun by exerting their will on others. In game they'll commit acts that threaten to canabalize the game. Couple that with my other points and you have a group of people who's ability to spread news will come across as arrogant and acidic turning off may from even giving the game a more serious look. I'm not sure that it's fair to condemn the game's community based on the asshats who frequent the game's forums. All forums are full of the types who think they know everything and love to spout shit about anything under the sun. Fortunately, the forum whores are only a tiny (but vocal) minority of the player base. I'd wait and see before judging anything about the community, or the game for that matter. WoW had plenty of naysayers before it launched and no one, not even Blizzard, knew that it was going to be so popular. A lot of the people who were anticipating good things from WoW were pretty much the same people who had played Diablo 2 and other Blizzard games, not so much the EQ and SWG community who were the most sceptical of the game. If Darkfall does get off the ground. I'm sure there will be plenty of corpse camping, baby killers and all manner of "hardcore" players, but there will be many more who want a game that has the things that Darkfall promises (you've seen the list and are either interested, or not). Personally I want to play Darkfall. I want it to be hard. I want to sweat with fear and I want to see some of these asshats who can talk for years on a forum about a game that doesn't even exist. And I want to gank them. If the game flops, so what. It won't be the last game to flop over and die, but at least play it before condemning it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 10, 2008, 07:07:56 AM WoW had a ton of naysayers prior to launch?
Might have been wherever I hung out, but the basic WoW thing I remember was "can't break NDA, too busy having fun" edit: yes, that's a joke, I know WoW lacked an NDA. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 10, 2008, 08:13:50 AM Nearly all of the doom-sayers I remember from WoW were the sort who threatened to commit suicide if they didn't get in the beta. So they weren't really about WoW the game, but about their own foolish selves. At least, that's what I mostly remember.
I have noticed, however, that both the official forum and MMORPG.com Darkfall forum are full of the most hilarious enthusiasts I've seen in ages. I don't think I've ever heard the word "troll" so liberally abused and applied in the wrong context. They're hard to totally ignore, however, because even while my IQ slips a bit reading, it can be entertaining. Some times it's incredible how posts about games can sound like the silliest, most extreme babble you'd think you would only find on the sort of forums frequented by militant Christian zealots. As vocal as they are, though, I do agree that they most likely represent a mere microscopic speck in the world of MMO gaming. I don't think most MMO players have even heard of Darkfall or it's developers. Most of us here have heard of it because we're gaming forum whores - just not the same sort that Rake mentioned. But we are whores, ask anyone! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 10, 2008, 08:17:38 AM Nobody relevant doomsaid or doomcasted WoW. Mostly it was people underestimating how successful it would be.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 10, 2008, 08:39:19 AM I didn't doomcast it at all, but predicted a tight head to head with EQ2 for the next three years. :uhrr:
What can I say? I really loved EQ2. Yeah, at launch too. Which happened 14 days before WoW's. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 10, 2008, 08:57:04 AM I really loved EQ2. Yeah, at launch too. You really want to admit this? :ye_gods: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 10, 2008, 09:07:59 AM I can only, always, tell the truth. As much as I like to quote myself when I am right, I am good at ridiculing myself when I deserve that. See Vanguard.
This is not the same though. While EQ2 definitely improved tenfold over time, it was a very good game, bugs aside, at launch too. I am glad to disagree with the world. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 10, 2008, 09:40:49 AM I'm not sure that it's fair to condemn the game's community based on the asshats who frequent the game's forums. All forums are full of the types who think they know everything and love to spout shit about anything under the sun. Yes all forums have their miscreants and the miscreants of Darkfall forums are those who object to full loot FFA rules or those who just make really retarded posts. You're obfuscating how societies develop on the internet. Darkfall forum started with a core group of people who longed for the days of preTrammel UO and AC in updated format. People attracted to Darkfall years after the central group has established itself are like immigrants moving into a new country. There's a reason the Eve forum is a far more civil environment than the Darkfall's. I only wish I was around when Eve was in beta and launched to know what the core group was like. Quote I have noticed, however, that both the official forum and MMORPG.com Darkfall forum are full of the most hilarious enthusiasts I've seen in ages. I don't think I've ever heard the word "troll" so liberally abused and applied in the wrong context. Yes it has been liberally applied but the way some threads start by some people trying to give fans perspective act very hostile in ways that doesn't engender respect or a high ground. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 10, 2008, 09:43:03 AM This is not the same though. While EQ2 definitely improved tenfold over time, it was a very good game, bugs aside, at launch too. I am glad to disagree with the world. In a world without WoW, EQ2 at launch is what we would be playing in other forms, because that's what we would have deserved :-) But as early as September when WoW's second Beta Event happened, we knew there was a game coming that truly was EQ1 for the rest of us. EQ2 devs thought they had the right bead on things, but they didn't. Archetypes without respecs, that stupid Call for Help thing, itself only needed because of arbitrary contrivances on how players could interact, linked mobs that added further contrivances to how players could hunt, instancing in the places you want public interaction and until-late-beta public spaces for where players wanted instances. The list goes on. Many of these were just bad calls in general. Some of them though were seen as "improving" EQ1, when in face they weren't. And I've long felt there was a very clear reason for why: At the time of early development (circa early 2003 iirc), when I was writing for EQ2 Stratics, they had announced early beta invites for the Stormhammer player. As you'll recall, Stormhammer was the server on which the EQ1 Legends subscribers played, the people paying $39.99 for a "premium" experience (queues the recent EQ2 mtx thread). So you had a game that was supposed to attract back lapsed EQ players being guided by the hand of the most hardcore EQ players there was. THAT is the very essence of how you arrive at a mismatch between your target player and the game they actually want to play. WoW could have launched a year later and it still would have crushed all comers handily. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 10, 2008, 10:07:03 AM In a world without WoW, EQ2 at launch is what we would be playing in other forms, because that's what we would have deserved :-) [moar] Whatever. I don't disagree. I just always knew WoW wasn't the game for me. At every step of beta that was only clearer to me. EQ2 on the other hand was exactly what I was expecting and looking for. Hate to use "I" that much, but it fits just right in this few posts. I am the one who liked EQ2 tons over WoW, amd still do, and I am the same one who wanted to love Vanguard, and stumbled breaking a few teeth over it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 10, 2008, 10:16:18 AM You're a strange one that's for sure, but that's why we like you.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on December 10, 2008, 11:58:48 AM I am the one who liked EQ2 tons over WoW, amd still do, and I am the same one who wanted to love Vanguard, and stumbled breaking a few teeth over it. You and I are similar here. Broken, maybe... but similar. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 10, 2008, 12:00:19 PM No freelook has me more interested in the game, rather than less. If you allow freelook, you have to use it constantly in order to be competitive. This was one of the things that took AC Darktide out of 'world' territory and back to 'game' territory for me, that as I ran I had to be schizophrenically spinning the camera around myself at max range for every possible advantage. No freelook allows for really good sneaky tactics, and forces me to make real choices about how I use perception. The optimal playstyle that freelook incentivizes for PvP isn't nearly as fun. And, as someone above noted, freelook is standard for FPS games anyhow -- and that's the direction I want to see PvP MMOs evolving toward in general, FPSes strike me as capturing a more mature sense of what constitutes 'good gameplay' than your average MMO, IMHO. /unsigned One of my main pet peeves about hybrid FPS/MMOs (like TR) is that even when they allowed a truly FPS-view, you could never free-look while in it. Some allow the freelook in the 3rd-person, but that almost always messed up navigating your PC. If they're TRULY going to allow a 1st-person view AND freelook at the same time then we've got something special there. Then I could finally put my VR rig to the test in an MMO (HMD, TrackIR Pro, etc.). It also just looks damned cool when you're able to shoot in one direction and run in another (which will also limit the dreaded circle-strafing). Lastly, I've said in this thread before... it's not as important what your PCs animations look like in an 1st-person perpective game. Your FOV is limited, therefore your view is constantly changing to maintain awareness. Rarely do you really have the ability to notice how something moves. So, as much as we knock the animations for DF... as stated, if they implement the gameplay properly - it wont matter as much. Now, a 3rd-person game suffers from situational overload; You notice every little thing around you at once - so it all better be good or it becomes a negative distraction and immersion is lost. I am the one who liked EQ2 tons over WoW, amd still do, and I am the same one who wanted to love Vanguard, and stumbled breaking a few teeth over it. You and I are similar here. Broken, maybe... but similar. Is there anyone in f13 that isnt "broken?" Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 10, 2008, 12:09:01 PM Rarely do you really have the ability to notice how something moves. So, as much as we knock the animations for DF... as stated, if they implement the gameplay properly - it wont matter as much. I disagree.. a lot. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 10, 2008, 12:13:58 PM Rarely do you really have the ability to notice how something moves. So, as much as we knock the animations for DF... as stated, if they implement the gameplay properly - it wont matter as much. I disagree.. a lot. Explain why? Have you ever played Arma with a TrackIR4? (I have) Sure, the animations in that game are top notch, and yes, I do notice them (in a way). But cognitively, I'm not processing those animations because I'm worried about getting owned - constantly shifting/zooming my view. Granted, this is largely dependent on how busy and frenetic the gameplay is. A sniper crawling in a bush by himself for an hour to get into position for 1-shot/1-kill is more likely to notice every little detail. I can see why you disagree though. In an MMO sense one must figure for a lot of idle time just wandering, traveling, and doing nothing around town... so in that sense the lack of quality animations are a hindrance. But in a battle-sense, in FPS mode, with freelook... not so much. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on December 10, 2008, 12:21:57 PM I could be running out of a burning building and I would still notice if everyone around started running like a 2 legged giraffe with a log flume stuck in their ass. It wasn't just something I noticed, it was the first and almost only thing I noticed from that video.
We've all played games with dodgy movement animations before. This is probably the worst I've seen since playstation I. It's definitely the worst I can remember. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 10, 2008, 12:26:17 PM Basically if the animations are piss poor the rest of the game is piss poor (most of the time). It's all about quality of a game, especially one you're paying a monthly fee for.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 10, 2008, 12:36:02 PM Basically if the animations are piss poor the rest of the game is piss poor (most of the time). It's all about quality of a game, especially one you're paying a monthly fee for. Agreed, but animations can be fixed a lot more easily than a game's inherent gameplay. And if you asked me to trade good animations for a hybrid FPS-MMO with freelook I'd do it in a hot minute if the gameplay was good enough. Especially if once those systems were in place the devs could then focus on improving the eyecandy (ala WW2O). Ya'll know I'm all about the graphics, but really, I can understand the thought process (as it pertains to animations).... as long as they dont screw up the terrain, meshes, etc. I draw the line there, gameplay or not. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on December 10, 2008, 01:12:33 PM "inside 2008" is coming to an end... color me shocked.
At what point do we get to call this vaporware (http://en.wikipedia.org/wiki/Vaporware) again? I forgot the rule. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 10, 2008, 01:13:50 PM Basically if the animations are piss poor the rest of the game is piss poor (most of the time). It's all about quality of a game, especially one you're paying a monthly fee for. Agreed, but animations can be fixed a lot more easily than a game's inherent gameplay. And if you asked me to trade good animations for a hybrid FPS-MMO with freelook I'd do it in a hot minute if the gameplay was good enough. Especially if once those systems were in place the devs could then focus on improving the eyecandy (ala WW2O). Ya'll know I'm all about the graphics, but really, I can understand the thought process (as it pertains to animations).... as long as they dont screw up the terrain, meshes, etc. I draw the line there, gameplay or not. To each his own I guess. I just don't wont to play any game that just looks retarded. Nebu: I thought I read Jan 22nd. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 10, 2008, 01:15:37 PM "inside 2008" is coming to an end... color me shocked. At what point do we get to call this vaporware (http://en.wikipedia.org/wiki/Vaporware) again? I forgot the rule. January 22nd 2009 Launch Date Announced for Darkfall Online. (http://forums.darkfallonline.com/showthread.php?t=87239) Funny thing, they have been saying the game is ready scene 2001......... (http://rpgvaultarchive.ign.com/features/interviews/darkfall.shtml) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on December 10, 2008, 01:21:00 PM Jan 22? With those animations?
This is going to be a fun one to watch. :popcorn: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vinadil on December 10, 2008, 01:22:25 PM 8 years of POLISH!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on December 10, 2008, 01:27:31 PM Basically if the animations are piss poor the rest of the game is piss poor (most of the time). It's all about quality of a game, especially one you're paying a monthly fee for. This. I've come to learn that an organization either has its shit together enough to produce a quality product or it does not. The chance that an organization is failing just on the art asset side, or just on the client programming side, or just on the design side is vanishingly small. They either have the mojo or they don't. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 10, 2008, 01:48:57 PM I always thought that was a very odd feature of AC1 (from 1999 to this day). It ran in 1st person or 3rd person. In 3rd person, you can adjust the floating 'camera' like most games, however, unlike most games you can adjust it insanely, 360 in x-y, 0-180 deg in Z, and unzoom so your avatar was a dot. Its like you have a 'remote viewing' spell (which some classes did in DAOC IIRC). It was locked so the adjustment was centered on the avatar, but could be rotated around that point. The other odd thing, the invisible floating camera was blocked by terrain (both base-ground and objects)! So if you tried to zoom back under a tree - it stops if it hits a branch! Also AC1 still does not have 'mouse turn', you have to use the keyboard to turn, and to move the camera, and turning in place is quite slow, but the mobs have the same turn rate limit, which I like. If I remember correctly, the turning radius could be adjusted in some options menu or another? Either way, there was 'fast turning' of a sort... you hit back, a sidestep key, and the opposite direction's turning key (i.e., since I used Z and C as my sidestep keys and X for moving backwards, you'd hold AXC or ZXD), it'd turn you out and away from what you're facing, a very useful defensive technique in PvP. You could stagger it with runs (i.e. AXC-WZ-AXC-WZ-ZXD-WA-ZXD-WA) for an approach on an enemy that was almost like a running back's juking in football, helped big time for throwing off projectile targeting. There were a million advanced techniques like that in AC, which was something I liked; things like fast casting, where breaking into a forward run at the right moment in your casting sequence could let you cast a spell early, or slow-casting, where by turning and running into your spell during the middle of casting, you could lag your cast for basically as long as you continued to run in a curved arc (using the fast turning technique above so you're not just running in a big circle), useful for throwing off the enemy's timing. (And remember, for anyone who never played AC1 -- your projectile attacks are almost like rockets in Quake, they're dodge-able and dodging them is a huge part of combat) But of course, despite the fact that you can slide and even run around like this while you cast, your spell will fizzle if you move too far from the area you began casting -- so that was another thing you had to consider. Add into this the fact that AC1's classes weren't 'rock-paper-scissors' at all (being one the first kids on the block before the rush of EverQuest clones, it just didn't occur to them that that's 'how MMOs are done'), but more akin to the balance between the shotgun, AK, and AWP in Counterstrike -- very situational -- and you had a very deep PvP game. The key to all this, in AC, was that animations weren't *just* animations. They actually reflected the actions your character was taking, and if you 'broke' through the animation in some way (by using AC's unprecedented freedom of movement), you broke the action as well, turned it into something different. Archers had one of the more hilarious advanced techniques... jumping against a slope of the right angle while rotated around toward your target, and at the right power, and jamming the 'quick shot' key... you could release a barrage of about 10 arrows at once that would have almost no accuracy. Any normal PvPer wouldn't be terribly damaged, but a noob who didn't know about this would find themselves back at the lifestone w/ no idea how 10 arrows all came at them so fast. :) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 10, 2008, 02:09:16 PM Basically if the animations are piss poor the rest of the game is piss poor (most of the time). It's all about quality of a game, especially one you're paying a monthly fee for. This. I've come to learn that an organization either has its shit together enough to produce a quality product or it does not. The chance that an organization is failing just on the art asset side, or just on the client programming side, or just on the design side is vanishingly small. They either have the mojo or they don't. So which studio has met this requirement?? I say none. It's almost like we're forced to compromise. Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on December 10, 2008, 02:13:33 PM Eh? I can name 5 without trying hard. Note that 'not fail' is not the same thing as 'completely satisfy'. If a company is producing some aspect of their game deeply below the market standard, run away. Don't assume they'll make up for it somewhere else.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Trippy on December 10, 2008, 03:03:09 PM In a world without WoW, EQ2 at launch is what we would be playing in other forms, because that's what we would have deserved :-) The original design for EQ II was to "fix" everything the devs thought were broken in EQ, it was not to make an EQ that was more fun than the original. This is why you couldn't originally run while combat (didn't want people to be able to run to safety), had linked mobs (didn't want to have people "split" or "pull"), had "scout" mobs everywhere so you couldn't stealth through areas (didn't want people to "skip content") and so on. I wasn't a part of the early betas but it seems unlikely to me that those decisions were made based on what the early beta testers wanted.But as early as September when WoW's second Beta Event happened, we knew there was a game coming that truly was EQ1 for the rest of us. EQ2 devs thought they had the right bead on things, but they didn't. Archetypes without respecs, that stupid Call for Help thing, itself only needed because of arbitrary contrivances on how players could interact, linked mobs that added further contrivances to how players could hunt, instancing in the places you want public interaction and until-late-beta public spaces for where players wanted instances. The list goes on. Many of these were just bad calls in general. Some of them though were seen as "improving" EQ1, when in face they weren't. And I've long felt there was a very clear reason for why: At the time of early development (circa early 2003 iirc), when I was writing for EQ2 Stratics, they had announced early beta invites for the Stormhammer player. As you'll recall, Stormhammer was the server on which the EQ1 Legends subscribers played, the people paying $39.99 for a "premium" experience (queues the recent EQ2 mtx thread). So you had a game that was supposed to attract back lapsed EQ players being guided by the hand of the most hardcore EQ players there was. THAT is the very essence of how you arrive at a mismatch between your target player and the game they actually want to play. WoW could have launched a year later and it still would have crushed all comers handily. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 10, 2008, 04:31:40 PM 8 years of POLISH! I know it must sound that way but they are really Norwegian with Greek tendencies. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 10, 2008, 06:43:12 PM No freelook has me more interested in the game, rather than less. By the same token though, if the game does not include ability to pan your camera then in order to be competitive (it's a dog backstabs dog full-PvP world out there) you need to constantly and schizophrenically spin your character around instead, to counter these "good sneaky tactics". Maybe if the game was called Whirling Dervish MMO...If you allow freelook, you have to use it constantly in order to be competitive. This was one of the things that took AC Darktide out of 'world' territory and back to 'game' territory for me, that as I ran I had to be schizophrenically spinning the camera around myself at max range for every possible advantage. No freelook allows for really good sneaky tactics, and forces me to make real choices about how I use perception. The optimal playstyle that freelook incentivizes for PvP isn't nearly as fun. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on December 10, 2008, 06:46:14 PM Debating whether Darkfall should have freelook is like debating whether unicorns should fight each other in tanks or jets. At the end of the day, the debate doesn't matter when the subject doesn't exist.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 10, 2008, 06:48:32 PM Debating whether Darkfall should have freelook is like debating whether unicorns should fight each other in tanks or jets. At the end of the day, the debate doesn't matter when the subject doesn't exist. Sigh. We're debating based on beta impressions a reasonably prominent guy has posted. This isn't Dawn, and Adventurine is not Glitchless. The game exists, whether it's any good or not. Your asinine bullshit isn't really adding anything to the discussion. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xerapis on December 10, 2008, 06:50:53 PM Everyone knows that unicorns have to use tanks so that their horns can stick up through the hatch in the turret. There's no hornspace in a jet cockpit!
Also, no freelook is just shitty design. In real life I can and do glance behind or to the side any time I want. For example, in the dance club on a military holiday weekend. reply warning edit: reasonably prominent guy just sounds like well-hung to me Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nerf on December 10, 2008, 06:54:52 PM I always thought that was a very odd feature of AC1 (from 1999 to this day). It ran in 1st person or 3rd person. In 3rd person, you can adjust the floating 'camera' like most games, however, unlike most games you can adjust it insanely, 360 in x-y, 0-180 deg in Z, and unzoom so your avatar was a dot. Its like you have a 'remote viewing' spell (which some classes did in DAOC IIRC). It was locked so the adjustment was centered on the avatar, but could be rotated around that point. The other odd thing, the invisible floating camera was blocked by terrain (both base-ground and objects)! So if you tried to zoom back under a tree - it stops if it hits a branch! Also AC1 still does not have 'mouse turn', you have to use the keyboard to turn, and to move the camera, and turning in place is quite slow, but the mobs have the same turn rate limit, which I like. If I remember correctly, the turning radius could be adjusted in some options menu or another? Either way, there was 'fast turning' of a sort... you hit back, a sidestep key, and the opposite direction's turning key (i.e., since I used Z and C as my sidestep keys and X for moving backwards, you'd hold AXC or ZXD), it'd turn you out and away from what you're facing, a very useful defensive technique in PvP. You could stagger it with runs (i.e. AXC-WZ-AXC-WZ-ZXD-WA-ZXD-WA) for an approach on an enemy that was almost like a running back's juking in football, helped big time for throwing off projectile targeting. There were a million advanced techniques like that in AC, which was something I liked; things like fast casting, where breaking into a forward run at the right moment in your casting sequence could let you cast a spell early, or slow-casting, where by turning and running into your spell during the middle of casting, you could lag your cast for basically as long as you continued to run in a curved arc (using the fast turning technique above so you're not just running in a big circle), useful for throwing off the enemy's timing. (And remember, for anyone who never played AC1 -- your projectile attacks are almost like rockets in Quake, they're dodge-able and dodging them is a huge part of combat) But of course, despite the fact that you can slide and even run around like this while you cast, your spell will fizzle if you move too far from the area you began casting -- so that was another thing you had to consider. Add into this the fact that AC1's classes weren't 'rock-paper-scissors' at all (being one the first kids on the block before the rush of EverQuest clones, it just didn't occur to them that that's 'how MMOs are done'), but more akin to the balance between the shotgun, AK, and AWP in Counterstrike -- very situational -- and you had a very deep PvP game. The key to all this, in AC, was that animations weren't *just* animations. They actually reflected the actions your character was taking, and if you 'broke' through the animation in some way (by using AC's unprecedented freedom of movement), you broke the action as well, turned it into something different. Archers had one of the more hilarious advanced techniques... jumping against a slope of the right angle while rotated around toward your target, and at the right power, and jamming the 'quick shot' key... you could release a barrage of about 10 arrows at once that would have almost no accuracy. Any normal PvPer wouldn't be terribly damaged, but a noob who didn't know about this would find themselves back at the lifestone w/ no idea how 10 arrows all came at them so fast. :) Ugh, I hate to get into fights about "features" of a decade old MMO, but almost everything you listed was classed as an exploit and fixed sooner or later. Hell I remember when they first put in the jump-casting fix and the mad scramble for everyone to hex edit the fix out of their client so we could still do it. I can still picture the ad -d- and I posted up on CoD, a horribly photoshopped picture of my avatar doing /atoyot or something with "D and Atani's jumphack.exe, only 10 motes!" The slide-casting thing wasn't an exploit though, it's just everything else you listed was and stemmed from it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Iniquity on December 10, 2008, 07:10:53 PM Ugh, I hate to get into fights about "features" of a decade old MMO, but almost everything you listed was classed as an exploit and fixed sooner or later. This is... simply not so? I specifically listed the things that they officially classified as 'part of the game' and kept. For instance, they made it so that fast-casting couldn't allow you to cast twice as many spells-per-minute as everyone else, but you can still fast-cast, and it's strategically useful in a number of cases. They made it so you couldn't slide-cast and shoot your spell from a bajillion miles away, but you can still slide-cast so long as your spell eventually shoots out from somewhere near the origin point of the cast. I specifically didn't touch on issues like godmode that were exploits that were eventually fixed. Just about the only thing on that list that *might* have been removed is the 10-arrows-shot-at-once-on-a-hill trick. Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on December 10, 2008, 07:21:40 PM I can't be the only person to point out that it'll be T minus a week until freelook is hacked in for exploiters. Unless the client only downloads entities in your cone of vision and reacquires when you turn your head, which I'm pretty sure is impossible with stnadard latency, then the information on entities behind you is in your client. And information in your client is available to people who can find out how to get to it, which isn't rocket science.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 10, 2008, 07:33:19 PM Iniquity was Hyu (Mediocre, Telemediocrity, etc). He's gone again.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on December 10, 2008, 07:35:05 PM Iniquity was Hyu (Mediocre, Telemediocrity, etc). He's gone again. How are you able to find these things out if he posts from a different IP then in the past? Your magic ability to do this has always frightened me. EDIT: And its hilarious that he's a Darkfall supporter. I always knew his star would keep rising. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 10, 2008, 07:38:38 PM Iniquity was Hyu (Mediocre, Telemediocrity, etc). He's gone again. How are you able to find these things out if he posts from a different IP then in the past? Your magic ability to do this has always frightened me. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 10, 2008, 08:02:37 PM Stuff I wrote The original design for EQ II was to "fix" everything the devs thought were broken in EQ, it was not to make an EQ that was more fun than the original. This is why you couldn't originally run while combat (didn't want people to be able to run to safety), had linked mobs (didn't want to have people "split" or "pull"), had "scout" mobs everywhere so you couldn't stealth through areas (didn't want people to "skip content") and so on. I wasn't a part of the early betas but it seems unlikely to me that those decisions were made based on what the early beta testers wanted.Hmm, I'm remembering it differently mostly in how SOE was positioning it at the time (when they were going on about how EQ1 and EQ2 could co-exist). The part about fixing mistakes was applied to things like how to build a more modular game that was easier to make system-wide adjustments too. But I could be remembering it all wrong :-) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on December 11, 2008, 03:00:45 AM Asherons's Call, whether it were Features or Bugs, did have some of the best game play I've ever had in an MMO.
The more modern MMOs in comparison can be played by dangling your balls on the macro keys and doing very well thank you. I suppose face rolling is a slightly more PC way to describe it, but you get the idea. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DonnyYoureOutOfYourElemnt on December 11, 2008, 04:15:23 AM Really, Schild, I figured you'd have picked up on it sooner.
I mean, c'mon, a long series of posts extolling the virtues of AC1 Darktide? It's not exactly like I made it a fucking Rubik's Cube. If anything, I apologize for making it too rote and boring, this cycle around. Next time I'll try and come up with something more interesting. It's still adorable, in a world where proxy servers and other Fun Things exist, that you think you can ban people from a message board and actually have it stick. *chu* Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 11, 2008, 04:32:29 AM I didn't think this time was that interesting either (http://vnboards.ign.com/ac_general_board/b5141/97441620/r97443847/).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: DonnyYoureOutOfYourElemnt on December 11, 2008, 04:44:56 AM Shit, people even remember that? I feel like Matt Taibbi in the year 2058, in the twilight of his life, if people ask him about the founding of The Exile, or playing basketball in Mongolia.
(Side note: I still think that nameban was total bullshit, IMHO. BP-X got to keep his name for god knows how long...) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falconeer on December 11, 2008, 04:47:16 AM P.S: Are you Telemediocrity's friend by any chance? Tried to warn you all days ago :oh_i_see: Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 11, 2008, 04:54:06 AM I suppose face rolling is a slightly more PC way to describe it, but you get the idea. It's also anatomically possible. :rimshot: Title: Re: Darkfall sets a release date 'inside 2008' Post by: DonnyYoureOutOfYourElemnt on December 11, 2008, 05:03:20 AM P.S: Are you Telemediocrity's friend by any chance? Tried to warn you all days ago :oh_i_see: FWIW, I gave you silent credit for calling it. :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 11, 2008, 05:12:29 AM Shit, people even remember that? I have a bookmark folder called "desperate for attention", I just noticed you were in it twice by accident. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DonnyYoureOutOfYourElemnt on December 11, 2008, 05:17:55 AM Well, you've pegged me well, if nothing else.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on December 11, 2008, 05:19:45 AM Really, Schild, I figured you'd have picked up on it sooner. I mean, c'mon, a long series of posts extolling the virtues of AC1 Darktide? It's not exactly like I made it a fucking Rubik's Cube. If anything, I apologize for making it too rote and boring, this cycle around. Next time I'll try and come up with something more interesting. It's still adorable, in a world where proxy servers and other Fun Things exist, that you think you can ban people from a message board and actually have it stick. *chu* Prolonged battle of wits with Hyu? I think we've just found 2008's first F13 Christmas Miracle. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 11, 2008, 05:27:25 AM The first Christmas Miracle was Grim in this thread (http://forums.f13.net/index.php?topic=15445.35).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 11, 2008, 05:48:52 AM I missed that whole thing. Damn Edits.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on December 11, 2008, 07:06:37 AM I thought Hyu was funny in the past. A self-absorbed dickhead, sure, but that's everyone around here. But this "I R HAS PROXY SERVAR, I IS INVICIBLE LOL!" shit is weak. It's the sort of thing I do after posting Goatse in a bunch of Stratics threads.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: HaemishM on December 11, 2008, 08:05:49 AM The original design for EQ II was to "fix" everything the devs thought were broken in EQ, it was not to make an EQ that was more fun than the original. This is why you couldn't originally run while combat (didn't want people to be able to run to safety), had linked mobs (didn't want to have people "split" or "pull"), had "scout" mobs everywhere so you couldn't stealth through areas (didn't want people to "skip content") and so on. I wasn't a part of the early betas but it seems unlikely to me that those decisions were made based on what the early beta testers wanted. The EQ2 beta was full of the hardcore catass EQ1 fuckheads. The forums were full of asslicking fanbois who only wanted EQ but PRETTIER with fewer bugs. The game itself in beta was a fucking tragedy in motion. The changes they made to it after release turned out a decent game whose biggest faults were its hardcore underpinnings. The crafting system, even after the threat of death was removed, was created by a fucking RSI-inducing sadist. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Murgos on December 11, 2008, 08:21:21 AM EQ2 is solid evidence that if you make the software well, few bugs, robust, etc... the fun can be 'patched in later' as long as there is enough will by the live team to make it happen. A couple of games have shown that releasing as a buggy mess can also be overcome with time and effort.
As far as I know being an un-fun buggy mess at release hasn't been overcome yet. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 11, 2008, 08:33:38 AM EQ2 is solid evidence that if you make the software well, few bugs, robust, etc... the fun can be 'patched in later' as long as there is enough will by the live team to make it happen. A couple of games have shown that releasing as a buggy mess can also be overcome with time and effort. As far as I know being an un-fun buggy mess at release hasn't been overcome yet. Eve? Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 11, 2008, 08:34:12 AM EQ2 is solid evidence that if you make the software well, few bugs, robust, etc... the fun can be 'patched in later' as long as there is enough will by the live team to make it happen. A couple of games have shown that releasing as a buggy mess can also be overcome with time and effort. As far as I know being an un-fun buggy mess at release hasn't been overcome yet. Eve? Title: Re: Darkfall sets a release date 'inside 2008' Post by: JoeTF on December 13, 2008, 05:53:20 AM EQ2 is solid evidence that if you make the software well, few bugs, robust, etc... the fun can be 'patched in later' as long as there is enough will by the live team to make it happen. A couple of games have shown that releasing as a buggy mess can also be overcome with time and effort. As far as I know being an un-fun buggy mess at release hasn't been overcome yet. Eve? EVE is fun, at least for people who play it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 13, 2008, 07:25:38 AM EQ2 is solid evidence that if you make the software well, few bugs, robust, etc... the fun can be 'patched in later' as long as there is enough will by the live team to make it happen. A couple of games have shown that releasing as a buggy mess can also be overcome with time and effort. As far as I know being an un-fun buggy mess at release hasn't been overcome yet. Eve? EVE is fun, at least for people who play it. People play EVE? I thought people just watched it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Cadaverine on December 13, 2008, 10:08:59 AM EQ2 is solid evidence that if you make the software well, few bugs, robust, etc... the fun can be 'patched in later' as long as there is enough will by the live team to make it happen. A couple of games have shown that releasing as a buggy mess can also be overcome with time and effort. As far as I know being an un-fun buggy mess at release hasn't been overcome yet. Eve? EVE is fun, at least for people who play it. People play EVE? I thought people just watched it. Only for the first hour or so, then they tab out to read up on the alliance drama in the forums, which is generally more entertaining. :grin: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 18, 2008, 11:09:22 AM I'm not going to post them here but there are a few leaked game screenshots floating around. They mostly suck though.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 18, 2008, 11:31:54 AM Half the pics were repetitive in information but I liked what I saw. They did at least affirm how the spell schools will be laid out.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on December 18, 2008, 11:33:16 AM I'm not going to post them here but there are a few leaked game screenshots floating around. They mostly suck though. Ya, and I've talked to several testers now. They all complain about the same problems, and agree that the game is a turd. It's only a matter of time before the flood gates open, and the shit spews out. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 18, 2008, 12:03:35 PM I'm waiting for the tears of anguish from the rabid fan base. OOooooh so good.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on December 18, 2008, 12:16:53 PM While I agree that it is fun to see naive fainboys crushed, I am kind of dissapointed that Darkfall is going to become another turd in the crowd. I am running out of MMO's to play here
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 18, 2008, 12:20:04 PM While I agree that it is fun to see naive fainboys crushed, I am kind of dissapointed that Darkfall is going to become another turd in the crowd. I am running out of MMO's to play here I'd pick another genre of games. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on December 18, 2008, 12:26:57 PM I already play the other genres. :oh_i_see:
Still hoping for something refreshing for this genre though. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 18, 2008, 12:43:19 PM I'm not going to post them here but there are a few leaked game screenshots floating around. They mostly suck though. Ya, and I've talked to several testers now. They all complain about the same problems, and agree that the game is a turd. It's only a matter of time before the flood gates open, and the shit spews out. Hmmm, Is it a turd because of technical problems or game design issues? Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 18, 2008, 01:29:24 PM I'm not going to post them here but there are a few leaked game screenshots floating around. They mostly suck though. Ya, and I've talked to several testers now. They all complain about the same problems, and agree that the game is a turd. It's only a matter of time before the flood gates open, and the shit spews out. Hmmm, Is it a turd because of technical problems or game design issues? Can't it be both? Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on December 18, 2008, 02:48:19 PM I'm not going to post them here but there are a few leaked game screenshots floating around. They mostly suck though. Ya, and I've talked to several testers now. They all complain about the same problems, and agree that the game is a turd. It's only a matter of time before the flood gates open, and the shit spews out. Hmmm, Is it a turd because of technical problems or game design issues? The latter. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ghambit on December 18, 2008, 02:54:31 PM In Turdland all poo smells of roses.
Turdland = MMOs these days So if all MMOs are turds, having one designated as such isnt so bad. :grin: Just a matter of which is a fresh, juicy turd and which are dried up biofuel (old turds that have long since burnt out). DF should be nice, fresh, and juicy and I wont mind taking a whiff since my smell receptors are desensitized. Now, the composition of that turd is the "?." We talking Montezuma's Revenge turd or a Macrobiotic diet turd? We shall see... after first glance if it's runny and gnasty obviously it's sewerage and I'm not buyin it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: VainEldritch on December 18, 2008, 03:16:00 PM While I agree that it is fun to see naive fainboys crushed, I am kind of dissapointed that Darkfall is going to become another turd in the crowd. I am running out of MMO's to play here I'd pick another genre of games. You could always go back to AoC... it's much better now. Honest, guv.... problem is no one is playing it except me. It's Marilyn Monroe, very beautiful, very public, and very lonely. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 18, 2008, 03:24:46 PM I don't think I'll ever play another game associated with Funcom or any of it's devs.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 18, 2008, 04:31:32 PM Aren't you the least bit curious about what they are doing with the Secret World Draegan?
Hmmm, Is it a turd because of technical problems or game design issues? The latter. Well that's "fine." Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on December 18, 2008, 04:32:59 PM Isn't it worse if it's design issues?
Techical issues can always be resolved, but if the fundamental design of a game is borked, well then that means the game itself is a bloody mess. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 18, 2008, 04:57:47 PM Design flaws are subject to opinion so I guess there is hope in that statement! Unless you can provide more info it's still a guessing game. For example I think EVE's gameplay and skill training is a bad game design issue. People love it though.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on December 18, 2008, 05:59:37 PM We are talking horribly flawed design.
Imagine designing a new luxury airplane. You decide to leave out the cockpit to save time and cut costs. Instead you supply a rope so the pilot and passenger can strap themselves to the fuselage. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 18, 2008, 06:21:52 PM We are talking horribly flawed design. Imagine designing a new luxury airplane. You decide to leave out the cockpit to save time and cut costs. Instead you supply a rope so the pilot and passenger can strap themselves to the fuselage. Airplane travel has gone too soft! We want a plane that supports the hardcore travellers! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on December 18, 2008, 06:54:20 PM There was some leaked info on the Boxed Set too.
Apparently it comes with your very own Log to jam up your ass. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on December 18, 2008, 08:23:11 PM I've sometimes thought about putting a new IPY up to test the experience I gained and attempt to solve the problem of player justice and create a long term viable PvP+ world.
I realize it'd fail. Although I'd continue to learn, which is good. But still - that'd be a small scale experiment with minimal investment and an actual plan for addressing the inevitable and generally obvious problems based on actual experience. These guys are making a large investment, going in blind with no experience whatsoever, and with no plan or even desire to address any problem beyond how gay carebears r. I think we could have probably all guessed it was the latter. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on December 18, 2008, 08:31:34 PM How gay did they decide carebears are? I'm guessing very.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on December 18, 2008, 08:42:38 PM Gay enough to waste millions "showin' em".
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on December 19, 2008, 12:56:16 AM Even if you had a great concept and follow up design for a PVP game like this, why would anyone spend a dollar making something for these people? That particular community thrives, much like a parasite, when a game is made that is attractive for a significant number of non-members to join. At which point they'll do everything they can to destroy your player base and scourge it from the earth.
If anything, they deserve this game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 19, 2008, 06:25:33 AM If anything, they deserve this game. Cannibals can't be proven they are wrong if no one sets up a cool enough party where they can see everyone else leave in disgust over their choice in table snacks. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 20, 2008, 05:05:05 PM Latest Video as to why Darkfall isn't like any other MMO eva (http://www.youtube.com/watch?v=cQXRiCko8OU)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 20, 2008, 05:32:33 PM I had a feeling you would do this the moment I realized you go to foh.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 20, 2008, 07:04:02 PM I had a feeling you would do this the moment I realized you go to foh. Yeah I sekretly post with the same name. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 20, 2008, 09:32:38 PM Latest Video as to why Darkfall isn't like any other MMO eva (http://www.youtube.com/watch?v=cQXRiCko8OU) Seems like awfully overcomplicated way to beg for a fellatio.And seeing how he post-processed every single second of Darkfall footage there, i fear the game isn't quite hardcore and edgy enough for him. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on December 20, 2008, 09:52:01 PM /target comments
/troll :why_so_serious: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mandrel on December 20, 2008, 10:55:15 PM I was impressed...
That he found the Origin credit screen to include it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 21, 2008, 05:51:49 AM Latest Video as to why Darkfall isn't like any other MMO eva (http://www.youtube.com/watch?v=cQXRiCko8OU) QQ cri moar song guy I got a laugh out of "Official Release 2008" or whatever. WRONG. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 21, 2008, 11:43:08 AM I am actually seriously impressed.
Zero marketing budget and they've gotten the name of their game out there, and created a strongly differentiated brand. They understand their audience very well. They'll probably still end up with ATITD sub levels for all the reasons everyone else has written here. But it's brilliant marketing given what they have to work with. Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 21, 2008, 12:09:18 PM They'll probably still end up with ATITD sub levels for all the reasons everyone else has written here. But it's brilliant marketing given what they have to work with. You could call their marketing a lot of things, but brilliant isn't one of them. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 21, 2008, 12:44:58 PM I'm sure that must have been a joke post. Right?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tazelbain on December 21, 2008, 02:18:40 PM Latest Video as to why Darkfall isn't like any other MMO eva (http://www.youtube.com/watch?v=cQXRiCko8OU) Mindless rebel posturing is totally played out. I like how they think their playbase is too dumb to make the connect between the lyrics and game, they had to spell it out.Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on December 21, 2008, 02:29:22 PM I think it's just a fan-made "I'm cool because I play this game instead of that game" video
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 21, 2008, 02:55:14 PM Mindless rebel posturing is totally played out. This is a dark day for the internet. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 21, 2008, 04:08:29 PM Quote For all who believe it's never coming out and or it's vaporware... They just said it's coming out on Jan 22 for EU and a month later for America. So yea... FUCK YOU! Quote 3. There is lore, and if you don't like pvp you're a queer. :grin: Youtube is funneh. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Fabricated on December 21, 2008, 07:21:22 PM That video was hilarious. Also, someone posted about Darkfall on a small private board I visit and referred to it as a "Wow Killer", to which I laughed, a lot.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 22, 2008, 01:30:40 AM They probably posted it there because they would get laughed off the Darkfall forums as well.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 22, 2008, 01:35:14 AM They probably posted it there because they would get laughed off the Darkfall forums as well. I can't imagine why. Anyone still following the game is as laughable as that video unfortunately.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xerapis on December 22, 2008, 01:35:35 AM Quote 3. There is lore, and if you don't like pvp you're a queer. Yes, yes I am. Proudly waving the rainbow banner of non-consensual pvp is evil for quite some time now. Also, queer as a 3-dollar bill. Have we already started the Darkfall = Daikatana meme-thingy yet? If not, I claim I started it here :drillf: Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 22, 2008, 01:42:31 AM Darkfall and Daikatana aren't even comparable. If you want to stretch lines so thin that they can be compared, we might as well just start comparing it to anything, willy nilly.
I'm not giving Darkfall credit for being "better" than Daikatana in any way - but comparable, in any normal matter - they are not. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Von Douchemore on December 22, 2008, 05:18:58 AM Say what you will, I'm still eagerly waiting to hand them my €49.99.
:rabble rabble: Title: Re: Darkfall sets a release date 'inside 2008' Post by: DraconianOne on December 22, 2008, 05:49:30 AM Give it to me if you like - you'll get as much value and entertainment out of it but I can assure you it'll be put to better use in my hands.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Soln on December 22, 2008, 06:22:37 AM this launch?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 22, 2008, 06:51:09 AM They'll probably still end up with ATITD sub levels for all the reasons everyone else has written here. But it's brilliant marketing given what they have to work with. You could call their marketing a lot of things, but brilliant isn't one of them. It's all context (the "what they have to work with" part ;) ). They don't really seem to have a marketing expert at all. However, what they do have is what they think is a deep connection to their playerbase. That video was targeted right at them. I don't know how well it targeted them. I'm about 20 years too old for that noise. But the antiestablishment/anti-mass market/anti-everyone-else-is-doing-it message still resonates. It's not going to tip the scales of success by any stretch. This type of video (and YouTubing it) is only ever really going to substantiate someone's opinion for or against. DF is going to live or die almost entirely by word of mouth after launch. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falwell on December 22, 2008, 08:17:06 AM Quote 3. There is lore, and if you don't like pvp you're a queer. Yes, yes I am. Proudly waving the rainbow banner of non-consensual pvp is evil for quite some time now. Also, queer as a 3-dollar bill. Have we already started the Darkfall = Daikatana meme-thingy yet? If not, I claim I started it here :drillf: I tried the Dark and Light angle myself. Seemed to stick for the better part of 5 posts. Title: Re: Darkfall sets a release date 'inside 2008' Post by: peryn on December 22, 2008, 08:47:18 AM They'll probably still end up with ATITD sub levels for all the reasons everyone else has written here. But it's brilliant marketing given what they have to work with. You could call their marketing a lot of things, but brilliant isn't one of them. It's all context (the "what they have to work with" part ;) ). They don't really seem to have a marketing expert at all. However, what they do have is what they think is a deep connection to their playerbase. That video was targeted right at them. I don't know how well it targeted them. I'm about 20 years too old for that noise. But the antiestablishment/anti-mass market/anti-everyone-else-is-doing-it message still resonates. It's not going to tip the scales of success by any stretch. This type of video (and YouTubing it) is only ever really going to substantiate someone's opinion for or against. DF is going to live or die almost entirely by word of mouth after launch. You make it sound like that YouTube video was put out by Darkfall/Aventurine, which it wasn't. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 22, 2008, 09:06:10 AM They'll probably still end up with ATITD sub levels for all the reasons everyone else has written here. But it's brilliant marketing given what they have to work with. You could call their marketing a lot of things, but brilliant isn't one of them. It's all context (the "what they have to work with" part ;) ). They don't really seem to have a marketing expert at all. However, what they do have is what they think is a deep connection to their playerbase. That video was targeted right at them. I don't know how well it targeted them. I'm about 20 years too old for that noise. But the antiestablishment/anti-mass market/anti-everyone-else-is-doing-it message still resonates. It's not going to tip the scales of success by any stretch. This type of video (and YouTubing it) is only ever really going to substantiate someone's opinion for or against. DF is going to live or die almost entirely by word of mouth after launch. You make it sound like that YouTube video was put out by Darkfall/Aventurine, which it wasn't. May has well been. Have you read their forums, and postings by the developers? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 22, 2008, 12:27:22 PM They'll probably still end up with ATITD sub levels for all the reasons everyone else has written here. But it's brilliant marketing given what they have to work with. You could call their marketing a lot of things, but brilliant isn't one of them. It's all context (the "what they have to work with" part ;) ). They don't really seem to have a marketing expert at all. However, what they do have is what they think is a deep connection to their playerbase. That video was targeted right at them. I don't know how well it targeted them. I'm about 20 years too old for that noise. But the antiestablishment/anti-mass market/anti-everyone-else-is-doing-it message still resonates. It's not going to tip the scales of success by any stretch. This type of video (and YouTubing it) is only ever really going to substantiate someone's opinion for or against. DF is going to live or die almost entirely by word of mouth after launch. You make it sound like that YouTube video was put out by Darkfall/Aventurine, which it wasn't. But I was being completely serious. The main goals of marketing are to get your product known, and to communicate its "unique sales proposition", which is marketing speak for what makes your product different from all the other ones out there. I'd argue that despite having effectively no marketing budget, Darkfall has done very well at both these tasks. We all know about Darkfall, and we all know exactly what kind of playstyle they claim to be supporting. Compared to the other tiny indie MMOs that come and go, they've done a good job of positioning themselves and getting the word out. This of course doesn't change the fact that the game itself is likely a frozen turd on a popsicle stick. But the marketing has been very effective given the extent of their budget. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 22, 2008, 12:54:03 PM We know it, as in we, the small focused interest group that has had runins with the developers of the poor sort.
We're not the target market. Unless your goal is to be niche, you need to sell to the bulk market. I'm pretty sure if I pop over to whatever the current version of Barrens Chat is and start up a darkfall conversation, there won't be any response. By this metric, Mankrik's Wife has a better marketing team. I just fail to see how the bitter and jaded gamers hating on your game while nobody beyond that circle has any idea what they're talking about is good marketing. We rag on Dawn, too, but it never even had a marketing dude. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on December 22, 2008, 02:45:15 PM Well it's not us, and that we're ragging on the game. I think he's saying that if you were to design a marketing effort to reach a segment of people that you could graciously describe as PVP Kool-Aid Sippers, then you couldn't have done it better. With all the sincerity of a Che Guevara t-shirt from Hot Topic, they've been pushing the "We're unique, we're hardcore, we're not like them, it's a revolution!" mindset on a group of people who are all to happy to eat it up.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on December 22, 2008, 05:29:14 PM I think the people who have been keeping an eye on this game. Are the ones who feel a void in the MMO market.
Mainly the People who have good memories from UO and AC1 and 2. Also the ex SWG people who haven't had a decent home since the CU/NGE fiasco. I doubt that anyone seriously believes they can produce this game in time and with all things working, but if you've ever loved and lost, you have to keep an open mind that will find true love again. The ones who have never been into a game THAT much that they miss it still, will enjoy throwing rotten eggs at Darkfall. To them it's just another fail on the Horizon. For others it's something of a ray of hope that the watered down shallow fun of chasing gear inside a Hamsters wheel type of game, can have an alternative. I don't really care if I'm viewed as stupid for even caring whether the game comes out or not, but I do care. Fail, or not I still want to see it made. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Goreschach on December 22, 2008, 05:32:23 PM Well it's not us, and that we're ragging on the game. I think he's saying that if you were to design a marketing effort to reach a segment of people that you could graciously describe as PVP Kool-Aid Sippers, then you couldn't have done it better. With all the sincerity of a Che Guevara t-shirt from Hot Topic, they've been pushing the "We're unique, we're hardcore, we're not like them, it's a revolution!" mindset on a group of people who are all to happy to eat it up. Except that group of people is so small and pissy that any mmo catering exclusively to them is doomed to failure. And any marketing effort that logically concludes in the game's failure cannot be considered good. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on December 22, 2008, 05:35:06 PM Well it's not us, and that we're ragging on the game. I think he's saying that if you were to design a marketing effort to reach a segment of people that you could graciously describe as PVP Kool-Aid Sippers, then you couldn't have done it better. With all the sincerity of a Che Guevara t-shirt from Hot Topic, they've been pushing the "We're unique, we're hardcore, we're not like them, it's a revolution!" mindset on a group of people who are all to happy to eat it up. Except that group of people is so small and pissy that any mmo catering exclusively to them is doomed to failure. And any marketing effort that logically concludes in the game's failure cannot be considered good. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 22, 2008, 06:16:21 PM Good memories of AC2? People have those?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Pringles on December 22, 2008, 06:21:48 PM Good memories of AC2? People have those? Did you play it? Best MMO ever? Not by a long shot, but it was still fun at times and did some things right Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on December 22, 2008, 10:01:48 PM Just one memory that stands out was when I found our arch enemies' guild Life Stone out in the wilds one day, while exploring.
Alerted our crew and started taking out the buff bots. Enemies started hearthing back, and as my own mates started turning up it escalated into a mini war. I think it's one of those things that you have to experience to enjoy, but there were plenty of fun times had in AC2. When I try and think of some Epic memories from WoW, I can't come up with anything. Oh there were some gankings and downing of bosses in raids that were mildly amusing, but nothing that I look back on fondly. Title: Re: Darkfall sets a release date 'inside 2008' Post by: peryn on December 22, 2008, 10:44:37 PM May has well been. Have you read their forums, and postings by the developers? After reading a 12 page post on their forums where a portion of their community tried to explain why placing items in a hole in the ground was impossible without bringing the games servers to a screeching halt, I figured sharing a gameworld with these idiots is not my cup of tea. Of course, according to them, placing items in a container is somehow different because the hole in the ground can't be "imaginary" and requires physically moving dirt in the game which = bandwidth consumption; this is honestly the rationale they were employing. :ye_gods: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on December 23, 2008, 01:08:06 AM Well, if their billing isn't handled by a porn website, they will at least beat one MMO...second to last is probably the best they can hope for.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 23, 2008, 03:06:47 AM May has well been. Have you read their forums, and postings by the developers? After reading a 12 page post on their forums where a portion of their community tried to explain why placing items in a hole in the ground was impossible without bringing the games servers to a screeching halt, I figured sharing a gameworld with these idiots is not my cup of tea. Of course, according to them, placing items in a container is somehow different because the hole in the ground can't be "imaginary" and requires physically moving dirt in the game which = bandwidth consumption; this is honestly the rationale they were employing. :ye_gods: These are people who would wait 4 months for an update and then enter a state of rapture when a dev would announce that Darkfall would feature trees, and that they would be mostly green; so what do you expect. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on December 23, 2008, 04:41:22 AM The internet told me that they wont make the beta come out in time and that it is delayed.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 23, 2008, 05:17:17 AM Except that group of people is so small and pissy that any mmo catering exclusively to them is doomed to failure. Unless your overhead can support a few thousand people. They didn't set out to make a WoW killer, nor even a CoX killer. This is a hobby game where any new account activations will be met with a celebration of binge drinking. The pot will run dry, they'll wonder why nobody else is coming, they'll realize every person attracted by their rage message has already arrived, and at that point start wondering how to get more. And that way finally starts actual marketing thinking, so the few people tracking this game can start counting the days until it's on Steam. But even that is still better than developing (http://vanguard.station.sony.com/) a (http://www.playtr.com/index.html) game (http://www.ageofconan.com) you thought was actually going to be a serious competitor until your fanbase flocked back to the game you're still misunderstanding the success of. That's the serious money you want to avoid unless you're damned sure. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 23, 2008, 05:18:47 AM I doubt that anyone seriously believes they can produce this game in time and with all things working, but if you've ever loved and lost, you have to keep an open mind that will find true love again. So basically, if you've been loved and lost, lower your standards? Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 23, 2008, 05:22:20 AM Lets have some more beta pictures. (lolspoilers)
(http://img355.imageshack.us/img355/2686/dragonflyinglp2.jpg) (http://img387.imageshack.us/img387/4401/dragonfireball1bm2.jpg) (http://img360.imageshack.us/img360/3382/dragonfireball2lv2.jpg) (http://img360.imageshack.us/img360/7033/magicskillswindowpj1.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 23, 2008, 05:24:07 AM Oh to nitpick, but apparently fighting is the best way to gain stamina in the game. <3
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 23, 2008, 05:37:06 AM Except that group of people is so small and pissy that any mmo catering exclusively to them is doomed to failure. Unless your overhead can support a few thousand people. They didn't set out to make a WoW killer, nor even a CoX killer. This is a hobby game where any new account activations will be met with a celebration of binge drinking. The pot will run dry, they'll wonder why nobody else is coming, they'll realize every person attracted by their rage message has already arrived, and at that point start wondering how to get more. And that way finally starts actual marketing thinking, so the few people tracking this game can start counting the days until it's on Steam. But even that is still better than developing (http://vanguard.station.sony.com/) a (http://www.playtr.com/index.html) game (http://www.ageofconan.com) you thought was actually going to be a serious competitor until your fanbase flocked back to the game you're still misunderstanding the success of. That's the serious money you want to avoid unless you're damned sure. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 23, 2008, 05:52:03 AM Good memories of AC2? People have those? Did you play it? Best MMO ever? Not by a long shot, but it was still fun at times and did some things right Of course I played it. Don't be a prat. It was horribly, Horribly, HORRIBLY broken. That's what I remember about it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on December 23, 2008, 06:01:43 AM I doubt that anyone seriously believes they can produce this game in time and with all things working, but if you've ever loved and lost, you have to keep an open mind that will find true love again. So basically, if you've been loved and lost, lower your standards? No. I didn't mention anything about BEING loved, or lowering standards. I want to have the same kind of fun I experienced in games that are no longer around. Hope is not dead yet in me yet. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on December 23, 2008, 06:15:27 AM Oh to nitpick, but apparently fighting is the best way to gain stamina in the game. <3 You build up all that tolerance to extreme heat. That's gotta build up some kind of character! Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 23, 2008, 06:29:42 AM Well it's not us, and that we're ragging on the game. I think he's saying that if you were to design a marketing effort to reach a segment of people that you could graciously describe as PVP Kool-Aid Sippers, then you couldn't have done it better. With all the sincerity of a Che Guevara t-shirt from Hot Topic, they've been pushing the "We're unique, we're hardcore, we're not like them, it's a revolution!" mindset on a group of people who are all to happy to eat it up. Hopefully the marketing team / guy gets paid and leaves town before those players actually experience Darkfall. Because, even if it is the best MMO ever developed, it still wouldn't live up to the projection they've built in their heads. That's when the screaming will begin. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 23, 2008, 06:44:14 AM Hay, that hand made terrain looks way better than the evil, cheap way out - Hightmaps other, lesser games use.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 23, 2008, 06:47:26 AM Oh to nitpick, but apparently fighting is the best way to gain stamina in the game. <3 You build up all that tolerance to extreme heat. That's gotta build up some kind of character! An amount of character measurable to seven decimal places no less. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 23, 2008, 06:48:08 AM I'd totally play that minimap.
Sadly, it appears the "street view" setting is trying to get the environment polycount to go negative. Title: Re: Darkfall sets a release date 'inside 2008' Post by: rask on December 23, 2008, 06:51:08 AM I think this is the first mmo I've seen that actually has the character equipment window labeled paperdoll...
How...odd. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 23, 2008, 07:33:29 AM Yeah, there's a few things in that UI that come from UO. The slotless backpack is a feature I don't particularly miss.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 23, 2008, 07:43:10 AM It looks like the backpack has some sort of autoarrange to it though.
That said, I don't even know why this thread is still active. Fuck this game looks terrible and has been in development way too long by too many amateurs to even be a little good. We're approaching a decade here. Full franchises have come and gone since this game was announced. Fuck, see and now I've bumped it. Goddamnit. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 23, 2008, 07:47:40 AM It looks like the backpack has some sort of autoarrange to it though. That said, I don't even know why this thread is still active. Fuck this game looks terrible and has been in development way too long by too many amateurs to even be a little good. We're approaching a decade here. Full franchises have come and gone since this game was announced. Fuck, see and now I've bumped it. Goddamnit. That's not autoarrange, it's an extremely OCD player! <3 Darkfall: hardcore enough to make you angle down to hit short players, but carebear enough that you don't need to dig around through your pack for shit! Title: Re: Darkfall sets a release date 'inside 2008' Post by: mutantmagnet on December 23, 2008, 07:49:59 AM Yeah and depending on your tastes you may not like UO's sound effects being implemented in Darkfall either.
Gianna's warning. Quote Just to conclude on a negative note in true beta tester tradition, I don’t like most spell sound effects. The first time I heard a spell’s “fizzz” while visiting the Alfar capital I thought that my speakers had broken, or that some tit was broadcasting static in vent. I almost sent a bug report, “there’s a really horrible, shrill sound like a thousand banshees tuning their TV sets at once, at location x y z” before I realised what it was. But then again, badass sounds are not at the top of my wish list right now. (For comparison purposes) http://www.youtube.com/watch?v=wXzDE5Hhv9k&feature=related Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 23, 2008, 08:11:57 AM This is the only time I'll allow myself to rubberneck disaster. This is going to be one hell of an accident.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 23, 2008, 08:13:26 AM That said, I don't even know why this thread is still active. Yeah, I think a combination of "everyone loves a trainwreck" and nostalgia for how much we enjoyed UO at the time.Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 23, 2008, 08:14:27 AM This is the only time I'll allow myself to rubberneck disaster. This is going to be one hell of an accident. See, I don't think it will be. It went from accident to pitiful about 3 years ago. Quote Yeah, I think a combination of "everyone loves a trainwreck" and nostalgia for how much we enjoyed UO at the time. Again, not a trainwreck. Trainwrecks need to be unplanned and unpredicted. It's part of what makes trainwrecks so exciting. Everyone in their right mind has been calling this shit for years. And some of us didn't like UO and thought it was a sloppy, badly-designed mess. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 23, 2008, 08:27:08 AM I agree with you DQ that they had no intention of making a WoW killer. But I don't buy that hardcore pvp is too small to be a niche market. There must be a few tens of thousands who would participate in such a game. (Assuming of course that it were well done, which this one probably isn't.) I don't think the hardcore PvP market is too small. But that's mostly because I don't think it has yet been defined well enough to know. PvE diku we know and knew well before even CoH. What does "hardcore PvP" mean though? Every game that's attempted to cater to that market has been very different. Meanwhile, the best examples we have show market success are in a completely different genre (FPS). If the PvP market is niche, it's because MMO developers keep trying to get players to fight for gear progressions or keep designing games in which a handful of players can get and hold onto a win condition until a server reset. WoW Arenas do the first one well enough to keep people interested. And of all that have tried, only Eve is something we would point to as a success. And that I think is because they're the only (afaik) uniserver game out there. And I think that's a critical component. Let's say for argument's sake that "hardcore PvP" is people who want to fight for their standing in a server. Welp, anything beyond a Leaderboard means something of relatively permanent in-world usefulness. Problem with sharded games is that a relative few players can eventually dominate a server, requiring a reset and therefore the loss of that permanence and the therefore the desire to attain it. If at this point a developer wonders if that's even worth it, well, they're up against the entire FPS genre, and maybe wondering if fantasy theming would work there. A uniserver can get around this by spreading players out but giving them reasons to come together in diplomacy or war, in a "world" so large players can avoid direct assocation if they want to but still be economically or socially impacted by it. Retain the permanence but lower the alienation. Only one game has done that though, and it took them a few years to even get that right. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 23, 2008, 09:06:20 AM By "hard core pvp" I meant the roughly pre-Trammel UO gameplay that DF seems to be going for. That is, open pvp, very limited safe areas, low consequences for pk'ing. I think there's room for a game in the few tens of thousands as long as it's designed and implemented well.
I agree with the problem of servers stabilizing into a win situation where others can't compete any more (aka SB). But I don't personally see the big problem of declaring a winner and resetting every few months, like they do in WW2OL. That works fine in games where there isn't an insane levelling grind. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on December 23, 2008, 09:08:36 AM By "hard core pvp" I meant the roughly pre-Trammel UO gameplay that DF seems to be going for. That is, open pvp, very limited safe areas, low consequences for pk'ing. The "hardcore" crowd wants to not only kill players, but to azzrape them in the process by having full loot. Without that, it's nothing like pre-Trammel UO and is more like DAoC. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 23, 2008, 09:24:52 AM Sorry, I meant low consequences to the person doing the pk'ing. I.e., no murder counts, red flags, Concorde to bust your ass, etc.
Anyway, full loot is continuously misrepresented in UO. UO's death penalty (at least once stat loss was taken out) was pretty light, because UO wasn't an item-centric game. If you got killed and looted, all you ever lost was stuff that could be replaced in minutes. The xp-loss death penalty in EQ was actually considerably harsher. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 23, 2008, 10:23:21 AM Ok, so we're in the realm of different definitions then, which makes sense, but also complicates assessing the actual market.
UO wasn't terribly affected by Trammel iirc. I think it enjoyed a minor bump, but some of that could be the growing success of EQ1 bringing more people into the genre, but not being a good enough game to retain them to the exclusion of all competition. As such, someone could say the market size for azzraping hardcore PvP was around 200k because Renaissance did not drive those players way. And yet at the same time, someone could say the success of Renaissance was predicated on players fleeing azzraping hardcore PvP for a safer proto-SWG. But even that is besides the point. UO was never marketed to the screw-society-and-everyone-in-it counterculture. It was an escapist virtual world that fostered emergent behavior in a wide variety of activities, one archetype of which was the "hardcore PvP" wolves in a land of unwitting sheep. Meanwhile, it was just a relatively few people taking advantage of tools that were common to everyone but also easily abusable that drove the perception that UO was replete with roving deathsquads of PKers. Now take that in context of SB (which did it's one thing well enough once you got past the crappy code) and Eve (which does it's one thing well altogether) and you've got three different methods of promoting "hardcore PvP". Still hard to determine what the actual size of that market is :grin: Until that happens, people will probably think all the PvP anyone wants is the eSports matches of WoW and now WAR :wink: Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 23, 2008, 10:32:12 AM As far as I can see, UO post trammel from SIRBRUCE's charts show a slow trend upwards pre release, and a sharp trend upwards post release, until about a year later, which starts the game's slow decline into nothing.
The issue I have with the whole "hardcore pvp market" is that it's a fragmented market. It's not the ford midsized compact market, it's the Cars with Engines market. Some of them want open world full corpse loot player deleted on death insanity, some want esports balanced matches, some want empire creation, some just want to be able to solo kill shit, etc. It's not a solid monolithic block of What PVP Players Want. Eve is probably the only one that provides a little of everything (hardcore corpse looting, consequences of death to an extent, empire building or not, etc) and it's edged out it's existence decently. About the only thing it's missing is a minigame type for People Who Don't Like Excel. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 23, 2008, 10:39:00 AM I thought SirBruce was only a myth! (http://www.democraticwarrior.com/forum/images/smilies/scared0016%5B1%5D.gif)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 23, 2008, 10:40:45 AM Be careful not to say his name three times.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 23, 2008, 10:44:03 AM The irony is, at least in my experience, UO wasn't really that hardcore in practice. I "lived" on felucca for about a year, and I could count on one hand all the times I was ganked during that time. I've been ganked that many times within an hour playing on a pvp server in WoW.
Having said that, I think there has to be a reasonable market for a niche-budget persistent world game based on open pvp with full looting, self-organizing factions, quick character progression, low gear reliance, meaningful world pvp goals, rep system with consequences, and maybe periodic server resets. Looking at that list, SB came awfully close. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 23, 2008, 10:47:35 AM Low gear reliance, i don't think will work. AOC tried that, look what it got them. I could also list off a few more if needed.
People (massmarket) want huge Wow numbers and giant gaps in power. Its makes them feel special. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Baldrake on December 23, 2008, 11:15:14 AM So first off, we are talking about niche games. I'm just arguing that there ought to be a market for hardcore pvp that would draw in a few tens of thousands of players. Not tens of millions.
Agreed that people want progression. There are lots of ways of offering that without grindy levelling or gear gathering. Taking over parts of the world and holding them. Winning prestige items that don't really do anything - fancy looking armour, or unlocking a new kind of mount. In UO people went crazy over stuff like black dye tubs. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 23, 2008, 11:19:21 AM UO had gear reliance just as Eve does, which is to say that it relies on gear that is good enough to get you through in general rather than specifically tuned to get you through very specific events as good as possible. The former (the general gear segment) is in both games relatively easily replaced with crafted stuff). The latter (event-based tuning) is what the entire other side of this genre is based on.
This is why I say the world itself needs to support the type of PvP that worked in both games, because the two best examples of PvP "working" were based on entire worlds supporting them. You fought, you lose, you replace with stuff intrinsically tied to everything else in the economy. Compare that to losing anything but grey gear in WoW. Heck, even the good crafted stuff requires raid-type behavior just to get some of the components. Failures in "hardcore" PvP seem to generally be attributed to trying to collect a fee for only inconsequential arena matches or positioning a game that screws sheep so much they never show up to be hunted in the first place. I'm just arguing that there ought to be a market for hardcore pvp that would draw in a few tens of thousands of players. Not tens of millions. I agree. However, I think it's because this type of game is not just about "hardcore PvP". Because of the model examples. They're more about worlds in which hardcore PvP can be had because players want it. That in turns snowballs into activities around that including attack and defense, coalitions, a real economy and all the other things that make PvP relevant to the experience.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 23, 2008, 11:21:03 AM So first off, we are talking about niche games. I'm just arguing that there ought to be a market for hardcore pvp that would draw in a few tens of thousands of players. Not tens of millions. Agreed that people want progression. There are lots of ways of offering that without grindy levelling or gear gathering. Taking over parts of the world and holding them. Winning prestige items that don't really do anything - fancy looking armour, or unlocking a new kind of mount. In UO people went crazy over stuff like black dye tubs. Oh, yeah i agree. I think what i was trying to say is, even those that say they are "Hardcore" or, played the more "Hardcore" games in the past.... Are not as hardcore as they think they are. Rose colored glasses and all that. Mass market was perhaps a bad word to use for that. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ratadm on December 23, 2008, 11:26:01 AM Low gear reliance, i don't think will work. AOC tried that, look what it got them. I could also list off a few more if needed. What? You must have been playing a different aoc than I was.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 23, 2008, 11:30:32 AM Low gear reliance, i don't think will work. AOC tried that, look what it got them. I could also list off a few more if needed. What? You must have been playing a different aoc than I was.Yes, i was playing AOC .002%. :oh_i_see: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ratadm on December 23, 2008, 11:32:49 AM Low gear reliance, i don't think will work. AOC tried that, look what it got them. I could also list off a few more if needed. What? You must have been playing a different aoc than I was.Yes, i was playing AOC .002%. :oh_i_see: AOC at least early on stuck me as having a pretty significant gear grind whether it was raiding or crafting gear. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 23, 2008, 11:56:42 AM Who was talking about gear grinding? We were talking about gear reliance. As in the contribution of a piece of gears stats to that of your base character...or whatever.
No worries. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on December 23, 2008, 12:23:55 PM The gear in AoC didn't work for months.
It didn't work, as in the stats didn't actually do anything. So it was pretty bereft of any sort of reliance on gear :grin: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on December 23, 2008, 12:32:33 PM The irony is, at least in my experience, UO wasn't really that hardcore in practice. I "lived" on felucca for about a year, and I could count on one hand all the times I was ganked during that time. I've been ganked that many times within an hour playing on a pvp server in WoW. All the bad guys quit when Tram/Fel came into existence. Of course you were safe in Felucca during that time. The wolves left. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 23, 2008, 12:40:45 PM The gear in AoC didn't work for months. It didn't work, as in the stats didn't actually do anything. So it was pretty bereft of any sort of reliance on gear :grin: I missed that. That is even more amazing than the female attack animations stupidity. edit: all I'm seeing on search is a few stats didn't work, like magic attack. The rest was just 'pve is so easy gear doesn't matter' Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 23, 2008, 12:41:33 PM The gear in AoC didn't work for months. It didn't work, as in the stats didn't actually do anything. So it was pretty bereft of any sort of reliance on gear :grin: Unless you can provide a (official) link, that's still just players being confused by percents and decimals and low numbers. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 23, 2008, 12:45:45 PM No, seriously, the stats on gear did not work until the first major patch. The numbers were a lie. Funcom actually told us this stuff in beta. Part of the reason it's hard to unearth a link for it. And you can forgive them for not announcing that to the regular consumers :awesome_for_real:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 23, 2008, 12:49:28 PM Thats odd, because that's not what i was experiencing right after launch.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jack9 on December 23, 2008, 01:17:34 PM I never touched AoC and I remember reading about the stats not working. Here's a link to a forum thread about it after a quick Google sojourn. I feel dirty having seen it. :ye_gods:
http://forums.ageofconan.com/showthread.php?t=55733 (http://forums.ageofconan.com/showthread.php?t=55733) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 23, 2008, 01:23:41 PM I never touched AoC and I remember reading about the stats not working. Here's a link to a forum thread about it after a quick Google sojourn. I feel dirty having seen it. :ye_gods: http://forums.ageofconan.com/showthread.php?t=55733 (http://forums.ageofconan.com/showthread.php?t=55733) Oh, i recall reading it too. But all i ever had seen is what you just posted. And it was nothing like what i had seen in game myself.
Problem is, using % and decimals, and tiny increments... If you came from games like Wow, yeah...it would feel like stats didn't work. Hence why they are changing the system to whole numbers, and increasing it from something like 20% of your total, to 50%. (or whatever, one of the more recent dev letters). There have been other games that used very minimal stats on items and equipment, it was meet by basically the same thing. Doesn't really mater now though, but that's why i brought it up. If an item doesn't instantly make a (large) difference, people don't seem to like it, or they think its broken or "itemization sucks". Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 23, 2008, 01:24:18 PM Just for laughs, from that thread: http://forums.ageofconan.com/showpost.php?p=1792826&postcount=1309
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on December 23, 2008, 02:19:02 PM Problem is, using % and decimals, and tiny increments... If you came from games like Wow, yeah...it would feel like stats didn't work. Hence why they are changing the system to whole numbers, and increasing it from something like 20% of your total, to 50%. (or whatever, one of the more recent dev letters). Came from WoW. Heh. I remember thinking the bonuses were infinitesimally small in WoW. "One bloody percent!? What's the point?"I always loved dozen page discussions over three percent boost in ability. Damn kids. In my day min/maxing was about gaining an order of magnitutde of capability. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 23, 2008, 03:58:37 PM And some of us didn't like UO and thought it was a sloppy, badly-designed mess. The point everyone misses is that most of the time the guy who a$$rapes you outside Minoc likes to store his shit in gold plated furniture. At the extreme risk of WUA posting an image macro, trammel was like the SWG NGE, a new experience was forced on players. The fact it was popular doesn't in any way justify what happened. It's all to do with player interaction, UO was just decades ahead of it's time. The future is about different server rulesets and informed choices. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 23, 2008, 04:24:48 PM Have we already started the Darkfall = Daikatana meme-thingy yet? If not, I claim I started it here :drillf: Afraid yes (http://forums.f13.net/index.php?topic=13129.msg559105#msg559105). Although it's likely mentioned some earlier in the thread too, just can't be arsed to dig earlier. :grin:Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xerapis on December 23, 2008, 05:23:38 PM Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 23, 2008, 07:38:14 PM The point everyone misses is that most of the time the guy who a$$rapes you outside Minoc likes to store his shit in gold plated furniture. At the extreme risk of WUA posting an image macro, trammel was like the SWG NGE, a new experience was forced on players. The fact it was popular doesn't in any way justify what happened. The popularity is what made it different from NGE :awesome_for_real: In all seriousness though, I'd prefer a compartmentalized uniserver over sharded space if you're going to try for anything more than another whack-a-foozle. If you want to give players freedom but not have the CSR nightmare of managing what become completely different player societies and cultures, I'd think the Eve model would be easier. Plus it becomes easier to channel players to the right player society compartments within, as long as you're paying attention to your own game. Basically, what you are talking about and what I think it would take is a completely different model than waterfall development to push out $80mil of content to then be managed by mere hallway monitors. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Feverdream on December 24, 2008, 05:03:24 AM I'm a fledgling here, so if I am posting this link in error or in the wrong place and end up taking a bullet to the head over it, at least make it quick, please.
There's an interview with Tasos (lead on Darkfall) on Curse: http://www.curse.com/articles/darkfall-en-news/372269.aspx I am so desperate for a PvP-centered game that I am still subscribed to WAR. My guild was accepted into the fictional 'guild beta' for Darkfall back in 2005. We were cynical about the game then, and after total lack of communication from Aventurine, and learning a year later that they had decided to drop the guild beta but didn't bother to inform anyone, we wrote the game off. Even in my current PvP-starved state, Darkfall looks like SUCH a loser. About the only enjoyment I can get out of it is the warped kind that comes from watching ithe game's inevtable crash-and-burn. But I get a big dose of that already from WAR, so I am in danger of overdosing on bitter glee. I just need a good game fix. And there's nothing on the horizon. These are dire times for a cranky old PvPer like me. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 24, 2008, 06:49:47 AM NEMESIS! I must defeat you! :ye_gods: SUCK MY DIK IM NOT LIEK U :drill:sorry, couldn't resist... Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on December 24, 2008, 07:29:19 PM cynical...warped...bitter...dire...cranky You'll fit right in! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xerapis on December 25, 2008, 02:53:45 PM SUCK MY DIK IM NOT LIEK U :drill: sorry, couldn't resist... Oh, the irony of you directing that at quite possibly the only guy on the forums who might actually take you up on it. Shorter: pics first :drillf: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on December 25, 2008, 06:58:49 PM help I need an adult
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Phildo on December 25, 2008, 07:55:00 PM I'm here now.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on December 26, 2008, 09:37:57 AM I'm thinking it was intentional, Xerapis.
And spoiler tag those pics, please. :ye_gods: :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on December 27, 2008, 09:28:33 AM I'm thinking it was intentional, Xerapis. Tbh that effect was entirely uninteded, but then doesn't that go for half of humour on the intrawebs :grin:And spoiler tag those pics, please. :ye_gods: :awesome_for_real: Did consider posting the obligatory pic of guy walking his giant cock, but then it's rather old... Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 27, 2008, 01:50:12 PM The popularity is what made it different from NGE :awesome_for_real: Sorry for my inebriated last post. Yeah I see that, but new games should be built with the understanding that server transfers or even simple cloning might be needed at some point. I believe it's pretty unforgivable nowadays to pull the whole "I'm going to change the whole game and expect everyone to like it" thing, without giving people an out of moving to a pre-massive-change ruleset server. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 30, 2008, 07:35:24 AM 23 days till launch, NDA still in effect.
No beta leaks to be found. (http://icanhascheezburger.files.wordpress.com/2008/08/funny-pictures-cat-is-pondering.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on December 30, 2008, 07:40:11 AM 23 days till launch, NDA still in effect. No beta leaks to be found. They're all really, REALLY loyal testers and are too busy playing the game to talk about it? :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on December 30, 2008, 07:42:47 AM One point of the NDA is that you have to agree to have Adventurine send a big Greek guy with a bat out to your house. You know, just to 'hang out' when you're by your computer.
Just to chat. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 30, 2008, 07:50:47 AM It sucks , i like the "IDEA" of Darkfall, but all signs point to...well you know.
It really does seem that the mistakes of other games, is what the Darkfall developers call features. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 30, 2008, 08:08:38 AM 23 days till launch, NDA still in effect. No beta leaks to be found. They're all really, REALLY loyal testers and are too busy playing the game to talk about it? :awesome_for_real: Most likely they haven't got enough testers for there to actually be wide scale leaks. Title: Re: Darkfall sets a release date 'inside 2008' Post by: SnakeCharmer on December 30, 2008, 08:20:00 AM Does anyone actually know someone in beta?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on December 30, 2008, 08:25:19 AM 23 days till launch, NDA still in effect. At four weeks to launch with no dropping of the NDA we're supposed to be worried, right? What are Jacob's criteria again? ;DNo beta leaks to be found. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 30, 2008, 08:30:43 AM Compiled List of all the known Features on one Page (http://forums.darkfallonline.com/showthread.php?t=43318) Complete with sources!
Oh let us count the ways on the 22nd. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on December 30, 2008, 09:14:52 AM Compiled List of all the known Features on one Page (http://forums.darkfallonline.com/showthread.php?t=43318) Complete with sources! Oh let us count the ways on the 22nd. Wow... this list is full of fail. Let's have a little SB fun with the list of features. Quote Open ability system, more than 1000 skills and spells Anyone else get the feeling that these 1000 skills will boil down to about 4 or 5 optimized sets? This is a pvp game and people will min-max it to the teeth. Quote Some Prestige Classes: Paladin, Assassin, Gladiator and Enchanter Ooooo PRESTIGE classes... when I read "prestige" I read "you must grind to get to the fun". Quote Characters need to eat and drink regularly or they will suffer from temporary penalties Sounds fun! Talk about a 10 year old idea... Quote Wearing Armor will affect the swimming and running speed READ: Players will need to make a macro to remove all armor while travelling. Quote Spells can be casted while wearing armor, but with a variety of penalties This looks foolproof. Casters wearing armor... what could possibly go wrong? Quote The effects alone make the friggin’ spell feel like a powerful thing. The eye candy was great… The ground shakes, you burn That's what I want... lots of effects in my pvp game. Framerate anyone? I'll quit here. It's like they learned nothing about the past 10 years of MMO development. NOTHING! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 30, 2008, 09:30:45 AM I'll quit here. It's like they learned nothing about the past 10 years of MMO development. NOTHING! Latest Video as to why Darkfall isn't like any other MMO eva (http://www.youtube.com/watch?v=cQXRiCko8OU) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on December 30, 2008, 09:38:43 AM These could very well be the sweetest tears ever. Like jelly beans.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falwell on December 30, 2008, 09:48:17 AM Quote Latest Video as to why Darkfall isn't like any other MMO eva A person, an actual human being, took the time to edit, plan and compose that video. After all of that he looked at it and said "Oh yeah, that's hot. I gotta post this for the world to see." I'm caught somewhere between pity and depressed over this. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 30, 2008, 09:52:33 AM Quote Latest Video as to why Darkfall isn't like any other MMO eva A person, an actual human being, took the time to edit, plan and compose that video. After all of that he looked at it and said "Oh yeah, that's hot. I gotta post this for the world to see." I'm caught somewhere between pity and depressed over this. You clearly "Have not felt his pain". (http://www.joystiq.com/media/2006/02/ultima_online_logo.jpg) (nothing wrong with UO, just getting snarky at the reference in the video, lolz) Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on December 30, 2008, 10:30:43 AM Latest Video as to why Darkfall isn't like any other MMO eva (http://www.youtube.com/watch?v=cQXRiCko8OU) That was the best. Watching the whole thing delivers this quote at the end as a prize: "Darkfall. The last hardcore mmorpg" I certainly hope so. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 30, 2008, 10:31:44 AM You have been revealed as a troll on MMORPG.com, MrB! You'll never be a REAL member of the Darkfall community with that attitude. Where is your blind faith?
Oh and (http://www.bbc.co.uk/essex/content/images/2005/09/27/vapour_trail_heart_470_470x352.jpg) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on December 30, 2008, 10:38:01 AM Hey now... Vanguard showed that there is still a strong and vibrant market for a hardcore MMOG.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 30, 2008, 10:39:34 AM You have been revealed as a troll on MMORPG.com, MrB! You'll never be a REAL member of the Darkfall community with that attitude. Where is your blind faith? Oh and (http://www.bbc.co.uk/essex/content/images/2005/09/27/vapour_trail_heart_470_470x352.jpg) I lost blind faith a long time ago. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 30, 2008, 03:12:17 PM That's what I want... lots of effects in my pvp game. Framerate anyone? I'll quit here. It's like they learned nothing about the past 10 years of MMO development. NOTHING! Don't forget that all spells and arrows fly as aimed, not straight-to-target. So if you live more than 5 feet from a server you've going to have to learn to lead like a god. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 30, 2008, 03:19:31 PM Wow, if this is real.... wow. What a waste of dev time.
Beta Leaker's paranoia (they can track you using your screenshots! :uhrr:): Quote Just make sure you do everything you can to prevent your identity from coming through. I'd recommend using some photoshop filters, do a small gausian blur to the entire image (I've heard some companies will encrypt something like your ip address into a part of the overview, they do it by slightly altering the colors in a certain area which acts as a bit pattern). Also, block out anything that could possibly be linked to you, like a message saying you got to skill level 25 by creating a barbed arrow (just an example, who knows what they can search for in logs). Finally, make sure you upload the files anonymously to an image site, don't put them in your personal folder. Quote Let's say they have 1000 closed beta testers. That can be uniquely represented by 10 bits. An easy way to do that is to use an overlay that actually has a bit pattern in it. If they used one where each bit was represented by 5x5 pixels enough information would survive through compression to make distinguishing it fairly easy. Example: Let's say you're beta account #372, your bit pattern is: 0101110100. For sake of the example let's say thenoobcomic is beta leaking and we want to catch her. First picture gets hit with the overlay: Screenshot with overlay (http://img228.imageshack.us/img228/5887/copywithip1el8.jpg) Do you see it? How about if we zoom in: Zoom view (http://img389.imageshack.us/img389/4131/ipzoomkg1.jpg) Still nothing? That's kind of the whole point, people don't even realize they are sending their identifier. We take the area that the identifier is in and apply a level adjustment to it to bring out the marked area (In this case the identifier was put in the red channel only): Level shift (http://img341.imageshack.us/img341/7318/levelshiftiq6.jpg) Now, some of the information was lost due to compression artifacts in it being a jpeg image. No problem, that is why we made the original adjustment areas so large (5x5 pixel squares). We now apply a 5x5 averaging to the area: Averaged (http://img341.imageshack.us/img341/1161/averagedws2.jpg) And since we are looking for information stored in the red channel, we remove the other channels: Red Channel Only (http://img56.imageshack.us/img56/1517/redchannelaf7.jpg) Reading it left to right, top to bottom: 0101110100 = #372 And that was taking an image that had already been jpeg'd once (from thenoobcomic site) and then applying the almost invisible identifier afterwards. If the identifier had been in the original image before it was compressed it would be even more pronounced. That is just one example of how a company could "tag" the game to you specifically. That was done with just one picture with one identifier in one specific area. If you don't know what you're looking for, you'll never find it, but the company knows exactly where they put it, and what they have to do to the image to bring it back out. I'm not trying to scare people into not leaking, I'm just saying that there are some really innovative security measures out there, so if you do leak, be smart about it, companies can find you by more than just your in game name. Quote Just saying they can hide things in the UI so they can find them I'm no expert at image recovery, but I'm pretty sure once an image is as destroyed as her text box is, it's beyond recoverable. It just looks similar because the way she chose to block out her chatbox is by using an averaging filter (Which is availible in photoshop, and probably other programs). I used the averaging filter to recover the bit pattern because averaging works well for doing exactly that, finding the average. So all I was doing was looking for which blocks are on average more red then the other blocks. This may help, this is what the "hidden" bit pattern looked like that I put into the image: (http://img166.imageshack.us/img166/6083/bitpatternsx3.jpg) It was put into the screenshot at 1% opacity, which makes it pretty much invisible until you adjust the levels to look for it. Here's what it would have looked like at 100% opacity: Visible (http://img442.imageshack.us/img442/3388/visiblely6.jpg) Just want to reiterate, I'm not trying to discourage anyone from leaking more photos, and I highly doubt that Aventurine is using a scheme like this to track users. All I'm saying is that if you want to leak screenshots (And not get pulled from beta because they identified you) you should do more than just block out your name and chatbox. And on that note, if anyone is interested in leaking screenshots but worried about getting ID'd for one reason or another, feel free to PM me and I can help you with some tricks to keeping yourself anonymous. Some people might consider it being paranoid, but I've leaked a fair number of screenshots from AoC and WAR closed betas and was in the beta right up until the end. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on December 30, 2008, 03:48:09 PM So that's what took so long.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 30, 2008, 03:55:33 PM Quote Characters need to eat and drink regularly or they will suffer from temporary penalties Sounds fun! Talk about a 10 year old idea... Quote Wearing Armor will affect the swimming and running speed READ: Players will need to make a macro to remove all armor while travelling. Quote Spells can be casted while wearing armor, but with a variety of penalties This looks foolproof. Casters wearing armor... what could possibly go wrong? DArkfall is going to be a clusterfuck, but those ideas are all perfectly logical for any fantasy game (as long as eating/drinking regularly means every 4 hours or so and encumbrance includes inventory items etc). Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on December 30, 2008, 04:00:04 PM Wow, if this is real.... wow. What a waste of dev time. It wouldn't take much dev time. That sort of steganography isn't rocket science. In fact, even easier would be dropping the user info in the jpeg header of the cap being spit out, which might even survive resizing and uploading (though probably not username-blurring. I doubt Photoshop or Gimp carry header comments across file formats).But I very much doubt they'd spend any time on it, because pulling the identifier back out of the cap takes time and because once the cap is up the damage is already done. I suspect the threat of banning has a lot more reward/time than actually carrying through with it. Quote from: Arthur_Parker those ideas are all perfectly logical for any fantasy game (as long as eating/drinking regularly means every 4 hours or so and encumbrance includes inventory items etc). Logical != fun. Requiring a rebuff on an x minute timer is just an irritant. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 30, 2008, 04:17:19 PM Quote from: Arthur_Parker those ideas are all perfectly logical for any fantasy game (as long as eating/drinking regularly means every 4 hours or so and encumbrance includes inventory items etc). Logical != fun. Requiring a rebuff on an x minute timer is just an irritant. Logical helps immersion, I like the fact that in LOTRO wolves drop fur, bones and meat instead of swords and armour. You would bitch about being slightly weaker if you didn't eat and drink something once every 4 hours of game play? Heh, that's awesome, anorexic gameplay. (illogical doesn't equal fun either). Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on December 30, 2008, 04:25:13 PM "They broke my heart, they stole my soul, and why I'll never know!" just as the UO part comes up. PK tears, the gift that never stops giving.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on December 30, 2008, 05:09:13 PM You would bitch about being slightly weaker if you didn't eat and drink something once every 4 hours of game play? I bitch about having to recast "always on" buffs every 10 minutes in WoW, so yes I would. I think the difference is in how easy it is to get the resource. If getting food is just a matter of pushing a button or going to the store, then it's just irritating busywork. There's no challenge, there's no interesting decisions. It's just a cockblock. On the other hand, if getting food is a challenge or at least some form of crafting, then at least it has a gameplay element and I could live with it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on December 30, 2008, 06:40:08 PM Glad to see I'm not the only person annoyed by 10 minute buffs. It's one of the things I like about EQ2, in that other than death, and maybe mobs which can remove them that I have yet to encounter, self-buffs stay on you indefinately.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Goreschach on December 30, 2008, 07:41:25 PM You would bitch about being slightly weaker if you didn't eat and drink something once every 4 hours of game play? I bitch about having to recast "always on" buffs every 10 minutes in WoW, so yes I would. I think the difference is in how easy it is to get the resource. If getting food is just a matter of pushing a button or going to the store, then it's just irritating busywork. There's no challenge, there's no interesting decisions. It's just a cockblock. On the other hand, if getting food is a challenge or at least some form of crafting, then at least it has a gameplay element and I could live with it. Although technically I agree, this seems like a pointless thing to bitch about. If you took all the mindless button-smashing cockblocks out of an MMO you wouldn't have anything left. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on December 31, 2008, 01:16:27 AM I don't think there's any point having food and drink if there isn't a gameplay element to it. If food isn't available and interesting then you don't need to eat your horse when trapped in a mountain pass by snow and you can't invite friends to your house for a feast. More options are good, cooking as a craft skill never really appealed to me but it does interest some people.
I'd hope that in the future we get back to adding more tools and mechanisms to games that allow players to create their own content instead of just adding interesting dev scripted content that gets burnt through too fast or bland dev scripted content that feels like a grind. At the minute a lot of games feel a bit like playing Dragon's Lair (http://en.wikipedia.org/wiki/Dragon's_Lair), there's a set path you have to follow for the "fun". Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 31, 2008, 06:21:46 AM Wow, if this is real.... wow. What a waste of dev time. Beta Leaker's paranoia (they can track you using your screenshots! :uhrr:): Quote Just make sure you do everything you can to prevent your identity from coming through. I'd recommend using some photoshop filters, do a small gausian blur to the entire image (I've heard some companies will encrypt something like your ip address into a part of the overview, they do it by slightly altering the colors in a certain area which acts as a bit pattern). Also, block out anything that could possibly be linked to you, like a message saying you got to skill level 25 by creating a barbed arrow (just an example, who knows what they can search for in logs). Finally, make sure you upload the files anonymously to an image site, don't put them in your personal folder. Quote Let's say they have 1000 closed beta testers. That can be uniquely represented by 10 bits. An easy way to do that is to use an overlay that actually has a bit pattern in it. If they used one where each bit was represented by 5x5 pixels enough information would survive through compression to make distinguishing it fairly easy. Example: Let's say you're beta account #372, your bit pattern is: 0101110100. For sake of the example let's say thenoobcomic is beta leaking and we want to catch her. First picture gets hit with the overlay: Screenshot with overlay (http://img228.imageshack.us/img228/5887/copywithip1el8.jpg) Do you see it? How about if we zoom in: Zoom view (http://img389.imageshack.us/img389/4131/ipzoomkg1.jpg) Still nothing? That's kind of the whole point, people don't even realize they are sending their identifier. We take the area that the identifier is in and apply a level adjustment to it to bring out the marked area (In this case the identifier was put in the red channel only): Level shift (http://img341.imageshack.us/img341/7318/levelshiftiq6.jpg) Now, some of the information was lost due to compression artifacts in it being a jpeg image. No problem, that is why we made the original adjustment areas so large (5x5 pixel squares). We now apply a 5x5 averaging to the area: Averaged (http://img341.imageshack.us/img341/1161/averagedws2.jpg) And since we are looking for information stored in the red channel, we remove the other channels: Red Channel Only (http://img56.imageshack.us/img56/1517/redchannelaf7.jpg) Reading it left to right, top to bottom: 0101110100 = #372 And that was taking an image that had already been jpeg'd once (from thenoobcomic site) and then applying the almost invisible identifier afterwards. If the identifier had been in the original image before it was compressed it would be even more pronounced. That is just one example of how a company could "tag" the game to you specifically. That was done with just one picture with one identifier in one specific area. If you don't know what you're looking for, you'll never find it, but the company knows exactly where they put it, and what they have to do to the image to bring it back out. I'm not trying to scare people into not leaking, I'm just saying that there are some really innovative security measures out there, so if you do leak, be smart about it, companies can find you by more than just your in game name. Quote Just saying they can hide things in the UI so they can find them I'm no expert at image recovery, but I'm pretty sure once an image is as destroyed as her text box is, it's beyond recoverable. It just looks similar because the way she chose to block out her chatbox is by using an averaging filter (Which is availible in photoshop, and probably other programs). I used the averaging filter to recover the bit pattern because averaging works well for doing exactly that, finding the average. So all I was doing was looking for which blocks are on average more red then the other blocks. This may help, this is what the "hidden" bit pattern looked like that I put into the image: (http://img166.imageshack.us/img166/6083/bitpatternsx3.jpg) It was put into the screenshot at 1% opacity, which makes it pretty much invisible until you adjust the levels to look for it. Here's what it would have looked like at 100% opacity: Visible (http://img442.imageshack.us/img442/3388/visiblely6.jpg) Just want to reiterate, I'm not trying to discourage anyone from leaking more photos, and I highly doubt that Aventurine is using a scheme like this to track users. All I'm saying is that if you want to leak screenshots (And not get pulled from beta because they identified you) you should do more than just block out your name and chatbox. And on that note, if anyone is interested in leaking screenshots but worried about getting ID'd for one reason or another, feel free to PM me and I can help you with some tricks to keeping yourself anonymous. Some people might consider it being paranoid, but I've leaked a fair number of screenshots from AoC and WAR closed betas and was in the beta right up until the end. That's rather stupid. Just like this is (http://www.youtube.com/watch?v=D4efyFOpy_E) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on December 31, 2008, 07:28:03 AM That video is awesome.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: SnakeCharmer on December 31, 2008, 07:49:48 AM Tribes 2 mod.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Salamok on December 31, 2008, 08:01:00 AM Did I miss something, why are so many of you treating this game as if it will ever see the light of day. What happened to the general consensus of this mythical game just being an investor scam?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on December 31, 2008, 08:32:19 AM I think most of us want to see it released; who doesn't like watching another outing of the SS Failboat?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on December 31, 2008, 09:01:18 AM I don't want to be a huge jerk, but I'm an oldschool UO guy and I ran an oldschool UO server. Most of the online people I know won't stop talking about Darkfall being their personal Jesus.
I just want it to release and fail so I can stop listening to the stupid shit. If they push the development back x years, I have to continue listening to it because people refuse to get a clue. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 31, 2008, 09:54:57 AM Strangely, besides our mockery here, the only game site I know where there are people who actually take Darkfall seriously is MMORPG.com. Most of the online people I know from places other than here have never said a word about it (I assume that, like most gamers in the entire world, they've never even heard about it) or they dismissed it as vapourware/crappyware years ago. Even on MMORPG.com the people who post like they're gaga over it are the same people over and over or, I'm pretty sure, gimmick accounts of those people.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: mnm on December 31, 2008, 10:52:34 AM Keep telling yourself that. Darkfall is actively discussed at Somethingawful and scrapheap-challenge as well.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on December 31, 2008, 11:15:49 AM Keep telling yourself that. Darkfall is actively discussed at Somethingawful and scrapheap-challenge as well. Oh yeah? What are they saying? :oh_i_see: Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 31, 2008, 11:18:44 AM Keep telling yourself that. Darkfall is actively discussed at Somethingawful and scrapheap-challenge as well. Oh wow, I just noticed this was a ban evader. Whoops. Bu-bye. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Cadaverine on December 31, 2008, 11:21:19 AM It's an Eve Online forum.
I wouldn't take discussion on either forum as a ringing endorsement of a game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on December 31, 2008, 11:21:30 AM Aw, he was keeping it interesting.
:heartbreak: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on December 31, 2008, 11:40:17 AM I set up a Google Alert for "darkfall" a few months back. Over the last 90 days there have been about 200-250 hits from that. Each hit would be something like a news article somewhre, some guy's blog post, etc. Some of them are about the book Darkfall by some guy. Many are duplicates in the sense that they're mirroring official news e.g. beta announcement, but these still "count" for the purposes of people taking it seriously and such.
edit: and yeah, it's pretty hotly discussed on somethingawful, though the thread is admittedly mostly bumped by people who desperately want to convince others that the game won't come out. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on December 31, 2008, 01:48:51 PM Ah. I didn't realise. I haven't read SA in ages. It's not actively discussed in a serious manner in any of the gaming forums I peruse. Sorry about that!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on December 31, 2008, 01:51:16 PM They're gearing up goon squad
I am curious to see how well a zerg backed by the EVE leaders and full of people who play UO shards all day will fare. They say they have people in beta too Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on December 31, 2008, 02:35:34 PM I can't possibly believe there haven't been leaks on SA if there are goons in beta.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on December 31, 2008, 03:09:50 PM Quote I am curious to see how well a zerg backed by the EVE leaders and full of people who play UO shards all day will fare. I can't believe anyone from Goonswarm is high or stupid enough to play Darkfall. Quote They're gearing up goon squad Once again, not a validation. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on December 31, 2008, 04:05:03 PM Quote Quote They're gearing up goon squad Once again, not a validation. There have been leaks on there by the way. And on wtfman! Nothing major or worth talking about, though. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Phildo on December 31, 2008, 04:59:16 PM The people behind Goonswarm would be looking for any opportunity to grief people. If there's a way to ruin the game for other people, they'll be there. That certainly justifies 1-2 months of subscriptions for a lot of them.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 31, 2008, 06:01:48 PM That's the problem with DF. It has exactly one audience. We've discussed the need of sheep for the wolves,and while the former is prevalent in Eve, that's because of a diversity of players in a diverse game clumped onto one server. DR has none of these things, so is likely to be boring even just to the "hardcore".
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 31, 2008, 06:45:18 PM Darkfall is the Next Big MMO release. It promises reach back years and can not - even assuming a perfect, bug-free launch - meet the expectations of a sizeable proportion of the Darkfanbois. It won't be "UO, but better", because these people either 1) never played UO, or 2) have forgotten all the problems of UO.
A big issue is that a lot of players expect to go into Darkfall and be wolves, only to find out they are really sheep. The only place people are forced to stick in this kind of environment is prison (where being a sheep is better than the alternative) or BDSM (where it turns out the wolf really wanted to be a sheep anyway, mistress). Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on December 31, 2008, 07:22:14 PM Quote Spells can be casted while wearing armor, but with a variety of penalties This looks foolproof. Casters wearing armor... what could possibly go wrong? That's rather ignorant. Hell, the only reason this whole "casters can't wear armour" conception even exists is because of Gygax's crazy notions of magic. Some of them are about the book Darkfall by some guy. Isobelle Carmody, as I recall. She's better known for a children's series, Obernewtyn Chronicles (http://en.wikipedia.org/wiki/Obernewtyn_Chronicles). Highly acclaimed, etc. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on December 31, 2008, 08:19:59 PM Darkfall is the Next Big MMO release. It promises reach back years and can not - even assuming a perfect, bug-free launch - meet the expectations of a sizeable proportion of the Darkfanbois. It won't be "UO, but better", because these people either 1) never played UO, or 2) have forgotten all the problems of UO. Whoa whu? This is neither a big MMO launch by any stretch nor for anyone BUT UO expats. Outside of here and apparently that pocket at SA, nobody could name Darkfall from a lineup. It's big only if Vanguard was considered big too. The next *actually* big MMO launch will probably be ChampO maybe (though that too has no equity beyond core veterans) or something with an actual IP attached it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on December 31, 2008, 09:32:58 PM It's big in
EVE isn't that well known outside of certain groups, either. I'm saying that Darkfall is the "Next Big Thing" because it is out in 22 days and is the only MMO of note doing so. It isn't on the scale of AoC / WAR NBT-ness, but a good number of MMO watchers are keeping their eyes on it. ChampO will be a NBT launch if it appears simultaneously on the PC and Xbox 360. Also scheduled for 2009 (at this point) are APB, Aion, Earthrise, Fallen Earth, Huxley (?maybe?), Jumpgate Evolution, Runes of Magic, The Agency, DCUO and Stargate Worlds (plus others I probably don't know about). Some of these will no doubt drop back to 2010, but 2009's MMO titles are a lot smaller in hype potential (except for maybe DCUO) than 2008's. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jack9 on December 31, 2008, 11:45:50 PM Quote That's rather ignorant. Hell, the only reason this whole "casters can't wear armour" conception even exists is because of Gygax's crazy notions of magic. The idea of archetypes is not crazy. To make a game using them, you want to have some kind of balance. //I prefer dual classing nerd and pigfarmer. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 01, 2009, 12:00:32 AM Quote That's rather ignorant. Hell, the only reason this whole "casters can't wear armour" conception even exists is because of Gygax's crazy notions of magic. The idea of archetypes is not crazy. To make a game using them, you want to have some kind of balance. The idea of archetypes is distinct from what those archetypes must entail, however. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 01, 2009, 03:45:51 AM Quote Spells can be casted while wearing armor, but with a variety of penalties This looks foolproof. Casters wearing armor... what could possibly go wrong? That's rather ignorant. Hell, the only reason this whole "casters can't wear armour" conception even exists is because of Gygax's crazy notions of magic. *Bzzzzt* Nope it's because the easiest way to balance the huge DPS and/or high utility of casters is via massively lowered survivability. Glass cannons and all that. I can't believe no-one has picked up on Tasos' statement that the game will be automatically balanced because anyone can have any skill yet. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on January 01, 2009, 08:05:19 AM It's big in EVE isn't that well known outside of certain groups, either. I'm saying that Darkfall is the "Next Big Thing" because it is out in 22 days and is the only MMO of note doing so. It isn't on the scale of AoC / WAR NBT-ness, but a good number of MMO watchers are keeping their eyes on it. It's still not the Next Big Thing no matter how many times you say it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 01, 2009, 08:35:02 AM *Bzzzzt* Nope it's because the easiest way to balance the huge DPS and/or high utility of casters is via massively lowered survivability. Glass cannons and all that. Doesn't this rely on the assumption that DPS casters have to be glass cannons and/or have high utility. Your balance is based on general assumptions of how magic behaves in a fantasy setting; there's really no reason why you couldn't have a high armour caster class (hi paladins). Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 01, 2009, 09:12:22 AM *Bzzzzt* Nope it's because the easiest way to balance the huge DPS and/or high utility of casters is via massively lowered survivability. Glass cannons and all that. Doesn't this rely on the assumption that DPS casters have to be glass cannons and/or have high utility. Your balance is based on general assumptions of how magic behaves in a fantasy setting; there's really no reason why you couldn't have a high armour caster class (hi paladins). Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 01, 2009, 12:15:38 PM I can't believe no-one has picked up on Tasos' statement that the game will be automatically balanced because anyone can have any skill yet. That works for RL. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Koyochi on January 01, 2009, 01:02:22 PM It's still not the Next Big Thing no matter how many times you say it. It's the Next Thing, wich is still better then nothing. I had a little bit of confidence in this game, and it was all crushed here, but I'm still looking out for post-launch reviews and screenshots. Because .... well, you never know. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jayce on January 01, 2009, 02:50:59 PM I can't believe no-one has picked up on Tasos' statement that the game will be automatically balanced because anyone can have any skill yet. That works for RL. But RL is neither balanced nor consistently fun. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 01, 2009, 02:59:11 PM Well, starting a thread about it might help.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rishathra on January 01, 2009, 06:04:59 PM //I prefer dual classing nerd and pigfarmer. (http://img60.imageshack.us/img60/9057/robertpigkillerinmadmaxyj8.jpg)Title: Re: Darkfall sets a release date 'inside 2008' Post by: tazelbain on January 01, 2009, 06:53:07 PM So religion is an attempt to balance real life like an MMO?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on January 01, 2009, 07:02:13 PM Most things are.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 01, 2009, 08:40:36 PM Hell, the only reason this whole "casters can't wear armour" conception even exists is because of Gygax's crazy notions of magic. *Bzzzzt* Nope it's because the easiest way to balance the huge DPS and/or high utility of casters is via massively lowered survivability. Glass cannons and all that. Not quite. Think back to why casters are archetyped as Damage/Utility units with cloth for armour. It has little (if anything) to do with videogame balance. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Wasted on January 01, 2009, 09:03:18 PM Hell, the only reason this whole "casters can't wear armour" conception even exists is because of Gygax's crazy notions of magic. *Bzzzzt* Nope it's because the easiest way to balance the huge DPS and/or high utility of casters is via massively lowered survivability. Glass cannons and all that. Not quite. Think back to why casters are archetyped as Damage/Utility units with cloth for armour. It has little (if anything) to do with videogame balance. They played their videogames on tabletops back then. Also Gandalf wore a dress Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 02, 2009, 01:46:07 AM They played their videogames on tabletops back then. Also Gandalf wore a dress http://www.youtube.com/watch?v=vqO7zEWu0W0 :drill: Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 02, 2009, 02:11:32 AM Hell, the only reason this whole "casters can't wear armour" conception even exists is because of Gygax's crazy notions of magic. *Bzzzzt* Nope it's because the easiest way to balance the huge DPS and/or high utility of casters is via massively lowered survivability. Glass cannons and all that. Not quite. Think back to why casters are archetyped as Damage/Utility units with cloth for armour. It has little (if anything) to do with videogame balance. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 02, 2009, 07:56:38 AM It's because people enjoy playing that archetype. I now officially have no idea what your point is. Ah, sorry, I'll elaborate. The cloth-wearing caster came about in videogames because of D&D. The reason that magic users wear cloth in D&D wasn't because of game balance, it was because of the way Gygax envisioned and implemented his magic system (drawing inspiration from the 'Wizard' archetype in literature). The reason that magic users ended up having so much utility and (barring some min-maxxing, player's choice, etc) damage was due to the nature of the magic system, itself. This was carried into MUDs and many video games. The caster has now been cross-pollinated with the glass cannon - the glass cannon, by its very nature, trades survivability for damage. Casters do not have to be glass cannons, in my opinion they were forced into the role by the popularity of D&D (and, to a lesser extent, the sources it draws from). Hope that clears it up. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 02, 2009, 09:08:48 AM Ok, I see your point but still, the pure caster archetype is a popular one so game designers like to include it. Other caster archetypes - including heavy armoured reaver/paladin/shadowknight archetypes - also exist and are generally featured in games too but the DPS caster is something that a lot of people like to play. If you're going to put it in an unmoderated game then it needs to be balanced (not so much of a concern for tabletop RPGs generally). D&D balanced the awesome power of mages in a number of ways, D4 hit points and no armour was one way, the other was making them laughably poor at low levels. Having one spell a day and the effective combat rating of a lettuce sandwich isn't a lot of fun for a combat oriented MMO/MUD so designers let them do stuff all the time in exchange for not being very robust. Having a heavy armoured, ranged DPS machine balanced with melee is going to be a challenge.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 02, 2009, 10:09:21 AM 20 days until the revolution!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 02, 2009, 02:59:51 PM Heavily armored caster removes the need to bring warriors/melee. PVE class balance (which rarely exist) at least dictates that 90% of the classes can remotely useful compared to other classes in a group. A range class with passive survivability just craps on that concept in pve and just wonks on melee combat in pvp. The day when casters carry armor is when warriors stop being designed as tanks.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 02, 2009, 04:25:37 PM Is that a bad thing?
Purity leads to limitations. How many un-guilded PUGs are limited because there's no healers nor tanks about? Heck, how many in-guild PUGs are limited because the three tanks are already occupied and the three healers are with them? WoW is the last and best use of strict archetypes, and therefore the only active game we need that features them. For future titles, I'd rather throw out the 30 year old convention in favor of a different fantasy world in which Tanks can cast spells and Mages can wear armors, with appropriate limitations. Ya know, like back when UO Mages could wear plate but couldn't regen mana in Meditation, or how Warriors could train up just enough magic to have some utility. There's nothing wrong with these concepts. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 02, 2009, 04:55:17 PM Heavily armored caster removes the need to bring warriors/melee. PVE class balance (which rarely exist) at least dictates that 90% of the classes can remotely useful compared to other classes in a group. A range class with passive survivability just craps on that concept in pve and just wonks on melee combat in pvp. The day when casters carry armor is when warriors stop being designed as tanks. This is only true if you are working within a very narrow and pre-existing framework, such as the WoW class system. Your answer typifies how pervasive some of these notions are, and they're really founded on narrative rather than any solid reasoning. All classes have a varying mixture of certain factors: survivabilty, manouvreability, dps, range and utility. These are all highly nebulous factors and trying to explicitly quantify a give classes ability in any given factor vis-a-vis another class is what leads to all the whining on forums. However, there's really nothing that says warriors must be tanks, other than convention. You could quite concievably implement a melee-range caster tank based on high hp and mitigation, or a ranged physical DPS class whose survivability is rooted in evasion and mobility. Tanks don't have to use swords, you just think they do. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jack9 on January 02, 2009, 05:09:06 PM Quote a different fantasy world in which Tanks can cast spells and Mages can wear armors, Where everyone is the same. Everyone is a magetank for versatility, leading to almost none. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 02, 2009, 05:27:46 PM Wait, what are we even arguing about here?
Different takes on the standard archetypes exist and are often found in games. I'm not sure why we're all pretending that for some reason game designers are sticking religiously to the basic Fighter/Mage/Cleric AD&D character classes? Are we arguing that players choose these classes because unimaginative designers don't give them an alternative or are we saying that players enjoy playing certain archetypes so designers give them what they want? These archetypes are pervasive and I don't think that's a bad thing. Even in a fantasy world, it can be important to have points of obvious familiarity. 'Armoured guy who's good at fighting', 'Skirmishing archer', 'Combat healer' and 'poorly armoured ranged DPS machine' are all tags that players can pick up on and relate to easily even if the rest of your system is mould-breaking alt fantasy featuring races that have never seen a vowel. I've heard it put forwards that one of the reasons for Albion being the most popular realm in DAoC was the familiarity with the class archetypes - new players can get a handle on what a Wizard or a Paladin or a Cleric is but not many would know what to expect from a Skald or a Valewalker or a Nightshade for instance. I don't know how true it is but it sounds as though it could reasonably be so. Quote I'd rather throw out the 30 year old convention in favor of a different fantasy world in which Tanks can cast spells and Mages can wear armors, with appropriate limitations. Ya know, like back when UO Mages could wear plate but couldn't regen mana in Meditation, or how Warriors could train up just enough magic to have some utility. There is. You're swapping one balance issue for another. If tanks can cast spells why would you be a tank that didn't cast spells? Why would you not wear armour as a caster. You're giving players the illusion of choice but really all you're doing is offering them different archetypes that are simply hidden from casual view. I'm not saying it won't work, but it's not a revolution.There's nothing wrong with these concepts. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 02, 2009, 05:29:02 PM I'm more PVP oriented and don't see the tank + nuker + healer combo a conductive to PvP at all. However the concept of a dedicated healer is something that no pocket healing can really replace. Depending on the nature of the game that role needs to be actually designed into the game. At best for PVE (still talking about class balance) you want to insure that ALL classes have survivability, something that really has less to do with purity and more to do with how friendly your game is to both players who play solo or to players who want to know that they might not always need a nuker or a tank or even a healer to complete certain content. As a PvP'er all classes must have relevance on the battle field. If you want to design a range damage dealer from that wears armor and a melee that only slightly decent at spells, there better be a good reason why I should field the melee with some magic over the range damage dealer with warrior armor.
If you design your classes to acute, you will have to field everyone to cover the weaknesses, if you design your classes to obtuse, there is no point to the class system since all classes play the same. Title: Re: Darkfall sets a release date 'inside 2008' Post by: cmlancas on January 02, 2009, 05:51:21 PM Is this actually releasing? I can't be assed to read the thread, since it's like driving a nail in my pecker, but I'd like to partake in the lulz.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 02, 2009, 05:52:33 PM Is this actually releasing? I can't be assed to read the thread, since it's like driving a nail in my pecker, but I'd like to partake in the lulz. 22nd January apparently. Check back in 3 weeks for the full skinny I guess.Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 02, 2009, 05:54:23 PM I'd really, really like to make a rule about posting about Darkfall post-release. We all know it's going to basically be terrible. As such, it's probably better for the whole industry if we completely ignore it unless it's fucking awesome. And since it won't be fucking awesome, I think we should talk about Spleunky, or whatever. Anything. Anything but a game that's very obviously going to be a boring mess. Otherwise it just feels like we're forcing the hate. And that's just dumb - AND - a waste of time.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ezrast on January 02, 2009, 06:03:32 PM The reification of the tank/healer/dps method of class design is something that always perplexes me. You guys have played Diablo II multiplayer, right? The game has the armored guy who's good at fighting, the skirmishing archer, and the poorly armored ranged DPS machine, and the balance doesn't all go to pieces when the paladin gets access to Fist of the Heavens or whatever. (edit: Fist of the Heavens is a spammable long-range nuke, not terribly good but it is given to the highest-armored class in the game)
Even in non-class-based systems, there's no reason why a warrior putting a couple points into fireball has to be more effective than putting those same couple points into making her swords skill higher. If a skill-based game has everybody turning into tank mages, its because the devs did a shitty job of balancing, not because classes are the only way to balance things. I'm going to go talk about Spelunky now. Title: Re: Darkfall sets a release date 'inside 2008' Post by: cmlancas on January 02, 2009, 06:14:19 PM I'd really, really like to make a rule about posting about Darkfall post-release. We all know it's going to basically be terrible. As such, it's probably better for the whole industry if we completely ignore it unless it's fucking awesome. And since it won't be fucking awesome, I think we should talk about Spleunky, or whatever. Anything. Anything but a game that's very obviously going to be a boring mess. Otherwise it just feels like we're forcing the hate. And that's just dumb - AND - a waste of time. No way. It's going to be the most fun I've ever had playing forum wars. I'm going to shine my boots with the tears cried by hundreds of let-down fanbois. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 02, 2009, 06:21:51 PM I'd really, really like to make a rule about posting about Darkfall post-release. We all know it's going to basically be terrible. As such, it's probably better for the whole industry if we completely ignore it unless it's fucking awesome. And since it won't be fucking awesome, I think we should talk about Spleunky, or whatever. Anything. Anything but a game that's very obviously going to be a boring mess. Otherwise it just feels like we're forcing the hate. And that's just dumb - AND - a waste of time. No way. It's going to be the most fun I've ever had playing forum wars. I'm going to shine my boots with the tears cried by hundreds of let-down fanbois. Title: Re: Darkfall sets a release date 'inside 2008' Post by: SuperPopTart on January 02, 2009, 06:29:25 PM I think we just experienced Schild being nice to the emofanpersons. Blind? Cute.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 02, 2009, 06:30:43 PM I think we just experienced Schild being nice to the emofanpersons. Blind? Cute. Nice? What do you mean nice? Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 02, 2009, 06:41:34 PM Is that a bad thing? Tbh no, i don't think it's a bad thing, personally. It's a different thing and that might be seen as bad by some, but i dunno.... i've been rather curious how plausible a MMO would be where every player could be competent tank/healer/damage dealer all in one (i suppose with some variations akin to how different talent trees work in WoW rather than full scale class variations) So guess it's nice there's one crazy MMO going that route and i can watch this experiment done with someone else's money. :awesome_for_real:Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 02, 2009, 06:44:01 PM I think we just experienced Schild being nice to the emofanpersons. Blind? Cute. Nice? What do you mean nice? You know deep down inside you're all warm and fuzzy. Well, fuzzy anyway. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 02, 2009, 06:51:17 PM I highly endorse schild's strategery as it regards to DF. We don't need another WAR emohateon around here. It's not even cathartic to the bystanders.
Quote from: IainC There is. You're swapping one balance issue for another. If tanks can cast spells why would you be a tank that didn't cast spells? Why would you not wear armour as a caster. You're giving players the illusion of choice but really all you're doing is offering them different archetypes that are simply hidden from casual view. I'm not saying it won't work, but it's not a revolution. That's why you limit it. Again, UO. A Tank was not going to Corp Por a dedicated Mage. But they could learn enough utility magic to cast Recall and therefore a few other things. And it made PvE easier.Class systems are easier. Takes out the guesswork of min/maxxers. But it also forces players into decisions they're not ready to make. That in turn forces future games to borrow the conventions of prior games, so that when veterans migrate they're not completely alienated. And that's how you get cloth-wearing Mages and Tanks that can't cast spells. And that in turn is how you get a lack of Tanks and a lack of Healers in comparison to a limitless quantity of hybrids in a game half soloed. And that's why we got WoW. It's here, done, and there's no one who can one-up that experience in any meaningful way. So everyone else is forced to look at where WoW could be potentially weak and build around that. I'm not saying we'll be going back to UO skills anytime soon (though that'd be a welcome sight). But I do think anyone who wants to take a serious shot at the "next big MMO" is going to need to do more than "healers can now heal even better". Something fundamental. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 02, 2009, 07:23:36 PM Hmmmm, I'd love to make everyone a mage. Then have different schools of magic equate to different combat styles / archetypes. Kill the preconceived notions of Tank / DPS / Healer and how Fighter / Mage / Cleric are always matched up to them. You open up a lot of design room, but sacrifice familiarity. Personally, I hate familiarity.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 02, 2009, 07:33:54 PM I highly endorse schild's strategery as it regards to DF. We don't need another WAR emohateon around here. It's not even cathartic to the bystanders. I enjoyed WAR's experience. The forums about it were more fun than the actual game (and my interest lasted longer). If DF's devs come here to post, even better. They won't, of course, because they need to keep living in that little bubble where everyone agrees with what decisions they've made. I don't think we should ignore DF, but Schild's right about forcing the hate. We just need to let the lulz flow naturally. Title: Re: Darkfall sets a release date 'inside 2008' Post by: SuperPopTart on January 02, 2009, 08:43:39 PM I think we just experienced Schild being nice to the emofanpersons. Blind? Cute. Nice? What do you mean nice? You know deep down inside you're all warm and fuzzy. Well, fuzzy anyway. I am not sure that you can post here if someone has ever described you "Warm". We are cold blooded creatures, dearest Signe. And so are you :| Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jack9 on January 02, 2009, 09:55:40 PM Quote the balance doesn't all go to pieces when the paladin gets access to Fist of the Heavens Currently there are nonstop baal runs, all day, every day, run by bots. 99% of the bots making and running are hammerdins (paladins with blessed hammers). The consummate magetank of high armor high damage plus it's AOE. There is no need for any other class. There is only dealing mass damage and moving forward opening a portal. Take enough damage do the equivalent of a "heal" and port home, rinse repeat. So easy a bot can do it. Quote I'd love to make everyone a mage Most MMORPGs do this to some extent. WoW being the best example, because of the number and utility of the "class specific spells" (aka abilities, talents, whatever). Warriors have melee, mitigation, and aggro spells. Rogues have evasion, detect trap, and invisibility spells (both warrior and rogue also have positional spells, which other classes do not). Hunters have animal and ranged spells. Etc etc etc. In MMORPGs it's rare to have a player with no spells to affect their environment and provide playstyle options. Least popular class in EQ beta? An Ogre Warrior (like a troll without the regen!). I believe that players enjoy having more options at any given time, to a point (unless they are of the belief it will earn them some type of sufferer's status or scarcity reward- see leveling to 80 in WoW as a melee-only hunter, being the first tank to level cap or whatever). Finding that point is subtle, but it starts with, everyone is a mage of a certain type. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on January 02, 2009, 10:33:07 PM There's a really easy way to balance armor and dps -- the more heavily armored on is, the less damage you do with weapons or spells. The less protected, the more your dps, healing, or whatever goes up. It can get a little tricky to balance if someone can do all things, but overall it's just not that hard.
Of course as long as we're stuck with class-based systems with a huge reliance on gear instead of innate character traits, we're unlikely to see this change. The entire point of items is to raise those traits without lowering the corresponding ones. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 02, 2009, 11:15:10 PM There's a really easy way to balance armor and dps -- the more heavily armored on is, the less damage you do with weapons or spells. The less protected, the more your dps, healing, or whatever goes up. It can get a little tricky to balance if someone can do all things, but overall it's just not that hard. Of course as long as we're stuck with class-based systems with a huge reliance on gear instead of innate character traits, we're unlikely to see this change. The entire point of items is to raise those traits without lowering the corresponding ones. i think the last two mmo's followed this theory even while using classes. I don't think its a matter of balancing out survivability/damage ratio. Your not doing anything special by allowing players to swing up or down the pendulum. It's really a matter of balancing the skills in game according to Team based encounters vs balancing based on 1v1. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 02, 2009, 11:56:02 PM The original UO tank mages went away when they added the meditation skill for mana regen, and prevented it from working with heavy armor. What's more, the game has never had "tanks" in the diku sense and everyone is/was expected to be able to heal themselves by way of magic, bandages, or whatever. Anymore high-end crafted leather armor, which is what mages wear, can give as much protection as plate or anything else and it's not really an issue. Different flavors of melee can do as much damage as mages, just in different ways.
Having casters, even offensive casters, in armor isn't neccessarily a big deal balance-wise. It's certainly the LEAST of Darkfall's forthcoming problems. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 03, 2009, 12:27:43 AM Oh yes, did someone mention how skills deteriorate in level over time? so much for the skill based system.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 03, 2009, 01:13:53 AM Jesus, they're having skills atrophy? It really IS a "dumbest shit they patched out of UO" revival.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ezrast on January 03, 2009, 01:52:22 AM Quote the balance doesn't all go to pieces when the paladin gets access to Fist of the Heavens Currently there are nonstop baal runs, all day, every day, run by bots. 99% of the bots making and running are hammerdins (paladins with blessed hammers). The consummate magetank of high armor high damage plus it's AOE. There is no need for any other class. There is only dealing mass damage and moving forward opening a portal. Take enough damage do the equivalent of a "heal" and port home, rinse repeat. So easy a bot can do it. There's a really easy way to balance armor and dps -- the more heavily armored on is, the less damage you do with weapons or spells. The less protected, the more your dps, healing, or whatever goes up. It can get a little tricky to balance if someone can do all things, but overall it's just not that hard. The thing is, being in the middle of the continuum is best for soloing, while being on the extremes is best for grouping. It's impossible to have a character that's great at both in a system like this, and in an MMO, every character needs to be able to do both. Anyway, survivability and dps aren't the only two things characters do; most games give players varying amounts of group support, crowd control, utility, etc. The easiest way to balance is to give everybody the same survivability and DPS, and let them achieve that in different ways - the hunter gets to boss a pet around, the mage is powerful but has to spend a lot of time running around or freezing opponents, the dps warrior does less damage per hit but can spend all her time attacking. This is why class-based systems are so prominent. It's easy to come up with one or two quirks for each class and call it good, and you don't have to worry about what happens when somebody learns the skills to tame a pet and dual wield greatswords and be stealthy and cast cure light wounds.Of course as long as we're stuck with class-based systems with a huge reliance on gear instead of innate character traits, we're unlikely to see this change. The entire point of items is to raise those traits without lowering the corresponding ones. Personally, I think the happiest medium is just to allow multi-classing. Did Guild Wars ever have serious balance issues? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Yoru on January 03, 2009, 07:11:44 AM Jesus, they're having skills atrophy? It really IS a "dumbest shit they patched out of UO" revival. I, too, look forward to once again macroing anatomy by staring at my leader's butt. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 03, 2009, 07:12:30 AM Title: Re: Darkfall sets a release date 'inside 2008' Post by: Yoru on January 03, 2009, 07:21:19 AM Uh, isn't the game still under :nda: ?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 03, 2009, 07:22:54 AM I nabbed that from thenoob, which I assumed counted as release footage.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Yoru on January 03, 2009, 07:25:21 AM That particular guy appears to be under a very specific NDA lift. Cool. Just making sure.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 03, 2009, 09:53:44 AM Hmmmm, I'd love to make everyone a mage. Then have different schools of magic equate to different combat styles / archetypes. Kill the preconceived notions of Tank / DPS / Healer and how Fighter / Mage / Cleric are always matched up to them. You open up a lot of design room, but sacrifice familiarity. Personally, I hate familiarity. So you'd keep the system, but change the names? Someone with an earth casting school who casts spells that give him high armor/hp and keeps threat during an encounter is functionally equivalent to someone who does it via a sword and plate. Sure, you messed with the graphics a bit, but isn't this just being different for the sake of being different, not actually trying to change something to a better system? Sadly, as long as there's threat/aggro in a game system, it'll always be stupid. Because players are smart enough to kill the damned healer, but apparently NPCs think some big dude with a sword yelling about their mother is a higher priority. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 03, 2009, 10:17:31 AM This is why collision detection needs to be implemented well into MMOs.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 03, 2009, 10:23:28 AM This is why collision detection needs to be implemented well into MMOs. Didn't seem to help WAR much... more of yet another source of annoyance, if anything.Hell, Fallout 3 can drive me bonkers with its collisions sometimes, and there i'm just trying to navigate around one stupid dog. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 03, 2009, 10:30:28 AM I never played WAR, so I can't comment there. In principle though, well applied collision detection removes the needs for tanking systems based around threat/aggro/taunts; since these are effectively crutches designed to circumvent the problem of player characters really having no good means of keeping NPCs in a certain place.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 03, 2009, 10:35:59 AM Sadly, as long as there's threat/aggro in a game system, it'll always be stupid. Because players are smart enough to kill the damned healer, but apparently NPCs think some big dude with a sword yelling about their mother is a higher priority. You don't engage mobs on the same terms as you engage players. PvP fights usually assume roughly equivalent power levels for all involved. If your party meets a party of enemy players you should be able to kill the guys who are trying to bag your healer before he dies. Monsters tend to be more powerful than players because otherwise they are little challenge for a group so if they zero in on the healer every time and act like a player does it's going to be no fun playing a healer and there's little point in playing a defensive tank either. Many MMO AI systems do increment aggro from healing but, to make it fair, they also give defensive tanks taunt abilities and detaunts to squishies. It's not because the monsters are 'stupid' or that game designers don't understand how to make monsters behave but because otherwise it simply isn't fair on the players. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 03, 2009, 10:46:18 AM http://www.thenoobcomic.com/index.php?pos=329
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Hindenburg on January 03, 2009, 11:03:55 AM This is why collision detection needs to be implemented well into MMOs. Didn't seem to help WAR much... more of yet another source of annoyance, if anything.Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 03, 2009, 01:37:17 PM This is why collision detection needs to be implemented well into MMOs. No this is why actual AI needs to be implemented well into MMOs. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 03, 2009, 02:26:03 PM For the reasons IanC gave above, no.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 03, 2009, 02:51:07 PM IainC described why we have what is. And what is is entirely based on the one type of game play that was deemed popular enough to iterate to a degree that it's now unarguably the "only" way to do things.
No, you don't put smart AI in a game about content gates, because to do otherwise would break the system. And even with this strategy, the system already has problems (what I said before: the usual lack of tank and healer roles players want to perform, which is an advancement gate unto itself... but that's another thread). What hasn't happened yet is a game that truly experiments with the all-things-equal model, the one where you have no idea if a target in your reticle is a player or a mob. EQ1 experimented with this for about a month on the test server only, and even LoTRO's Player vs Monster Play system is consensual (needs to be because LoTRO is basically just another diku). Basically, imagine a full-time PvP game where you didn't know if the target was a mob or player character. Obviously, as soon as you start there, everything else needs to change. The concept of advancement based on kills probably needs to be tossed in favor of a skills system. Then you can't have the usual variety of Kill 10 Rats stuff, or at least not have it so often because it'll take longer to complete. And finally, you're probably talking about a completely different combat model because the current systems only work when your abilities and surroundings are compartmentalized into a PvP-only encounter, and the rewards are geared towards it (imagine having a PvP fight while a Raid Boss is involved :wink:) But unfortunately for this and any new idea, 11mil+ people are paying for a game that was figured out 10 years ago. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 03, 2009, 04:13:13 PM Sadly, as long as there's threat/aggro in a game system, it'll always be stupid. Because players are smart enough to kill the damned healer, but apparently NPCs think some big dude with a sword yelling about their mother is a higher priority. You don't engage mobs on the same terms as you engage players. PvP fights usually assume roughly equivalent power levels for all involved. If your party meets a party of enemy players you should be able to kill the guys who are trying to bag your healer before he dies. Monsters tend to be more powerful than players because otherwise they are little challenge for a group so if they zero in on the healer every time and act like a player does it's going to be no fun playing a healer and there's little point in playing a defensive tank either. Many MMO AI systems do increment aggro from healing but, to make it fair, they also give defensive tanks taunt abilities and detaunts to squishies. It's not because the monsters are 'stupid' or that game designers don't understand how to make monsters behave but because otherwise it simply isn't fair on the players. We can't really have move forward with the genre if we keep under the assumption that players can't handle increased difficulty or a varied challenge. Hate to mention Guild Wars again, but look at Guild Wars monster AI. It scatters when AoE's are dropped, targets the player with the lowest health in the party and even makes a pass at the healer at times. All this while being 5-10 levels in power above what level cap. It even has a hard mode on top of that. Are the players who play Guild Wars uber skilled koreans? No. The game simple demanded more from the players and the players responded. The defensive tank just needs to die, I hate to sing that song again, but that's the truth. The whole concept is based on faulty logic that has no applications in PvP whats so ever. Its just bad design to design a class that specifically only useful against dumb players, or in this case near retarded mobs. Its flawed to assume that the defensive tank is the sole source of damage mitigation for the entire team. The whole team should be actively protecting their healer, and I don't just mean pushing the healers red bar up. Snaring, interrupting, body blocking (ok melee can do that but it doesn't have to be a tank), etc. can be done. Its kinda sad what passes as combat in typical mmo's. Darn your point is funny because I always believe that FFA/world/RVR pvp makes the distinctions between monsters and players almost non-existent. I wonder if players would truly know the difference between ganking a player vs ganking an AI if the character models were the same. Imagine WarHammer Online but instead of 10 guys huddling at the keep lord waiting for 2 guys of the opposite faction to show up and see if the keep is empty or not, you have 20 Npc of Order faction defending a keep and 30 Npc of Destro coming in to attack. If the character models of the Order Npcs and Desto NPC were no different from players would you know the difference? Would it matter? Would you not jump in and try to protect or take over the keep if a big mindless fight was happening? These things I like to see myself if I ever get around to designing an mmo. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Hindenburg on January 03, 2009, 04:20:14 PM What hasn't happened yet is a game that truly experiments with the all-things-equal model, the one where you have no idea if a target in your reticle is a player or a mob. Oh, you mean Unreal Tournament FFA servers? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 03, 2009, 04:40:03 PM Yes, exactly that type of effect, just in an MMO. That's why I said earlier we're not in the realm of the new here. We just need more outsiders to bring this type of thinking into the establishment.
Quote from: DLRiley wrote If the character models of the Order Npcs and Desto NPC were no different from players would you know the difference? Would it matter? Would you not jump in and try to protect or take over the keep if a big mindless fight was happening? These things I like to see myself if I ever get around to designing an mmo. I think players would immediately notice the difference unless some robust AI was programmed. But I also think players would jump in if there were a clear reason to do so.I think about the quests in some games where you're teamed up with a bunch of NPCs. Yea, you may not emotionally care if an NPC teammate dies, but you'll be pissed anyway if that prevents your own ability to finish it. As such, you do end up caring. Now imagine that team was up against another similarly configured team (like UT matches with bots and players). But also imagine that this wasn't for some grindathon reason where the only way you enjoy it is if you win. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 03, 2009, 05:22:12 PM We can't really have move forward with the genre if we keep under the assumption that players can't handle increased difficulty or a varied challenge. Hate to mention Guild Wars again, but look at Guild Wars monster AI. It scatters when AoE's are dropped, targets the player with the lowest health in the party and even makes a pass at the healer at times. All this while being 5-10 levels in power above what level cap. It even has a hard mode on top of that. Are the players who play Guild Wars uber skilled koreans? No. The game simple demanded more from the players and the players responded. No-one is making that assumption. The behaviour you describe is not particularly difficult to do - I wrote monsters for DAoC events that did most of those things and more. That's all beside the point I was making. Players can control the difficulty of any encounter by bringing more characters to defeat it so wizzy AI will only help so far. Monsters generally have more HPs and better DPS than players to offset that fact and so they pose any challenge at all. If on top of that they also assist nuked your healer and then trained down the rest of the party, your players would simply bring enough characters to make it trivial again. It's not fun, it's not good design and it doesn't add anything to your game. Players want PvE that is more interesting and more varied, which is cool and you can do that via improved AI and various gating or scaling mechanisms to more closely control the level of challenge. No-one is saying that PvE has to suck but PvE fills a different design need to PvP and the motivations and systems behind each are different. Finally, I'm going to refute your assertion that defensive tanks have no application for PvP. There are plenty of tools you can give to a defensive tank so that he is useful in PvP, even against skilled players. No-one is making the assumptions that you mention in your post, mitigation can and does come from a large number of sources including CC abilities, kiting, and other things. Saying defensive tanks need to die simply shows a lack of imagination. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 03, 2009, 05:49:52 PM [Imagine WarHammer Online but instead of 10 guys huddling at the keep lord waiting for 2 guys of the opposite faction to show up and see if the keep is empty or not, you have 20 Npc of Order faction defending a keep and 30 Npc of Destro coming in to attack. If the character models of the Order Npcs and Desto NPC were no different from players would you know the difference? Would it matter? Would you not jump in and try to protect or take over the keep if a big mindless fight was happening? These things I like to see myself if I ever get around to designing an mmo. What have you gained from this though? if you have NPCs taking over keeps from other NPCs then players will stop feeling that their contribution to a persistant world is important. If you want players to care about keep taking then you want the players to be the ones that make it happen, you also don't want the efforts of players to be undone a short while later by an NPC force while the players are off doing something else. Empower players to make things happen, don't relegate them to the status of supporting NPCs. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 03, 2009, 06:12:56 PM if you have NPCs taking over keeps from other NPCs then you get Tabula Rasa. fixed.Title: Re: Darkfall sets a release date 'inside 2008' Post by: FatuousTwat on January 03, 2009, 07:39:58 PM That particular guy appears to be under a very specific NDA lift. Cool. Just making sure. I guess it's a woman, not a dude. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 03, 2009, 07:46:49 PM So you'd keep the system, but change the names? No, I'd ditch the system entirely. Making everyone a mage is an excuse to provide 'strange' fundamental rules to combat that guide players away from typical game-isms, like focusfire. It opens up some conceptual space for the tools and abilities given to players, as well. Ideally, each school or style of play comes with methods for both attack and defense, in order to avoid Rock-Paper-Scissors matchups. The overarching rules of 'magic' serve to focus gameplay into the desired space, in this case small, squad-based or personal fights. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Koyochi on January 03, 2009, 07:48:06 PM What have you gained from this though? if you have NPCs taking over keeps from other NPCs then players will stop feeling that their contribution to a persistant world is important. If every NPC turns into a statue as soon as not a single player is looking in their direction, then it wouldn't feel like it's a believable world to me. NPC's should be able to do such things in the background so that the world can change on its own, altough NPC's should do all that with lesser efficiency then players. And perhaps only when players are getting lazy and think it's ok to leave an undefended keep with nobody looking after it for weeks on a row. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 04, 2009, 02:10:16 AM Get rid of dedicated tanks and healers completely. Throw away diku combat entirely and replace it with combat from virtually any other multiplayer action game. It's not like "small number of players vs AI" combat is the exclusive domain of MMO gaming. The genre is just polluted with developers who can't think outside of their own little MUD/MMO rut.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ezrast on January 04, 2009, 02:23:56 AM Thank you.
If nothing else, aggro mechanics need to die in a fire. Title: Re: Darkfall sets a release date 'inside 2008' Post by: eldaec on January 04, 2009, 02:42:13 AM Thank you. If nothing else, aggro mechanics need to die in a fire. Aggro mechanics exist everywhere in the same form. NPCs in FPS co-op games operate in almost exactly the same way. If you want to change this, you need to change combat mechanics, not arggo mechanics. What WUA said. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 04, 2009, 04:45:21 AM Players can control the difficulty of any encounter by bringing more characters to defeat it so wizzy AI will only help so far. In public-spaces, sure. But the real boss action is in instances, where you can control the variables. For PvE games anyway. WAR of course is different by trying to overlay both. And in terms of ideas, PQs and public-space RvR with fences are good methods to explore further.The problem isn't the boss HP or mana. It's the fact that they are pretty much not adaptive. Once the best method for killing it has been documented, that method will continue to work until patched. This is entirely because of aggro systems, itself based on tank/healer/DPS. And that arguably is based on the needs of guaranteed-outcome encounters with content gates to move along the diku advancement curve. It's a self-fulfilling prophecy. As long as this genre continues to rely on these three archetypes, the idea of "good AI" will be Arthas' 11mil HPs. Woohoo. But again, in order to get rid of this, you'd need to change the foundation of the experience from one of character optimization through XP and gear to something else. You don't need to toss XP and gear, but as long as they remain the central design premise, nothing else can radically change. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Simond on January 04, 2009, 04:49:35 AM Sadly, as long as there's threat/aggro in a game system, it'll always be stupid. Because players are smart enough to kill the damned healer, but apparently NPCs think some big dude with a sword yelling about their mother is a higher priority. Lord Victor Nefarius: "Foolsss...Kill the one in the dress!"Title: Re: Darkfall sets a release date 'inside 2008' Post by: Cadaverine on January 04, 2009, 08:17:33 AM Because players are smart enough to kill the damned healer, but apparently NPCs think some big dude with a sword yelling about their mother is a higher priority. It's been my experience that 9 times out of 10, the players don't bother to attack the enemy healers. Well, with PUG's anyway. And conversely, if their healers are being targeted, they won't bother to protect them, but they sure will bitch that they're not getting any healing once you're dead. Frankly, for the great unwashed masses, the AI is about on par. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 04, 2009, 08:39:11 AM Get rid of dedicated tanks and healers completely. Throw away diku combat entirely and replace it with combat from virtually any other multiplayer action game. It's not like "small number of players vs AI" combat is the exclusive domain of MMO gaming. The genre is just polluted with developers who can't think outside of their own little MUD/MMO rut. Bingo. I'd also like to see advancement curtailed somewhat; a move away from individual advancement and towards group advancement. The player avatar reaches maximum potential relatively quickly - further advancement is primarily cosmetic. The player can put his or her efforts towards a cause (guild, realm, clan, whatever) that has a greater advancement scheme (that doesn't serve as a gate for content as much as a gauge for power / territory / etc). Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 04, 2009, 09:09:59 AM WUAs unwashed masses do not want that level of accountability, though I do think it's a good idea if additive (ala AC1 XP chains).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 04, 2009, 09:18:07 AM Get rid of dedicated tanks and healers completely. Throw away diku combat entirely and replace it with combat from virtually any other multiplayer action game. It's not like "small number of players vs AI" combat is the exclusive domain of MMO gaming. The genre is just polluted with developers who can't think outside of their own little MUD/MMO rut. Bingo. I'd also like to see advancement curtailed somewhat; a move away from individual advancement and towards group advancement. The player avatar reaches maximum potential relatively quickly - further advancement is primarily cosmetic. The player can put his or her efforts towards a cause (guild, realm, clan, whatever) that has a greater advancement scheme (that doesn't serve as a gate for content as much as a gauge for power / territory / etc). Why do you think combat in MMOs isn't like other action games? Is it because designers are somehow blind to other systems or is it because MMOs have to be built on different design assumptions to those action games? (Hint; it's the second one). People are making wish lists of stuff they would like to see in future MMO combat, but no-one is thinking about the assumptions that underlie those design points, no-one is following their pixies-and-unicorns suggestions through from 'this is what we want' to 'this is the effect it will have'. The player advancement stuff is largely irrelevant to the main discussion, go and create another thread if you want to talk about that. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 04, 2009, 09:38:30 AM So player advancement has nothing to do with a series of guaranteed successes in a system designed to dispense character optimization choices by providing consistent contrived combat events?
I will disagree here :-) We are thinking this through, to the logical next step that requires departure from the tried and true (and done) diku. WoW is not about 3000 people per server experimenting with different ways of interacting with each other. It's about players on their own advancement trajectories in a system like most other dikus intended to limit them in some ways and enable in another. But it's just one type of game over and over. It's not technology that holds back smart AI here. Rather, it's the expectations set by the experience. Having smart AI would break the game. Yes, an MMO requires at least 10x the content of a non-MMO. But even that assumption is based on the one type of model being popular, in a genre with many different experience models. WoW is an MMO. But in the land of esoteric discussions about "what could be", where ideas are bit get constrained by business realities, MMOs are not WoW. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 04, 2009, 11:07:46 AM I have to disagree with you Darniaq, I haven't played an mmo side from Guild Wars that truly has more content than a single player game. I've played mmo's longer than I have most single player games, but the relationship between activities I actually want to do again vs activities I have to do again for the sake of advancement is wonked in the favor of advancement. Which in generally doesn't equal content to me.
Instanced world allows difficulty to be staged easy, non instance and your going to have to radically increase the numbers of opponents to match the numbers of players eager to kill mobs. Which is done now in many mmo's, just without the AI the truly make the encounters frantic. It's really down to an mmo saying "we expect you to fight as a team" vs "we expect you to play solo with potential of co-op". The answer to that question should pretty much drive the way the game approaches pve encounters and class balance in general. Ianc to the last game that insisted that tanks are useful in pvp was a mess as far as combat was concerned. in all honesty if you create a healer class and don't think that players will automatically target that healer and you purposely design the game on the assumption that in your parallel diku universe the tank is a priority target? I can't help but :roll: TR city seige system wasn't a bad idea, in fact it was probably the only saving grace that game had.... Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on January 04, 2009, 12:07:39 PM Instanced world allows difficulty to be staged easy, non instance and your going to have to radically increase the numbers of opponents to match the numbers of players eager to kill mobs. Which is done now in many mmo's, just without the AI the truly make the encounters frantic. It's really down to an mmo saying "we expect you to fight as a team" vs "we expect you to play solo with potential of co-op". The answer to that question should pretty much drive the way the game approaches pve encounters and class balance in general. If monster stats are static, perhaps. Which most games use, so that's what we're familiar with.Look at CoX's giant monsters though. Many of their abilities scale with player level. It's possible to make a completely dynamic encounter by using scalar values instead of fixed integers. We're just need to think well outside the conventions we're used to. For all areas. Not just encounters. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 04, 2009, 12:40:34 PM Ok, a few things. To Darniaq: We were discussing monster AI and player behaviour around encounters, not specifically reward systems or player advancement. We'll take it as read that there is some reason for players to want to engage the encounter without worrying at this point what that reason is. It doesn't matter and doesn't advance the discussion.
DLRiley: Instancing is not a universal panacea. It gives you as the designer some powerful tools in controlling how players experience content but it does have some downsides. You will still need to develop fun content that isn't instanced regardless. Quote Ianc to the last game that insisted that tanks are useful in pvp was a mess as far as combat was concerned. in all honesty if you create a healer class and don't think that players will automatically target that healer and you purposely design the game on the assumption that in your parallel diku universe the tank is a priority target? I can't help but :rolleyes: You have failed to understand the argument. No-one is going to assume that just because a defensive tank exists, that players will automagically become retards and ignore the healer to go and wail on the guy with the heavy plate. I said that you can give the defensive tank tools to ensure that ignoring him brings consequences and therefore makes combat a series of tactical choices rather than 'bag the healer, mop up the rest'. Whether it's been done right in previous games isn't the issue and isn't related to what I said. You're falling into a predictable pattern, it's easy to pour scorn on existing design if you studiously avoid looking at the reasons for those design decisions in the first place. No-one woke up one morning and thought ' I have a fantastic system to make MMO combat boring and predictable, I must go and code it while it's fresh in my mind!' the systems that we have are in general the least worst solutions to complex problems of player behaviour, game focus and scale. Before you start tearing down what has gone before, you need to understand the reason it was built in the first place. It can certainly be improved but if you don't understand why we have what we have then your new design is going to run into some rocky territory as soon as it comes into contact with reality. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 04, 2009, 01:04:59 PM Shit looks like it does because EQ got it from MUDs, and everything else is just shinier EQ. With only rare exception nobody has even tried to invent jack shit. There's a reason I went batshit and started trying to sign up through some incomprehensible Japanese website when I heard about the prospect of a River City Ransom MMO. Not just because I'm overly nostalgic (though I suppose I am) but because I was intrigued at the idea of an MMO based on a fun console game about fighting, and not some fucking text MUD and its descendants.
Give me twitchy combat and let me bust up the environment and hit people with garbage cans and stuff. Let me kick a guy over and pick up the sword he was about to hit me with and chop him with it. Give me some shit that resembles a fucking game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 04, 2009, 01:07:10 PM You're falling into a predictable pattern, it's easy to pour scorn on existing design if you studiously avoid looking at the reasons for those design decisions in the first place. No-one woke up one morning and thought ' I have a fantastic system to make MMO combat boring and predictable, I must go and code it while it's fresh in my mind!' the systems that we have are in general the least worst solutions to complex problems of player behaviour, game focus and scale. Before you start tearing down what has gone before, you need to understand the reason it was built in the first place. It can certainly be improved but if you don't understand why we have what we have then your new design is going to run into some rocky territory as soon as it comes into contact with reality. Talking about predictable patterns, you're obsessed with balance, the holy trinity is totally played out, it's gone beyond boring and predictable. UO and AC1 worked despite having only two or three valid combat templates, even with those limitations they still offered more real choices and more interesting combat than what we get nowadays. They did that with overpowered skills and totally pointless skills. Your non diku experiences are what, Eve & SWG? Stop lecturing people, you can't see the problem because you don't even realise there is one. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 04, 2009, 01:38:03 PM To Darniaq: We were discussing monster AI and player behaviour around encounters, not specifically reward systems or player advancement. We'll take it as read that there is some reason for players to want to engage the encounter without worrying at this point what that reason is. It doesn't matter and doesn't advance the discussion. This is not a balance discussion. We have plenty of game oboards for that :-) This is about looking at the more basic level. The player behavior in an encounter is intrinsically tied to what motivated them to go there with what character customization they brought with them. We're well beyond the need to discuss specific mob behavior in a diku because for the most part that question has been answered (D&D>MUD>dikuMUD->EQ1->bunchaimprovements->WoW). And we don't need to discuss player behavior because that too is well known (you're trained to want to customize, shown the path to do so, choose to figure it out or cheat your way through, win). So, focusing on the specifics of a boss AI targeting a healer before a tank is, well, that's what those oboards are for. We don't need to design a better WoW because nobody could afford to build it. What I think we should discuss is the more fundamental game design itself. We can't possibly have a discussion about changing AI until we first decide to depart from the formula already mastered. And we can't really write off player wants as some esoterica, because for one, there's plenty of examples out there of motivating them differently, and for another, any game that hopes to capture even an equivalent number of players is going to need to go after everyone not playing WoW. Otherwise, you're just tweaking WoW, and therefore serving as an eventual boomerang for it. Or, as you said: Quote ...it's easy to pour scorn on existing design if you studiously avoid looking at the reasons for those design decisions in the first place. No-one woke up one morning and thought ' We're not pouring scorn on what's been done. We're saying it's been done :-) So we need something new.* * Of course, it can't just be new. It's got to be, like, well crafted too. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 04, 2009, 02:22:15 PM Talking about predictable patterns, you're obsessed with balance, the holy trinity is totally played out, it's gone beyond boring and predictable. UO and AC1 worked despite having only two or three valid combat templates, even with those limitations they still offered more real choices and more interesting combat than what we get nowadays. They did that with overpowered skills and totally pointless skills. Your non diku experiences are what, Eve & SWG? Stop lecturing people, you can't see the problem because you don't even realise there is one. I don't care about the holy trinity. Really I don't, let people be a nuking healer in plate with a greatsword if that's what they want to play. I was defending the inclusion of archetypes like the glass cannon mage earlier because it's a popular archetype that people enjoy playing. I am generally against systems where everyone is a hybrid because it tends to make everyone average to the same thing. You say that UO and AC1 prove that false but I'm not sure you'd get the same result if those games were releasing today to a modern MMO generation of players. Whether you like to hear it or not balance is a bigger issue these days than it was back then. It's a waste of dev time and a major stick for your players to hit you with if you get it wrong. I can see the problems, I'm just pointing out that the answer isn't as easy as some people seem to think it is. There are reasons underlying the current crop of designs that go beyond 'EQ/WoW/DIkUMUD did it this way' and in my view people aren't exploring those properly. It's easy to say 'I want mobs that act like players' but if you don't look at the reasons for why mobs don't act like players in most games and then look at what the likely result of that change in your game would be, you aren't ever going to advance. it's easy to design an MMO via bullet points, every MMO forum is full of posts doing that. Also my experience with system design is in no way limited to playing a handful of MMOs. Darniaq, I agree but to be honest this conversation is veering all over the place so fast I'm not sure that we're all having the same discussion. We started off talking about the why games include glass cannon archetypes and then we ended up going through mob AI, class roles and now apparently it's all about balance. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ezrast on January 04, 2009, 02:28:52 PM I always assumed that monsters behaved the way they do because the game servers would melt if mobs had any situational awareness more processing-intensive than "who's hit me the hardest?"
Edit: And the effects of changing that would be... nothing, necessarily, except for making combat more interesting. As has been said, you can still have a tank and a healer and a dps that gain experience and earn loot even without traditional aggro mechanics. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 04, 2009, 02:39:35 PM It's always all about balance!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 04, 2009, 02:54:14 PM Ok, a few things. To Darniaq: We were discussing monster AI and player behaviour around encounters, not specifically reward systems or player advancement. We'll take it as read that there is some reason for players to want to engage the encounter without worrying at this point what that reason is. It doesn't matter and doesn't advance the discussion. DLRiley: Instancing is not a universal panacea. It gives you as the designer some powerful tools in controlling how players experience content but it does have some downsides. You will still need to develop fun content that isn't instanced regardless. Quote Ianc to the last game that insisted that tanks are useful in pvp was a mess as far as combat was concerned. in all honesty if you create a healer class and don't think that players will automatically target that healer and you purposely design the game on the assumption that in your parallel diku universe the tank is a priority target? I can't help but :rolleyes: You have failed to understand the argument. No-one is going to assume that just because a defensive tank exists, that players will automagically become retards and ignore the healer to go and wail on the guy with the heavy plate. I said that you can give the defensive tank tools to ensure that ignoring him brings consequences and therefore makes combat a series of tactical choices rather than 'bag the healer, mop up the rest'. Whether it's been done right in previous games isn't the issue and isn't related to what I said. You're falling into a predictable pattern, it's easy to pour scorn on existing design if you studiously avoid looking at the reasons for those design decisions in the first place. No-one woke up one morning and thought ' I have a fantastic system to make MMO combat boring and predictable, I must go and code it while it's fresh in my mind!' the systems that we have are in general the least worst solutions to complex problems of player behaviour, game focus and scale. Before you start tearing down what has gone before, you need to understand the reason it was built in the first place. It can certainly be improved but if you don't understand why we have what we have then your new design is going to run into some rocky territory as soon as it comes into contact with reality. You know that's exactly what WAR did, which turned PVP encounters into glorified PVE encounters. If you was a melee your job was to baby sit the other teams melee until RDPS finished doing all the work. Just because their are ways to make tank operate like they do in pve in pvp doesn't mean it should be designed. Shoeing in a crappy concept is still shoeing in a crappy concept, didn't the mechs vs tanks discussion teach people anything? I'm not pouring scorn on the whole system, just parts I don't like and hasn't changed for 10 years. The balance issues your talking about is concerning PvE. PVE hasn't changed since .... well it hasn't which is the point. There is no real reason 50% of the classes that are pushed through development should exist other than the cool factor. One of these classes is the tank, that fills a role highly dependant on the stupidity of the opposition instead of the intelligence. If you want to change pve you raise the intelligence and expect classes, skills, arch types, whatever, to be able to handle it. Iainc the only reason current AI isn't smatter is for 2 reasons; A. Developers would actually have to make AI B. It would make encounters hard, Mmo's are not designed to provide a challenge like single player games are, mmo's are designed to keep people playing. Inherently developers feel that easy mode is easier to keep the kids playing than hard mode. People spend 90% of their time advancing through the ranks for the sole purpose of making PVE easier not harder. That is the exact opposite of what any non-mmo game provides. But no developer wants players to quit their game because "its too hard". Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 04, 2009, 03:20:04 PM Whether you like to hear it or not balance is a bigger issue these days than it was back then. It's a waste of dev time and a major stick for your players to hit you with if you get it wrong. It's a skill based game, say it, skill based game. You brought the balance subject up again, in a DArkfall thread of all places, do you honestly believe balance is even going to register as a problem during the release of this game? Poor coding, server stability, never even making release, death penalties being too harsh etc, yes, but balance? PVE balance, considering the market this game is aimed at, who really gives a shit? PVP balance, if players discover the most effective PVP template is a left handed half elf under 5'6" with a heavy x-bow, which do you think is a more likely, a mass movement to quit the game or one of your starter zones crashing due to Tanis overload? Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 04, 2009, 03:30:34 PM I just realized we were having a balance/what will change the genre discussion in a darkfall thread.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 04, 2009, 03:42:11 PM Darniaq, I agree but to be honest this conversation is veering all over the place so fast I'm not sure that we're all having the same discussion. We started off talking about the why games include glass cannon archetypes and then we ended up going through mob AI, class roles and now apparently it's all about balance. Good point :-) Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 04, 2009, 03:52:33 PM It's a skill based game, say it, skill based game. You brought the balance subject up again, in a DArkfall thread of all places, do you honestly believe balance is even going to register as a problem during the release of this game? Poor coding, server stability, never even making release, death penalties being too harsh etc, yes, but balance? PVE balance, considering the market this game is aimed at, who really gives a shit? PVP balance, if players discover the most effective PVP template is a left handed half elf under 5'6" with a heavy x-bow, which do you think is a more likely, a mass movement to quit the game or one of your starter zones crashing due to Tanis overload? We'd kind of moved on from discussing Darkfall directly though and were talking about game design in the abstract. For your second question, PvE balance is still important otherwise you'll find that a lot of your design assumptions regarding player metrics go out of the window. Players won't find it important (apart from climbing over themselves to roll the best powerlevelling option) but that doesn't mean it's not important to the game. As for PvP balance, if everyone's rolling the same thing I'd say that's a problem. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 04, 2009, 04:50:25 PM You say that UO and AC1 prove that false but I'm not sure you'd get the same result if those games were releasing today to a modern MMO generation of players. Whether you like to hear it or not balance is a bigger issue these days than it was back then. It's a waste of dev time and a major stick for your players to hit you with if you get it wrong. I spent years watching UO balance a skill-based system as more and more skills were piled onto an aging heap of spaghetti code by expansion after expansion. There were always phases of this or that esoteric vampire/ninja/cowboy/gangster template being the top of the heap, followed by a round of tweaks and nerfs that had the forums in an uproar. Then I started playing WoW and realized it was absolutely no different. If anything the balance screaming from the plebs is worse with WoW due to the nature of the game. There was always lots of template diversity in UO. Since the game was still more of a virtual world than a "YOUR DPS MUST BE 8% HIGHER TO RAID BLTQ!!1!" game there was also room to have fun with templates that weren't neccessarily optimal. I once ran into a paladin/tamer in UO who would ride into battle, hop off his pet's back, then fight beside it. I'd never seen anyone do that before and if it wasn't the most uber template possible it was still plenty good enough to be viable. Quote There are reasons underlying the current crop of designs that go beyond 'EQ/WoW/DIkUMUD did it this way' and in my view people aren't exploring those properly. The current crop of designers should all piss off and go get jobs washing dishes. All they've done is copy diku a hundred times, and now that WoW has done a better diku than any of them will ever be able to do, they've done nothing but splutter and fail. I've heard them talk about how they learned from WoW, or how they plan to compete with WoW if they're cocky. I've seen them come up with every killer IP from Lord of the Rings to Warhammer to Dungeons & Dragons. And I've seen a string of fucking flop dikus ground to dust under Blizzard's boots without even managing to outperform peak EQ1. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 04, 2009, 05:07:09 PM Look at CoX's giant monsters though. Many of their abilities scale with player level. It's possible to make a completely dynamic encounter by using scalar values instead of fixed integers. CoH/V possesses a number of systems I really wish other devs would steal and refine further. Travel powers, sidekicking, scaling attack / defence for certain mobs / events etc. On a related note, ChampO and DCUO have 'open' power selections, so you theoretically can build whatever you like. Of course I think this will lead to players building the Holy Trinity and falling back on those archetypes because that is what they are comfortable with, but there is a step towards a less class-based MMO game coming. Also, both titles are heavily beat 'em up influenced where you can brain people with cars, so some of WUA's requests will be answered. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on January 04, 2009, 05:08:16 PM There was always lots of template diversity in UO. Since the game was still more of a virtual world than a "YOUR DPS MUST BE 8% HIGHER TO RAID BLTQ!!1!" game there was also room to have fun with templates that weren't neccessarily optimal. I once ran into a paladin/tamer in UO who would ride into battle, hop off his pet's back, then fight beside it. I'd never seen anyone do that before and if it wasn't the most uber template possible it was still plenty good enough to be viable. You're giving them too much credit. I've seen heated discussions over 1% increases. It baffles me. Is 101 really that much more powerful than 100? Is it worth excluding people for that?Also I did the fight beside your mount thing in SWG. :heart: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 04, 2009, 06:06:26 PM IainC has a point - it's not just about changing the system, you have to look at why the trinity is there in the first place. It's not completely arbitrary (obviously), though I feel that, for the most part, it's a result of people not wanting or bothering to try anything new - killing the trinity involves killing DIKU, and people keep making DIKU games.
Remember that the holy trinity is the epitome of efficiency; it is based around specialisation, in that each member of the group does one task and does it best. It sort of breaks down the basics of DIKU / RPG combat: you have to kill the <foo>, and you have to survive the <foo>'s attacks. At its simplest, you specialise one player to survive the enemy, and one player to kill it. Unfortunately, we have already put some assumptions into place, even at this stage. We're only facing a few combatants - in the realm of text-based MUD's, this is easy to understand; in a 3D space? Not so much. (Killing my previous wall-of-text here, I'll summarise). People will veer towards specialisations because specialising is more efficient than generalising. In the case of DIKU, specialisation is encouraged and made possible by the AI (and the tools given to manipulate that AI). In a textual space, aggro control makes a certain kind of sense, because it is an abstract idea involving participants you cannot see, only imagine. In a 3D space, we can do better. WoW is not 3D, it doesn't really utilise the fact that players exist in a virtual world, you could replicate WoW's combat in a MUD. You could not replicate, eg, God of War, CoD, Super Mario World, etc, in a MUD. (As an aside here, I said that a group of specialists is more efficient that a group of generalists. In life, this is a fact, primarily because specialist tasks can rarely be cooperated on. In a video game, it's not absolutely true. Theoretically, you could have three players, each of which could deal 1/3 the damage of the dps class, and absorb 1/3 the damage of the damage absorption class. Now, by rotating the player that is attacked, we achieve the same result as the specialised roles, with two exceptions. One, this requires more coordination, and is much harder, and two, everyone is the same.) Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 04, 2009, 06:09:31 PM Guys, Darkfall will fix all these issues!
Tasos has looked at the problems facing MMOs in the past, present, AND future and went like FUCK DAT IM NOT LIEK U :rock: I say this because the revolution is so close and yet none of you seem to have made peace with a higher power yet. Also- inquiring minds what to know: What happened to IainC's sweet employee tag? Edit:^_^ Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 04, 2009, 07:15:17 PM Someone should take the last couple of pages of this thread and stick it in a better place. It's much too interesting to be in a Darkfall forum. Except for the post above which is just weird.
And our ginger Scot seems to have left his old job and got a new one and misplaced his ginger name, even though his new job sounds just as red to me. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Jack9 on January 04, 2009, 07:39:54 PM Quote WoW is not 3D, it doesn't really utilise the fact that players exist in a virtual world, you could replicate WoW's combat in a MUD. You could not replicate, eg, God of War, CoD, Super Mario World, etc, in a MUD. If you can recreate WoW in a MUD, I can recreate GoW in a MUD. One boring MUD btw. WoW doesn't use 3D in encounters, but is does use 2D (DONT STAND IN THE FIRE). This speaks to the audience, not just the game. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 04, 2009, 10:37:16 PM If you can recreate WoW in a MUD, I can recreate GoW in a MUD. First, I said "recreate WoW's combat", and second, do you really believe that? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 05, 2009, 01:21:40 AM For your second question, PvE balance is still important otherwise you'll find that a lot of your design assumptions regarding player metrics go out of the window. Players won't find it important (apart from climbing over themselves to roll the best powerlevelling option) but that doesn't mean it's not important to the game. As for PvP balance, if everyone's rolling the same thing I'd say that's a problem. If players don't find something important, then it's just not important. One viable pvp template is an extreme case, ideally you should shoot for at least two, but the chances are the devs won't have a clue how many they have (see AC1 suggested templates). As with all games, the players are going to determine what templates are viable and the devs will, as always, end up reacting to the players. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Count Nerfedalot on January 05, 2009, 03:15:13 AM I can elaborate on any of the following points, but not without turning this into a wall of text, so I'll just toss these ideas out as is and see where folks get confused or miss the point before cluttering the place up with long arguments over every word. :grin:
No-one is going to assume that just because a defensive tank exists, that players will automagically become retards and ignore the healer to go and wail on the guy with the heavy plate. I said that you can give the defensive tank tools to ensure that ignoring him brings consequences and therefore makes combat a series of tactical choices rather than 'bag the healer, mop up the rest'. Whether it's been done right in previous games isn't the issue and isn't related to what I said. (emphasis mine)This tangentially touches on one of the core issues that plague multi-player combat systems in general. That issue is allowing a combatant, any combatant, to be safely ignored for a period of time. This one little inaccuracy in the simulation is the ultimate cause of much of the suckage in current game combat systems. A confounding issue is that there is no limit to how many attackers can effectively target a single defender. Combine those two and what should be either a tactical engagement of formations or a roiling melee instead devolves into the tired old game of mass-fire on the most dangerous/vulnerable target till it dies, then pick the next target and repeat. Game designers adjust to this inaccurate (in all but naval combat) mechanic in PvE by making most or all of their MOBs tanks, be they dps tanks, ranged dps tanks, healer tanks, or whatnot. The "solution" in PvP is much more elusive, and thus stems most of the problems. Solve the two core issues, and a lot of the crap that characterizes current combat systems goes away. Possibly to be replaced by other crap, but hey! That's progress! :why_so_serious: Unfortunately, solving them within the constraints of near-real-time combat and current user interfaces and player feedback mechanisms has so far been impossible, and thus we get stuck with crap. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Redgiant on January 05, 2009, 04:17:44 AM Some things to make RvR more fair/realistic/fun/somewhat self-balancing:
1. No form of magic assist commands or buttons. There is just no corollary in the real world of automatically shooting at precisely the same exact person all at once, or knowing who is shooting at who without just seeing it happening. If you want to approximate this in the fog of war, do what real soldiers would have todo; verbally issue commands and try to coordinate that way (which of course is not easy at all compared to facerolling your keyboard). This hampers the almighty (and easy) assist trains and focus fire. Or at least makes them just as difficult to manage as a real battle would have it. 2. Don't have auto-target, make everyone aim and fire whatever they have in real-time at something which might move. The probelem here is you better have a very responsive and accurate interface or certain people and abilities will just scream, both in terms of reactiveness to your desire to turn, shoot, run, whatever and also how immediate the game reacts to what you are telling your character to do. It also brings up the thorny issue of whether you even allow splash or chained secondary damage since now it becomes even more powerful (since if you somehow hit a moving target, the secondary damage is still more or less "automatic" and poeple desire to have that component even more than normal). This also hinders assist trains, and also makes fighting generally more chaotic hence tactics and leaders who can convey them to teammates shine more. 3. Allow or approximate legitimate moves a real person could perform, but not ones they couldn't. You must allow a person to swivel their head to look to the side or even behind them. If you are moving and turn to look to the side, no penalty to movement. However, if you rotate your head more than, say, 60 degrees to either side, yourmovement slows to 40% or so of normal speed sicne you obviously cannot run full speed and turn your head to look behind you that far. SO, it should be possible, but you will slow down to do it just like a real person would. Personally I think Darkfall isn't going to happen, but let's say for grins that they are really on the way. if so, they should rethink their stance on having no way to look behind you unless you fully just stop and turn around. That isn't how real people do it, unless they have a neck brace on. 4. Have at least 3 sides to the conflict, never just 2. Learn from why DAoC had a good idea here. Or Diplomacy. Or any game wise enough to make it an N-sided affair. This is probalby the best overall self-balancing strategy you can have, if you have enough communications and alliance means in-game to let different sides or factions gang-up on others when they get too strong. The goal is a very basic one: people play a game to HAVE FUN, not be someone else's target practice all the time. Any system that doesn't give carrots to absolutely everyone at some minimum frequency is going to have those on the losing end just stop playing. it is one thing to strive to get better when beaten down, but another thing entirely to have it always happen with no seeming chance to turn the tables no matter what you or your team does. Now, someone at Mythic needs to scrap the current WAR, and turn it into DAoC II so I can get bakc to the kind of RvR I love playing. I can dream... [currently playing LoTR Mines of Moria, 57 Minstrel. You really should SEE what they did for that gigantic subterranean lair, even the most jaded of you guys on f13 would have to be duly impressed by what Turbine has done there.] Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 05, 2009, 04:50:58 AM Here's some general guidelines:
1. Making focus fire ineffective has to be done by making focus fire ineffective. Throwing the UI in the way is not a solution, merely a kludge that will frustrate players. You do not want focus fire to be "difficult to manage", you want it to be inefficient or impractical. Players must not want to focus fire. 2. I'm not touching this one in a Darkfall thread. 3. ... whoa, let's not try to be realistic. Be fun. Make sure the game is grounded in its own reality and its own rules - it has to be internally consistent. But don't do stupid things that will annoy people, just because it's "real". You must abstract things, because it is a computer game. Peripheral vision, situational awareness and instinct are not things that can be easily represented, and most attempts to force realism are not, in fact, realistic at all. 4. Having 3 sides to a conflict is no different than two - it can be better, it can be worse. In most cases, it is much more risky, as 1v1v1 tends to turn into 2v1. Quote Now, someone at Mythic needs to scrap the current WAR, and turn it into DAoC II so I can get back to the kind of RvR I love playing. I can dream... No, DAoC was a lucky coincidence that Mythic tried, time and time again, to screw up. The stars won't be aligning a second time. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 05, 2009, 07:01:34 AM For your second question, PvE balance is still important otherwise you'll find that a lot of your design assumptions regarding player metrics go out of the window. Players won't find it important (apart from climbing over themselves to roll the best powerlevelling option) but that doesn't mean it's not important to the game. As for PvP balance, if everyone's rolling the same thing I'd say that's a problem. If players don't find something important, then it's just not important. One viable pvp template is an extreme case, ideally you should shoot for at least two, but the chances are the devs won't have a clue how many they have (see AC1 suggested templates). As with all games, the players are going to determine what templates are viable and the devs will, as always, end up reacting to the players. It is important though. if there's any depth to your game at all, you'll have a bunch of design assumptions about the rate that players earn gold, the rate they advance in (either through levels or whatever other advancement mechanic you have), the rate they consume content, the level of co-operation needed for various tasks and so forth. If your bell curve is seriously skewed by a couple of out of whack options then those assumptions stop being valid and parts of your design start becoming broken. Players don't care about that until the point that they notice the ingame economy has stopped working or there's no-one grouping up anymore because all new characters are born attached to their PL bot. I agree with your point on viable PvP templates, players will always come up with new and unforeseen combinations that don't look as if they'd work until you try them. That doesn't mean you shouldn't work on smoothing out bumps where you can proactively though. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 05, 2009, 07:59:52 AM It seems to me that you just want to impose a set of rules for limiting game play that allows you to predict player behaviour and match it to an excel advancement curve. It's just a lot easier to do that for set character classes, you might justify "defending the inclusion of archetypes like the glass cannon mage earlier because it's a popular archetype that people enjoy playing", but ultimately if you asked WoW Mages if they want to be able to tank and heal, the overall reaction would be "fuck, yeah".
Again, DArkfall thread, skill based system, god forbid players manage to squeeze some fun out of a skill based system by doing something unexpected and upset "player metrics". As others have already said, nobody is going to build a better WoW any time soon. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 05, 2009, 08:04:04 AM It seems to me that you just want to impose a set of rules for limiting game play that allows you to predict player behaviour and match it to an excel advancement curve. It's just a lot easier to do that for set character classes, you might justify "defending the inclusion of archetypes like the glass cannon mage earlier because it's a popular archetype that people enjoy playing", but ultimately if you asked WoW Mages if they want to be able to tank and heal, the overall reaction would be "fuck, yeah". Again, DArkfall thread, skill based system, god forbid players manage to squeeze some fun out of a skill based system by doing something unexpected and upset "player metrics". As others have already said, nobody is going to build a better WoW any time soon. You're 100% wrong. It's not about 'limiting' anything. Frankly you're the only one that doesn't seem to get it so I'm going to stop repeating myself as you're clearly going to take away whatever you feel like regardless. Again. Not about Darkfall anymore, have you been reading the last few pages? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 05, 2009, 08:11:43 AM You're 100% wrong. It's not about 'limiting' anything. Frankly you're the only one that doesn't seem to get it so I'm going to stop repeating myself as you're clearly going to take away whatever you feel like regardless. Again. Not about Darkfall anymore, have you been reading the last few pages? Here, I'll quote you. Quote Spells can be casted while wearing armor, but with a variety of penalties This looks foolproof. Casters wearing armor... what could possibly go wrong? That's rather ignorant. Hell, the only reason this whole "casters can't wear armour" conception even exists is because of Gygax's crazy notions of magic. *Bzzzzt* Nope it's because the easiest way to balance the huge DPS and/or high utility of casters is via massively lowered survivability. Glass cannons and all that. I can't believe no-one has picked up on Tasos' statement that the game will be automatically balanced because anyone can have any skill yet. How come you don't want to talk about DArkfall anymore? OMG, what about balance? Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 05, 2009, 08:40:49 AM Here, I'll quote you. Some stuff from 4 days and 3 pages ago How come you don't want to talk about DArkfall anymore? OMG, what about balance? Now you're just being a dick for the sake of it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on January 05, 2009, 09:02:12 AM Here, I'll quote you. Some stuff from 4 days and 3 pages ago How come you don't want to talk about DArkfall anymore? OMG, what about balance? Now you're just being a dick for the sake of it. Maybe he's the guy that runs NASA. I learned today he's a dick too. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 05, 2009, 10:26:24 AM Quote 4. Have at least 3 sides to the conflict, never just 2. Learn from why DAoC had a good idea here. I've been seeing this stuff in WAR threads too, and it still doesn't make sense. There's nothing inherent to a 3, 4, 5, 6, ...n sided war that automagically balances the game. It doesn't make any goddamned sense (not to mention that by all accounts, it didn't balance anything) . In a genre plagued by copying ideas without having a clue as to why they worked in the first place, this takes the cake.If anything, it just serves to scramble the players and put blinders on. When the Dwarves take a pounding, they'll simply have no clue that it's because furrys outnumber them 2 to 1. They'll already be inundated with other enemies Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 05, 2009, 10:28:40 AM A whole slew of videos. (http://www.viddyou.com/viddstream?videoid=40660)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 05, 2009, 11:05:22 AM if you asked WoW Mages if they want to be able to tank and heal, the overall reaction would be "fuck, yeah". No I wouldn't. Because then I'd need to. And then I wouldn't be casting anymore. So I can just as easily go play a Death Knight.Archetypes are being painted as limitations. But every system has limitations. Even in Eve, you're not able to do everything at all, as there's not enough time in your life to learn all of the skills :wink: UO just limited your potential in particular skills, and players provided the further limitation by min/maxing. The only real problem I have with Classes is that they force players to make niave choices in the beginning with no way of undoing short of rerolling. Games that tried archetypes/subs (launch EQ2, AoC, DAoC, TR, upcoming Aion) were a good step forward, but you still need a way to respec to the prior major decision point or you're rerolling anyway. The only good way to get around this imho is to created a staged event that allows the player some time with the ultimate version of their character, and include a lot of instruction on how to play it. But nobody's done that and I don't foresee anyone bothering. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on January 05, 2009, 11:12:00 AM The only real problem I have with Classes is that they force players to make niave choices in the beginning with no way of undoing short of rerolling. Games that tried archetypes/subs (launch EQ2, AoC, DAoC, TR, upcoming Aion) were a good step forward, but you still need a way to respec to the prior major decision point or you're rerolling anyway. The only good way to get around this imho is to created a staged event that allows the player some time with the ultimate version of their character, and include a lot of instruction on how to play it. But nobody's done that and I don't foresee anyone bothering. This is a step in the right direction, but wouldn't solve the problem of games maintaining the requirement of the holy trinity. You see people playing purebreads rather than hybrids because they want to be the best at one thing instead of average at many. Games promote this by rewarding proper group builds. Why have two people healing when you can have one? Even with skill based games, the group builds inevitably devolve into groups of specialists. It's a min-maxxer's paradise. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 05, 2009, 11:42:25 AM if you asked WoW Mages if they want to be able to tank and heal, the overall reaction would be "fuck, yeah". No I wouldn't. Because then I'd need to. And then I wouldn't be casting anymore. So I can just as easily go play a Death Knight.Yeah that's exactly the point, why does Blizzard's first hero class have so much versatility? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Simond on January 05, 2009, 12:09:42 PM if you asked WoW Mages if they want to be able to tank and heal, the overall reaction would be "fuck, yeah". No I wouldn't. Because then I'd need to. And then I wouldn't be casting anymore. So I can just as easily go play a Death Knight.Yeah that's exactly the point, why does Blizzard's first hero class have so much versatility? Please note the 'or' in that sentence. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 05, 2009, 01:04:44 PM I'll note your "or" if you note my "versatility". I also thought Death Knights could heal to some limited extent.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rasix on January 05, 2009, 01:22:17 PM Not in any way that would qualify them for those tasty healer spots and their most concentrated healing is self only (blood spec talents and death strike). It's good for soloing elites.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on January 05, 2009, 01:56:01 PM DK's can tank or dps.
Paladins can tank or heal or dps Shaman can dps or heal Warriors can tank or dps Druids can dps or heal or tank Priests can heal or dps Mages/Rogues/Warlocks/Hunters can dps With the exception of maybe elemental shaman and shadow priests, each spec is viable and requested in any level of game play. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on January 05, 2009, 02:24:15 PM Actually I've seen Shadow Priests top DPS charts in 25 man raids, and Elemental Shamans are getting a massive DPS buff in the upcoming patch.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on January 05, 2009, 02:30:57 PM Quote 4. Have at least 3 sides to the conflict, never just 2. Learn from why DAoC had a good idea here. I've been seeing this stuff in WAR threads too, and it still doesn't make sense. There's nothing inherent to a 3, 4, 5, 6, ...n sided war that automagically balances the game. It doesn't make any goddamned sense (not to mention that by all accounts, it didn't balance anything) . In a genre plagued by copying ideas without having a clue as to why they worked in the first place, this takes the cake.If anything, it just serves to scramble the players and put blinders on. When the Dwarves take a pounding, they'll simply have no clue that it's because furrys outnumber them 2 to 1. They'll already be inundated with other enemies Multiple sides can help balance by allowing for alliances to form to stand up to winning factions. And like many MMO features, designers only consider how it could be good if everyone just plays like they want them to and don't ruminate too much on the potential backfires. Like, for example, in the absence of any countervailing mechanic it's equally or more likely that factions would rather make an alliance with the winning faction, because winning is better than losing. And then you actually accelerate the imbalance until you have one superalliance that dominates play and developers are left mouthing something about human nature automagically breaking up alliances while the servers stagnate (Hi Shadowbane). Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 05, 2009, 03:06:06 PM Back on topic for those who care I got sent a link to this fairly complete roundup of dev quotes (http://df.warcry.com/faq/view/39/). There are no links to the original sources so it's impossible to gauge what is recent stuff and what is old and outdated.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Slyfeind on January 05, 2009, 03:08:13 PM Multiple sides can help balance by allowing for alliances to form to stand up to winning factions. And like many MMO features, designers only consider how it could be good if everyone just plays like they want them to and don't ruminate too much on the potential backfires. Like, for example, in the absence of any countervailing mechanic it's equally or more likely that factions would rather make an alliance with the winning faction, because winning is better than losing. And then you actually accelerate the imbalance until you have one superalliance that dominates play and developers are left mouthing something about human nature automagically breaking up alliances while the servers stagnate (Hi Shadowbane). That's interesting, because in my DAOC experiences, one side (Albion) dominated the other two, forcing an alliance between Midgard and Hibernia. Nobody ever thought of allying with Albion, because Albion didn't need the alliance. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 05, 2009, 03:18:20 PM That's interesting, because in my DAOC experiences, one side (Albion) dominated the other two, forcing an alliance between Midgard and Hibernia. Nobody ever thought of allying with Albion, because Albion didn't need the alliance. On Euro servers at least, while you are correct in that 'Midbernia' vs Albion was the default state while nothing special was happening, as soon as there was a major raid on, the uninvolved side would always weigh in to take advantage of the defenders being stretched. I can't remember any situations where the uninvolved side helped the defenders in any material way regardless of who was attacking who. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 05, 2009, 03:37:50 PM Back on topic for those who care I got sent a link to this fairly complete roundup of dev quotes (http://df.warcry.com/faq/view/39/). There are no links to the original sources so it's impossible to gauge what is recent stuff and what is old and outdated. I've seen quite a few so-called "new" screens and stuff these last few months or so and a lot of them ended up being identified as old things. I have to wonder at what seems to be an awfully wide range of differences in graphics in the "new" stuff, too. Either they are years apart or, perhaps, there is a more mendacious reason for it. Having said that, the animations remain consistently terrible throughout everything. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Slyfeind on January 05, 2009, 05:07:11 PM On Euro servers at least, while you are correct in that 'Midbernia' vs Albion was the default state while nothing special was happening, as soon as there was a major raid on, the uninvolved side would always weigh in to take advantage of the defenders being stretched. I can't remember any situations where the uninvolved side helped the defenders in any material way regardless of who was attacking who. Crazy backstabbing Euros! We were always honorable on my server. ... ^_^ Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ratadm on January 05, 2009, 05:44:08 PM That's interesting, because in my DAOC experiences, one side (Albion) dominated the other two, forcing an alliance between Midgard and Hibernia. Nobody ever thought of allying with Albion, because Albion didn't need the alliance. On Euro servers at least, while you are correct in that 'Midbernia' vs Albion was the default state while nothing special was happening, as soon as there was a major raid on, the uninvolved side would always weigh in to take advantage of the defenders being stretched. I can't remember any situations where the uninvolved side helped the defenders in any material way regardless of who was attacking who. This is how it was on my US server as well. The funny part is Hibernia was always hilariously incompetent at carrying relics. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 05, 2009, 06:11:37 PM <stuff> This is a step in the right direction, but wouldn't solve the problem of games maintaining the requirement of the holy trinity. You see people playing purebreads rather than hybrids because they want to be the best at one thing instead of average at many. Games promote this by rewarding proper group builds. Why have two people healing when you can have one? Even with skill based games, the group builds inevitably devolve into groups of specialists. It's a min-maxxer's paradise. Oh, yea, I was only talking about how to get around the problem with uninformed players making lifelong decisions. That has no impact on backing out of a cheat site to play towards a foregone conclusion. But that is going to happen in whatever system is created, as long as there's statistics to base decisions upon :-) Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 05, 2009, 06:37:16 PM Quote 4. Have at least 3 sides to the conflict, never just 2. Learn from why DAoC had a good idea here. I've been seeing this stuff in WAR threads too, and it still doesn't make sense. There's nothing inherent to a 3, 4, 5, 6, ...n sided war that automagically balances the game. It doesn't make any goddamned sense (not to mention that by all accounts, it didn't balance anything) . In a genre plagued by copying ideas without having a clue as to why they worked in the first place, this takes the cake.I'd say that an uneven number of sides works well in low numbers (i.e. 3, 5, 7) because it means that there can be a shift in alliances and there is always a tie breaker. I say "can" not "will" because it depends on the players. If there are player guilds you'd probably get enough of them to always be in some kind of conflict, but you'd also end up with an oligopoly of two or three main guilds, maybe 5 second tier guilds and a ton of also-rans (which worked in EvE, but apparently not in EvE China). Always fixing the number of sides to a set number could help stop one player guild from dominating too much (which apparently worked on some DAOC servers but not others). However, every side also has to be attractive to play. POTBS has 4 sides (I think) and the Spanish aren't popular to play (I believe) so those players constantly get hammered by the other sides, which in turn means they aren't popular to play. Some kind of balancing mechanism needs to go in to help those up from the bottom, and it can't just be xp rates or more gold because when you are outnumbered you need raw power (I don't believe "better tactics" work in MMOs that don't have one-shot kills*) to help you. WAR's Dogs of War seemed like a good idea, but of course it wasn't implemented. There is also the possibility that players will reach a degree of balance and elect to all be in alliance with each other. This is the worst thing possible for a PvP game. Utopia sucks! Bring on the chaos! So every side needs something to defend and a reason to attack. * this would be an interesting mechanic - you don't have enough players in your realm so all characters get certain time-limited one-shot kill abilities - but it'd be ripe for exploitation and could even promote the idea that every side should have as few players as possible. You'd also have to put certain zones / attacking off-limits to those killed during these battles to stop those killed by a one-shot just running back to the fight and reinforcing the zerg. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 06, 2009, 08:14:37 AM New (?) screen shots.
http://img149.imageshack.us/img149/1416/darkfall1sh5.jpg http://img133.imageshack.us/img133/4715/darkfall2av4.jpg http://img243.imageshack.us/img243/76/darkfall4ap1.jpg http://img246.imageshack.us/img246/474/darkfall5vt2.jpg http://img246.imageshack.us/img246/3421/darkfall3ei2.jpg http://img390.imageshack.us/img390/1088/darkfall7yu0.jpg http://img367.imageshack.us/img367/3698/darkfall8lt6.jpg http://img231.imageshack.us/img231/4797/darkfall9pt1.jpg Title: Re: Darkfall sets a release date 'inside 2008' Post by: SnakeCharmer on January 06, 2009, 08:24:13 AM Fugly.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on January 06, 2009, 08:38:18 AM This is the game that will change the face of MMO pvp. I'm certain of it!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 06, 2009, 09:10:55 AM Those are ancient shots, right?
Because there isn't a node actually called "Mining Spawn Rock" at this point in beta, right? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 06, 2009, 09:26:28 AM They are apparently new. But i did get them off the internets....who knows.
220 ping! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on January 06, 2009, 09:46:39 AM http://img390.imageshack.us/img390/1088/darkfall7yu0.jpg The female orcs make my ugly female race sense tingle. In a good way. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on January 06, 2009, 11:53:52 AM Those are ancient shots, right? Because there isn't a node actually called "Mining Spawn Rock" at this point in beta, right? priorities Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on January 06, 2009, 11:58:54 AM Immersion is for loser pansy carebear losers.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 06, 2009, 12:09:59 PM Those are ancient shots, right? Because there isn't a node actually called "Mining Spawn Rock" at this point in beta, right? priorities Right now, polish is priority #30 behind Functionality #1-29, I can totally buy. But that's usually months before release. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on January 06, 2009, 12:11:51 PM Those are ancient shots, right? Because there isn't a node actually called "Mining Spawn Rock" at this point in beta, right? priorities Right now, polish is priority #30 behind Functionality #1-29, I can totally buy. But that's usually months before release. priorities within 'polish' Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on January 06, 2009, 12:13:23 PM :awesome_for_real:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 06, 2009, 12:33:21 PM Those are ancient shots, right? Because there isn't a node actually called "Mining Spawn Rock" at this point in beta, right? priorities Right now, polish is priority #30 behind Functionality #1-29, I can totally buy. But that's usually months before release. priorities within 'polish' polishing text strings comes far behind polishing turds? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on January 06, 2009, 01:48:11 PM The screen shot of the orc character creation screen actually didn't look to bad. All the rest looks terribad.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Koyochi on January 06, 2009, 01:55:14 PM you'd also end up with an oligopoly of two or three main guilds, maybe 5 second tier guilds and a ton of also-rans (which worked in EvE, but apparently not in EvE China). What happened in Eve China then ? googling about it only gives old stories about the launch, can't find anything about the evolution of alliances there. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 06, 2009, 02:26:53 PM As I understand it the Chinese Eve players just love them some 0.0 mining so they're locked up tight in a universal NAP. Pirates and wars are restricted to lowsec.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Slyfeind on January 06, 2009, 03:43:09 PM Oh wow, they're going with browns and greys and it looks so realistic in tone and NOBODY HAS EVER EVER EVER NEVER EVER FUCKING DONE THAT BEFORE OMG ITS TEH WOW KILLER BECAUSE IT'S REALLY GRITTY DARKDARKREAL
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Yoru on January 06, 2009, 03:55:31 PM Heh heh. Their UO-style "backpack" is a wood box. Heh heh.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 06, 2009, 03:58:51 PM Those are ancient shots, right? Because there isn't a node actually called "Mining Spawn Rock" at this point in beta, right? priorities Right now, polish is priority #30 behind Functionality #1-29, I can totally buy. But that's usually months before release. Basically; priority number 1; Being able to install this game on Windows XP Title: Re: Darkfall sets a release date 'inside 2008' Post by: cmlancas on January 06, 2009, 04:02:37 PM That might not actually even be the priority. The priority might as well be a close second to sb.exe.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 06, 2009, 05:00:07 PM df.exe
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 06, 2009, 05:20:19 PM you'd also end up with an oligopoly of two or three main guilds, maybe 5 second tier guilds and a ton of also-rans (which worked in EvE, but apparently not in EvE China). What happened in Eve China then ? googling about it only gives old stories about the launch, can't find anything about the evolution of alliances there. Just to follow on from IainC, my understanding is that in Eve China one corp took over and dominates entirely. There isn't the kind of two / three / multi-way corp action that is seen in EvE because everyone lives under the one shadow. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 06, 2009, 05:22:24 PM EvE china = What EVE would have turned into if the regular EvE server didn't host people from several different time zones and countries.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on January 06, 2009, 05:34:31 PM Heh heh. Their UO-style "backpack" is a wood box. Heh heh. I carry a wooden box around on my back all the time. It's much easier to carry than those primitive leather/cloth bags. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 06, 2009, 06:36:01 PM I just read the best post about Darkfall ever. And it was on vnboards no less! It said this:
(http://i207.photobucket.com/albums/bb107/rage4order69/tea-bag.jpg) Adorable! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on January 07, 2009, 01:06:15 AM I beg to differ. The dog's behind doesn't show the effects of explosive diarrhea, thus the game is not adequately represented.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 07, 2009, 07:00:01 AM I like the adorable better. I'll leave the explosive emo hissy fits to DV.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 07, 2009, 08:23:38 AM The DF UI looks like DAoC's launch UI. Have they played anything since then?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: rk47 on January 07, 2009, 08:39:42 AM I like the adorable better. I'll leave the explosive emo hissy fits to DV. yeah i wanted to see the dog's expression . so adorable hahah Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 07, 2009, 08:52:09 AM A couple pages ago people were talking about theoretical ways to nerf focus fire, through gimping the UI and all kinds of weird ideas, and it's like... isn't this something real games figured out decades ago? Haven't a million console games over the last 25+ years had that "second of invulnerability after being hit" mechanic in place to cap the rate at which a target can take damage? But hey, none of those games were text MUDs so the MMO universe is oblivious. That mechanic might look weird or out of place in an Everquest clone, and nobody can make anything that isn't one of those.
Enjoy the taste of Blizzard's dick, you hacks, you all deserve it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on January 07, 2009, 09:17:12 AM I guess being able to easily dodge shit, hide behind cover, hide behind other people, etc. is a pretty good defensive fact but not specifically anti-focus-fire.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: waffel on January 07, 2009, 01:59:58 PM Anyone think that maybe darkfall will be so bad that it will be good?
maybe? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rasix on January 07, 2009, 02:04:13 PM That doesn't work for games. You don't end up with Starship Troopers; you end up with Battlefield Earth.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 07, 2009, 08:41:45 PM A couple pages ago people were talking about theoretical ways to nerf focus fire, through gimping the UI and all kinds of weird ideas, and it's like... isn't this something real games figured out decades ago? Haven't a million console games over the last 25+ years had that "second of invulnerability after being hit" mechanic in place to cap the rate at which a target can take damage? I thought we'd only discounted one suggested way to 'nerf' focus fire, rather than talk focus fire theory. Anyway, I'm not aware of any console game off-hand that grants invulneraility after being hit - throw me a title, please? I still maintain that if you feel you must prevent focus fire, just make focus fire not as efficient as the alternative. However it's acheived doesn't actually matter - invulnerability or otherwise. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on January 07, 2009, 09:06:52 PM A couple pages ago people were talking about theoretical ways to nerf focus fire, through gimping the UI and all kinds of weird ideas, and it's like... isn't this something real games figured out decades ago? Haven't a million console games over the last 25+ years had that "second of invulnerability after being hit" mechanic in place to cap the rate at which a target can take damage? I thought we'd only discounted one suggested way to 'nerf' focus fire, rather than talk focus fire theory. Anyway, I'm not aware of any console game off-hand that grants invulneraility after being hit - throw me a title, please? Think Mario 1, getting hit when you are in big form. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on January 07, 2009, 09:40:43 PM E.g. make all attacks short non-stacking DOTs
Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 07, 2009, 11:30:03 PM Maybe you weren't around yet, Soph, but we've had this focus fire discussion more than a time or two in the past.
Think Mario 1, getting hit when you are in big form. Yup, and a lot of other games that were more subtle about it. I mean let's take an old game like TMNT2 for the NES. It's a simple enough game, but there are a lot of rules in place dictating when characters can and cannot receive damage in order to keep things fun. If you run up to the first stage boss and smack him with a basic attack, there will be a half-second period where he reels back from the hit, unable to strike back. This lets you land a blow without neccessarily having to take one in return. But at the same time the boss receives almost a full second of immunity from being hit again, giving him the ability to strike back if you linger in front of him, and preventing you from locking him down by just wailing on him. If you do linger in front of him, he'll start kicking. The first time you're hit, you'll reel back, unable to deal or receive damage for a fraction of a second. Unlike the boss, you can be hit again immediately when this ends, essentially locking you into a second hit. But there's a mechanic in place to keep you from being locked down and kicked to death. After the second or third hit received in rapid succession, you'll get kicked right across the room. You can't be hit (by bullets or whatever) while flying back like this either, and the distance basically breaks off the melee for a few seconds until either he charges or you move back in to attack. This is just Leonardo beating up Rocksteady in a Nintendo game 20 years ago. But if you transcribe it into MMO terms, suddenly it becomes this complex system of stuns, immunities, and knockbacks that would make a developer's head explode to think about because they've been too focused on making graphical MUDs and haven't learned a thing from real videogames. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 07, 2009, 11:36:11 PM Maybe you weren't around yet, Soph, but we've had this focus fire discussion more than a time or two in the past. Think Mario 1, getting hit when you are in big form. Yup, and a lot of other games that were more subtle about it. I mean let's take an old game like TMNT2 for the NES. It's a simple enough game, but there are a lot of rules in place dictating when characters can and cannot receive damage in order to keep things fun. If you run up to the first stage boss and smack him with a basic attack, there will be a half-second period where he reels back from the hit, unable to strike back. This lets you land a blow without neccessarily having to take one in return. But at the same time the boss receives almost a full second of immunity from being hit again, giving him the ability to strike back if you linger in front of him, and preventing you from locking him down by just wailing on him. If you do linger in front of him, he'll start kicking. The first time you're hit, you'll reel back, unable to deal or receive damage for a fraction of a second. Unlike the boss, you can be hit again immediately when this ends, essentially locking you into a second hit. But there's a mechanic in place to keep you from being locked down and kicked to death. After the second or third hit received in rapid succession, you'll get kicked right across the room. You can't be hit (by bullets or whatever) while flying back like this either, and the distance basically breaks off the melee for a few seconds until either he charges or you move back in to attack. This is just Leonardo beating up Rocksteady in a Nintendo game 20 years ago. But if you transcribe it into MMO terms, suddenly it becomes this complex system of stuns, immunities, and knockbacks that would make a developer's head explode to think about because they've been too focused on making graphical MUDs and haven't learned a thing from real videogames. Do I have permission to link to this post every time I point out that the mmo industry is 10 years behind the gaming industry? Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 07, 2009, 11:46:56 PM Ten years at least. In MMO terms if everyone had a half-second immunity upon being hit and a one-second cooldown on attacks, the immunity would have zero effect on one-vs-one combat, but would make stacking more than two guys on a single opponent during a group-vs-group fight inefficient.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: FatuousTwat on January 08, 2009, 12:28:55 AM Oh god... TMNT2 for the NES was 20 years ago!? That makes me feel old.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on January 08, 2009, 12:50:13 AM The DF UI looks like DAoC's launch UI. Have they played anything since then? Dude, the UI was probably designed in 2001. The rest of the time has been spent trying to make armor shiny and stuff. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 08, 2009, 02:10:00 AM Excellent; thanks for the education, guys :heart:.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 08, 2009, 02:40:58 AM Come to think of it, the bosses may not have had an immunity that lasted a hair longer than their stun. They may have just been able to come out of stun with an instant kick before you could hit them again. But that's just apples or oranges. The point is, real games figured out decades ago that letting every combatant take damage all the time is oftentimes bad for fun, and did something about it.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on January 08, 2009, 06:10:26 AM I mean let's take an old game like TMNT2 for the NES. It's a simple enough game, but there are a lot of rules in place dictating when characters can and cannot receive damage in order to keep things fun. Edit: Nevermind I missed the "2". Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on January 08, 2009, 09:42:07 AM Ten years at least. In MMO terms if everyone had a half-second immunity upon being hit and a one-second cooldown on attacks, the immunity would have zero effect on one-vs-one combat, but would make stacking more than two guys on a single opponent during a group-vs-group fight inefficient. The TMNT reference might be a bit above your average MMO players head. I always refer to the orange knights from Zelda 2. 3:37 in this video. http://www.youtube.com/watch?v=UwzJqO9SIEk (http://www.youtube.com/watch?v=UwzJqO9SIEk) Also check out the MMO-slaughtering AI of the skeleton knight right after the orange one. He realizes that he can't hit Link from this angle, and he cannot approach Link without getting hit. So he doesn't approach. He doesn't disappear and reappear at his original location with full health. He doesn't warp to a spot where he can hit Link. He sits out of reach. Since Zelda 2 came out in 1987 that means that MMOs are officially 20+ years behind console NPC combat. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Vehementi on January 08, 2009, 10:10:10 AM In Crysis/Warhead (in single player) there's a variable set based on your difficulty. It determines how many enemies can attack you simultaneously. At higher difficulty the number is like 5 or 10 IIRC, but after that the mobs either do no damage (presumably within some time period) or "wait their turn".
Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on January 08, 2009, 10:41:25 AM The TMNT reference might be a bit above your average MMO players head. I always refer to the orange knights from Zelda 2. 3:37 in this video. http://www.youtube.com/watch?v=UwzJqO9SIEk (http://www.youtube.com/watch?v=UwzJqO9SIEk) Also check out the MMO-slaughtering AI of the skeleton knight right after the orange one. He realizes that he can't hit Link from this angle, and he cannot approach Link without getting hit. So he doesn't approach. He doesn't disappear and reappear at his original location with full health. He doesn't warp to a spot where he can hit Link. He sits out of reach. Since Zelda 2 came out in 1987 that means that MMOs are officially 20+ years behind console NPC combat. MMO players don't like to lose. Thats why we have simple AI and optional pvp without penalties. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 08, 2009, 11:10:13 AM Ten years at least. In MMO terms if everyone had a half-second immunity upon being hit and a one-second cooldown on attacks, the immunity would have zero effect on one-vs-one combat, but would make stacking more than two guys on a single opponent during a group-vs-group fight inefficient. The TMNT reference might be a bit above your average MMO players head. I always refer to the orange knights from Zelda 2. 3:37 in this video. http://www.youtube.com/watch?v=UwzJqO9SIEk (http://www.youtube.com/watch?v=UwzJqO9SIEk) Also check out the MMO-slaughtering AI of the skeleton knight right after the orange one. He realizes that he can't hit Link from this angle, and he cannot approach Link without getting hit. So he doesn't approach. He doesn't disappear and reappear at his original location with full health. He doesn't warp to a spot where he can hit Link. He sits out of reach. Since Zelda 2 came out in 1987 that means that MMOs are officially 20+ years behind console NPC combat. Wouldn't immunity after being hit be Massively exploitable in an MMO? All I need to do is equip a fast 1.0 dps dagger and autoattack your mob and you'll suddenly take a huge dps hit just because I feel like being a douche. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 08, 2009, 11:51:01 AM Ten years at least. In MMO terms if everyone had a half-second immunity upon being hit and a one-second cooldown on attacks, the immunity would have zero effect on one-vs-one combat, but would make stacking more than two guys on a single opponent during a group-vs-group fight inefficient. The TMNT reference might be a bit above your average MMO players head. I always refer to the orange knights from Zelda 2. 3:37 in this video. http://www.youtube.com/watch?v=UwzJqO9SIEk (http://www.youtube.com/watch?v=UwzJqO9SIEk) Also check out the MMO-slaughtering AI of the skeleton knight right after the orange one. He realizes that he can't hit Link from this angle, and he cannot approach Link without getting hit. So he doesn't approach. He doesn't disappear and reappear at his original location with full health. He doesn't warp to a spot where he can hit Link. He sits out of reach. Since Zelda 2 came out in 1987 that means that MMOs are officially 20+ years behind console NPC combat. Saying 20 years is a bit mean. I mean I thought mmo's were suppose to be badly made simulators, not games people are suppose to enjoy. :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Segoris on January 08, 2009, 12:04:46 PM The TMNT reference might be a bit above your average MMO players head. I always refer to the orange knights from Zelda 2. TMNT2 and Zelda 2 would both probably be a bit over the average MMO player's head because most of them weren't even born yet. Fuck, that hurts to say and makes me feel old. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on January 08, 2009, 12:13:27 PM Nebu's rule: People under 40 don't get to complain about being old.
Stick to the rules and get off my lawn, damnit! Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on January 08, 2009, 12:19:06 PM What's this Twattering that all the kids are doing these days? And pull your pants up!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: waffel on January 08, 2009, 02:03:55 PM Wouldn't immunity after being hit be Massively exploitable in an MMO? All I need to do is equip a fast 1.0 dps dagger and autoattack your mob and you'll suddenly take a huge dps hit just because I feel like being a douche. If MMO designers had decided to advance NPC combat instead of de-advance it in the past 20 years, then I'm sure they would have thought of a counter against this. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 08, 2009, 02:14:47 PM lol @ the live chat at the Greek thing for Darkfall, lol! (http://opencoffee.gr/live/)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Gutboy Barrelhouse on January 08, 2009, 02:49:19 PM Has there ever been a game 2 weeks before release that has not even announced the system requirements?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 08, 2009, 03:02:38 PM lol @ the live chat at the Greek thing for Darkfall, lol! (http://opencoffee.gr/live/) Is this the major game convention in Athens that no-one has ever heard of? Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 08, 2009, 03:12:05 PM Has there ever been a game 2 weeks before release that has not even announced the system requirements? The system requirements are as follows; A. Not being a carebear B. Waiting for this game for 7 years. C. Hatred of WoW. D. HARDCORE PVP'ER E. Believing that this game, is robot rapture riding Jesus. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 08, 2009, 03:12:14 PM Wouldn't immunity after being hit be Massively exploitable in an MMO? All I need to do is equip a fast 1.0 dps dagger and autoattack your mob and you'll suddenly take a huge dps hit just because I feel like being a douche. Anyone making a big-budget game where this terminology is even relevant has my condolences. We've watched an entire diku MMO generation sputter and flop over the last few years. Vanguard, LOTRO, DDO, Conan, Warhammer, not a single success even on the order of EQ1 among them. Blizzard has killed the big-budget diku by competing everyone else out of the market, and now we're just waiting for everyone else to lose enough money to realize it. That aside, why would you apply this mechanic to rote diku PVE combat? That sort of combat has already been refined to the point of having reached an evolutionary dead-end. I'm talking about taking that sort of text MUD combat and throwing it away entirely to make way for something more fun. In regards to this immunity mechanic, I'm talking specifically about thwarting focused fire in PVP. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on January 08, 2009, 03:22:59 PM Is there a preorder link yet? Digital download? Anything? I gotta be there first hand.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 08, 2009, 03:59:58 PM I believe we have an open beta date set for the 15th*, friend, 1 week before launch. According to what was said at the coffee hoopla, apparently.
*year unspecified Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 08, 2009, 04:22:50 PM I believe we have an open beta date set for the 15th*, friend, 1 week before launch. According to what was said at the coffee hoopla, apparently. *year unspecified Darkfall is to launch "inside 2008". So it has to be Jan 15, 2008. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on January 08, 2009, 04:56:47 PM You guys are real jerks!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 08, 2009, 05:00:46 PM Yeah, a bunch of sassy sallies on this forum
It's weird, as the date has gone closer, I've actually found myself looking forward to playing. I'll try and type up some semblance of a readable review. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 08, 2009, 05:05:32 PM Yeah, a bunch of sassy sallies on this forum It's weird, as the date has gone closer, I've actually found myself looking forward to playing. I'll try and type up some semblance of a readable review. I want to play DarkFall too. I want to be there to witness DF fanboys UO memories raped with a condom made out of tire rubber. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 08, 2009, 05:12:17 PM Yeah, a bunch of sassy sallies on this forum It's weird, as the date has gone closer, I've actually found myself looking forward to playing. I'll try and type up some semblance of a readable review. I want to play DarkFall too. I want to be there to witness DF fanboys UO memories raped with a condom made out of tire rubber. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on January 08, 2009, 05:16:43 PM I would buy this for the lulz if I thought I could get a copy in the mysterious Far East. I'm not even going to ask if digital download is possible, because I'm not stupid enough to give these people my CC number directly.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 08, 2009, 05:28:00 PM I would buy this for the lulz if I thought I could get a copy in the mysterious Far East. I'm not even going to ask if digital download is possible, because I'm not stupid enough to give these people my CC number directly. This. To horribly insult all those with Greek heritage on these boards, I'm yet to find a Greek man who wouldn't screw you to the wall if he thought he could get away with it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: FatuousTwat on January 08, 2009, 06:07:04 PM I believe we have an open beta date set for the 15th*, friend, 1 week before launch. According to what was said at the coffee hoopla, apparently. *year unspecified Darkfall is to launch "inside 2008". So it has to be Jan 15, 2008. Not December 15th? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 08, 2009, 06:14:35 PM No, January 15 is a COMPLETELY different day than December 15. I'm pretty sure.
Anyway, where are the bets? I bet lots of stuff it doesn't happen! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nija on January 08, 2009, 07:48:04 PM Yeah, a bunch of sassy sallies on this forum It's weird, as the date has gone closer, I've actually found myself looking forward to playing. I'll try and type up some semblance of a readable review. Where are you buying it? Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 08, 2009, 11:04:02 PM A download or bittorrent link are likely the only places it will be available on this continent or the next.
Gamestop, Walmart, or any other sensible retailer are obviously making no plans to carry it. Allegedly and hopefully, there will be an open beta in a week so I can grab the client. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 09, 2009, 01:18:03 AM Wouldn't immunity after being hit be Massively exploitable in an MMO? All I need to do is equip a fast 1.0 dps dagger and autoattack your mob and you'll suddenly take a huge dps hit just because I feel like being a douche. ...because every game is a DIKU MMO with whack-a-mole combat, wherein weapons determine damage and attack speed and encounters are never locked to the original combatant. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DraconianOne on January 09, 2009, 02:51:39 AM You guys are real jerks! You've been hanging around here for 4 years and it's taken you this long to come to this conclusion...? :why_so_serious: Title: Re: Darkfall sets a release date 'inside 2008' Post by: stray on January 09, 2009, 03:47:34 AM I would buy this for the lulz if I thought I could get a copy in the mysterious Far East. I'm not even going to ask if digital download is possible, because I'm not stupid enough to give these people my CC number directly. I give the Greeks enough credit that they, at the very least, will use a Porn based processor ala Horizons. Your money is safe. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 09, 2009, 08:01:32 AM http://www.darkfallonline.com/ <--- Showing hosting parking page. :why_so_serious:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 09, 2009, 09:09:46 AM http://www.darkfallonline.com/ <--- Showing hosting parking page. :why_so_serious: Works for me although their site appears to have been designed for an 800x600 resolution as about a third of my screen is black space on the right hand side.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 09, 2009, 09:33:34 AM Geez. No update since December 1 with only a couple weeks to go? No wonder no one took me up on my wager!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 09, 2009, 09:43:09 AM mmh Darkfall wagers...
So many possible. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 09, 2009, 09:45:06 AM http://www.darkfallonline.com/ <--- Showing hosting parking page. :why_so_serious: Works for me although their site appears to have been designed for an 800x600 resolution as about a third of my screen is black space on the right hand side.Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 09, 2009, 09:55:18 AM Wouldn't immunity after being hit be Massively exploitable in an MMO? All I need to do is equip a fast 1.0 dps dagger and autoattack your mob and you'll suddenly take a huge dps hit just because I feel like being a douche. ...because every game is a DIKU MMO with whack-a-mole combat, wherein weapons determine damage and attack speed and encounters are never locked to the original combatant. If you want to lock combat to the initial opponent, why not just instance the whole damned thing? The issue is that immunity nerfs focus fire in pvp, which is a good thing. At the same time, it murders anything but instanced combat (sure, you could have multiple people doing this on an open map, but you've removed all ability for the players to interact with each other, so why waste resources doing so) Heck, in pvp that's GREAT for an arena/battleground/whatnot system. It's shit for an open world based pvp system. An RVR zone where nobody else can join a fight once you've engaged? Man what? Is this a shitty ninja movie where the 800 ninjas attack the hero single fucking file? Sins of a Solar Empire had a far better system to essentially nerf focus fire: your mitigation went up as more targets attacked you. It was still a viable tactic to focus a target, but your fleet DPS went down as you increased the number of ships doing so. Unless you're making MMO Streetfighter, I can't see N number of players scaling at all with an immunity after being hit system. It's not a Diku thing, it works with any random setup. Let's try it with Halo! Me with a high rate of fire weapon plinking away at someone giving them chain immunities while they wander around laying waste to the guys with low rate of fire high damage weapons that can't hurt him because he's immune. It doesn't work beyond an arcade style game, preferably one where all the other players are within slapping range so they have a lower capability of dicking things up. Heck, EVE isn't very diku, and this sort of system would be Hilariously bad there, too. Nerfing focus fire makes sense, but at the same time, so does dynamically scaling defense so that it's not the weakest part of the system (in any system with 20 v 20, you have 20 people's offense being measured against a single target's defense. Offense is additive, defense is not. That is why focus fire works, and why offense and healers tends to be a pvp setup) Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on January 09, 2009, 10:50:06 AM The best way to mitigate focus fire is to implement friendly fire. Ideally with actual collision detection (so if someone runs in front of your fireball, you hit them instead) but at the very least by randomly assigning attack to one of the participants in melee.
The idea that, in a fantasy game, 8 or 10 people could coordinate to focus fire on specific targets is absurdly ahistorical (or at least acinematic). In a battle, most people focus on the closest guy out of a sense of self-preservation (and many tabletop wargames reflect this by only allowing units to attack the closest unit). Another way to deal with it would be to give you a big damage bonus if you're attacking someone who isn't targeting you, which would force combatants to focus on the closest-slash-most dangerous people. Or alternately give a big damage penalty to someone who isn't targeting the closest opponent (call it a distraction penalty). Then a legitimate strategy is to throw a bunch of chaff noobs at your enemy to screw up their targeting, which is. . hey. . how combat often really works. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 09, 2009, 10:59:40 AM Another way to deal with it would be to give you a big damage bonus if you're attacking someone who isn't targeting you, which would force combatants to focus on the closest-slash-most dangerous people. Or alternately give a big damage penalty to someone who isn't targeting the closest opponent (call it a distraction penalty). This would actually negatively impact someone being assist-trained, as all but one of their attacks would be un-targeted by the victim, and hence would receive the bonus. Also, having seen the calibre of tard likely to play this sort of game, I can hardly think that friendly fire will be a good idea in practice. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on January 09, 2009, 12:46:42 PM Quote Is this a shitty ninja movie where the 800 ninjas attack the hero single fucking file? That movie would have been shittier if they didn't. I haven't been following this discussion carefully, but I gather we're talking about focus fire in PvP here. I can add one thing to this conversertion: When I played UO, there were very often large PvP battles. However, early on, nobody was organized enough to pick out single targets. Nobody was on ventrilo, because everyone was on 28.8k modems in 1997. Fast forward to IPY during 2004. Everyone is not only on ventrilo, but before long, you've got people running EasyUO scripts and coordinating dumps automatically. Ten guys dumping Explosion and Energy Bolt on you at the same time means game over. At first, it was only one or two groups doing this. After IPY went down, as each lookalike shard came up, the problem got worse and worse until that's basically all anyone did. Autodumps coordinated in Ventrilo. Here's the thing: This is not fun. For the people doing it, maybe. Because you get to win every time without skill. But that only lasts until everyone catches on and starts doing it themselves. You know what was fun? Those large, unorganized battles where everyone engaged a target and frenzied chaos ensued until the group with the superior overall skill (or numbers...) likely came out on top. I don't think I would ever put up another game, and especially not a UO shard, without some serious focus fire mitigation. Not because of the exploiting, necessarily. But because it's not fun. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Arthur_Parker on January 09, 2009, 01:47:12 PM They could randomly force assign you a target and prevent you switching targets till he was dead or out of range.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Simond on January 09, 2009, 02:42:18 PM Why PvP boils down to focus fire: Because it's what naturally happens if people have half a brain (http://en.wikipedia.org/wiki/Force_concentration).
Sure, you can crowbar in some sort of annoying mechanism to prevent it but then it turns into fighting against the game rather than the opponents. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 09, 2009, 02:44:49 PM Sins of a Solar Empire had a far better system to essentially nerf focus fire: your mitigation went up as more targets attacked you. It was still a viable tactic to focus a target, but your fleet DPS went down as you increased the number of ships doing so. Cue bitching as newbs hit a guy once and kick his mitigation up a notch without sticking around to adequately contribute to the fight, guys intentionally running through AOE damage for the same reason, and other general bullshit. I'm talking about two groups of ten or fifteen players running around trying to kill each other with axes and shit, not spreadsheets-in-space RTS combat. Quote Unless you're making MMO Streetfighter, I can't see N number of players scaling at all with an immunity after being hit system. It's not a Diku thing, it works with any random setup. Let's try it with Halo! Me with a high rate of fire weapon plinking away at someone giving them chain immunities while they wander around laying waste to the guys with low rate of fire high damage weapons that can't hurt him because he's immune. Sure, as long you're a moron who implements super-fast weapons that do almost no damage, have absolutely no secondary negative effects (knockback, disorient) result from being shot, and then makes no attempt at all to balance any of this, so that "catching a steady stream of bullets with your fucking face for the entire battle" suddenly becomes a viable victory strategy. Quit being a condescending cunt. Quote Heck, EVE isn't very diku, and this sort of system would be Hilariously bad there, too. Mechanics for a few dozen guys engaging in melee are going to be different than mechanics for two blobs of 300 ships engaging each other from a hundred miles apart. Who cares, and since when is a given mechanic being compatible with EVE's spreadsheet-in-space combat system a measure of anything? Title: Re: Darkfall sets a release date 'inside 2008' Post by: KallDrexx on January 09, 2009, 03:06:42 PM I think GW had some decent skills to combat focus fire, such as Protective shield (I think that's what it was called) where you could only take 10% damage max at a time, which means at a minimum it will take 10 hits to kill someone (for GW that was a lot), thus making it much easier to keep that one person alive even when focus fired.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Salamok on January 09, 2009, 03:13:39 PM Has there ever been a game 2 weeks before release that has not even announced the system requirements? The system requirements are as follows; A. Not being a carebear B. Waiting for this game for 7 years. C. Hatred of WoW. D. HARDCORE PVP'ER E. Believing that this game, is robot rapture riding Jesus. you left out: F. Being able to play it entirely in your mind. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 09, 2009, 03:22:24 PM Robot rapture?
wat Title: Re: Darkfall sets a release date 'inside 2008' Post by: WayAbvPar on January 09, 2009, 03:27:13 PM All good robots go to silicon heaven (http://en.wikipedia.org/wiki/Silicon_Heaven).
Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on January 09, 2009, 03:52:52 PM Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 09, 2009, 03:57:27 PM The robot rapture sounds more exciting.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on January 09, 2009, 04:00:56 PM (http://files.myopera.com/Reed_J/blog/8x6_futurama_bender02.jpg)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 09, 2009, 04:09:34 PM This is just Leonardo beating up Rocksteady in a Nintendo game 20 years ago. But if you transcribe it into MMO terms, suddenly it becomes this complex system of stuns, immunities, and knockbacks that would make a developer's head explode to think about because they've been too focused on making graphical MUDs and haven't learned a thing from real videogames. This is partly true. But this is based on "MMOs" being defined by WoW. There's this impression that things haven't changed since WoW, but the reality is that the only games that could have been used as examples of such change were all in concept or full development before WoW hit the really big time. And these developers mostly stayed the course (or made the wrong course corrections), mostly because their core systems couldn't change. How can it when the initial concept discussions are "diku, but different". Nobody's yet made a real video game into an MMO. DCUO could be the first, and that's only conceivable because they seem to be designing it for consoles first, porting to PC second. This is probably the best way to do it: start with a system that has such a limited UI you can't help by reinvent everything. But we'll see how that goes... Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 09, 2009, 05:28:37 PM The next revolutionary mmo will be an actually game with more than 10 people in game at any given time. It will most likely be a console to PC port and will have 10 million players three months after release and everyone will be scratching their heads wondering how this could be possible. But in the mean time here is a forum that believes darkfall is going to be robot raptor riding jesus;
http://www.warhammeralliance.com/forums/showthread.php?t=193732&page=21 http://www.warhammeralliance.com/forums/showthread.php?t=230418&page=3 Several pages of laughter is guaranteed to follow after reading those threads. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 09, 2009, 05:38:40 PM It's crazy what's going on in these places.
Oh it'll be more than that. Don't you understand- once DF gets released, nothing will ever be the same again. Nothing. They'll say (type) it with all enthusiasm of a wide-eyed smiling cultist. The narrative being put forth now is that the mature and wise MMO gamers will flock to Darkfall, triggering a pokemon-esque evolution of the entire MMO genre. It will topple WoW, while being a small niche game simultaneously. Also, if you ever enjoyed Warcraft: fuck you. It's fascinating. Am I really this bored? Yes I am. Off to the mmorpg forums. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 09, 2009, 07:06:18 PM Sure, as long you're a moron who implements super-fast weapons that do almost no damage, have absolutely no secondary negative effects (knockback, disorient) result from being shot, and then makes no attempt at all to balance any of this, so that "catching a steady stream of bullets with your fucking face for the entire battle" suddenly becomes a viable victory strategy. Quit being a condescending cunt. Now now, no need to get all angry just because system from single player game made 20 years ago doesn't work perfect with something that involve more than one player and more than one way to deal damage.Btw much simpler to just cap total incoming damage per second at whatever value. Then you can have the low per-hit but high hit rate weapons in your game without random people on the intrawebs calling you a moron, since these no longer break any of the fancy temporary immunity systems. (systems that become quite obsolete with such approach, too) Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 09, 2009, 07:13:20 PM He's angry because idiots are making retarded inferences based off of DIKU games for a theoretical system that wouldn't be used in DIKU combat in the first place.
Well, that's why I'm angry. Well, not so much angry, as dissapointed. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 09, 2009, 07:18:50 PM It's fascinating. Am I really this bored? Yes I am. Off to the mmorpg forums. Dude. Some of us go over there sometimes but we don't actually talk about it. (http://www.watchfarscape.com/forums/images/smilies/scrambles.gif) Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 09, 2009, 07:56:02 PM He's angry because idiots are making retarded inferences based off of DIKU games for a theoretical system that wouldn't be used in DIKU combat in the first place. Well i don't know, it seems that the original contribution was 'here is a system that could be used to nerf focus fire you stupid fucks, that's something other games did like 20 years ago'. The small catch being, the system in question wasn't actually made for that particular purpose, and not surprisingly falls flat on its face when applied with such goal in mind, as soon as the picture becomes just bit more complicated than 'one turtle/elf boy/whatever whacking the foozle'. Which is being pointed out. Which for some reason causes nerd rage rather than simple acknowledgment of the point.Well, that's why I'm angry. Well, not so much angry, as dissapointed. And no, it doesn't have to be DIKU combat, like also pointed out. If the system can't handle both submachine guns and rocket launchers because one is low damage high fire rate and the other isn't... and getting shot with submachine gun makes the target immune to rockets... then might as well admit that system is best to be kept where it was originated, in single player games where there won't be more than one type of damage hitting the target at any given time. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 10, 2009, 01:36:24 AM Oh bite me already. It doesn't need to work presicely as described with no modifications in any hypothetical game you can think of. I explicity describe giving a half-second immunity versus a one-second attack cycle, make reference to melee combat, and some chucklehead has to go "What if the attack cycle is 6 rounds per second LOLOL and there's bazookas what then??" Then fucking do something different, obviously. If your game is going with FPS combat then you probably don't need to do anything since you've nerfed focus fire right out of the box by forcing people to aim rather than using a typical MMO auto-targeting system.
EDIT: Specifically, I do want to see MMO combat turn into arcade/action game combat, basically. (Yes I mean melee combat and not the combat in some hypothetical FPS MMO about sniping people with nuclear missiles from orbit, put your hand down Poindexter.) I want it to have a very simple flow where, for example, a guy who gets hit with a hammer falls over and can't be hit while he's down, or guys can't take another hit during their "getting hit" animation. I really don't want some clunky diku fight where "IMMUNITY" appears on someone's buff bar every time they get hit. I want kids on the forums bitching that half their swings pass through a guy when they gank him with too many attackers like the whole thing wasn't intended in the first place. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 10, 2009, 04:02:31 AM I want an MMO where the combat could make it an e-sport all on its own.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 10, 2009, 07:27:38 AM I want it to have a very simple flow where, for example, a guy who gets hit with a hammer falls over and can't be hit while he's down, or guys can't take another hit during their "getting hit" animation. I really don't want some clunky diku fight where "IMMUNITY" appears on someone's buff bar every time they get hit. I want kids on the forums bitching that half their swings pass through a guy when they gank him with too many attackers like the whole thing wasn't intended in the first place. Hmm but then it's just difference in visual presentation (character animation vs icon) while the immunity mechanics remain just as fucked up -- the knockdown thing is stupid for rather obvious reasons, the ones that make games include 'diminishing return on cc' or whatever; and if you can't get hit (again) right after you got hit, then it still pushes people towards the slowest swing rate/highest hit damage weapons simply because it let's the largest amount of people chance to get their hit in and with each hit being heavy, that can destroy targets the fastest. It doesn't matter if they will do that with rocket launchers or two-hand swords or using melee character that happens to have the fighting style that has that particular combination of attack power/speed.Srsly, if it's a game system then it will be welp, gamed. And those kids on forums won't be bitching about half of swings passing through. THey will be bitching about the moron developer that forces them into single playstyle with their harebrained mechanics (like they always do) These old console games have resolved the problem of focus fire in much simpler way -- by limiting the number of participants to the point where it never becomes (much of) a problem in the first place. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 10, 2009, 09:51:26 AM Look, I get what your saying, but drop this idea you have of slow swing / high hit weapons, or fast swing / low hit weapons, or whatever, because they are an assumption you are making regarding a system that doesn't exist. Not every game normalises DPS and determines attack rate by weapon speed. And if they did, you could scale this whole invulnerability thing with weapon speed, making slower weapons grant longer periods of immunity. Or whatever - it doesn't actually matter for this conversation.
Personally, I'd handle focus fire a little differently, but that's neither here nor there. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 10, 2009, 10:35:36 AM Or trade off damage for reach instead of speed, or make the slow hard-hitting weapons so slow that you're open to being hit in return if you miss, or whatever. The point isn't that "THIS PARTICULAR MECHANIC IS THE END-ALL MECHANIC OF EVERYTHING, ALL GAMES MUST USE IT AND THANK ME IN THEIR CREDITS AND SUCK MY WANG." The point is simply that, as I said, real games figured out that letting you get curbstomped by enemies with no chance to react was lame right away and designed around it. MMO designers haven't done anything of the sort, by any mechanic.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on January 10, 2009, 11:41:08 AM I want an MMO where DPS isn't the end-all be-all of combat. Sheesh.
I've got 1% more than you, bitches! kekekekeke Title: Re: Darkfall sets a release date 'inside 2008' Post by: Venkman on January 10, 2009, 11:52:02 AM I want an mainstream big budget MMO where combat isn't the end-all be-all of the whole experience.
I'll be in the corner dreaming with the rest of you :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 10, 2009, 02:08:35 PM If I created a mmo-combat system I'll make it a cross between street fighter and guild wars. Now street fighter in the sense that I'm talking the basic things that are important in melee combat, reach, stuns, and attack frames. But I'll want it closer to Street fighter vs Capcom or Street fighter vs Marvel in balance and :drill:. I want the reach of an attack to be important, something like a bring a spear vs a sword should have very important differences in combat, I want my attacks to have stopping power, if my attack lands before you block I should be allowed to hit you again without a fist coming out of no where thus combo's and individual attacks matter since each successful attempt to hit you allows me to do another attack without getting bitched smacked because some moron developer feels that a sword through the gut doesn't hinder your movement at all. And last but not least, how fast an attack is going should be very important, because fast attacks also help stun the opponent, but for a more basic reason. If I was using a 3 hit combo, and my first hit was a big slugger type that took a few frames for the whole animation to complete, I should if I was thinking about what you was doing be able to not only hit you with a attack that is fast, but interrupts your combo mid swing.
Guild Wars was actually inspired by Magic the Gathering, Guild Wars thought less about classes (though that was very important) but more about builds/templates and how they interact with each other. You can only carry 8 skills at any given time, this made template building VERY important and forced players to think of how each skill works together, unlike in other games where you can simple mash your hand at the keyboard and do relatively well since ALL the skills of your class was at your finger tips. Thus deck building allows focus on combo's and inherent synergies between skills, rooting a game into fighter game type model is very important so that players feel like their in combat. As far as focus fire is concerned for on unless battles are determined with actions that require split second reaction time, your going to have problems with focus fire. Why doesn't 10 vs 1 isn't a major concern in a first person shooter is because you have less than a quarter of a second to decide how to deal with someone pointing a gun at your face. And if your decision at that moment in time is wrong your dead 1 second later. That's it, that's what makes a FPS work. You can't say "oh just make everyone aim their attacks" and expect focus fire go away if you keep the basic tenants of RPG combat the same (though I can say more accurately MUD). In RPG's death is not a matter of a fraction of a second decision but plenty of bad decisions stacked on top of one another. In other wise people live longer and when they die it's usually after they failed multiple times to prevent said death. Focus fire in an mmo simple removes the ability of the individual to prevent his own death. Whether be an action rpg or a turn based queing everyone to hit one target till it dies is way more efficient then letting everyone have their own personal duel. In which case your dealing with a simple fact that can't be changed, no amount of actions by a single player will negate the power of several players targeting him. This only changes slightly if death is a matter of a few decisions made in a fraction of a second, rather than multiple decisions made over several seconds. Guild Wars of course has presented its own solutions, but keep in mind that this is strictly in the realm of one team vs another team. You have a class called the monk, the dedicated healer of the group, who can prevent a single target from dieing multiple ways. One is casting spells like protective spiirt. Protective spirit prevents the target from dieing from any sudden huge spikes of damage by keeping the protected target health at 10%. Thus attempting to fire at said target with as many people as possible is fruitless unless you remove the spell. Another way for the monk to protect you is simple healing more then the combatants. The spell that allows you to do this is Infuse, infuse takes away 50% of your health and multiplies it in order to heal the target. Say you have 600 health, multiple that by 2 = 600 heal. Thus if you can cast it at the exact moment a target would receive a sudden spike of damage you can heal him for more health than the target will receive damage. There are a bit more solutions Guild Wars has but there are in generally categorizes, Prot or Single Target Power Healing. But that's in a team setting where the max amount of opponents in guild wars was 12. Guild Wars never pretended to be about 1v1 duels. Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 10, 2009, 02:44:26 PM Stop talking.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rendakor on January 10, 2009, 03:30:43 PM Wall of text crits you for 9999! You die.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 10, 2009, 04:09:01 PM (http://i344.photobucket.com/albums/p357/Bloo-Toof/WALL_OF_TEXT.jpg)
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on January 10, 2009, 04:53:03 PM If I created a mmo-combat system I'll make it a cross between street fighter I stopped right about there. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on January 10, 2009, 05:20:16 PM I just want a good MMOFPS
Like planetside, but without all the negative aspects. I want to head out into a sea of 500 guys in powerarmor, kill some mans, and then head back to base to have a futuristic beer with a random guy I just met. :heartbreak: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Tmon on January 10, 2009, 09:09:50 PM I don't know what I want in an MMO mostly I know what I don't want. Levels and rigidly defined unchangeable classes are one an two on the list though.
Edited to clean it up a bit. Title: Re: Darkfall sets a release date 'inside 2008' Post by: stray on January 11, 2009, 03:35:23 AM I could stay longterm in an mmo if I was allowed to do some of things I already like doing in games -- but didn't have to do uber catass shit to get there and finally enjoy it.
I don't care to explain though, because it isn't happening anyways. Ever. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 11, 2009, 06:12:19 AM As long as an MMO has hats and dancing, I can stay amused for months.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: stray on January 11, 2009, 06:46:42 AM Hats and dancing are about the only thing you can do without catassing, I guess. Lucky you.
I take that back -- Jump to Lightspeed was a swell idea. A bit too late though, and in an ironic way, the bits I didn't want to play (core of SWG) were so borked that somehow, it managed to be distracting from the part I did want to play (JtL). So in actuality, I want a sidegame that I like, and I want the main rpg/catass/grindage part to still be attractive to others even though I wouldn't lay a fucking foot in it myself. Heh I'm possibly more screwed up than MMO designers. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Tmon on January 11, 2009, 08:30:21 AM Hats are important, so is the ability to actually sit on chairs.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xuri on January 11, 2009, 03:07:03 PM Whether or not you can sit in chairs makes or breaks MMOGs. Look at WoW, for instance. You can sit in chairs there (and on some benches), and it has 11 gazillion subscribers! "Sitting in chairs" should be number one of the "features to implement"-list for any new and upcoming MMOG. Sitting in chairs = instant success! Can't fail, if you have that feature.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on January 11, 2009, 04:27:19 PM Furthermore, SWG had sitting in chairs, but it resized you, so it was only okay. Then they broke sitting in chairs, and the game TANKED. Sitting in chairs is that important.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 11, 2009, 04:32:24 PM One beta I've been part of had major arguments about how important sitting in chairs was.
Because, after all, you could sit in any chair in The Matrix Online and that game rocked, amirite? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Hawkbit on January 11, 2009, 04:36:18 PM I'm pretty sure you couldn't sit in chairs in either Age of Conan or Warhammer.
I think you're on to something here. Next up: Does the ability to RP walk affect MMORPG success rates? Title: Re: Darkfall sets a release date 'inside 2008' Post by: peryn on January 11, 2009, 04:48:32 PM Hold on. I'm invalidating your theory.
(http://www.geocities.com/boojiboy71/Hypnusparty.JPG) P.S. It's Vanguard. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 11, 2009, 05:14:24 PM Hold on. I'm invalidating your theory. You did! HA! Title: Re: Darkfall sets a release date 'inside 2008' Post by: FatuousTwat on January 11, 2009, 05:17:17 PM You can sit in chairs in DAOC, and NWN1, my 2 favourite games... Holy shit.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 11, 2009, 05:22:32 PM The point is simply that, as I said, real games figured out that letting you get curbstomped by enemies with no chance to react was lame right away and designed around it. MMO designers haven't done anything of the sort, by any mechanic. I'd say the designers of the "real games" did as little to protect from that particular issue as the MMO designers did.(usually) the "real games" do what they do because when you hit the opponent it interrupts their move, making it theoretically possible to keep landing hits while never receiving as much as a smack in return. Something that simply doesn't happen in MMO where getting hit by someone does not prevent you from hitting them back (if you don't bring some ridiculous CC into the mix, but against that the MMOs do take precautions) There is of course a separate issue here that happens when number of opponents you have to face leads to you taking so much damage it's unlikely you'll beat them all or maybe even one. Or maybe you'll explode even before you manage to hit just once yourself. *but* i'd argue here that this particular issue doesn't happen in "real games" simply because then never really put you in such situation in the first place (as long as we are talking fights where opponents have comparable endurance, not a typical "player vs a number of weak NPCs" scenario) If such situation did happen in "real game" it'd end with your rear orifice getting penetrated just as surely, and with the whole thing feeling equally futile as it feels in the MMOs. It'd just come through mechanics like being unable to defend yourself from attacks coming at once from multiple directions, while each individuall opponent can easily block your own attacks aimed at them... something these "real games" never really design around. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 11, 2009, 05:36:54 PM so... how many days do we have left until the hilarity commences?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on January 11, 2009, 05:38:07 PM Eve has neither sitting in chairs nor dancing. I think you can make your ship sit on an asteroid, though.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 11, 2009, 05:47:26 PM so... how many days do we have left until the hilarity commences? 11 more till the bomb drops.Jan 22nd- marked on the calender! Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 11, 2009, 05:51:17 PM Eve has neither sitting in chairs nor dancing. They are developing an expansion to address that, tho'.Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 11, 2009, 06:05:28 PM bla bla bla Do I literally have to sit here and recite a list of games that involved a shitload of projectiles flying at the player simultaneously, where it would have been possible to sustain massive amounts of damage near-instantly were it not for that second of invincibility received when struck? Or are you going to shut the fuck up anytime soon? Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 11, 2009, 06:26:13 PM Eve has neither sitting in chairs nor dancing. I think you can make your ship sit on an asteroid, though. But you get to RP sitting in your ship 24/7. It's hardcore sitting. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 11, 2009, 06:53:37 PM Do I literally have to sit here and recite a list of games that involved a shitload of projectiles flying at the player simultaneously, where it would have been possible to sustain massive amounts of damage near-instantly were it not for that second of invincibility received when struck? Or are you going to shut the fuck up anytime soon? By all means; just please, leave out the games where the source of said projectiles were virtual PvE foozles rather than other players, k?Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 11, 2009, 06:54:30 PM Sometimes it's nice to be able to be in the game world and enjoy yourself while not really doing much of anything.
I couldn't even begin to count how many hours I've spent in WoW either RP walking, or drinking in taverns, or hell- just dancing in Orgrimmar. And yes, sitting. Oh the glorious sitting. From chairs to thrones and everything in between. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Senses on January 11, 2009, 08:07:24 PM Along the lines of sitting, I can't stand games where mounts won't rear up on their hind legs when pressing the jump button. Not sure why, but it is terribly annoying just sitting still on a mount.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Sophismata on January 11, 2009, 09:59:57 PM I've only ever seen mounts done right once in a videogame. Most of the time, they feel awkward and are animated terribly. Ocarina of Time and Twilight Princess come close, but Shadow of the Colossus got it right.
The mount animations and whatnot were terrible in WAR, but I found the inability to sit far more annoying. Title: Re: Darkfall sets a release date 'inside 2008' Post by: FatuousTwat on January 11, 2009, 10:12:06 PM I've only ever seen mounts done right once in a videogame. Most of the time, they feel awkward and are animated terribly. Ocarina of Time and Twilight Princess come close, but Shadow of the Colossus got it right. The mount animations and whatnot were terrible in WAR, but I found the inability to sit far more annoying. Ever play Mount&Blade? The base game does them well, and some of the mods are glorious. Title: Re: Darkfall sets a release date 'inside 2008' Post by: WindupAtheist on January 11, 2009, 10:20:37 PM By all means; just please, leave out the games where the source of said projectiles were virtual PvE foozles rather than other players, k? Suck my cock, you smarmy little cunt. Given that my drawing allusions to single-player console games was the entire genesis of this tangent, that's a fucking stupid thing to say and you damn well know it. What's more, as far as I can tell from that vague, rambling, haphazard block of dipshit text you felched into the thread a few posts ago, your entire point can be reduced to "You will still get your ass kicked badly if outnumbered by opponents as powerful as you." No fucking shit, you humpbacked moron. The point of nerfing insta-gibbing in MMO combat isn't to let one person win, or even escape, when grossly outmatched ten-on-one or whatever. It's simply to make the asskicking take longer so that the victim can possibly be aided by their friends, and to discourage piling ten guys onto one in the first place during group-on-group battles. Jesus, shut the fuck up already and quit pretending you even know what the hell is being talked about. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xuri on January 11, 2009, 11:15:34 PM Hold on. I'm invalidating your theory. Vanguard was an anamu..anoni...anome....Vanguard was an accident, a deviation from the rule. The rule even applies to non-MMOGs. Could your characters sit in The Sims? YES. Point proven.<imagine image of vanguard here> P.S. It's Vanguard. Title: Re: Darkfall sets a release date 'inside 2008' Post by: peryn on January 12, 2009, 12:31:42 AM I can't accept the truth :heartbreak: Whatever. Sitting in chairs is so last-gen. http://www.youtube.com/watch?v=grnpE0bOwH4 Can you chair-glide in your MMO? I didn't think so. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 12, 2009, 07:31:07 AM Given that my drawing allusions to single-player console games was the entire genesis of this tangent And you still don't get that it makes your whole allusion in the first place as moronic as this outburst?Srsly, "LOOK A SINGLE PLAYER GAME DID SOMETHING MULTIPLAYER GAMES DON'T DO, THAT MAKES IT A REAL GAME. CUNTS". No really, a profound insight there. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DLRiley on January 12, 2009, 08:22:46 AM Given that my drawing allusions to single-player console games was the entire genesis of this tangent And you still don't get that it makes your whole allusion in the first place as moronic as this outburst?Srsly, "LOOK A SINGLE PLAYER GAME DID SOMETHING MULTIPLAYER GAMES DON'T DO, THAT MAKES IT A REAL GAME. CUNTS". No really, a profound insight there. I'm sorry his point was something along the lines of "MOST CONSOLE GAMES HAVE MORE INTUITIVE/INTELLIGENT DESIGN THEN MASSIVE MULTIPLAYER ONLINE GAMES DO AND THUS AS PROVEN MANY TIMES OVER MASSIVE MULTIPLAY ONLINE GAMES ARE THE HORSE SHIT OF THE GAMING WORLD." Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xuri on January 12, 2009, 10:58:11 AM In other news, Darkfall won MMORPG.com's "Most Anticipated Game of 2008 (http://www.mmorpg.com/gamelist.cfm/game/4/feature/2584/Most-Anticipated-Game-of-2008-Winner)"-award today, with a whopping 31.5% of the votes. :uhrr:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on January 12, 2009, 11:05:51 AM In other news, Darkfall won MMORPG.com's "Most Anticipated Game of 2008 (http://www.mmorpg.com/gamelist.cfm/game/4/feature/2584/Most-Anticipated-Game-of-2008-Winner)"-award today, with a whopping 31.5% of the votes. :uhrr: Anyone find it odd that WotLK, WAR, Mines of Moria, and AoC weren't on that list? I can understand the omission of the expansions given the title, but WAR and AoC not on the list at all? Title: Re: Darkfall sets a release date 'inside 2008' Post by: Xuri on January 12, 2009, 11:14:05 AM I guess it's only games that are still being anticipated? *shrug*
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on January 12, 2009, 11:19:12 AM I guess it's only games that are still being anticipated? *shrug* Not including all MMO's released in 2008 makes the list pretty suspect... though coming from mmorpg.com already renders it pretty damn questionable. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on January 12, 2009, 11:24:52 AM Not including all MMO's released in 2008 makes the list pretty suspect... though coming from mmorpg.com already renders it pretty damn questionable. Well, having a winner that didn't come out in 2008 pretty much invalidates the results anyways.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on January 12, 2009, 11:26:30 AM Well, having a winner that didn't come out in 2008 pretty much invalidates the results anyways. It can be anticipated without being released... right? Still, I get your point. I'm just thinking that they need to include all MMO's in development during 2008. This would include WAR and AoC. Title: Re: Darkfall sets a release date 'inside 2008' Post by: IainC on January 12, 2009, 11:30:14 AM I get the feeling that this should have been the 'most anticipated game for 2009' becasue, as far as I can see, none of those games are released yet. So the award is for the game that people in 2008 are anticipating for 2009. It makes no sense otherwise (yeah I know MMORPG.co...) to have a 'most anticipated..' award that is voted on at the end of the year.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 12, 2009, 11:53:22 AM In other news, Darkfall won MMORPG.com's "Most Anticipated Game of 2008 (http://www.mmorpg.com/gamelist.cfm/game/4/feature/2584/Most-Anticipated-Game-of-2008-Winner)"-award today, with a whopping 31.5% of the votes. :uhrr: Anyone find it odd that WotLK, WAR, Mines of Moria, and AoC weren't on that list? I can understand the omission of the expansions given the title, but WAR and AoC not on the list at all? Nope. Because those games were released in 2008, technically this award was for what game is most anticipated in 2008. As in what game do you look forward to. I guess it would have been better worded 2009 +. LOTRO won best expansion, and best Development studio for 2008. Title: Re: Darkfall sets a release date 'inside 2008' Post by: rask on January 12, 2009, 03:03:23 PM Is it wrong to feel sullied because this game is supposed to release on my birthday? Also, fuck you Heath Ledger.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 12, 2009, 03:23:07 PM They should have renamed it 2008 Reader's Choice Awards - Most Bored and Active Forum Community of 2008.
Darkfall was halfway down a list of 20 until a pretty overt multi-voting campaign started on the message board about 3 days ago. I wonder which of those other games are stuffed with people who have an almost psychological need to prove their existence and superiority to the rest of the world. Maybe it is the most anticipated, I just don't see it as being anything other than a product close to release. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 12, 2009, 06:02:43 PM It will just make the tears from MMORPG.com all the sweeter.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falwell on January 12, 2009, 09:28:43 PM What do you get when the communities for MMORPG and Darkfall collide?
http://www.mmorpg.com/discussion2.cfm/thread/218994/page/1 A now 5 page thread discussing the new cool white border on the Darkfall site. Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 12, 2009, 09:40:35 PM It's now 13 pages.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 12, 2009, 09:44:41 PM Polarization only makes sarcastic posts. It's sort of a dig
Acesnsion08 uses green text for being special, not for sarcasm WHYDOIKNOWTHIIIIIIISSSSS Title: Re: Darkfall sets a release date 'inside 2008' Post by: ezrast on January 12, 2009, 09:45:25 PM Looks like five to me. I think it just paginates inconsistently.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 13, 2009, 12:58:28 AM It's obviously a joke. Also, MMORPG uses green for sarcasm? That's it, we have got to stop using it here. And if that's where it came from, fuck whoever did it first here. Fuck'em, right in their tiny, puckered browneye.
/me snarls like Dick Cheney. Title: Re: Darkfall sets a release date 'inside 2008' Post by: stray on January 13, 2009, 02:53:13 AM I never used or liked green text anyways. Fuck that coddling bullshit. You can all fall into the sarchasm for all I care.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 13, 2009, 06:17:21 AM I wonder which ones are plain bellied and which ones have stars upon thars?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on January 13, 2009, 06:32:55 AM Wow, they DO use green for sarcasm.
Th... that just... just.. suits them so.. w- w- FUCK I CANT DO IT, IT'S TOO UGLY Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 13, 2009, 08:17:10 AM Elvian regretted bringing up the subject of threesome.
(http://www.geocities.com/boojiboy71/Hypnusparty.JPG) ... I'm sorry, but that's what I see when I look at this. Most awkward couch situation ever. Title: Re: Darkfall sets a release date 'inside 2008' Post by: HaemishM on January 13, 2009, 08:35:18 AM It's obviously a joke. Also, MMORPG uses green for sarcasm? That's it, we have got to stop using it here. And if that's where it came from, fuck whoever did it first here. Fuck'em, right in their tiny, puckered browneye. /me snarls like Dick Cheney. I was the one who suggested it, and I don't think I've ever browsed their forums. I'm pretty sure they stole it from us. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 13, 2009, 08:36:25 AM It's just that one guy, who uses it for all of his posts all of the time.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: WayAbvPar on January 13, 2009, 08:49:36 AM I've only ever seen mounts done right once in a videogame. Most of the time, they feel awkward and are animated terribly. Ocarina of Time and Twilight Princess come close, but Shadow of the Colossus got it right. The mount animations and whatnot were terrible in WAR, but I found the inability to sit far more annoying. Ever play Mount&Blade? The base game does them well, and some of the mods are glorious. I have no idea why no one has copied or bought them yet and implemented the combat system into a MMORPG. God forbid combat actually be fun! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Rake on January 13, 2009, 09:00:27 AM Darkfall devs have said that they were trying to implement the combat style of Mount & Blade in their game from a few years back. Would be awesome if this ever comes about.
sorry for not being off topic Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on January 13, 2009, 09:03:48 AM There is no topic in this topic.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 13, 2009, 02:18:07 PM Quote I'm probably going to get banned for this but this is something that I cannot keep to myself. I've just be accepted into the internal beta for the white/gray border and after finally printing, reading and signing the 2344 page NDA agreement, I cannot, in good faith keep this from the true fans on the border, although the NDA forces me to be silent for 46 years. After numerous hours of grueling testing, it turns out that the border is in fact not a border at all but 4 columns and 3 rows arranged to look like a border, with the background color set to gray. However, the most interesting part is that each row and column has a 1 pixel clear GIF image with the file name "clear.gif". Each image is also stretched to 10 pixels either horizontally or vertically depending on it's location. This just reinforces my worries that the developers have been slowly caving into the carebears. The hardcore fans do not need this "clear.gif" image. All it does it take away from the freedom of the border. Don't you see? The border is fixed to be 10 pixels wide or high, it has no freedom. When they added the flash animation of the dragon, I started to worry that they were caving in but I thought to myself that they were just updating the site to make it more appealing to the general masses but a clear image that contrsicts the rows and columns? This is too much! My question is how much of their vision for the border are they willing to give up in order to get more subscribers? What's next? Java Script? PHP? ASP? "Bind on use" spyware? Oh well, maybe Mortal Online will stay true to their vision and not insert GIF images into their rows and columns which are emulating a border. LOL @ that thread. Title: Re: Darkfall sets a release date 'inside 2008' Post by: SnakeCharmer on January 13, 2009, 03:04:28 PM What is that guy talking about?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 13, 2009, 03:28:15 PM What is that guy talking about? After 2 months of nothing, Aventurine finally updated their website to put a white (or grey) border around it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Simond on January 13, 2009, 04:21:33 PM There is no topic in this topic. (http://xs435.xs.to/xs435/09032/topic__chocolate_bar_317.jpg) (http://xs.to)Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 13, 2009, 04:43:43 PM To be fair, they updated their news page on December 1. And there are still NINE whole days until the game is released!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Azaroth on January 13, 2009, 05:43:39 PM :why_so_serious:
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Fordel on January 13, 2009, 05:49:32 PM I never used or liked green text anyways. Fuck that coddling bullshit. You can all fall into the sarchasm for all I care. I just highlight the text and use the little forum dongle buttons up top! Like This! /genius :awesome_for_real: Title: Re: Darkfall sets a release date 'inside 2008' Post by: Falwell on January 13, 2009, 08:23:20 PM If green is going the way of the Dodo, hot pink is the only REAL alternative.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 13, 2009, 08:26:05 PM It's obviously a joke. Also, MMORPG uses green for sarcasm? That's it, we have got to stop using it here. And if that's where it came from, fuck whoever did it first here. Fuck'em, right in their tiny, puckered browneye. I was the one who suggested it, and I don't think I've ever browsed their forums. I'm pretty sure they stole it from us./me snarls like Dick Cheney. Good enough reason to kill it. Falwell, we don't need a damn alternative. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on January 13, 2009, 08:27:10 PM Agree. People should just, you know, have common sense. I've always said that not green is the new green.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Righ on January 13, 2009, 08:44:51 PM You do realise that they will just copy not using it from us too?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: schild on January 13, 2009, 08:45:48 PM I'm OK with that.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 13, 2009, 11:23:53 PM edit: meh, broke the quote and too lazy to try and fix it
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 14, 2009, 06:12:32 AM That pink isn't hot anyway.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 14, 2009, 07:35:39 AM I'm going to keep using green because I don't care what the MMORPG.com forum does. They all use English too, but I'm not going to start posting in Esperanto just to be different.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on January 14, 2009, 08:03:54 AM They don't use English. They use Full Retard.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 14, 2009, 08:18:19 AM Never go full retard.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Draegan on January 14, 2009, 08:32:47 AM Never goto MMORPG.com
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 14, 2009, 08:51:18 AM I go there sometimes. Are you calling me a full retard?
oops. I forgot to use a sad smiley face. :( I'm too lazy to find one right now. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Lantyssa on January 14, 2009, 10:28:53 AM I only use green in Politics where common sense about what is sarcasm is harder to detect than normal for some reason. Out here, you're on your own.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Righ on January 14, 2009, 05:22:44 PM I only use green in Politics where common sense about what is sarcasm is harder to detect than normal for some reason. In politics, full retard is just a stepping stone to fuller retard. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on January 14, 2009, 05:35:51 PM It makes sense that we haven't heard from them in awhile. Researching extradition treaties and selling all your office equipment to convert the proceeds to Paraguayan guarani takes a lot of time.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Ard on January 14, 2009, 05:45:07 PM I only use green in Politics where common sense about what is sarcasm is harder to detect than normal for some reason. In politics, full retard is just a stepping stone to fuller retard. I'm pretty sure he wasn't a retard though... http://en.wikipedia.org/wiki/Buckminster_Fuller (http://en.wikipedia.org/wiki/Buckminster_Fuller) Title: Re: Darkfall sets a release date 'inside 2008' Post by: UnSub on January 14, 2009, 06:11:36 PM I go to MMORPG.com as well. And Massively.com. They can be useful news sources and I like to hear the viewpoints of those less cynical (even if they are frequently naive) than here.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Triforcer on January 14, 2009, 06:22:07 PM I go to MMORPG.com as well. And Massively.com. They can be useful news sources and I like to hear the viewpoints of those less cynical (even if they are frequently naive) than here. I like Massively. Even if the journalism leaves something to be desired, its still a great clearinghouse for finding and linking random interviews that you may have missed about your favorite MMO (it really got me up to speed on DCUO, for example, and it always says something when SWTOR gets up new screenshots, or even new avatars). That's not this site's function, at least not on a full-coverage, systemic basis. Both types of places are nice to have. Title: Re: Darkfall sets a release date 'inside 2008' Post by: DraconianOne on January 15, 2009, 06:38:25 AM Interview with Tasos over at TenTonHammer (http://www.tentonhammer.com/node/61490) today. Apparently directional swining is out because it's
Quote "a feature we’ve done a lot of testing on and we’ve found that it’s tricky to get right and make fair due to internet latency." Duh! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on January 15, 2009, 07:11:58 AM Funny that they couldn't figure that one out in the first 8 years of development.
Darkfall should really just give up on release and go the way of the Phantom console. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 15, 2009, 07:27:37 AM It worked great when the server had 10 users all with gig eth connections to it!
When you add that whole Internet variable in the last month of testing, however... Title: Re: Darkfall sets a release date 'inside 2008' Post by: sidereal on January 15, 2009, 09:57:20 AM Har har!
They also removed the special move that requires 11 simultaneous keypresses because "We did some testing and found out people only have 10 fingers" Title: Re: Darkfall sets a release date 'inside 2008' Post by: Zzulo on January 15, 2009, 09:59:18 AM Quote We know that the community has been speculating and wondering about the Darkfall release for some time. We haven’t replied until now because there were several complex issues to plan and work out. We also needed to get authorization before we could proceed with this official announcement: Starting on January 22nd there will be a Darkfall trial with the distribution of the release candidate client allowing thousands of players to sample the game for free, help us stress test our servers and test the final features of the game. It’s important to understand that there are well over 200 thousand applications by players wanting to get into Darkfall. This number makes it unrealistic to distribute the client and to open up our servers to everyone. We’ll try to accommodate as many players as are possible for us to manage at this stage. Even so, the demand exceeds our current capacity. Interest in Darkfall has surpassed all our expectations to the point that we may need to manage our release differently. The date of the Darkfall European commercial release has been pushed back to February 25th, 2009. A pre-order will be made available mid-February. The pre-orders will get priority for early access to the game. The pre-orders will also get priority for the game launch if we have to go to a staged release. We’ll go to a staged release only in the case we have more demand than we can handle properly, and until we can upgrade our capacity. The pre-orders are necessary so that we can have some measure of the demand. The reasons for the new release date follow: At this stage, everything is connected: Hundreds of elements need to come together. When one thing falls behind, everything else tends to follow. Demand for Darkfall at launch could be much higher than expected. If this is the case, we need a different process to better handle the demand. Darkfall’s partners (distribution, billing, account management, support, etc.) entered into the game at a late date and we needed more time than expected to integrate properly. We fell behind on a couple of weeks of beta testing progress and we need to make this time up. We need more playtesting data on several features we haven’t had much chance to test externally. We’ll use this extra time to implement updates based on tester feedback and also make some enhancements we were saving for after release. We want as many players as possible in the game before the launch and we haven’t had the chance to stress test our servers with live players yet. We underestimated the effect the holidays would have on our preparations. While we worked through them, the world around us seemed to stop. We don’t want to rush things more than needed. An extra month may not seem like a lot of time, but it’s enough to allow us to take care of any compounded delays. Our hope for Darkfall is to have a good game with a tight player base that we can nurture and steadily build up. Hype surrounding Darkfall is huge right now, despite our best efforts. We’re not sure how this will translate on launch day but we have to make allowances for the possibility that demand could be more than we anticipate. Announcements will follow with more information on Darkfall pricing, pre-ordering information, North American player access, and system specifications. The Darkfall Team Title: Re: Darkfall sets a release date 'inside 2008' Post by: patience on January 15, 2009, 10:03:44 AM Quote Hype surrounding Darkfall is huge right now, despite our best efforts. Tasos is now officially the best pr manager in human history. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 15, 2009, 10:14:59 AM Quote It’s important to understand that there are well over 200 thousand applications by players wanting to get into Darkfall. This number makes it unrealistic to distribute the client and to open up our servers to everyone. We’ll try to accommodate as many players as are possible for us to manage at this stage. Even so, the demand exceeds our current capacity. someone might want to tell them about that modern peer-to-peer file sharing concept though, could alleviate their client distribution issues. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Goreschach on January 15, 2009, 10:24:48 AM Quote Hype surrounding Darkfall is huge right now, despite our best efforts. Tasos is now officially the best pr manager in human history. All the emoticons on the internet could not describe how awesome that is. Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 15, 2009, 10:31:43 AM "Demand for Darkfall at launch could be much higher than expected. If this is the case, we need a different process to better handle the demand."
read: Our process totally doesn't scale. note for future PR statements: "we may need additional hardware" makes people think you have a viable solution, just a limited amount of gear behind it. "we need a different process" means your entire solution doesn't scale at all no matter how much hardware you throw at it. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Delmania on January 15, 2009, 11:13:38 AM Shocking, really! :awesome_for_real:
On a serious note, all those things that mentioned say to me "we didn't plan ahead", which is status quo for that team, it seems. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nebu on January 15, 2009, 11:16:03 AM So Del, do you see anyone else with a large, god-awful signature file here?
Take a good look and let me know. Title: Re: Darkfall sets a release date 'inside 2008' Post by: K9 on January 15, 2009, 11:21:54 AM Where do these guys keep coming from?
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Delmania on January 15, 2009, 11:37:37 AM So Del, do you see anyone else with a large, god-awful signature file here? Take a good look and let me know. Nope, however, this was my first attempt to put the Xfire thingie in my signature. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 15, 2009, 11:38:48 AM I don't see any sig. I guess he ditched it. Ages ago there was a discussion about having sigs with pics and stuff so I got myself a bright sparkly flashing one and Schildy smacked me around and took it away. Really. He slapped me through the internet. owowow. Anyway, Delmania seems to have been here as long as I have. Which is very nearly almost forever!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: LC on January 15, 2009, 11:44:47 AM I think I saw this thread linked over on mmorpg.com's forums. That might explain where most of the visitors are coming from.
Just for laughs: I heard a rumor that people making negative comments about Darkfail are being kicked out of the beta. They are also blacklisting people who make negative comments, and not allowing them to enter the beta. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Delmania on January 15, 2009, 11:45:09 AM My sig was nuked. Lesson learned. However, on a more serious note, stuff like makes me wonder if the people who are "building" Darkfall have had their heads in the sand for the 7 odd years since the game was announced, because it sounds like a lot "we didn't think" or "we didn't plan". Having a great concept for a game is one thing. Actually building, deploying, and maintaining the game is another.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Nonentity on January 15, 2009, 11:47:31 AM Well, I guess you guys got your wish. We can get a front row to watch the world burn for free on January 22nd, instead of having to pay for it.
Hooray! Title: Re: Darkfall sets a release date 'inside 2008' Post by: kildorn on January 15, 2009, 11:52:16 AM I think I saw this thread linked over on mmorpg.com's forums. That might explain where most of the visitors are coming from. Just for laughs: I heard a rumor that people making negative comments about Darkfail are being kicked out of the beta. They are also blacklisting people who make negative comments, and not allowing them to enter the beta. Darkfall fucking sucks. There, I'm SAFE. Title: Re: Darkfall sets a release date 'inside 2008' Post by: Delmania on January 15, 2009, 11:53:19 AM I think I saw this thread linked over on mmorpg.com's forums. That might explain where most of the visitors are coming from. Just for laughs: I heard a rumor that people making negative comments about Darkfail are being kicked out of the beta. They are also blacklisting people who make negative comments, and not allowing them to enter the beta. Is Darkfall being co-built by Mythic? Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 15, 2009, 12:03:03 PM My sig was nuked. Lesson learned. However, on a more serious note, stuff like makes me wonder if the people who are "building" Darkfall have had their heads in the sand for the 7 odd years since the game was announced, because it sounds like a lot "we didn't think" or "we didn't plan". Having a great concept for a game is one thing. Actually building, deploying, and maintaining the game is another. When you pretend that every advancement or feature that MMOs have made over the past decade are a mistake, it's probably pretty easy to throw the baby out with the bathwater.Title: Re: Darkfall sets a release date 'inside 2008' Post by: Salamok on January 15, 2009, 12:16:36 PM I think I saw this thread linked over on mmorpg.com's forums. That might explain where most of the visitors are coming from. Just for laughs: I heard a rumor that people making negative comments about Darkfail are being kicked out of the beta. They are also blacklisting people who make negative comments, and not allowing them to enter the beta. Is Darkfall being co-built by Mythic? no just partnered with Bernard Madoff Title: Re: Darkfall sets a release date 'inside 2008' Post by: Mrbloodworth on January 15, 2009, 12:24:31 PM My sig was nuked. Lesson learned. However, on a more serious note, stuff like makes me wonder if the people who are "building" Darkfall have had their heads in the sand for the 7 odd years since the game was announced, because it sounds like a lot "we didn't think" or "we didn't plan". Having a great concept for a game is one thing. Actually building, deploying, and maintaining the game is another. Its more of a case of an Indi company attempting to take on the big boys (AKA: Talk smack about the most successful games in the market they are entering, for years.), and creating fanaticism by their words by lack of professional manner or means ("We don't want WoW players" or "Our game is for the hardcore mmo players that have been ignored!" or "is this game like Wow?" = BANSTICK. When you pretend that every advancement or feature that MMOs have made over the past decade are a mistake, it's probably pretty easy to throw the baby out with the bathwater. That too. Also, if your guys think the 22 will be open beta,...uh, the cluster can support a max of 10k players, pre-orders have priority on the 22nd. You won't get to play, unless you pre-order (gong by the facts, and i am quite confident there are 10k suckas out there). (Don't pre-order, unless you just don't care). Title: Re: Darkfall sets a release date 'inside 2008' Post by: patience on January 15, 2009, 01:27:43 PM Also, if your guys think the 22 will be open beta,...uh, the cluster can support a max of 10k players, pre-orders have priority on the 22nd. You won't get to play, unless you pre-order (gong by the facts, and i am quite confident there are 10k suckas out there). (Don't pre-order, unless you just don't care). That's a mistake on your part. Preorders are for the February 25th release. Title: Re: Darkfall sets a release date 'inside 2008' Post by: ashrik on January 15, 2009, 01:38:26 PM Quote pre-order will be made available mid-February. The pre-orders will get priority for early access to the game. Quote Starting on January 22nd there will be a Darkfall trial Quote allowing THOUSANDS of players to sample the game for free (Emphasis mine)Thousands! Woot! Time to rock! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Hawkbit on January 15, 2009, 02:13:13 PM This whole thing reeks of the dark and light debacle.
Title: Re: Darkfall sets a release date 'inside 2008' Post by: Signe on January 15, 2009, 02:22:06 PM I have to admit, though, that it was a clever distraction to move to a warm, Mediterranean climate BEFORE you get the pre-order money!
Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 15, 2009, 03:15:39 PM Official forums are highly entertaining at the moment.
edit: mods are fast with their 'kill it with fire' button, though Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 15, 2009, 03:35:11 PM What I find funny is because of all the hubbub surrounding Aventurine's pre-release dickery, they're likely going to be thrown into the same subscriber-and-server problem that Mythic and AoC got. In which the initial ignorant interest far outstrips the actual knowledgeable interest. Not to say that either group is smarter or dumber than the other, but just about every post-WoW release has shown twice as much (or more) people are willing to jump ship at the mere suggestion of greener pastures than are actually willing to stay for the start-up shit pains that every MMO seems to go through. It sucks for a companies like Funcom or Mythic, what chance does the Little Guy With Big Dreams have to survive a massive downswing like that?
Like 4 months ago, didn't they only have about 50k registered named on their forum? Assuming everything else is on the up and up (suspend that disbelief, fellas!) I see a big screwball coming hard and coming fast to Tasos way in the coming months. I won't claim to know what the hell I'm talking about, but wouldn't it be better for them to do smaller, staggered releases until which point they've determined that the in-and-then-outflow of people won't destroy them? Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on January 15, 2009, 03:56:15 PM Wait, what?
I thought the release was on the 22nd? Now they're starting pre-release orders in mid February (maybe)? Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on January 15, 2009, 04:19:15 PM Quote We underestimated the effect the holidays would have on our preparations. While we worked through them, the world around us seemed to stop. Anticipating that the holidays would come this year: Difficult. Anticipating every possible complication in an open PvP world full of bugs, PKs, and awful, awful design (wait, there's none of that): Easy. This is why success is guaranteed. Title: Re: Darkfall sets a release date as 'maybe' Post by: Xurtan on January 15, 2009, 04:31:21 PM Wait, what? I thought the release was on the 22nd? Now they're starting pre-release orders in mid February (maybe)? http://forums.darkfallonline.com/showthread.php?t=106082 Quote The date of the Darkfall European commercial release has been pushed back to February 25th, 2009. A pre-order will be made available mid-February. The pre-orders will get priority for early access to the game. The pre-orders will also get priority for the game launch if we have to go to a staged release. We’ll go to a staged release only in the case we have more demand than we can handle properly, and until we can upgrade our capacity. The pre-orders are necessary so that we can have some measure of the demand. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 15, 2009, 04:47:04 PM Clever. Get people desperate. Have them send pre-order money because They Might Not Get In. Then keep pushing back the launch.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Senses on January 15, 2009, 04:48:50 PM You have to admit though, Darkfall, through almost incessant delay, has garnered more attention and interest than AoC or Warhammer got by releasing a game that clearly could have used more time. Granted it will all dissapear the second they actually release the game if it sucks, but perhaps the rest of the industry will take heed, that they can delay a game at least until its ready, and still somehow generate interest. The lesson seems to be, no matter how many years it takes, put out a good game and people will probably still be around to give it a try. If it sucks, then it doesn't really matter anyways.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Triforcer on January 15, 2009, 04:59:09 PM I maintain my position that they are planning their Paraguayan getaway. They probably had an "oh shit" moment in the last month or two where they realized "Jesus, our servers can't handle more than 500 people!"
Title: Re: Darkfall sets a release date as 'maybe' Post by: IainC on January 15, 2009, 05:01:47 PM You have to admit though, Darkfall, through almost incessant delay, has garnered more attention and interest than AoC or Warhammer got ... This is not true and won't be true no matter how many times it's repeated.Title: Re: Darkfall sets a release date as 'maybe' Post by: Senses on January 15, 2009, 05:09:45 PM Perhaps I stated myself wrong. I will try to clarify my opinion, keeping in mind it is just that. I meant to say that at the point at which Warhammer released, it has done nothing but lose interest amongst people currently looking for a game to play, while Darkfall, through delay, is actually generating interest, in the form of people talking about, and registering at their site.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Triforcer on January 15, 2009, 05:25:28 PM Games that aren't released (and therefore are perfect in everyone's mind) get more interest than games that are released and do badly?
There is a phrase for that. Its called "How everything works everywhere." Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 15, 2009, 05:33:08 PM I actually think that a scaled launch isn't a bad idea for MMOs. Bring things up more slowly to give your infrastructure to cope, rather than launching big than shutting half your servers ala AoC and WAR.
... not that I think Darkfall are doing it entirely for those reasons. But I think the more MMOs stagger their launch to minimise first day problems, the better the first impressions can be. Title: Re: Darkfall sets a release date as 'maybe' Post by: IainC on January 15, 2009, 05:44:10 PM I actually think that a scaled launch isn't a bad idea for MMOs. Bring things up more slowly to give your infrastructure to cope, rather than launching big than shutting half your servers ala AoC and WAR. ... not that I think Darkfall are doing it entirely for those reasons. But I think the more MMOs stagger their launch to minimise first day problems, the better the first impressions can be. Games already do that to an extent, it's why you have headstart periods and 'premium subscriber benefits' etc. From a technical point of view it makes some sense but from a marketing and operational point of view it's horrible. If X number of people want to play your game then you should be ready to let X number of people onto your servers. Turning people away or making them wait for their phase of the launch is not a great idea. From a marketing POV, your launch is a major and discrete event. Dragging it out is underselling it and loses you a lot of it's PR value. Title: Re: Darkfall sets a release date as 'maybe' Post by: Senses on January 15, 2009, 06:00:06 PM Games that aren't released (and therefore are perfect in everyone's mind) get more interest than games that are released and do badly? There is a phrase for that. Its called "How everything works everywhere." Well, if Warhammer had been better at launch its player base and interest in the product would have continued to grow. I get where your going, despite trying to dumb it down for yourself to understand. My point, and this is the last time ill attempt to make it, considering I might even be wrong in the assumption, is that if your game is not ready, you are clearly (as measured by Darkfall's continued and growing popularity of late) better off taking a delay than you are releasing a half finished product. Title: Re: Darkfall sets a release date as 'maybe' Post by: IainC on January 15, 2009, 06:07:44 PM You are wrong on both assumptions.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on January 15, 2009, 06:30:12 PM Games that aren't released (and therefore are perfect in everyone's mind) get more interest than games that are released and do badly? There is a phrase for that. Its called "How everything works everywhere." Well, if Warhammer had been better at launch its player base and interest in the product would have continued to grow. I get where your going, despite trying to dumb it down for yourself to understand. My point, and this is the last time ill attempt to make it, considering I might even be wrong in the assumption, is that if your game is not ready, you are clearly (as measured by Darkfall's continued and growing popularity of late) better off taking a delay than you are releasing a half finished product. Thanks, Captain Obvious! :drill: However, he's not dumbing it down, he's taking your ideas are merely pointing out that they are nothing more than common sense. As for the state of Warhammer at launch, you are ignoring one fact: Mythic is a part of EA, which is a publicly traded company, and thus slave to the investors who want to see Blizzard/WoW like returns, and the want them yesterday. They are not going to wait for Mythic to build a decent game, they are going to have them copy the current big game and release it as soon as possible. You do realize that your statements about generating interest in Darkfall are exactly what the company was trying to avoid? Anyone who has played MMOs for any length of time knows that games are overhyped to generate interest, and it's common knowledge that this creates expectations within your playerbase's mind about what your game is. The problem is, take 100 gamers, ask them to build the best game, you'll get 100 answers. While trying to avoid overhype and unrealistic expectations, it's best to tell your players exactly what your game is, so that they are aware of what it is. However, in Darkfall's case, as many have pointed out, the information known indicated that the designers haven't payed much attention to MMO development AND the excuses the company has stated are just more of the "We didn't plan or think" tha seems to be the hallmark of the game's development. If the company is aimiig for a niche audience and only want to make enough players to make a decent profit on game, that might work. If they are trying to topple WoW, well, I hear the Titanic is taking reservations again! Title: Re: Darkfall sets a release date as 'maybe' Post by: Senses on January 15, 2009, 06:39:46 PM This might be the first time I've ever been guilty of both stating the obvious and being completely wrong!
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 15, 2009, 08:08:46 PM Welcome to F13! (http://www.democraticwarrior.com/forum/images/smilies/hi2.gif)
Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 15, 2009, 09:22:05 PM I actually think that a scaled launch isn't a bad idea for MMOs. Bring things up more slowly to give your infrastructure to cope, rather than launching big than shutting half your servers ala AoC and WAR. ... not that I think Darkfall are doing it entirely for those reasons. But I think the more MMOs stagger their launch to minimise first day problems, the better the first impressions can be. Games already do that to an extent, it's why you have headstart periods and 'premium subscriber benefits' etc. From a technical point of view it makes some sense but from a marketing and operational point of view it's horrible. If X number of people want to play your game then you should be ready to let X number of people onto your servers. Turning people away or making them wait for their phase of the launch is not a great idea. From a marketing POV, your launch is a major and discrete event. Dragging it out is underselling it and loses you a lot of it's PR value. I do understand where are coming from, but exclusivity can be a powerful marketing tool ("Only 100k copies of F13 the MMO went on sale and I got one!") and if the launch experience is smoother you are likely to get better word of mouth. There are risks to a staggered launch, no doubt, but if a competitor isn't going to steal your thunder and you don't screw it up I think it could be a good strategic move (especially on the smaller end of the scale, which is where Darkfall sits). WAR and AoC shutting half their servers isn't a good PR move either. Also, operations appears to be brought to its needs at every launch due to all the CS requests. Fewer players mean that things like CS don't fall over (quite so quickly :grin:) when they are getting hammered at launch. We've seen what selling 1million+ boxes does to a launch in 2008; a staggered launch would be a good alternative that I think DAOC used to some extent. Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on January 15, 2009, 10:09:40 PM Hopefully darkfall has a pretty solid griefing system in place come the trail. I look forward to destroying the fun of the fanboys in the worst ways possible. :drill:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Triforcer on January 15, 2009, 10:20:56 PM Hopefully darkfall has a pretty solid griefing system in place come the trail. I am confident that that is the one system they have 100% right. Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on January 15, 2009, 10:25:21 PM Good, I sometimes kinda get sort of bored griefing in BF2. There is only so many times you can push someone's jet off the carrier into the water or drive a jeep down the runway before its not funny anymore.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Triforcer on January 15, 2009, 10:30:27 PM The fact that PvP (given that, you know, it was never actually tested for balance with large numbers) will be horribly unbalanced should help you. Find the most overpowered class and one-shot newbies outside the gates of the capital city.
Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 15, 2009, 10:36:24 PM Quote You have to admit though, Darkfall, through almost incessant delay, has garnered more attention and interest than AoC or Warhammer got by releasing a game that clearly could have used more time. I don't have to admit this because it's not fucking true. I can't think of any MMO that was rushed to release date because they were afraid of people forgetting about them and NOT because they want money.And while I'm sure there is truth to the statement that a staggered and drawn out launch is counterproductive to the work of a solid PR campaign- how far can we go before the response is "look at AoC and WAR and X and Y and Z and P and Q- stagger the damn launch already!" ? I wonder how many more subs these games would have if people weren't logging on for days or weeks at a time and finding no one to play with? I'd wager it's a pretty significant amount. Practicality has to count for something at some point, doesn't it? Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 15, 2009, 11:32:47 PM For those interested in such things, the MMORPG.com Darkfall forums are entertaining.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Righ on January 15, 2009, 11:49:41 PM You're a member of the Order of the White Border, aren't you?
But just think - if Darkfall never releases, interest in their game will be infinite! Title: Re: Darkfall sets a release date as 'maybe' Post by: Murgos on January 16, 2009, 05:41:12 AM Perhaps I stated myself wrong. I will try to clarify my opinion, keeping in mind it is just that. I meant to say that at the point at which Warhammer released, it has done nothing but lose interest amongst people currently looking for a game to play, while Darkfall, through delay, is actually generating interest, in the form of people talking about, and registering at their site. One of the problems with this observation is that they need to release the game sometime. Generating interest is not a source of income. Anyone who has worked on a complex enough project will tell you that there is always a reason to delay, something else can always be done. Money is finite and as it starts to get short your options become very limited. It's all well and good to say that in hindsight some project shouldn't have released in that state but it's just not a practical observation. Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 16, 2009, 06:15:21 AM WAR and AoC shutting half their servers isn't a good PR move either. Also, operations appears to be brought to its needs at every launch due to all the CS requests. Fewer players mean that things like CS don't fall over (quite so quickly :grin:) when they are getting hammered at launch. We've seen what selling 1million+ boxes does to a launch in 2008; a staggered launch would be a good alternative that I think DAOC used to some extent. This obviously needs to be reread again. If the general consensus in here is that Darkfall is designed in a way that it can't sustain the subs of EQ size then why release in a manner allowing everyone to get in? They should stagger it weeding out the people who threatened to quit WoW when players could be zombies prior to wotlk release. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 16, 2009, 06:45:32 AM Why did you have to bring zombies into this? :ye_gods:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on January 16, 2009, 07:09:56 AM You're a member of the Order of the White Border, aren't you? But just think - if Darkfall never releases, interest in their game will be infinite! He can't be, his avatar is lacking the style, and polish of the white border. Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on January 16, 2009, 07:22:12 AM WAR and AoC shutting half their servers isn't a good PR move either. Also, operations appears to be brought to its needs at every launch due to all the CS requests. Fewer players mean that things like CS don't fall over (quite so quickly :grin:) when they are getting hammered at launch. We've seen what selling 1million+ boxes does to a launch in 2008; a staggered launch would be a good alternative that I think DAOC used to some extent. This obviously needs to be reread again. If the general consensus in here is that Darkfall is designed in a way that it can't sustain the subs of EQ size then why release in a manner allowing everyone to get in? They should stagger it weeding out the people who threatened to quit WoW when players could be zombies prior to wotlk release. Staggering an MMO release is a horrible idea just based on the shit it causes for the playerbase. Half your guild gets in prior to server cap lock, random players will have a week's head start over others, whatnot. It's far better to build your system to scale, and rent CPU time for the release via amazon or anything else that will let you randomly add to a server cloud for X hours on demand. Release hammers your front end hard and your account database. Those need to be shored up but it's not financially useful to Keep them in such a state. Temporary computing (extended clouds, one to one VM the fuckers on servers that will be added into the main clusters for high end content in a week, etc.) Going "waah, we can't actually handle the incoming load, waaah" is some serious little leagues bullshit. I can't imagine rolling out a new application and going "sorry, we can only take on X new customers a week or our registration server would asplode!" The hard reality of it is that nobody takes the time to make sure their authentication/registration system scales because they're all too busy building the actual world servers. It's the BORING part of game design, and the part that it's really hard to get people to pay for when it comes down to it. Because the industry is so used to colossal fuckups that saying "spend X dollars now for a smooth launch" isn't really accepted versus "so we lose Y players due to a shitty launch, everyone else is too jaded to judge us by it and will play it anyways" Argh. People need to design their systems with any method of handling sudden burst capacity. We were too popular is a shitty excuse for your entire system collapsing. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vehementi on January 16, 2009, 09:00:39 AM Argh. People need to design their systems with any method of handling sudden burst capacity. We were too popular is a shitty excuse for your entire system collapsing. I think what they were getting at is that their game server might get overloaded and make the game unfun/whatever, not that their player database is stored in a 1024 max size integer and they need time to set up amazon cloud computing to increase that so billing more people will work.Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 16, 2009, 09:08:22 AM Why did you have to bring zombies into this? :ye_gods: With you, there are always zombies invovled. :vv: Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 16, 2009, 09:31:23 AM I'll ignore that.
Your avatard is awesome. Title: Re: Darkfall sets a release date as 'maybe' Post by: cmlancas on January 16, 2009, 09:47:05 AM Heh. I can't believe I'm on the inside of an inside joke at f13! My day has truly come!
Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 16, 2009, 10:02:25 AM Staggering an MMO release is a horrible idea just based on the shit it causes for the playerbase. Half your guild gets in prior to server cap lock, random players will have a week's head start over others, whatnot. It's far better to build your system to scale, and rent CPU time for the release via amazon or anything else that will let you randomly add to a server cloud for X hours on demand. Release hammers your front end hard and your account database. Those need to be shored up but it's not financially useful to Keep them in such a state. Temporary computing (extended clouds, one to one VM the fuckers on servers that will be added into the main clusters for high end content in a week, etc.) Going "waah, we can't actually handle the incoming load, waaah" is some serious little leagues bullshit. I can't imagine rolling out a new application and going "sorry, we can only take on X new customers a week or our registration server would asplode!" The hard reality of it is that nobody takes the time to make sure their authentication/registration system scales because they're all too busy building the actual world servers. It's the BORING part of game design, and the part that it's really hard to get people to pay for when it comes down to it. Because the industry is so used to colossal fuckups that saying "spend X dollars now for a smooth launch" isn't really accepted versus "so we lose Y players due to a shitty launch, everyone else is too jaded to judge us by it and will play it anyways" Argh. People need to design their systems with any method of handling sudden burst capacity. We were too popular is a shitty excuse for your entire system collapsing. YOur point in general is good but your point mostly addresses how much a server should handle. The darkfall devs already "know" what their server capacity is. They don't want to spend money on 50 servers that can hold 20k people each when they expect to need 10 servers for the players they expect to be there in the long haul. You have a good idea about renting servers, but correct me if I'm wrong, I don't think you can just rent servers when you have certain specifications in mind. That could just lead to preorders getting good servers talking about great stability and everyone else bitching about rent-o crap. Besides their partner for server solutions is GNi an d checking over their website they don't do rentalzz (hopefully I'm just really wrong here) :I Anyway this watching this launch unfold is beginning to feel like amateur night at the comedy club. You didn't pay for the drinks yet, the jokes are mind numbing but yet you feel compelled to at least crack a smile. *whistles* Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 16, 2009, 11:18:27 AM Darkfall is giving you amateur hour vibes? No. Say it isn't so. :sad:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on January 16, 2009, 11:25:22 AM I still think it's vaporware.
Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 16, 2009, 11:32:16 AM Darkfall is giving you amateur hour vibes? No. Say it isn't so. :sad: http://www.youtube.com/watch?v=symGu9SjxSE (http://www.youtube.com/watch?v=symGu9SjxSE)*points* Title: Re: Darkfall sets a release date as 'maybe' Post by: Righ on January 16, 2009, 11:48:36 AM I still think it's vaporware. That would require it to be in an excited state. I prefer to think of it as droolware. Title: Re: Darkfall sets a release date as 'maybe' Post by: Redgiant on January 16, 2009, 01:25:13 PM Darkfall is giving you amateur hour vibes? No. Say it isn't so. :sad: Darkfall, what is best in life? To crush your enemies , see them driven before you, and to hear the lamentation of the women. (cue lamentation) http://www.mmoginfo.com/imagenes/foto_dawn.jpg (http://www.mmoginfo.com/imagenes/foto_dawn.jpg) If Dawn doesn't produce an epicac reaction, I can stir in some Dark & Light. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 16, 2009, 01:35:38 PM I'll ignore that. Your avatard is awesome. Thank you! You change your avatar so much, but I think I'm okay with the one you have now. Also, it wouldn't be me if I weren't exploiting a running joke that was never very funny in the first place. You know this! Title: Re: Darkfall sets a release date 'inside 2008' Post by: Simond on January 16, 2009, 02:17:46 PM Quote Hype surrounding Darkfall is huge right now, despite our best efforts. Tasos is now officially the best pr manager in human history. All the emoticons on the internet could not describe how awesome that is. (http://xs435.xs.to/xs435/09035/awesome_level_event425.jpg) (http://xs.to) Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on January 16, 2009, 06:17:06 PM Darkfall is giving you amateur hour vibes? No. Say it isn't so. :sad: Darkfall, what is best in life? To crush your enemies , see them driven before you, and to hear the lamentation of the women. (cue lamentation) http://www.mmoginfo.com/imagenes/foto_dawn.jpg (http://www.mmoginfo.com/imagenes/foto_dawn.jpg) If Dawn doesn't produce an epicac reaction, I can stir in some Dark & Light. *cue weird robotic voice Oh. No. You. Hath. Slain. Me. Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on January 16, 2009, 06:56:07 PM So I went to the Glitchless site and it still exists, Race War Kingdoms still exists, it released some sort of alleged new game 6 months ago, they have some shockingly active forums for it, and Dawn is still listed on the site as "in development". It's like a fucking time capsule.
Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 16, 2009, 10:39:03 PM Staggering an MMO release is a horrible idea just based on the shit it causes for the playerbase. Half your guild gets in prior to server cap lock, random players will have a week's head start over others, whatnot. It's far better to build your system to scale, and rent CPU time for the release via amazon or anything else that will let you randomly add to a server cloud for X hours on demand. Release hammers your front end hard and your account database. Those need to be shored up but it's not financially useful to Keep them in such a state. Temporary computing (extended clouds, one to one VM the fuckers on servers that will be added into the main clusters for high end content in a week, etc.) Going "waah, we can't actually handle the incoming load, waaah" is some serious little leagues bullshit. I can't imagine rolling out a new application and going "sorry, we can only take on X new customers a week or our registration server would asplode!" If you thought that 1 million plus new customers were going to pound your servers at once for just one week, then demand would never be that high again, you'd probably be able to do that for a new app that requires some kind of online activation. But would it be worth that cost, when selling 400 000 collector's editions that gave those players entry one week earlier than the standard edition could also work? I'm all for server magic to be used, but apparently that kind of thing is hard. I'm also all for everyone to play on in a one-world (i.e. no server distinctions, like EVE) but understand that kind of thing is hard too. This isn't to defend Darkfall - it will be a disaster we can all get a good laugh out of - but the method of throwing the doors open on day one and letting everyone in to grind grind grind hasn't got a great track record. Better a title sells 500k units and provides a quality launch experience for the 400k who show up than sell 1m and leave 800k players twiddling their thumbs because everything keeps crashing. As for guilds: my knowledge is that quite a few send in scouts into new MMOs anyway to get the lay of the land. Exclusivity helps control the day one influx and might actually see guilds be more focused about getting into a title (if they have to be in on day one). Of course, a staggered launch doesn't work if you know you'll have a lemon, since the bad news will get out. If you've got confidence in your title, then a staggered launch would show it. Title: Re: Darkfall sets a release date as 'maybe' Post by: Goreschach on January 16, 2009, 11:43:07 PM Of course, a staggered launch doesn't work if you know you'll have a lemon, since the bad news will get out. If you've got confidence in your title, then a staggered launch would show it. In a genre populated entirely by lemons, all a staggered launch will do is reduce the fraction of development costs they recoup on initial box sales. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 17, 2009, 01:41:27 AM Of course, a staggered launch doesn't work if you know you'll have a lemon, since the bad news will get out. If you've got confidence in your title, then a staggered launch would show it. In a genre populated entirely by lemons, all a staggered launch will do is reduce the fraction of development costs they recoup on initial box sales. True. Title: Re: Darkfall sets a release date 'inside 2008' Post by: tmp on January 17, 2009, 12:03:32 PM Quote Hype surrounding Darkfall is huge right now, despite our best efforts. Tasos is now officially the best pr manager in human history. Quote from: Voodoo Hoodoo, community staff I would prefer it if this game wasn't dumbed down to the point where even the OP could play it. to be fair the OP in question does warrant it, though maybe for slightly different reasons. Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on January 17, 2009, 12:39:55 PM So let me get this straight.
The influx of new players to MMOs, and those new players looking for the next best thing, are causing more and more players to sign up for the beta/forums for even the shittiest games just because its new. These players probably have on interest in playing a new MMO, probably don't give a shit about the new MMO anymore, but are still counted in the 'These people signed up so they're potential customers. We need to account for them with more servers' thing? So MMO players in general are actually hurting Darkfall? Awesome. I'm already griefing in Darkfall. :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: Vehementi on January 17, 2009, 03:46:11 PM no i think that's why they said they're going to use pre-orders to guage actual interest
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 17, 2009, 03:53:34 PM For some reason, your sig is making more sense in this thread, Vehementi! :why_so_serious:
Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 17, 2009, 04:35:20 PM I saw the actual (detailed)
Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on January 17, 2009, 04:50:11 PM I just took a shit in a depends. I will now charge you 15 dollars a month to PvP for it.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 18, 2009, 08:24:18 AM I saw the actual (detailed) That map makes it really easy to tell the size of basic zone. Been a long time since i saw square islands in a game, too.Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 18, 2009, 08:29:20 AM That map makes it really easy to tell the size of basic zone. Been a long time since i saw square islands in a game, too. Their world builders are hard core. You can even see the seams. Title: Re: Darkfall sets a release date as 'maybe' Post by: HaemishM on January 19, 2009, 12:04:52 PM So MMO players in general are actually hurting Darkfall? They've fucked up every other MMOG out there, why not one they'll never be able to play except in their tiny little minds? Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on January 19, 2009, 12:47:06 PM Quote I'll be nice to Aventurine but unless they're honest about shooting too high, promising too much for what they're capable of, then they don't have my respect and I won't cut them any slack. I'm not giving up on Darkfall because I'm very interested to see the whole debacle unfold. Quote 1. Darkfall releases at some unspecified date in the future. 2. Zillions of people buy boxes, make characters 3. Much ganking ensues. Cries of "This is a griefers game! I QUIT!" ensue 4. Bored WoW'ers go back to WoW 5. Some time later, bored gankers quit and start hyping up the next open pvp game 6. Servers merge 7. Darkfall slowly evolves into a fiercely competitive pvp game 8. Remaining subscribers form the core of a new playerbase that revolves less around ganking (though it will still happen to people who don't protect themselves, of course), and more around territory and resource control. 9. Darkfall slowly grows 10. Five years later, it has about 400-500K subs and is considered a classic 11. Everyone who signed up in the first week and quit at stage 3 wonders what happened. There's your debacle for you. Courtesy of MMORPG.com. Watching someone derail their own train of logic based on how hard they're hoping for something to happen was hilarious, I found. There was a penny on the tracks here somewhere around 7, and the crash was epic. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lum on January 19, 2009, 12:53:29 PM So I went to the Glitchless site and it still exists, Race War Kingdoms still exists, it released some sort of alleged new game 6 months ago, they have some shockingly active forums for it, and Dawn is still listed on the site as "in development". It's like a fucking time capsule. http://www.nodiatis.com/ Title: Re: Darkfall sets a release date as 'maybe' Post by: WayAbvPar on January 19, 2009, 12:58:29 PM I still think it's vaporware. That would require it to be in an excited state. I prefer to think of it as droolware. Well played, sir. Feb 25th release date means I get fanboy tears for my birthday. How did they know what I wanted? Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on January 19, 2009, 01:00:04 PM The fanboys apologize in advance for a belated gift. FYI.
Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on January 19, 2009, 01:04:17 PM The prediction is that everyone leaves, the hardcore players stay, somehow the game gets 400-500k subs and is a classic.
I'll see their wager, and raise them an sb.exe. Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 19, 2009, 03:31:23 PM I'll see their wager, and raise them an sb.exe. When an MMO fails in a big way they do it uniquely from other companies. Use your imagination. Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on January 19, 2009, 07:45:42 PM http://www.nodiatis.com/ I'm logged in now. It's painfully generic in places (kill 10 rats!) but the stat/skill system is really complex and overall it's... kinda interesting. Title: Re: Darkfall sets a release date as 'maybe' Post by: stu on January 19, 2009, 10:48:34 PM Damn Submit button is blocking the verification code. Maybe I should have gone with the Alcoholic class... :uhrr:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Wasted on January 20, 2009, 01:00:35 AM I'd normally give any game a try but Race War Kingdoms was that bad, I wont try another game from them. Nodiatis is advertising itself as a 'difficult' RPG which is somewhat interesting, difficult for them though probably means they make you do 20 mouse clicks for each action though.
Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on January 20, 2009, 01:03:35 AM The whole thing is very "Here are 530984309 skills to raise, good luck picking the right ones newbie!" in a way that you don't see very often these days for a reason. Just don't spec in blunt weapons as there doesn't seem to be shit available, and be aware that apparently everyone thinks putting XP in recovery is a waste.
And their spell system is weird. Spells come in the form of gems, and you load some of them into a pouch. Every 8 seconds or so during combat, a random spell selected from those you have loaded will pop into a box at the bottom of the screen, at which point you can grab it and put it on your hotbar. So you're just autoattacking and casting whatever spells come up, hoping for a good one. I suppose you can load multiples of a particular spell to increase the chances of it coming up. Strangely, the ability to flee combat counts as a spell, and is the default "spell" for slots in your pouch that you haven't filled. So you always want to leave at least one slot empty. It's something different in what is otherwise a very generic "here's a shortsword, kill 10 rats" sort of game. I'm mostly talking about it because this is how much I don't give a fuck about Darkfall: I would rather talk about a Glitchless product. Good old GLJeff seems to be online a fair amount chatting with users. At the very least one can get on and ask him for directions to the fetuspults. Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on January 20, 2009, 01:35:04 AM Is Jeff's email address still yourbigdaddy@hotmail.com?
Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on January 20, 2009, 04:21:26 AM I'm still just flabbergasted to learn that Glitchless is still in business, that RWK was successful enough for them to make a second game, and that said game is a serviceable and active little foozle-grinder instead of some ridiculous disaster. It gives me hope that they'll be successful enough for some sucker to give them some venture capital someday, and then Dawn Fiasco 2.0 will be upon us.
:why_so_serious: Title: Re: Darkfall sets a release date as 'maybe' Post by: Wasted on January 20, 2009, 04:30:15 AM I'd be surprised if their sole revenue was from RWK, they all had to be working other jobs surely. I know people spend lots of money on crap but their prices were beyond stupid and the game beyond crappy, the world just can't be that wrong can it?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Sheepherder on January 20, 2009, 06:08:18 AM the world just can't be that wrong can it? http://www.gamespot.com/pc/rpg/vanguard/review.html :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on January 20, 2009, 01:33:11 PM I keep playing this thing. Partly because I can turn on passive training, sit in town, and skill up while I'm tabbed out all day to work or browse the web. There's something that players do that causes everyone around to get money for nothing. I have no idea what yet. There's also no timeout for inactivity, apparently, so i've had a productive day of AFK.
The casting system is, I guess, meant to emulate a CCG. The game shuffles through your bag of gems (aka deck of cards) and you can choose to put what you're dealt on your hotbar or just wait for the next deal. Some things are one-shots, others can be cast repeatedly once up on the bar. Your skill level in different schools of magic determine how many of each color gem you can have in your deck... er... bag. It's actually sort of neat. But outside of that, and before you get any spells, the combat is pure "click on Start Autoattack, sit and watch" drudgery. I've been tabbing in for a few seconds to initiate combat and fire up autoattack, then out to do something else, then back in real quick to loot and repeat whenever I'm fighting anything that isn't very threatening. I'm finding it a surprisingly amusing "tab in and out while you really should be doing other things" diversion. There's supposedly PK, but they can only loot one non-soulbound item/stack when they kill you (all gear binds on equip) and apparently even one PK makes the killer permadeath forever. Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on January 20, 2009, 01:39:03 PM I'm still just flabbergasted to learn that Glitchless is still in business, that RWK was successful enough for them to make a second game, and that said game is a serviceable and active little foozle-grinder instead of some ridiculous disaster. It gives me hope that they'll be successful enough for some sucker to give them some venture capital someday, and then Dawn Fiasco 2.0 will be upon us. :why_so_serious: Maybe that kid wasn't as dumb as we all thought he was. He had a dream, took a stab at it, got slapped down, didn't give up, and now he has run a successful business for a number of years. Do I personally value his product? No. Lots of other people do, and there is something to be said for that. Title: Re: Darkfall sets a release date as 'maybe' Post by: Murgos on January 20, 2009, 02:45:01 PM Maybe that kid wasn't as dumb as we all thought he was. He had a dream, took a stab at it, got slapped down, didn't give up, and now he has run a successful business for a number of years. Do I personally value his product? No. Lots of other people do, and there is something to be said for that. Yeah, and that something to be said was said by PT Barnum, "There's a sucker born every minute." :why_so_serious: Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 20, 2009, 02:53:58 PM I keep playing this thing. Partly because I can turn on passive training, sit in town, and skill up while I'm tabbed out all day to work or browse the web. There's something that players do that causes everyone around to get money for nothing. I have no idea what yet. There's also no timeout for inactivity, apparently, so i've had a productive day of AFK. I've been giving it a shot. There are actually some interesting ideas in it. A lot of crap, too, but some things of interest.Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on January 20, 2009, 03:17:08 PM I have a level 3 dark knight named Grimthrax. Hit me up if you get the chance, I could use someone to run around with. (IE, help me kill that stupid Ogre Outcast that one needs to beat to get out of the first area. If you haven't run into him, you will.) Although there's obviously a good chance I'm soaking up free money while tabbed out, as mentioned.
I've been leveling up all the main "stat skills" with the exception of recovery, which everyone says is useless. This slows down leveling a bit, but makes you more powerful at a given level. When one of the stat skills goes up, I just put one point into each of the 3 stats because I'm not sure what I'm doing there. (snip some number crunchery) Really I'm just playing it because I can look like this: (http://i38.photobucket.com/albums/e121/GrimDysart/Spikedude.jpg) I don't even know what the fuck is supposed to be going on with this guy, but I know he's fucking hardcore. Title: Re: Darkfall sets a release date as 'maybe' Post by: Xuri on January 21, 2009, 12:47:44 AM I'm sure there must be some sort of ointment your guy can get that will take care of those problematic pointy things.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on January 21, 2009, 05:59:46 AM I keep playing this thing. Partly because I can turn on passive training, sit in town, and skill up while I'm tabbed out all day to work or browse the web. There's something that players do that causes everyone around to get money for nothing. I have no idea what yet. There's also no timeout for inactivity, apparently, so i've had a productive day of AFK. Jeezus man, go play Eve. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lietgardis on January 21, 2009, 09:00:01 AM Quote 1. Darkfall releases at some unspecified date in the future. 2. Zillions of people buy boxes, make characters 3. Much ganking ensues. Cries of "This is a griefers game! I QUIT!" ensue 4. Bored WoW'ers go back to WoW 5. Some time later, bored gankers quit and start hyping up the next open pvp game 6. Servers merge 7. Darkfall slowly evolves into a fiercely competitive pvp game 8. Remaining subscribers form the core of a new playerbase that revolves less around ganking (though it will still happen to people who don't protect themselves, of course), and more around territory and resource control. 9. Darkfall slowly grows 10. Five years later, it has about 400-500K subs and is considered a classic 11. Everyone who signed up in the first week and quit at stage 3 wonders what happened. There's your debacle for you. Courtesy of MMORPG.com. Watching someone derail their own train of logic based on how hard they're hoping for something to happen was hilarious, I found. There was a penny on the tracks here somewhere around 7, and the crash was epic. To be fair, swap WoW for EQ et. al., and that's pretty much the Shadowbane story up through #8. Title: Re: Darkfall sets a release date as 'maybe' Post by: Merusk on January 21, 2009, 09:54:42 AM Maybe that kid wasn't as dumb as we all thought he was. He had a dream, took a stab at it, got slapped down, didn't give up, and now he has run a successful business for a number of years. Do I personally value his product? No. Lots of other people do, and there is something to be said for that. Yeah, and that something to be said was said by PT Barnum, "There's a sucker born every minute." :why_so_serious: It just lends to my ever-growing suspicion that all you have to do in life is give up entirely on ethics and you too can be a billionaire. Damn my parents for raising me 'right' instead. Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on January 21, 2009, 10:01:15 AM To be fair, swap WoW for EQ et. al., and that's pretty much the Shadowbane story up through #8. Well, that's my point. The guy follows the tracks of basic logic up to a point, and then veers ridiculously when logic fails to meet his desires for the end result of the prediction. I'm not shocked or surprised, because I have plenty of experience with human beings. But I thought it was particularly amusing and topical. Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on January 21, 2009, 02:32:33 PM I'm sure there must be some sort of ointment your guy can get that will take care of those problematic pointy things. At first I thought they were just bolted onto his skull somehow. Then I decided I'd rather believe that his whole skull and skeleton are metal, that he's some sort of Terminator (except with spikes, because he's hardcore) sent back by some future-ruling AI to terminate all the level 1 foxes and snakes and shit before they band together and form a resistance. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on January 21, 2009, 02:45:28 PM Quote 1. Darkfall releases at some unspecified date in the future. 2. Zillions of people buy boxes, make characters 3. Much ganking ensues. Cries of "This is a griefers game! I QUIT!" ensue 4. Bored WoW'ers go back to WoW 5. Some time later, bored gankers quit and start hyping up the next open pvp game 6. Servers merge 7. Darkfall slowly evolves into a fiercely competitive pvp game 8. Remaining subscribers form the core of a new playerbase that revolves less around ganking (though it will still happen to people who don't protect themselves, of course), and more around territory and resource control. 9. Darkfall slowly grows 10. Five years later, it has about 400-500K subs and is considered a classic 11. Everyone who signed up in the first week and quit at stage 3 wonders what happened. There's your debacle for you. Courtesy of MMORPG.com. Watching someone derail their own train of logic based on how hard they're hoping for something to happen was hilarious, I found. There was a penny on the tracks here somewhere around 7, and the crash was epic. To be fair, swap WoW for EQ et. al., and that's pretty much the Shadowbane story up through #8. So, you predict that Darkfall is going to go free2play and get filled up with Asian players? Title: Re: Darkfall sets a release date as 'maybe' Post by: K9 on January 21, 2009, 03:41:32 PM I'm sure there must be some sort of ointment your guy can get that will take care of those problematic pointy things. At first I thought they were just bolted onto his skull somehow. Then I decided I'd rather believe that his whole skull and skeleton are metal, that he's some sort of Terminator (except with spikes, because he's hardcore) sent back by some future-ruling AI to terminate all the level 1 foxes and snakes and shit before they band together and form a resistance. oh hai (http://www.filedump.net/dumped/151232581601.jpg) Title: Re: Darkfall sets a release date as 'maybe' Post by: Righ on January 21, 2009, 03:42:39 PM To be fair, swap WoW for EQ et. al., and that's pretty much the Shadowbane story up through #8. And it is only about four orders of magnitude out on #10. Title: Re: Darkfall sets a release date as 'maybe' Post by: Triforcer on January 22, 2009, 02:14:50 AM The MAINSTREAM MMO MEDIA likes it!!
http://www.massively.com/2009/01/21/anti-aliased-the-darkfall-prophecies-pt-2/ If you don't want to waste precious seconds: Spoiled babies who only play WoW and LOTRO will find it too hard and cry because they are spoiled and lazy, EQ and UO players will think its robot Jesus. Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on January 22, 2009, 03:29:09 AM So it's still in beta?
Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 22, 2009, 03:38:43 AM The MAINSTREAM MMO MEDIA likes it!! http://www.massively.com/2009/01/21/anti-aliased-the-darkfall-prophecies-pt-2/ If you don't want to waste precious seconds: Spoiled babies who only play WoW and LOTRO will find it too hard and cry because they are spoiled and lazy, EQ and UO players will think its robot Jesus. Quote Darkfall will certainly have a home amongst the well made games of our time. Someone needs to frame that. Preferably with a white border. Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on January 22, 2009, 03:58:15 AM Making a Nodiatis thread on the Browser Game forum...
Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 22, 2009, 06:14:46 AM I'm guessing that slightly-open beta isn't going to happen today. Their forums are down. The volunteer mods are telling everyone that the site is down due to a DDOS attack, and there is no ETA for a fix. That's a pretty convenient ddos attack.
UPDATE: I was just kicked from their IRC channel for suggesting that the DDOS attack is a lie. Working on a ban. Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on January 22, 2009, 06:18:44 AM I'm guessing that slightly-open beta isn't going to happen today. Their forums are down. Well, historically speaking, MMO companies that are unable to keep their forums functioning properly have been able to leverage their experiences to increase game server stability. Title: Re: Darkfall sets a release date as 'maybe' Post by: FatuousTwat on January 22, 2009, 06:49:22 AM I'm guessing that slightly-open beta isn't going to happen today. Their forums are down. The volunteer mods are telling everyone that the site is down due to a DDOS attack, and there is no ETA for a fix. That's a pretty convenient ddos attack. UPDATE: I was just kicked from their IRC channel for suggesting that the DDOS attack is a lie. Working on a ban. Lol, nice. Title: Re: Darkfall sets a release date as 'maybe' Post by: Murgos on January 22, 2009, 06:58:08 AM I'm guessing that slightly-open beta isn't going to happen today. Their forums are down. Well, historically speaking, MMO companies that are unable to keep their forums functioning properly have been able to leverage their experiences to increase game server stability. The words 'Negative Ping Code' raced through my mind... Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 22, 2009, 07:49:09 AM UPDATE: I was just kicked from their IRC channel for suggesting that the DDOS attack is a lie. Working on a ban. You go, girl! :yahoo: Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on January 22, 2009, 08:23:34 AM I don't really understand why the forums being down would prevent them from anything.
It's a fine excuse to do nothing and not speak to the community for weeks though, if they'd like to take it. Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on January 22, 2009, 08:37:27 AM Is this where one of the wheels starts to kick up stones?
edit: Just got banned from the irc channel, its being overrun with clones. :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 22, 2009, 08:54:26 AM I don't really understand why the forums being down would prevent them from anything. It's a fine excuse to do nothing and not speak to the community for weeks though, if they'd like to take it. All of their beta signups have just been vbulletin mods so far. I wouldn't really be surprised if beta accounts are just a special usergroup on their forum. They don't seem to have anyone actively developing their website. Preorder will probably be a paypal link on their forum. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 22, 2009, 08:55:20 AM Is this where one of the wheels starts to kick up stones? edit: Just got banned from the irc channel, its being overrun with clones. :awesome_for_real: were you 'dfguestdfsd' ? They are banning for anything negative now: 11:01 < Charq> Darkfall is not real. 11:01 -!- Charq was kicked from #darkfall by ChanServ [You have been banned] 11:02 < DFGuest280> if the game is not finished, OK but at least inform us instead of lie to us 11:03 -!- DFGuest280 was kicked from #darkfall by ChanServ [You have been banned] 11:05 < Skjoldr> It is not a DDos attack. This is actually normal for a developer to be down for an extended period of time when making large changes. What is not the norm is when they just do it and dont tell anyone they are doing. OMG I AM SO FREAKING OUT!! 11:05 -!- Skjoldr was kicked from #darkfall by ChanServ [You have been banned] 11:07 < Nazkar> vaporfall 11:07 -!- Nazkar was kicked from #darkfall by ChanServ [You have been banned] Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on January 22, 2009, 09:03:15 AM No, I was waffel. I said something along the lines of "DDOS YEAH RIGHT HOW CONVENIENT" and got banned for caps :[
It got lost in the spam of Title: Re: Darkfall sets a release date as 'maybe' Post by: Lucas on January 22, 2009, 09:08:43 AM overused, but really inevitable now:
(http://www.gifanatics.com/files/Jackson_popcorn.gif) Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on January 22, 2009, 09:11:33 AM I guess I don't see the point of joining an IRC channel where people are blindly praising something we all know to be a pipedream. Do you guys just get a kick out of pushing people's buttons or something?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Vehementi on January 22, 2009, 09:19:47 AM Fucking with the moderators in a channel that is getting spammed makes you cool. And as a bonus, when they moderate you, you get to desperately hope that you can infer something negative about the game!
Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 22, 2009, 09:21:22 AM I guess I don't see the point of joining an IRC channel where people are blindly praising something we all know to be a pipedream. Do you guys just get a kick out of pushing people's buttons or something? Of course we do. It's like hanging out with the retarded kid. It's funny to watch him dance around while his pants are on fire. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 22, 2009, 09:33:17 AM Hi guys!
This is gonna be a FUN thread today! Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on January 22, 2009, 09:35:32 AM Apparently, the creator of the noob is going crazy, because everyone has flooded her shot box with Darkfall spam.
Quote "Gianna: For what is worth, I'm going to send them a list of the IPs of all the wankers spamming here with a request that they never get added to beta, now piss off." Its a good comic, that i enjoy very much. Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 22, 2009, 09:37:06 AM Just another level of an NDA-on closed beta that is supposed to take the place of the "free trial" before purchase?
This DDoS is worse than that danged dog always eating my homework just before homeroom... Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 22, 2009, 10:07:23 AM Hmm their forums seems to be online, it's just slow but that's probably to be expected:
Currently Active Users: 3396 (1803 members and 1593 guests) Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 22, 2009, 10:08:00 AM Oh dear, that is a number that is far too high!
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 22, 2009, 10:15:19 AM Well, for comparison the European LotRO forums atm: Currently Active Users 346 (100 members & 246 guests)
so yeah, lot of rubbernecking there :grin: Title: Re: Darkfall sets a release date as 'maybe' Post by: rask on January 22, 2009, 10:21:00 AM They are banning for anything negative now: 11:01 < Charq> Darkfall is not real. 11:01 -!- Charq was kicked from #darkfall by ChanServ [You have been banned] 11:02 < DFGuest280> if the game is not finished, OK but at least inform us instead of lie to us 11:03 -!- DFGuest280 was kicked from #darkfall by ChanServ [You have been banned] 11:05 < Skjoldr> It is not a DDos attack. This is actually normal for a developer to be down for an extended period of time when making large changes. What is not the norm is when they just do it and dont tell anyone they are doing. OMG I AM SO FREAKING OUT!! 11:05 -!- Skjoldr was kicked from #darkfall by ChanServ [You have been banned] 11:07 < Nazkar> vaporfall 11:07 -!- Nazkar was kicked from #darkfall by ChanServ [You have been banned] That is absolutely hilarious :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on January 22, 2009, 10:37:26 AM That IRC room was great.
Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 22, 2009, 10:53:06 AM *ahem*
Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on January 22, 2009, 11:06:05 AM Does it count as a DDoS if you tell everyone to log in and you hit a deadlock condition you never noticed due to typically low load?
Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on January 22, 2009, 11:32:33 AM Do you guys just get a kick out of pushing people's buttons or something? Uh. That is THE POINT of the internet. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 22, 2009, 12:04:25 PM If it wasn't for pushing buttons on IRC, I would never have bumped into Schildy. And now I love him like he's one of my CATS!
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 22, 2009, 12:07:52 PM You love schild like you love a cat. Amazing!
Also, the Wikipedia adventures are not over. Here's another fun one I saw: Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 22, 2009, 12:24:55 PM Bah looks the short bus broke, their forums went down again.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 22, 2009, 12:25:21 PM Just now I peeked at the Darkfall IRC (don't give me shit about F13 IRC!) and saw someone named "Nebuluv". NEBU!
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on January 22, 2009, 12:25:44 PM If it wasn't for pushing buttons on IRC, I would never have bumped into Schildy. And now I love him like he's one of my CATS! You said cat. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 22, 2009, 12:41:24 PM Quote First wave of Invites - Thursday January 22 2009 Posted by Darkfall News on January 22, 2009 20:36 This is an update about what is happening today: We sent out the first wave of invites to clans and individual testers. We' will send more waves of invites within a few hours. Players will be able to download the Darkfall installer. We are applying the latest patch, and players will be able to start patching soon, and entering the game. We are spacing out the invites in order to facilitate the download of the client. We will continue sending out more invites every day until we reach our capacity. Since this first phase has to do with stress testing the servers, and doing final testing on some features, we are not lifting the NDA until this testing is concluded. We apologize for the problems with the forums and the website today, we have been experiencing denial of service attacks, and we are working to resolve them. http://www.darkfallonline.com/news/news_1232656569.html If they really exist, I hope LC gets one. That would be awesome. Having said that... (http://www.lboro.ac.uk/departments/cg/news/graphics/VapourCloudExplosion.jpg) Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 22, 2009, 12:49:08 PM http://www.darkfallonline.com/news/news_1232656569.html If they really exist, I hope LC gets one. That would be awesome. Having said that... You just want to see me suffer. I just checked my exploiter.org email account which is signed up as a clan leader, and I have gotten nothing so far. I'll check some of the others in a few minutes. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on January 22, 2009, 12:54:55 PM LMAO, i'm sorry, maybe this is in bad taste...but LOLZ. (http://www.youtube.com/watch?v=sMzmKFbiWQ4)
Title: Re: Darkfall sets a release date as 'maybe' Post by: WayAbvPar on January 22, 2009, 01:05:40 PM OMG that was classic.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 22, 2009, 01:12:54 PM http://www.darkfallonline.com/news/news_1232656569.html If they really exist, I hope LC gets one. That would be awesome. Having said that... You just want to see me suffer. I just checked my exploiter.org email account which is signed up as a clan leader, and I have gotten nothing so far. I'll check some of the others in a few minutes. Not true! I just want to see you to make them cry. Why in the name of all that's anything, would you use your exploiter.org email account? That would even send up red flags to crazy-arsed Greek-wegians! Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 22, 2009, 01:15:17 PM http://www.darkfallonline.com/news/news_1232656569.html If they really exist, I hope LC gets one. That would be awesome. Having said that... You just want to see me suffer. I just checked my exploiter.org email account which is signed up as a clan leader, and I have gotten nothing so far. I'll check some of the others in a few minutes. Not true! I just want to see you to make them cry. Why in the name of all that's anything, would you use your exploiter.org email account? That would even send up red flags to crazy-arsed Greek-wegians! That's why I signed up with 6 different email accounts. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 22, 2009, 01:38:05 PM I only signed up with one. I'm bad at this, I should have done more.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 22, 2009, 01:40:56 PM Look on the bright side. If it doesn't exist and you don't get in, you won't disappear forever in a puff of vapour! I would miss you, even though I would have to laugh.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 22, 2009, 01:42:44 PM You wouldn't miss me. My senseless accusations would stop, and you'd turn your life around. I am the sole weight on your shoulders.
I wonder how much the keys will go on eBay for. Ravenous fanboy froth raises the price tenfold. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on January 22, 2009, 01:44:11 PM About treefidy.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 22, 2009, 01:52:42 PM LMAO, i'm sorry, maybe this is in bad taste...but LOLZ. (http://www.youtube.com/watch?v=sMzmKFbiWQ4) Works even better than the WW2O one.... speaking of which, would anyone happen to have a link to that? was posted here once, but can't find it neither here nor on youtube pages. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 22, 2009, 05:55:40 PM Title: Re: Darkfall sets a release date as 'maybe' Post by: DLRiley on January 22, 2009, 08:25:25 PM A noobs hopes and dreams :drill:
http://www.warhammeralliance.com/forums/showthread.php?t=224398&page=16 Title: Re: Darkfall sets a release date as 'maybe' Post by: Rendakor on January 23, 2009, 09:34:02 AM LMAO, i'm sorry, maybe this is in bad taste...but LOLZ. (http://www.youtube.com/watch?v=sMzmKFbiWQ4) Wow, epic win. :drill:Title: Re: Darkfall sets a release date as 'maybe' Post by: NiX on January 23, 2009, 10:45:55 AM I believe there's also one for xbox live or a 360 RROD.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on January 23, 2009, 11:07:26 AM Looks like Beta invites are starting to go out...
http://www.mmorpg.com/gamelist.cfm?loadnews=12769&bhcp=1 At least according to MMORPG.com. Title: Re: Darkfall sets a release date as 'maybe' Post by: Cadaverine on January 23, 2009, 12:31:33 PM I have not gotten an invite so far. I consider myself a winner in this regard.
Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on January 23, 2009, 01:03:43 PM Looks like Beta invites are starting to go out... http://www.mmorpg.com/gamelist.cfm?loadnews=12769&bhcp=1 At least according to MMORPG.com. That's just a copy of the forum post they made on the official site yesterday. Title: Re: Darkfall sets a release date as 'maybe' Post by: Soulflame on January 23, 2009, 01:11:15 PM Forums will be the most entertaining part of this game anyway. :why_so_serious:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Righ on January 23, 2009, 08:03:17 PM Forums will be the most FIFY Title: Re: Darkfall sets a release date as 'maybe' Post by: Jayce on January 24, 2009, 11:46:32 AM Someone should update the OP. This saga is hard to follow.
ninja edit: and it's important I find out when they fail hilariously. I have a friend who's a true believer who I need to laugh at later. Though I have managed to make him doubt the Kool-Aid just a little. Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on January 25, 2009, 12:03:18 PM So is the NDA what's preventing us from hearing about how awesome the last week has been for all the players?
Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on January 25, 2009, 12:20:24 PM So is the NDA what's preventing us from hearing about how awesome the last week has been for all the players? Oh please. Who is going to enforce an NDA on this disaster? Title: Re: Darkfall sets a release date as 'maybe' Post by: Modern Angel on January 25, 2009, 01:39:29 PM Someone should update the OP. This saga is hard to follow. ninja edit: and it's important I find out when they fail hilariously. I have a friend who's a true believer who I need to laugh at later. Though I have managed to make him doubt the Kool-Aid just a little. I agree with this. I'm starting to lose track. What's the brief round-up now? Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 25, 2009, 04:28:02 PM So is the NDA what's preventing us from hearing about how awesome the last week has been for all the players? Nah; drop "darkfall leaks" into google and you're good to go.Title: Re: Darkfall sets a release date as 'maybe' Post by: Cadaverine on January 25, 2009, 05:48:24 PM Except the first six or so hits for "Darkfall leaks" redirect to a spyware site. :ye_gods:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Torinak on January 25, 2009, 08:19:21 PM Except the first six or so hits for "Darkfall leaks" redirect to a spyware site. :ye_gods: Hah, you're not hard-core enough for Darkfall! Even the "leak" sites try to PK you! (and at least one of the "leak" sites seems to be run by the devs, given that it's full of oddly-similar random posts of praise without details, emphasis on the legal threats, and posts about how overwhelmingly awesome the game is...) Title: Re: Darkfall sets a release date as 'maybe' Post by: Nerf on January 26, 2009, 12:03:36 AM I got my beta email yesterday, and have been bathing in carebear tears since. Watching noobs die over and over again is great fun, I fucken killed this one guy and he kept sending me /tells begging me to stop because he just wanted to play, and I totally killed him again. Darkfall rocks.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 26, 2009, 03:15:11 AM Except the first six or so hits for "Darkfall leaks" redirect to a spyware site. :ye_gods: oops that seems new :uhrr: few days ago the first on list was that blogspot thing, sorry about that.Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 26, 2009, 04:43:37 PM From my MMORPG viewing the other day, apparently the first hour of Darkfall is AWESUM. Because it seemed that most of the people gloating about how good Darkfall was wouldn't have had enough time to finish the tutorial and fit in all the forum warrioring they'd been up to.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 26, 2009, 05:13:11 PM I'm so confused. :ye_gods: I think I'm having brain stutters or mind warps or something. I need to rest my hair.
Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 26, 2009, 05:57:08 PM Quote finish the tutorial Haha! Good one! You almost had me until your filthy carebear ways shown through!Title: Re: Darkfall sets a release date as 'maybe' Post by: Redgiant on January 26, 2009, 07:51:46 PM I'm as skeptical as anyone about this game even being released, but I'll admit this HD cap looks better than I thought they had it at, including animations.
Of course that means next to nothing overall but at least this seems beyond the Dawn category and Horizons quality bar. Now if you can actually hide by crawling or ducking extremely low in all that tall grass, I'd be somewhat impressed. And I REALLY can't believe they are sticking with no head rotation to even look 90 degrees laterally (like a humanoid can do) unless resting or riding. I wonder how all the real wars in history would have turned out if everyone had a rigid neckbrace on... http://www.youtube.com/watch?v=1Hrp0B5FCDk&fmt=22 (http://www.youtube.com/watch?v=1Hrp0B5FCDk&fmt=22) [btw, the resolution clarity is better when viewed on the youtube site itself] Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 26, 2009, 10:07:47 PM What's an HD cap?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 26, 2009, 10:11:57 PM High-density cap.
None of these wool stocking caps, we're going fucking KEVLAR for this bad boy. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 27, 2009, 04:52:18 AM I'm as skeptical as anyone about this game even being released, but I'll admit this HD cap looks better than I thought they had it at, including animations. Check around 1:15-1:20 and then 1:35-1:40 in that video. The only way for that run cycle to be any worse would be if the legs didn't move at all.and it's not like reference material is difficult to find on the intrawebs... Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on January 27, 2009, 07:05:47 AM They have a nice environment artist.
Anything that moves looks like ass, however. Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on January 27, 2009, 09:00:49 AM Now if you can actually hide by crawling or ducking extremely low in all that tall grass, I'd be somewhat impressed. You'll be impressed until 15 minutes after launch when half the players have an exploit that makes the grass transparent so -- oops -- you aren't hiding anymore. Must we learn these lessons over and over again? Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on January 27, 2009, 09:01:46 AM Wouldn't that 'exploit' be just turning down flora and grass textures to low or off?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Fordel on January 27, 2009, 10:22:41 AM Now if you can actually hide by crawling or ducking extremely low in all that tall grass, I'd be somewhat impressed. You'll be impressed until 15 minutes after launch when half the players have an exploit that makes the grass transparent so -- oops -- you aren't hiding anymore. Must we learn these lessons over and over again? Sorry what was that? I was turning my Gamma way up. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vehementi on January 27, 2009, 12:32:35 PM Now if you can actually hide by crawling or ducking extremely low in all that tall grass, I'd be somewhat impressed. You'll be impressed until 15 minutes after launch when half the players have an exploit that makes the grass transparent so -- oops -- you aren't hiding anymore. Must we learn these lessons over and over again? Sorry what was that? I was turning my Gamma way up. Fucking hacker Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 27, 2009, 02:54:23 PM gl_modulate 40
SHADOWS? WHAT ARE THOSE YOU ARE FULLBRIGHT Title: Re: Darkfall sets a release date as 'maybe' Post by: Zzulo on January 28, 2009, 04:28:51 AM http://se.youtube.com/watch?v=14CrMGhRv1Y
Here's some beta gameplay I think Title: Re: Darkfall sets a release date as 'maybe' Post by: Baldrake on January 28, 2009, 05:11:07 AM What, you mean the mob doesn't stand still until you pummel it into the ground? Haven't they ever played an MMO before??
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 28, 2009, 05:19:50 AM That's from those Italian friends of the lead guy and those character models look more and more awful. What ten-year old did them? Anyway, if it's actual gameplay,, where's the UI? Who plays without it?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Zzulo on January 28, 2009, 05:48:28 AM I'm just guessing here, but I think they disabled the UI so you wouldn't see the persons info
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on January 28, 2009, 06:21:18 AM http://www.youtube.com/watch?v=GnsG-_CJnO0
There's one with the actual UI turned on. Love the spellcasting sounds - electric train engine into plate dropping on ground from Diablo series. Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on January 28, 2009, 06:33:51 AM That's gameplay from five years ago, right? They're not planning on releasing a game that looks like a high school rendition of Savage, right?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on January 28, 2009, 06:34:21 AM http://se.youtube.com/watch?v=14CrMGhRv1Y Here's some beta gameplay I think "That's a lot of chasing for one kill." was my first thought. Title: Re: Darkfall sets a release date as 'maybe' Post by: Ratman_tf on January 28, 2009, 06:42:08 AM http://se.youtube.com/watch?v=14CrMGhRv1Y Here's some beta gameplay I think "That's a lot of chasing for one kill." was my first thought. But it's twitch! That makes it fun! Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on January 28, 2009, 06:42:47 AM "That's a lot of chasing for one kill." was my first thought. "Looks like ass" was mine. Title: Re: Darkfall sets a release date as 'maybe' Post by: Rendakor on January 28, 2009, 07:41:09 AM Wow. A game where the mobs play like 12 year old WoW rogues.
Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 28, 2009, 07:51:27 AM Wow. A game where the mobs play like 12 year old WoW rogues. Correction! You mean they fight (sort of) like people. Of all the criticisms that could be levied against Darkfall I can't stand anyone who thinks ANY game shouldn't advance AI :| Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 28, 2009, 08:02:33 AM Of all the criticisms that could be levied against Darkfall I can't stand anyone who thinks ANY game shouldn't advance AI :| Advanced AI can be fun if it doesn't come together with "slaughter million goblins for cash to get anything" taken straight from the Korean grindfest.Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on January 28, 2009, 08:36:04 AM Honestly, improved humanoid AI would require a cover system, and XP for participating in the fight, not actually killing.
Since the AI would duck behind a wall and get the fuck out of dodge if it didn't outnumber you. Title: Re: Darkfall sets a release date as 'maybe' Post by: DLRiley on January 28, 2009, 09:17:36 AM Advance AI assumes that the gameplay is fun...
Title: Re: Darkfall sets a release date as 'maybe' Post by: Rendakor on January 28, 2009, 09:21:08 AM Mobs running around in circles is advanced? :uhrr: Do we need to play the "single player games are way ahead of MMOs" card again?
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 28, 2009, 09:30:55 AM Mobs running around in circles is advanced? :uhrr: Do we need to play the "single player games are way ahead of MMOs" card again? You can, but since it's not new in the MMOs either there's no point to be made here.Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 28, 2009, 09:33:18 AM Seems like playing an archer or spell caster would really suck with how much things run around in an odd fashion. I can hit a running target with a rifle more often than not, but hitting anything in that game would be pure luck.
Title: Re: Darkfall sets a release date as 'maybe' Post by: DLRiley on January 28, 2009, 10:04:50 AM Seems like playing an archer or spell caster would really suck with how much things run around in an odd fashion. I can hit a running target with a rifle more often than not, but hitting anything in that game would be pure luck. Doesn't slow twitched base range system works swell when everyone can hop around like bunnies. :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: Jayce on January 28, 2009, 10:42:00 AM A lot of the core gameplay we have now stems from dumb AI. Like have to kill ten million of one thing to advance. If (for example) the AI was challenging enough that you had to sink the same time into a single mob as (say) a WOW guild spends downing their first raid boss, that one mob better give you instant multiple levels.
Also, why are they wasting great AI on a PvP game? The point of the mobs/xp/grind aspect of a PvP game is that they're a resource, not some great challenge to overcome. They should be as challenging as harvesting wheat unless they are the point of the game. BTW - Vehementi - are you the same Vehementi from AC Darktide early days? Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 28, 2009, 12:00:02 PM Also, why are they wasting great AI on a PvP game? The point of the mobs/xp/grind aspect of a PvP game is that they're a resource, not some great challenge to overcome. They should be as challenging as harvesting wheat unless they are the point of the game. 1. Principle: Developers should like to push forward their craft. 2. To make a viable practice tool. 3. Immersion. A world where NPCs don't act like real people pulls you out of the game. 4. PvE isn't just a resource to some pvpers. They want the challenge of fighting PvE mobs ramped up by developing strategies to protect themselves from PKers and other PvPers interested in the mob. These people also demand for better AI from mobs to ensure it's not just pvpers offering a challenge. 5. Even people who view mobs as just another resource to harvest can't stand how mind numbing brain dead AI is, because it makes resource collection too boring. (See Eve Online forums) If they loved braindead mobs they would have no problem mining or gathering but they prefer to avoid that too because it's not a combat scenario. Please tell me why I actually had to explain something this obvious? Quote Do we need to play the "single player games are way ahead of MMOs" card again? Please play this card and I'll shred it up; because the majority of singleplayer games take advantage of the limited amount of space AI have to move in. MMO AI programming is much harder, so some allowances have to be made. Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on January 28, 2009, 12:06:13 PM What MMOG's have you programmed the AI into?
Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 28, 2009, 12:43:33 PM Didn't need to design one to understand it is going to be a lot harder to pull off the same things in an offline game.
Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on January 28, 2009, 12:47:15 PM Ah. Ok. Gotcha.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Baldrake on January 28, 2009, 01:28:52 PM There are a couple of core issues that differentiate programming AI for MMOGs versus SP games.
The main technical issue is horsepower. Advanced AI techniques (planning-based) require a lot of computation and memory. Multiply that out by the thousands of mobs in the game and you run out of resources pretty quick. This leads us back to simple scripted or FSM AI that can be easily computed. The main playability issue is that most MMO players don't want to deal with hard AI whose actions might be hard to predict. Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 28, 2009, 01:30:10 PM I remember reading articles written by AI developers who would note how hard it was to build tough and realistic A.I.s. Looks like Aventurine thew out the realistic part of the equation and turned their mob bots all into duck-and-weave kiters. I don't know who told you that making an AI for an MMO was automagically harder, because I've seen no proof of it. Monsters in our current blend of MMOs rely on little more than an aggro list and a cooldown list. Are we going to pretend that because the fellows in Greece are doing something different (read: more annoying) that it's more advanced?
Games like FEAR 2 and Killzone 2 are typically used to show off advanced AI- the bots make active use of their environment for cover, flanking attacks, etc etc. Say you walked into a room and all the soldiers immediately ran out of it. You chased them around a corner and they popped you in the face with a shotgun, and ran away to the next corner. You'd say that was a shit AI. Hard- yes, but shitty. Pop it into a platformer or beat-em-up? Still shitty. But put it in an MMO and it's advanced? Well fuck me sideways, I don't see why they wouldn't make you chase down trees or ore. We'd then be praising the advanced and immerssive crafting system instead. Let me know when the mobs can do something different than run away like an annoying ass and we'll talk. Hopefully we'll see something innovative like attack the healer always! Playing a game where goblins acted like goblins, and not 12 year old Elf Rogues named SephigolasxX, has never broken "immersion" for me. Title: Re: Darkfall sets a release date as 'maybe' Post by: Montague on January 28, 2009, 01:36:16 PM Playing a game where goblins acted like goblins, and not 12 year old Elf Rogues named SephigolasxX, has never broken "immersion" for me. The videos remind me of D&D DM's that drop mindless undead that coordinate with military precision on level 1 players. Something tells me the developers of this game are going to have loads more fun than the players. And yeah, it looks like a semester project at State University's Game Design 401 class. Title: Re: Darkfall sets a release date as 'maybe' Post by: Ingmar on January 28, 2009, 01:37:40 PM I remember reading articles written by AI developers who would note how hard it was to build tough and realistic A.I.s. Looks like Aventurine thew out the realistic part of the equation and turned their mob bots all into duck-and-weave kiters. I don't know who told you that making an AI for an MMO was automagically harder, because I've seen no proof of it. Monsters in our current blend of MMOs rely on little more than an aggro list and a cooldown list. Are we going to pretend that because the fellows in Greece are doing something different (read: more annoying) that it's more advanced? Games like FEAR 2 and Killzone 2 are typically used to show off advanced AI- the bots make active use of their environment for cover, flanking attacks, etc etc. Say you walked into a room and all the soldiers immediately ran out of it. You chased them around a corner and they popped you in the face with a shotgun, and ran away to the next corner. You'd say that was a shit AI. Hard- yes, but shitty. Pop it into a platformer or beat-em-up? Still shitty. But put it in an MMO and it's advanced? Well fuck me sideways, I don't see why they wouldn't make you chase down trees or ore. We'd then be praising the advanced and immerssive crafting system instead. Let me know when the mobs can do something different than run away like an annoying ass and we'll talk. Hopefully we'll see something innovative like attack the healer always! Playing a game where goblins acted like goblins, and not 12 year old Elf Rogues named SephigolasxX, has never broken "immersion" for me. I don't think I would say that was a shitty AI. It also strikes me as how goblins *would* act. They're little weasely types, just the sort to run off and lead you into an ambush where they have the upper hand. On the other hand you wouldn't want, say, an ogre or something similar to act the same way. Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on January 28, 2009, 01:53:06 PM My point is that it acts like something playing a video game, not a goblin- and one gaming the system weirdly at that. Because troops from country XYZ are notoriously jumpy, it doesn't make sense for bots to be jump-ducking when I'm playing Battlefield 2. It's hard, and cheaply so, not advanced. Or special.
I haven't heard any description of A.I. that was not like that Goblin, but hopefully not everything works like that. We'll see. Maybe that guy from earlier will be back to tell us how stutter-strafing bots are totally pushing the envelope as far as developments in artificial intelligence go. But hey, maybe that's what DF players want. Or have at least told themselves they want, because AV put it in-game. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 28, 2009, 02:07:59 PM Please play this card and I'll shred it up; because the majority of singleplayer games take advantage of the limited amount of space AI have to move in. Please to be giving your credentials. I'm calling BS.MMO AI programming is much harder, so some allowances have to be made. The only differences between any given AI, single-player or MMO, are the amount of CPU cycles you're willing to dedicate to them, the environment in which they exist (which varies incredibly from game to game), and the competency of their programmers. AI might be hard, but there is nothing inherent to an MMO which makes it harder. Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on January 28, 2009, 02:18:15 PM I don't know who told you that making an AI for an MMO was automagically harder, because I've seen no proof of it. Monsters in our current blend of MMOs rely on little more than an aggro list and a cooldown list. Err, your lack of proof is based on it not having been done.Baldrake mentions the end user expectations as the second problem with making "smarter" AI (the first being computational cycles), but I actually think it's the first. These games are not designed for every single fight being a challenge of planning, trial, error, and luck. Players do not want this. Not with that big ass XP meter sitting there. Let's say Blizzard flipped the magical switch where all mobs a) got smarter; and, b) operated within culture expectations. Now you've got much more aggressive social aggros, seeking cover, constantly moving out of your cone, etc etc. I can count on one finger the number of picoseconds between that and the end of Azeroth. People want to talk about the technical challenge of making smarter AI and that's fine. We'll just have the same armchair programmer discussions we've had for years. But to actually deliver better AI is to fundamentally rethink the motivation of playing these games. If you want a world populated by an intelligent NPC culture, you have to rethink the role players play in that world first. Right now we're just a bunch of sadists commiting mob-genocide on our path to the optimal template. Smart AI would break that right quick. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 28, 2009, 04:28:46 PM AI might be hard, but there is nothing inherent to an MMO which makes it harder. I'd say the amount of CPU time to operate the AI and transmit it to a large number of players at once makes things harder for MMOs. Honestly, if mobs were 'smart', they'd form large gank parties, zerg rush all players (so that players wouldn't be able to solo) and every occupied cave / town / castle / hole in the ground would be fortified. The first act of every mob on encountering the players would be to raise the alarm so that every other friendly mob in the area would seek to swarm the players. Right now, the AI is set to aggressively loiter in a limited area and spends their time praying for the sweet release of death. 'Smart' mobs would be no fun, especially for the casual soloer. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 28, 2009, 04:56:37 PM If you want a world populated by an intelligent NPC culture, you have to rethink the role players play in that world first. Right now we're just a bunch of sadists commiting mob-genocide on our path to the optimal template. Smart AI would break that right quick. Pretty much. This is mentioned often enough, but typically when a player says "i had so much fun playing the game" (in MMO at least) it's associated with "i was playing this broken template that let me two-shot the shit in droves". People don't play these games to spend half hour trying to stab one goblin, they are playing them to feel powerful. City of Heroes kind of player/mob power balance.Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 28, 2009, 05:43:58 PM I'd say the amount of CPU time to operate the AI and transmit it to a large number of players at once makes things harder for MMOs. Running a combat script? Not anymore than you need more CPU time for multiple people running around. Even if you say it will scale with a little more overhead compared to a single-player gamer in their own world, you'll have a signficant overlap from players in the same area such that it might even be less processor intensive because the number of active NPCs is shared.If you say well, there's this area of dozens of mobs where a single player game might have five, then it's a design issue. Why do you need that many? Historically because they've made the AI so dumb you scythe through them like you're harvesting a field of mobs. Or spawn things dynamically. We could probably have a twenty page discussion on How Things Are Done that would impact this in all kinds of ways. That doesn't mean you need to be burning an excess amount of CPU time running their AI though. If you want to take it to a level beyond RadiantAI where mobs live their lives and do things on their own, maybe. You'll be scaling the server and running parallel processes anyways. These things can be simulated though, and until a game lets NPCs grow, die, own land, clear dungeons, and otherwise act like players that kind of processing power still won't be necessary. It's not harder. MMO game design is just so far behind single-player games in a variety of areas that, surprise!, AI is one of them. Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 28, 2009, 10:33:31 PM It's not harder. MMO game design is just so far behind single-player games in a variety of areas that, surprise!, AI is one of them. It is harder. Unsub wittingly (happy? :-P) exemplifies my point when he stated how he would design NPCs to be smarter. NPCs should never be designed to follow the optimal strategy because in reality it may turn out not to be optimal. But that doesn't automatically prove AI design in MMOs is inherently harder in single player games. What does is the need to develop AI that can formulate multiple strategies because you'll be dealing with multiple people at once employing their own strategies to complete their objectives. A second and third reason MMO design is harder has to do with addressing the playing habits of very different people. I haven't designed an MMO but I have given thought about doing that. Specifically to the AI part I was thinking of the requirements of creating a system where NPCs remember what players have done to them and what they themselves have done or seen in the past. A lot of the problems with the system revolved around how the memory should be shared between the server and the client and how would I represent this past information in a way that doesn't bog down either machine because of the ongoing nature of MMOs. In a singleplayer game you don't have to worry about making this memory persistent because singleplayer games are not persistent. A fourth problem revolves around certain types of MMOs. If an MMO isn't designed to be a seamless world and everything is bounded by a map design philosophy similar to a Quake arena, well then an MMO doesn't need to be any different than a single player game, in terms of develooping AI and not be inherently harder. But many MMOs strive to create a seamless world because players prefer that even if the content is sort of on rails like a level based game. NPCs to be really human, most would have to exhibit behavior that allows them to roam beyond their normal territory; because other NPCs or players are making things difficult for them and they have to do something to overcome these challenges. A singleplayer game can have a really large world like an MMO but in a singleplayer world you can expect your AI to have to deal with multiple AI and a very limited number of people. You could easily cheat on the issue and create an illusion that NPCs are free thinking agents because only a handful of people are roaming the world but in an MMO you can't use the same tricks to create that illusion. A fifth reason is the one Unsub pointed out. You touched on why why it can be harder for an MMO so I see little need to elaborate. Quote People want to talk about the technical challenge of making smarter AI and that's fine. We'll just have the same armchair programmer discussions we've had for years. But to actually deliver better AI is to fundamentally rethink the motivation of playing these games. You are doing this wrong. Motivations are varied and a market exists for anything. What matters is how large that market is for that specific type of mindset. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 29, 2009, 04:13:36 AM It's not harder. MMO game design is just so far behind single-player games in a variety of areas that, surprise!, AI is one of them. It is harder. Unsub unwittingly exemplifies my point when he stated how he would design NPCs to be samrter. I'd like to think I did it wittingly. :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 29, 2009, 04:30:25 AM If you say well, there's this area of dozens of mobs where a single player game might have five, then it's a design issue. Why do you need that many? Historically because they've made the AI so dumb you scythe through them like you're harvesting a field of mobs. MMO mobs are of the galaga/r-type/whathaveyou variety -- they pose 'challenge' (if you can call it that) with their numbers, not individual AI prowess. Yes, it is a design decision. But to say this somehow put them behind single-player games because *some* single player games do it different... well, that's just dumb imo. Because it ignores both the single-player games which uses the same 'many mobs' approach you get in MMO games, *and* the MMO games with more advanced AI behaviours. The mobs that run when hurt, call help when outnumbered, cc and kite players taking advantage of their range, ambush them etc... are not new to the MMOs. They aren't popular though because lot of the players don't seem to like them.(..) MMO game design is just so far behind single-player games in a variety of areas that, surprise!, AI is one of them. Title: Re: Darkfall sets a release date as 'maybe' Post by: Fordel on January 29, 2009, 05:00:38 AM I think people over think what it takes to make AI "smart". Mobs don't need tactical matrices or whatever.
They just need to be able to attack the healer first. :oh_i_see: Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on January 29, 2009, 05:32:03 AM Brilliant Level 10 Healers with speed boosts aavoiding aggroed mobs while level 100 players attack without penalty will show how smart NPCs can be.
You are simply replacing tank and spank with run and gank. Title: Re: Darkfall sets a release date as 'maybe' Post by: DLRiley on January 29, 2009, 06:06:50 AM Mobs carry snares :awesome_for_real:
Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on January 29, 2009, 06:28:12 AM These AI replies I'm reading are idiotic.
MOBS in a PvP MMO are walking bags of water that you pop with your sword to get the resources out. Having actual smart AI would be retarded. They are supposed to be farmed like lambs to the slaughter. Title: Re: Darkfall sets a release date as 'maybe' Post by: Zzulo on January 29, 2009, 06:51:03 AM http://se.youtube.com/watch?v=3lOnddAJL_o&eurl=http://s1.zetaboards.com/betaleaks/topic/1153222/1/
more ingame footage! Apparently beta leaks are everywhere now. :awesome_for_real: Oh and they really need to fire the guy who does the animations. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 29, 2009, 07:29:54 AM Yikes. That was awful and so were the others, but that one was the worst I think. Everything looks like ass, especially the ass! I think it has something to do with whole pineapples.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Sheepherder on January 29, 2009, 09:07:05 AM I'd say the amount of CPU time to operate the AI and transmit it to a large number of players at once makes things harder for MMOs. The transmission is already done with the zergling AI that most modern MMO's have, because the only thing you really need to transmit is where the mobs are and what they are doing. The additional overhead would only occur at the server. At this point it is probably important to note that the largest bottleneck you will find in an existing game with a less primitive AI and a seamless world (Oblivion) is usually the GPU. Note: Oblivion has extreme problems with rendering sound efficiently, most people who complain about extreme combat lag in Oblivion can solve it by disabling footsteps. :why_so_serious: Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 29, 2009, 09:34:58 AM MMO mobs are of the galaga/r-type/whathaveyou variety -- they pose 'challenge' (if you can call it that) with their numbers, not individual AI prowess. Yes, it is a design decision. But to say this somehow put them behind single-player games because *some* single player games do it different... well, that's just dumb imo. Because it ignores both the single-player games which uses the same 'many mobs' approach you get in MMO games, *and* the MMO games with more advanced AI behaviours. The mobs that run when hurt, call help when outnumbered, cc and kite players taking advantage of their range, ambush them etc... are not new to the MMOs. They aren't popular though because lot of the players don't seem to like them. I've run into very few mobs that impressed me with their AI, much less game worlds.Yes, it is a design decision. Just like many DIKU standards have become the accepted norm. If it weren't an across the board observation it might be dumb to claim, however it's standard operating procedure. MMO players are so used to candy pinatas that of course they don't like decent AI. It's new and alien from their perspective. I'd also love to know what MMOs had these super-AI mobs you mention. I've seen some of it faked, but not consistant, intelligent behavior in any MMO. The only one I can think of that gave me a few 'Whoa!' moments was Ryzom. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on January 29, 2009, 09:37:48 AM I loved Ryzoms AI, also, LOTRO got an AI update recently, quite impressive.
Anyway, perhaps we should get back to Darkfall. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on January 29, 2009, 09:58:53 AM Anyway, perhaps we should get back to Darkfall. Nooo! This is F13. That would be contrary. Title: Re: Darkfall sets a release date as 'maybe' Post by: Jayce on January 29, 2009, 10:19:03 AM Also, why are they wasting great AI on a PvP game? The point of the mobs/xp/grind aspect of a PvP game is that they're a resource, not some great challenge to overcome. They should be as challenging as harvesting wheat unless they are the point of the game. 5. Even people who view mobs as just another resource to harvest can't stand how mind numbing brain dead AI is, because it makes resource collection too boring. (See Eve Online forums) If they loved braindead mobs they would have no problem mining or gathering but they prefer to avoid that too because it's not a combat scenario. My point is that a game should have a core competency and focus on it. Most can't get even one correct, so focusing on doing two stupendously well (which we're being asked to beleive - the best PVP MMOG and also incredible AI) is not only a recipe for disaster but probably not what you want anyway. Second, your #5 point doesn't stand. I play EVE and the last thing I want is intelligent AI. There are plenty of (relatively) intelligent players out there, and they drop better loot. Lastly, I don't think there will ever be an AI system that people don't figure out how to game within a week (I wish there was a Colbert emote here). Title: Re: Darkfall sets a release date as 'maybe' Post by: Fordel on January 29, 2009, 11:19:04 AM Mobs carry snares :awesome_for_real: :oh_i_see: (http://www.wowhead.com/?spell=15571) Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 29, 2009, 02:42:49 PM Yes, it is a design decision. Just like many DIKU standards have become the accepted norm. If it weren't an across the board observation it might be dumb to claim, however it's standard operating procedure. MMO players are so used to candy pinatas that of course they don't like decent AI. It's new and alien from their perspective. Well uhm, duh. Again, this is like making a complaint that swarms of mobs in the arcade shooter don't all just focus and blow up the player no matter how well said player tries to maneuver their craft rather than fly by in pre-defined patterns, and that making them this type of 'smart' would be in some way a desirable step forward that's woefully lacking.But --also again-- this simplification to 'standard operating procedure' conveniently ignores the cases where this standard operating procedure is not followed. Using this very kind of reasoning i could claim here that single player games are inferior because they fail to provide the thrill of multiplayer competition. Which is of course a batshit crazy thing to say, but i'm simply ignoring the games which do come with some form of multiplayer. After all the multiplayer is not part of the standard operating procedure for single player games; and what's good for the goose... Quote I'd also love to know what MMOs had these super-AI mobs you mention. I've seen some of it faked, but not consistant, intelligent behavior in any MMO. The only one I can think of that gave me a few 'Whoa!' moments was Ryzom. The behaviours i mentioned come from LotRO, but that's by no means the first MMO to have them. I would be also wary of making difference between 'faked' and 'consistant, intelligent' in a game -- unless you have the insight into the code you will never know for sure what is a well-made fake and what isn't, thus trying to create a division here along lines of "MMOs just fake it" (with the unspoken 'and the real games don't') is at best a stretch.Not to mention, like others pointed out already the "consistant, intelligent behaviour" from NPCs would basically require the NPCs to make sure the deck is always stacked in its favour -- never attack the player if the victory is not guaranteed, and get the heck out if it's likely the player might "kill" them. The ages-old basics from Sun Tzu. Anything less is not intelligent, it's just bit more intricately arranged smoke and mirrors that's still supposed to make the player feel good about themselves in the end. Title: Re: Darkfall sets a release date as 'maybe' Post by: WayAbvPar on January 29, 2009, 02:59:54 PM Apparently the upcoming EVE patch is going to upgrade NPC AI, at least in some spots. Should be interesting to see what they come up with.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 29, 2009, 03:50:03 PM Not to mention, like others pointed out already the "consistant, intelligent behaviour" from NPCs would basically require the NPCs to make sure the deck is always stacked in its favour -- never attack the player if the victory is not guaranteed, and get the heck out if it's likely the player might "kill" them. The ages-old basics from Sun Tzu. Anything less is not intelligent, it's just bit more intricately arranged smoke and mirrors that's still supposed to make the player feel good about themselves in the end. It wouldn't require always acting "intelligently". It would require acting convincingly for a member of whatever species you are trying to portray. Some things also have to be sacrificed for the sake of fun, and I'll concede many decisions are based on that.I'm not talking completely out my ass here, either. I've done mob procs on the MUD I helped program. Not a huge number, and certainly not as advanced as is possible to get (I wasn't interested in re-writing how the game ran to allow better AI; what we had was sufficient in its context), but I have done it. It can range from randomly picking its options to an intricate set of conditionals. Usually my main concern was making a fight interesting rather than deadly. Except for the procs on our avatars. That warriormonk was nasty. As for having insight into how they programmed something, when I play a game, I do see it in code. I poke at it and try to figure out how all kinds of systems behave. It is incredibly difficult for me to just play a game and not try and reverse engineer it. It's a curse of being a code-monkey. Regardless, the original point I care about and is getting lost, is that it is not any harder to program for an MMO than a single-player game. When it is, that is simply because of other design decisions and (lack) of programmer or designer skill. The toughest part isn't so much how it acts as it is balance, and that is a direct result of most MMOs being level-based systems. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 29, 2009, 04:33:39 PM It wouldn't require always acting "intelligently". It would require acting convincingly for a member of whatever species you are trying to portray. Some things also have to be sacrificed for the sake of fun, and I'll concede many decisions are based on that. Well, i'd argue that i'd expect intelligent behaviour in order to be convinced, anything less it's a rather obvious bow towards the player's comfort and as such an immersion breaker. But yes, i hope we can agree that fun trumps the realism in games, and it just happens that intelligent enemies in overwhelming numbers are simply too hard to make fun... hence the genre tends to favour large numbers of dumb enemies over single, threatening targets..? (these being reserved for the "epic boss fights" or whatever) A design decision that just doesn't deserve to be picked on.Quote Regardless, the original point I care about and is getting lost, is that it is not any harder to program for an MMO than a single-player game. When it is, that is simply because of other design decisions and (lack) of programmer or designer skill. I have to disagree with this. It should be obvious why it is in fact harder to program the AI for a MMO rather than single player game -- the single player game has the AI fighting no more than one player. The AI in MMO has also to make decisions about target selection, in addition to the same problems it faces in single player game. This is extra factor which will make the code relatively more complicated. (yes, an obvious simplification that overlooks the games with AI-based squads supporting the player, but these are somewhat different kettle of fish as there is still only one player whose enjoyment out of the game really matters)These aggro mechanics people love to hate and to abuse to their best benefit? Someone has to code them, and to make the overall end-effect of their working at least basically functionable. Single player games can (mostly) avoid this issue. Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on January 30, 2009, 06:21:46 AM Apparently the upcoming EVE patch is going to upgrade NPC AI, at least in some spots. Should be interesting to see what they come up with. EVE doesn't have AI, or didn't last I checked. It simply aggro'd first proximity target or first attacker, then stays there forever. Title: Re: Darkfall sets a release date as 'maybe' Post by: Murgos on January 30, 2009, 07:01:50 AM EVE doesn't have AI, or didn't last I checked. It simply aggro'd first proximity target or first attacker, then stays there forever. That's still AI. Also different rats do have different things they do when attacking. Some come in close and others try and go to range and etc... No, one has ever claimed it was brilliant but it is still some behavior. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 30, 2009, 10:50:00 AM I have to disagree with this. It should be obvious why it is in fact harder to program the AI for a MMO rather than single player game -- the single player game has the AI fighting no more than one player. The AI in MMO has also to make decisions about target selection, in addition to the same problems it faces in single player game. This is extra factor which will make the code relatively more complicated. (yes, an obvious simplification that overlooks the games with AI-based squads supporting the player, but these are somewhat different kettle of fish as there is still only one player whose enjoyment out of the game really matters) Ah, but we just got done agreeing most MMO AI is dumb. Dumb AI is easy to program.These aggro mechanics people love to hate and to abuse to their best benefit? Someone has to code them, and to make the overall end-effect of their working at least basically functionable. Single player games can (mostly) avoid this issue. Compare FEAR 2 versus the standard mob in WoW, EQ2, CoX, etc. That AI is a lot more complex and I can guarantee it was a lot harder to program. What makes an AI more difficult to program is the complexity of its actions and the options available to it. Fighting multiple opponents is more complex, but it's not that difficult. It involves giving a priority list and actions to take against those types of targets. With the crappy aggro mechanics most MMOs use, it doesn't even matter much because it's essentially fighting one target. Others just happen to be beating on it. Letting a mob pick an optimal target based on what's around it is trivial though: if (is_mage($target)) then geek_the_mage($target); I did think of an online game with really good AI: Guild Wars. It's almost all combat oriented, but it's one of the best I can think of. It's pretty easy to replicate though as it just gives skills a priority based on existing conditions. Things like use an interrupt if available and target is casting. Cast the appropriate healing if needed. Cast enchantments if in battle. Use a corpse spell if bodies are available. Realistic behaviors outside of combat are the most difficult to program. Those require pathing and interaction with the world. Things which are common to any game regardless of who plays them. At the risk of repeating myself yet again, it really is not inherently any harder due to being single or multi-player. Overall game design and platform plays a much larger role. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 30, 2009, 02:29:33 PM Ah, but we just got done agreeing most MMO AI is dumb. Dumb AI is easy to program. Or perhaps it's not as much that dumb is easy to program, but the combination of smart + handling multiple enemies winds up as too heavy combination and something has to give..? And since you can't get multiple players out of the multiplayer game (the all-popular instancting aside) it is the smarts that get cut.Quote Compare FEAR 2 versus the standard mob in WoW, EQ2, CoX, etc. That AI is a lot more complex and I can guarantee it was a lot harder to program. What makes an AI more difficult to program is the complexity of its actions and the options available to it. Fighting multiple opponents is more complex, but it's not that difficult. Define "that", though -- i'd say it is much easier to program the AI to duck out of line of fire of single opponent or to path their way around to get a jump on them or whatever, than it is to do the same when you have to take into account 5-20 people all with their own weapons, position, movement and desire to kill. So i'm really not surprised we are not seeing that in MMOs, because it'd involve entirely different level of complexity. Do it by simply copying the approach from single player game, and your players will just laugh at you as they game the AI to string the NPCs for easy kills, with no effective change to gameplay from the current popular MMO model (but with considerably more work put into it)Quote With the crappy aggro mechanics most MMOs use, it doesn't even matter much because it's essentially fighting one target. Others just happen to be beating on it. Letting a mob pick an optimal target based on what's around it is trivial though: if (is_mage($target)) then geek_the_mage($target); That's in green, ain't it? Since your trivial approach is basically the equivalent of "stand there and shoot until one side dies", i.e. the very thing people mock about the MMO AI. And ironically enough that part of their AI you're trivializing can be quite a bit more complicated than that (in some cases; this will obviously vary, much like quality of NPCs in single player games can vary as well) I think it deserves as much credit as the single player NPC AI gets here -- when you look into it both are after all very similar problem, and boil down to assignment of 'correct' priorities to the list of options you have.Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 30, 2009, 03:35:21 PM You're failing to understand that the routines in geek_the_mage() could be simplistic or complex. They are in turn highly dependent upon what is possible in the game world in question.
I can give a specific example and outline exactly how I'd write a generic combat script to handle single or multiple targets, but I'd need to know a lot about what's possible in that setting. And whether the mob is limited by a class system or if it can have abilities above and beyond players. Is it meant to be beaten one-on-one or should it be able to give even a group a run for its money? How aggressive is it? Does it value its 'life'? Do we get into the more advanced pack behavior, and if so do we have differences in the members or are they all the same? Give me some parameters and I'll show you just how simple it is to write. Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on January 30, 2009, 05:55:32 PM Here is my uber AI algorithm
1) Kill the healers 2) Kill the DPS 3) Laugh and run away from the tank. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 30, 2009, 06:37:50 PM You're failing to understand that the routines in geek_the_mage() could be simplistic or complex. I'm just saying when your target selection is based on indiscriminate if() like that, it'll be mercilessly gamed. What makes you believe that mage is *always* going to be the optimal target? For this matter, which mage? Remember, multiplayer game.Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 30, 2009, 08:02:43 PM Here is my uber AI algorithm 1) Kill the healers 2) Kill the DPS 3) Laugh and run away from the tank. Here is the player reaction to your AI: Risk vs. reward! Mobs too hard! Going back to WoW! I did think of one way to make things more interesting - remove the colour con system. It really is the cheapest way of letting players know which mobs they can steamroll and which ones they need to avoid. I know what it is there, but it really becomes a shortcut in terms of knowing what to expect from a mob. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 30, 2009, 08:22:34 PM *sigh*
You're taking that example too literally. I'm not saying always go for the mage first, it's just a phrase from Shadowrun where it is a truism. Programmers can use conditionals to determine which targets have priorities. Often mages are a priority though, so I used it as a snippet of code. Once you determine priority, then the mob chooses its actions. ... How does a player determine the best strategy? How often do they change up the "Press 1, 4, 2, 3. If dead pick new target and Press 1, 4, 3, 5 (because 2 is on cooldown). If not dead then Press 4, 3, 5. Oh, if the target is casting then Press 6" routine? Take that, and make the mob do it. Ta da! Combat AI. It's the easiest part of an AI. It can be fine-tuned to think of every conceivable situation, it can be randomized to make it dumb, or it can be given weighted but still random priorities for a bit of realism, variety, and avoidice of gaming a rigid behavior. What's tough is pack behavior (independent of game type), cover (independent), world interactions (independent), hunt and seek (independent), leading player(s) into an ambush (independent), etc. MMOs are not harder to program this for. They're not easier. The fallacy is thinking single-player means single target. Many single-player games have multiple units on your side. Many MMOs people play solo, or groups try to pull single targets. You cannot give a blanket statement that one is harder than the other. You can only make such a claim by specifying exact conditions, and I can very easily give an easy MMO and a hard single-player as a counter-point. Which means it is entirely dependent upon the game's design. Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on January 30, 2009, 08:25:57 PM Here is my uber AI algorithm 1) Kill the healers 2) Kill the DPS 3) Laugh and run away from the tank. Here is the player reaction to your AI: Risk vs. reward! Mobs too hard! Going back to WoW! I did think of one way to make things more interesting - remove the colour con system. It really is the cheapest way of letting players know which mobs they can steamroll and which ones they need to avoid. I know what it is there, but it really becomes a shortcut in terms of knowing what to expect from a mob. 1) that was my point. (see my earlier post) 2) removing con will also send players back to WoW Title: Re: Darkfall sets a release date as 'maybe' Post by: Sheepherder on January 31, 2009, 12:15:13 AM I remember this one time I spawned something like 255 bots in a match of CTF-Face in Unreal Tournament. There were so many it created a bunch of other teams with no flags that just ran around and shot people and stole their flags. That shit was fragtastic. Ran pretty well for a late model Pentium 4 HT with a gig of ram too.
Anyways Lantyssa, you just don't get it: there are so many possible targets that for an AI to handle them all is computationally infeasible. Such a thing just would not run well on any server, because it naturally would have problems with scaling. Any psuedo-code you can provide to the detriment of this arguement would be meaningless, because no example of bots operating on a massive scale exist. Also, the arguement that people don't want smart bots is dumb. They don't want to get their shit stomped by bots and have to run their shit back to their corpse for three minutes and eat a repair bill or experience drop that further pounds their cock into the ground. Almost every evil in a MMO can be linked to or is a direct result of a heinous risk / reward structure that has been inbred into the genre by successive generations of cockpounding shithead rockstar developers. I have yet to see a compelling reason why a person should be forced to run back to their corpse as opposed to waiting for a timer (anyone sadistic enough to say it's fun?), much less why they should pay for their failure in ways other than losing the fight and having to do it again. Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on January 31, 2009, 07:14:42 AM If WoW wasn't delivering half of Activision's profit right now with more people than the entire rest of the paying genre combined, this situation might actually change.
But they are, and all current big-budget MMOs under development will take cues from it. And when they inevitably decline, so will the VC interest in big-budget MMOs in general, in favor of "Facebook for kids" type low-risk things. Yea, so, I basically believe this problem will never ever be solved. It's about the only thing I'm pessimistic about. Title: Re: Darkfall sets a release date as 'maybe' Post by: Merusk on January 31, 2009, 07:45:43 AM I have yet to see a compelling reason why a person should be forced to run back to their corpse as opposed to waiting for a timer (anyone sadistic enough to say it's fun?), much less why they should pay for their failure in ways other than losing the fight and having to do it again. Since all things revolve around or come back to WOW discussions these days, I'll go with that game as an example. Runback serves two purposes that I can see. It provides a timer penalty and allows people to respawn in an area where perhaps not so many mobs are going to pound their face in. If you only have the timer without the forced respawn radius you'll see players exploiting the fuck out of the system to leap around wherever. It becomes the new 'safe travel.' If you have the forced respawn location without the timer (you're always alive at the GY after death) then players bitch endlessly about how they've got to wade through a bunch of things to get to where they just were. That sucks even more. You could do a timer at the corpse with a respawn perimeter, but then you're fucked if you die in a bad spot. Like falling off the edge of the world, or in the middle of a group of elite mobs, etc. There could be an optional "release to graveyard" button, though. Not a bad solution. I don't mind the death penalty of money like WoW's done it. When leveling the worst repair bill I've ever had was only 10-11 gold and that was on a character that was more than able to pay that off in one or two quests. Raiding is -or was- meant to be a more hardcore experience so its penalty was harsher. The better gear you get the more it costs to repair, after all. As that system opens up to the average player, you do have to wonder if the costs are a little high. Gold IS fairly easy to get, though, and fairly useless if you're raiding a lot and in any way decent at it. Xp debit/ loss systems can fuck themselves in the ass. Gold you aquire while questing and mob killing in general, it's easy to get that back while still advancing your character. XP, however, is a double set back. Lost time from the first time you failed and time needed to make up to where you'd be if you didn't have that debit. Item loss systems? I wouldn't even consider the designer of such a system in a modern DIKU to be sane. That's a probability of an infinite loss of time there if your luck just plain sucks. You may as well just throw the dev costs out the window since you won't be making it back with the niche of a nice audience you'd attract. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 31, 2009, 08:01:31 AM You're taking that example too literally. I'm not saying always go for the mage first, it's just a phrase from Shadowrun where it is a truism. Programmers can use conditionals to determine which targets have priorities. Often mages are a priority though, so I used it as a snippet of code. Once you determine priority, then the mob chooses its actions. Of course. But then you know, once you start introducing these conditionals and finetune it to encompass large enough range of situations... it stops being 'trivial'. So that statement simply isn't true. Not any more true at least than me saying coding the AI for single player game is trivial because it's just: kill_player( target ); This is of course just a snippet of code, too. And it doesn't tell anything about the possible complexity of the problem... it's just made to look simple to fit the argument.Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 31, 2009, 10:01:11 AM The code is trivial. I've written it before.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 31, 2009, 11:12:13 AM The code is trivial. I've written it before. Your implementation was trivial. Out of curioisty how did it shape the resulting gameplay?Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 31, 2009, 11:39:57 AM Depends which one of several procs you want to talk about. One was a combat monster that I would have been scared to fight as a player. One cast spells believably, even using a decoy to pop out of combat and run away without the character noticing. One just had neat effects. Several I tweaked as they hadn't been touched in years and multiple updates.
Have you ever programmed an AI routine? Seriously. Because I get the impression no one saying how hard it is has ever done so and I'm just beating my head against a brick wall. Title: Re: Darkfall sets a release date as 'maybe' Post by: Sheepherder on January 31, 2009, 02:25:24 PM You could do a timer at the corpse with a respawn perimeter, but then you're fucked if you die in a bad spot. Like falling off the edge of the world, or in the middle of a group of elite mobs, etc. There could be an optional "release to graveyard" button, though. Not a bad solution. Of course, both the time limit and the resurrection radius are needed. If you are really interested in a refutation of the current system in WoW go quest in Feralas. I think they've recently added more spawn points in, but when I first leveled my warrior three minute corpse runs that required your rapt attention at the risk of falling into a crevasse and adding another two minutes to your resurrection time were common. Quote I don't mind the death penalty of money like WoW's done it. When leveling the worst repair bill I've ever had was only 10-11 gold and that was on a character that was more than able to pay that off in one or two quests. ... As that system opens up to the average player, you do have to wonder if the costs are a little high. Gold IS fairly easy to get, though, and fairly useless if you're raiding a lot and in any way decent at it. The death penalty drives players to low risk / reward scenarios when possible and beats on the new guys who cannot afford their mounts (unless they are knowledgeable enough to farm trade materials on an established server). This is a negative effect if your game is all about being a heroic type guy. It's also detrimental to teaching players how to play their class well if they're always choosing easy fights. Lastly, repeatable content is a shitty solution to the increasing gold sinks tied to the end-game. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on January 31, 2009, 05:21:59 PM Depends which one of several procs you want to talk about. One was a combat monster that I would have been scared to fight as a player. One cast spells believably, even using a decoy to pop out of combat and run away without the character noticing. One just had neat effects. Several I tweaked as they hadn't been touched in years and multiple updates. Uhmm i thought we're talking about triviality (or lack thereof) of the mechanics responsible for target selection in multiplayer environment. This is what i thought you meant by your "it's trivial, i'd done that" comment. Your answer now is leading me to believe you are talking about something quite different (the 'moves' available to creature in combat or whatever)Quote Have you ever programmed an AI routine? Seriously. Because I get the impression no one saying how hard it is has ever done so and I'm just beating my head against a brick wall. I do some programming rather regularly; not specifically game AI but i'm familiar with the concepts. So it's not really that i'm baffled by the technical side of it, but rather by the stance that such important to 'get right' part of gameplay which is generally present in mutliplayer games but not in single player games can be downplayed along lines of "oh it is so trivial the fact it has to be additionally implemented does not make the game harder to program at all". It simply doesn't make sense to me -- having to code A + B is always going to be more difficult than having to code just A. How much more difficult can be discussed, but to question the extra complexity itself... just mind boggling for me, sorry.Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on January 31, 2009, 06:01:32 PM Have you ever programmed an AI routine? Seriously. Because I get the impression no one saying how hard it is has ever done so and I'm just beating my head against a brick wall. I've never seen a redname go, "Programming AI? Totally easy." In fact, I've seen quite the opposite. The concepts of smart AI are easy. Implementing them appears harder. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on January 31, 2009, 07:16:27 PM Have you ever programmed an AI routine? Seriously. Because I get the impression no one saying how hard it is has ever done so and I'm just beating my head against a brick wall. I've never seen a redname go, "Programming AI? Totally easy." In fact, I've seen quite the opposite. The concepts of smart AI are easy. Implementing them appears harder. 1) There is combat. Pretty easy, as most of your mob's abilities are going to be limited by the combat system. You can cheat or add special mob-only abilities, but from a design perspective it's generally best to keep them similar to what the players get. 2) There is targeting. Setting a priority list for your mob who to attack, who to switch to when. Comparing game A to game B in difficulty only works if both have multiple targets. They may be NPC targets, they may be all player targets, or they may be a mixture. If you're going to compare a single-player, one target for the mob versus an MMO where you always have groups, duh, it's going to be harder to write an AI that fares as well if everything else is equal. If you're going to compare a single-player game where NPCs can help, and a multi-player game with a similar number, then it's dependent upon the systems between games and not the number of targets. 3) Not all parts of AI is easy, which I've never said. Making a mob behave realisticly is difficult, outside of combat moves. Interacting with the world, pathing, cover, etc. Some of these can play into combat, so it's not entirely a cut-and-dried thing, but I'm trying to talk in generalizations since no one has proposed parameters. 4) Being an MMO does not mean the AI is automatically harder to program for. A sandboxy single-player game will have much more complicated AI than a poorly done EQ clone. Had the efforts been reversed then the EQ clone would have had the better AI. 5) Target switching in MMOs tends to rely on aggro and not AI. Mainly because design decisions have led to the holy trinity of Tank/DPS/Healer. Having mobs always targeting your squishes would blow the entire Holy Trinity to pieces. It's not harder to do, however no one wants to bother coming up with a non-Trinity profession system. Now designing an alternative might be extremely difficult, but it's not a problem with the AI. 6) Design decisions regardling classes also make it very difficult to make an intelligent AI that doesn't rape one type of player while being much less effective against another. It's a balance issue with class systems where you have a huge range of hit points, armor, and resistances. Since MMOs have fallen into that trap, it's not surprising they use dumb AI. Making it smarter isn't the problem. Making it not drive players away is. In that sense it is more difficult. Again, for the fortieth time, it's a design issue and not because of the number of players. Believe me or not, I don't care at this point. I'm done trying to educate. Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on January 31, 2009, 07:25:13 PM Have you ever programmed an AI routine? Seriously. Because I get the impression no one saying how hard it is has ever done so and I'm just beating my head against a brick wall. I've never seen a redname go, "Programming AI? Totally easy." In fact, I've seen quite the opposite. The concepts of smart AI are easy. Implementing them appears harder. 1) There is combat. Pretty easy, as most of your mob's abilities are going to be limited by the combat system. You can cheat or add special mob-only abilities, but from a design perspective it's generally best to keep them similar to what the players get. 2) There is targeting. Setting a priority list for your mob who to attack, who to switch to when. Comparing game A to game B in difficulty only works if both have multiple targets. They may be NPC targets, they may be all player targets, or they may be a mixture. If you're going to compare a single-player, one target for the mob versus an MMO where you always have groups, duh, it's going to be harder to write an AI that fares as well if everything else is equal. If you're going to compare a single-player game where NPCs can help, and a multi-player game with a similar number, then it's dependent upon the systems between games and not the number of targets. 3) Not all parts of AI is easy, which I've never said. Making a mob behave realisticly is difficult, outside of combat moves. Interacting with the world, pathing, cover, etc. Some of these can play into combat, so it's not entirely a cut-and-dried thing, but I'm trying to talk in generalizations since no one has proposed parameters. 4) Being an MMO does not mean the AI is automatically harder to program for. A sandboxy single-player game will have much more complicated AI than a poorly done EQ clone. Had the efforts been reversed then the EQ clone would have had the better AI. 5) Target switching in MMOs tends to rely on aggro and not AI. Mainly because design decisions have led to the holy trinity of Tank/DPS/Healer. Having mobs always targeting your squishes would blow the entire Holy Trinity to pieces. It's not harder to do, however no one wants to bother coming up with a non-Trinity profession system. Now designing an alternative might be extremely difficult, but it's not a problem with the AI. 6) Design decisions regardling classes also make it very difficult to make an intelligent AI that doesn't rape one type of player while being much less effective against another. It's a balance issue with class systems where you have a huge range of hit points, armor, and resistances. Since MMOs have fallen into that trap, it's not surprising they use dumb AI. Making it smarter isn't the problem. Making it not drive players away is. In that sense it is more difficult. Again, for the fortieth time, it's a design issue and not because of the number of players. Believe me or not, I don't care at this point. I'm done trying to educate. so is the t;;dr version: Combat AI isn't hard. It's "Combat AI that players will like" when working with the Holy Trinity that's hard. Title: Re: Darkfall sets a release date as 'maybe' Post by: Merusk on January 31, 2009, 08:22:47 PM There was a boss encounter in Magister's Terrace involving 5 mobs that behaved almost exactly like players. They would use all their abilities to their fullest and had odd aggro mechanics/ CC immunites. Players HATED it because it relied on more PVP-type skill than straight out CC & kill of most instance fights. There's a similar encounter in BRD if you did the Tier 0.5 gear quests.
So yeah, devs can program mobs to act a lot tougher than they do. They don't because players hate it. :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 01, 2009, 04:25:39 AM Quote from: Lantyssa wrote Making it not drive players away is. Welcome to a page and a half ago. :awesome_for_real: What was this thread about again?Title: Re: Darkfall sets a release date as 'maybe' Post by: Malakili on February 01, 2009, 06:55:10 AM There was a boss encounter in Magister's Terrace involving 5 mobs that behaved almost exactly like players. They would use all their abilities to their fullest and had odd aggro mechanics/ CC immunites. Players HATED it because it relied on more PVP-type skill than straight out CC & kill of most instance fights. There's a similar encounter in BRD if you did the Tier 0.5 gear quests. So yeah, devs can program mobs to act a lot tougher than they do. They don't because players hate it. :awesome_for_real: I dunno, I don't know a lot of people who outright hated that encounter. In fact, I think most people that did dislike it was because it DID often require a lot of CC. Also recall the BRD fight you are talking about, and it was pretty trivial at the time, if I recall. (Though by the time .5 game out my guild was so overgeared for the .5 quests that we were only doing them for fun). Anyway, the fights are definitely more difficult than the average PvE fight, but I don't think they are totally hated. If however, there is a reason that it isn't liked, it is probably that it is less predictable. Generally PvE in WoW is about planning, and executing a plan. Its very proactive, while PvP is very reactive. Neither playstyle is inherently better than the other in my opinion, its kind of like offense v. defense in a lot of sports. The offense is trying to execute a pre-planned play, while the defense is reacting to the offense to stop it. In any event, both can be fun, but probably both aren't fun for every single player. Title: Re: Darkfall sets a release date as 'maybe' Post by: Ratman_tf on February 01, 2009, 07:07:59 AM So yeah, devs can program mobs to act a lot tougher than they do. They don't because players hate it. :awesome_for_real: I don't think they hate it so much as resent it when 90% of the game is aggro management and CC, and then drop in a boss fight that requires a change in their fundamental playstyle and expectations. Kinda like having a 1-80 solo game and then making everyone go raid. :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: Modern Angel on February 01, 2009, 08:38:06 AM Kinda like having a 1-80 solo game and then making everyone go raid. :awesome_for_real: Yeah, because people sure fled WoW when they found that out. Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 01, 2009, 08:53:07 AM If however, there is a reason that it isn't liked, it is probably that it is less predictable. That is the point. People come for predictability and over the last decade, mobs have devolved to deliver that to them. Also this talk about making AI smarter runs right up against the expectation that they're not. Because anything else means slower XP, slower advancement to new abilities, slower moves to new content. The devs aren't stupid, rather, the game system requires the AI be.Smarter AI is possible, but you need to change the purpose of the game to adapt. The best thought experiment I can think of is replacing or complementing players in WoW BGs with bots. There it can make sense because while players want predictability everywhere, at least they're not expecting it in PvP (much, anyway). Title: Re: Darkfall sets a release date as 'maybe' Post by: Ratman_tf on February 01, 2009, 09:32:32 AM Kinda like having a 1-80 solo game and then making everyone go raid. :awesome_for_real: Yeah, because people sure fled WoW when they found that out. (http://myiq2xu.files.wordpress.com/2008/10/strawman.jpg) Maybe they can go level some alts instead? Title: Re: Darkfall sets a release date as 'maybe' Post by: Soln on February 01, 2009, 01:46:33 PM so is this game coming out or not? and is it worth investigating or fence sitting until (like WAR) its real quality is revealed?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 01, 2009, 02:04:26 PM Fence-sit unless you're absolutely desperate to have niave hope about something :oh_i_see:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Goreschach on February 01, 2009, 02:08:12 PM Fence-sit unless you're absolutely desperate to have niave hope about something :oh_i_see: You've got to be pretty fucking naive to even be near the fence on this one. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 01, 2009, 02:11:41 PM You've got to be pretty fucking naive to even be near the fence on this one. Are you suggesting that 10,000 screaming fanbois could be wrong? :why_so_serious: Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 01, 2009, 02:19:51 PM Fences are for carebears. If you were even thinking of just sitting on a fence, you are not worth of Darkfall. The only good sitting is sitting on the face of the corpses of your victims and then only long enough to thrust your pelvis a handful of times before re-entering the fray.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Senses on February 01, 2009, 04:02:42 PM I'm sitting on the fence because despite the assurity that everyone here has that it will fail, I am actually hoping for it to succeed. All the years of development and bs that has come before is really unimportant to me, either its a fun working game when its available to play, or it isn't. Why that deserves 38 pages of tangential discussion with interspersed apocolypse chatter I'll never understand.
*corrected the spelling error. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 01, 2009, 04:06:35 PM We're bored and Adventurine is mean for not releasing more info to mock?
I hope Darkfall lives up to everyone's expectations and gives PvP the shot to the arm all its fanbois want. But it won't. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 01, 2009, 05:24:02 PM I'm sitting on the fence because despite the assurity that everyone here has that it will fail, I am actually hoping for it to succeed. All the years of development and bs that has come before is really unimportant to me, either its a fun working game when its available to play, or it isn't. Why that deserves 38 pages of tangental discussion with interspersed apocolypse chatter I'll never understand. Dude. It wasn't 38 pages of Darkfall talk. Half of it was derail. Even we're not deranged enough to talk about this game for 38 whole pages. At least not in a row. And, spelling aside, "tangental"? Really? Where did any of us have the tantrum? (http://www.terranuts.com/forums/images/smilies/squeaks.gif) Title: Re: Darkfall sets a release date as 'maybe' Post by: Righ on February 01, 2009, 06:02:18 PM so is this game coming out or not? http://www.youtube.com/watch?v=WOdjCb4LwQY Title: Re: Darkfall sets a release date as 'maybe' Post by: NiX on February 01, 2009, 06:46:45 PM What does any of this have to do with Hello Kitty Online?
Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on February 02, 2009, 05:17:12 AM If however, there is a reason that it isn't liked, it is probably that it is less predictable. That is the point. People come for predictability and over the last decade, mobs have devolved to deliver that to them. Also this talk about making AI smarter runs right up against the expectation that they're not. Because anything else means slower XP, slower advancement to new abilities, slower moves to new content. The devs aren't stupid, rather, the game system requires the AI be.So you just implied XP rates can't be modified to compensate for the increased difficulty. Brilliant. Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 02, 2009, 05:34:44 AM I don't think that's what he was implying at all, specially since xp rates are already modified for difficulty within the current system we have- and in a clear way that people are used to. I'm no doctor, but I'm pretty sure you're not the only one in this thread who's played an RPG before.
I don't want increased XP for mobs whose sole ability is to be more annoying than others. Even more so when that annoya- ahem- advanced A.I. demonstrates itself like the goblin in that video. So it's not that Quote So you just implied XP rates can't be modified to compensate for the increased difficulty Or even that the difficulty cannot be increased in the way they're talking about here. It's that no one wants it.Anyways- back to Darkfall. There's a new leak out, for those who are interested. I wonder how many people are in the beta atm. I really think I'm going to be trying it when I get the chance. Nice to see that not every Gobelin scout fights like the one we saw earlier. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 02, 2009, 06:50:57 AM I just looked. Some horrendous looking naked characters (what's up with that?) running around fighting, using some of the most awful animations I've seen in years. When they run - I won't bother going into what they look like, it's been critiqued to death already - it doesn't look like they're running over the terrain, it looks like the ground is being pulled away from under them. Terrible. Nothing moves and there's NO ONE in the game. Barely any players, one NPC, two or three mobs... it's not even as if someone's come and pk'd them all. There's like four gravestones lying around. THIS makes you want to play the game more? If Vanguard had been made with crayons, I think this is what it would have looked like. It has the same empty, dead feel to it, too.
Are you sure this is a recent video and that it's not from years ago or something. Although the terrible character models and awkward animations look pretty much the same as some other videos touted as being recent. Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 02, 2009, 06:53:55 AM The world dudes and art dudes were pussies, and were PK'd early on in the development process. Bitches.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 02, 2009, 07:00:39 AM I looked at one of the other videos there, the scenic one, and it looks a bit better. They just can't seem to make characters or NPCs. They could get away with making some sort of strange travelogues, though. Maybe. I guess all their videos are mostly done in the dark or nearly dark? I guess they look better like that or something.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Engels on February 02, 2009, 07:22:33 AM Darkfall: Don't turn on the night stand light, she looks better in the dark
Title: Re: Darkfall sets a release date as 'maybe' Post by: Malakili on February 02, 2009, 07:51:55 AM Quite frankly, the animations are forgivable if they game is fun and actually delivers on even 25% of what it promises.
Oh yeah, and if the game actually ever comes out. :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 02, 2009, 07:56:49 AM I guess I'm just have a more forgivable attitude towards it, seeing as how I expected absolute unworkable shit to begin with. Plus I've been playing Crawl and Dark Messiah of Might & Magic recently.
Anyways, I'd like to see the game run when there's more than 3 people per every square kilometer at the same time. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 02, 2009, 08:26:53 AM Unless you just don't care where you plop your $$, you absolutely have to see this game work in a G v G type scenario. If it's a slide show, what's the point? Same would be true of any game that advocates large scale PvP. This one advertises it all happening with everyone on one server, too. How likely is that?
Personally, I think there's a good chance that Aventurine is a dodgy company. After all that Tasos guy's drivel about no one putting up their money before they give the game a go and implying that companies who allow pre-orders are dishonest, he's indicated there will be pre-orders. Of course there will. How else can they make any money if he's run out of naive business investors? After missing their January release date, they have one for this month now - just three weeks away. I wonder if they want people who buy the game to sign some sort of surreal NDA. And those bizarre beta leaks seem pretty contrived, just as all that Noob comic stuff does. Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on February 02, 2009, 08:43:26 AM I wouldn't trust this company with my CC info.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 02, 2009, 08:57:20 AM Me either.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Malakili on February 02, 2009, 09:02:48 AM Yeah, as much as I do love the idea of the game, thats pretty much all I love. There is 0% change of me buying or playing this game, if for no other reason than that the company is handling things so poorly right now.
There are far better places I can invest my gaming dollars, and ones that I already know I'm having fun with. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 02, 2009, 01:31:46 PM I don't trust anyone with my credit card number. I've been using virtual credit card numbers for years. I think everyone should be using them.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Righ on February 02, 2009, 02:41:00 PM By virtual credit card numbers, you mean ones stolen from retailers with bad security, right?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 02, 2009, 02:50:07 PM No, really. I think most places offer them now. You log on to your CC provider and have a one time use CC# issued. It's tied to your real CC#, but works exactly once and then explodes.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 02, 2009, 04:27:06 PM The last few years I've started paying for everything via debit or PayPal attached to my bank. I want to ditch our CC debt before we leave the US again. From what I've read, so far only Citi, Discover, MBNA and some other one offer it. I don't know what happened to the PayPal one. Maybe they do it, too.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Zzulo on February 02, 2009, 04:34:48 PM http://www.youtube.com/watch?v=3gY7Uv063o4
Some PvP video Title: Re: Darkfall sets a release date as 'maybe' Post by: Hawkbit on February 02, 2009, 05:20:04 PM That movie makes it official:
Sliced Bread > Darkfall Title: Re: Darkfall sets a release date as 'maybe' Post by: NiX on February 02, 2009, 05:24:40 PM ... I fucking HATE circle strafe run fights. I'd rather have my character be quadriplegic than endure that shit.
Title: Re: Darkfall sets a release date as 'maybe' Post by: K9 on February 02, 2009, 05:31:42 PM Worst inventory system ever?
Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on February 02, 2009, 05:41:13 PM wow. that video is :uhrr:
5 minutes of running around trying to kill a guy and 2 minutes of standing around to loot his body. and a nerdy guy talking over the whole video. Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 02, 2009, 05:48:04 PM Ugh. Player-chase-player.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Goreschach on February 02, 2009, 05:50:59 PM Worst inventory system ever? How is that possible when they lifted it straight out of UO? Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 02, 2009, 05:51:05 PM No, really. I think most places offer them now. You log on to your CC provider and have a one time use CC# issued. It's tied to your real CC#, but works exactly once and then explodes. Hmm. So do you do that once a month for recurring subs or do you not really have recurring subs? I'd probably give this a shot for the questionable titles, because to date, I've never given CC info to games I thought wouldn't know a good billing system like a bad one. So there's no chance in hell I'm giving my credit info to this one. Title: Re: Darkfall sets a release date as 'maybe' Post by: DLRiley on February 02, 2009, 08:18:09 PM http://www.youtube.com/watch?v=3gY7Uv063o4 Some PvP video Its everything I dreamed of :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 02, 2009, 09:04:51 PM Hmm. So do you do that once a month for recurring subs or do you not really have recurring subs? I'd probably give this a shot for the questionable titles, because to date, I've never given CC info to games I thought wouldn't know a good billing system like a bad one. So there's no chance in hell I'm giving my credit info to this one. I usually do time cards if I am playing something for more than a month. Otherwise yeah you'd have to generate a new one and visit the account management page monthly, which would be a PITA. I figure I can see as much DF as one needs with a single purchase. Title: Re: Darkfall sets a release date as 'maybe' Post by: Triforcer on February 02, 2009, 09:20:38 PM Sometimes, I think the whole industry just exists to entertain us here at F13 :awesome_for_real: Those videos are pure magic.
Again, if I could somehow pay for a month for this without my CC info going to Aventurine, I would. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nerf on February 02, 2009, 10:38:11 PM Sometimes, I think the whole industry just exists to entertain us here at F13 :awesome_for_real: Those videos are pure magic. Again, if I could somehow pay for a month for this without my CC info going to Aventurine, I would. Just use a visa gift card, you can buy them everywhere now; 7-11, wal-mart, walgreens, etc. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 03, 2009, 12:17:24 AM The big problem with the running animation is that the legs move but no other impact of running on the body can be seen - the hips don't move, the back is fixed, etc.
It was also nice to see in that video that the gank squad is still the default tactic. Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 03, 2009, 12:45:02 AM The big problem with the running animation is that the legs move but no other impact of running on the body can be seen Clearly you are not looking at the buttocks. And how could you not look at those steel-firm globes? Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 03, 2009, 06:13:30 AM Yeah, what's with that? It's like I'm looking at some alien dual-assed bipedal running creature instead of a human. His foreign biology both intrigues and frightens me.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 03, 2009, 07:07:49 AM http://www.youtube.com/watch?v=3gY7Uv063o4 Some PvP video 2000 called and wants its MMO back. Wow, that's just terrible. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 03, 2009, 07:25:50 AM I think we talked about asses AGES ago in this thread. There's another dozen or so thread around here somewhere all about tits, too.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Triforcer on February 03, 2009, 07:36:39 AM Yeah, what's with that? It's like I'm looking at some alien dual-assed bipedal running creature Well, at the very least, Darkfall has gotten farther than Caeron 3000. Ah, what was old is new again :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: Modern Angel on February 03, 2009, 08:53:53 AM The tears will be awesome. The forums will be awesome. THIS IS AWESOME!
When's it out again? Does anyone really know? Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 03, 2009, 08:57:36 AM Again, if I could somehow pay for a month for this without my CC info going to Aventurine, I would. Just use a visa gift card, you can buy them everywhere now; 7-11, wal-mart, walgreens, etc. Do you fuckers have me on ignore or what? Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on February 03, 2009, 09:05:33 AM What?
Is someone talking? Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 03, 2009, 09:07:36 AM I think everyone should start using those Chargeable (or set amount) CC cards, that way there is no risk.
New ability, Arrow shooting ass! (http://www.youtube.com/watch?v=ZYzAquxTygs&feature=channel_page) (look to the end) Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on February 03, 2009, 09:50:26 AM My God, that's awful.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 03, 2009, 09:51:47 AM Where's Nija?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Modern Angel on February 03, 2009, 10:06:32 AM Holy shit
Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on February 03, 2009, 10:06:56 AM Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 03, 2009, 10:08:29 AM My God, that's awful. Oh come on, it's beta. :why_so_serious:Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 03, 2009, 10:33:18 AM Not sure if anyone here is actually interested in playtesting, but it seems more and more beta invites are getting sent out. So, if you would like a first-hand look you might be able to get one and not have to worry about nasty CC information.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 03, 2009, 10:55:54 AM Hat. Funny mustache.
I dunno, Signe. I haven't seen him recently. Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on February 03, 2009, 11:03:33 AM Amazing. :awesome_for_real:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Redgiant on February 03, 2009, 11:14:35 AM I am still drying my eyes after the 5 minute orc chase video.
It reminds me of how I reacted back when Lum test-drove that WWII Online "tank" in IRC. Epic disaster that has found a place to happen. WAR called and wants its worst MMO title back. Title: Re: Darkfall sets a release date as 'maybe' Post by: ahoythematey on February 03, 2009, 11:17:32 AM Not sure if anyone here is actually interested in playtesting, but it seems more and more beta invites are getting sent out. So, if you would like a first-hand look you might be able to get one and not have to worry about nasty CC information. CC info isn't the only risk I fear. This "beta" is seriously sounding like old times, and I'm not interested in going back to the days of yore and having my hard drive reformatted by a buggy install, or something equally batfuck-insane. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 03, 2009, 11:28:45 AM Not sure if anyone here is actually interested in playtesting, but it seems more and more beta invites are getting sent out. So, if you would like a first-hand look you might be able to get one and not have to worry about nasty CC information. Where is a link to announcements of more invites going out since 22 January? I think the couple of hundred or so they sent out that day are still the only ones, no? Title: Re: Darkfall sets a release date as 'maybe' Post by: Soln on February 03, 2009, 11:39:53 AM "there are plenty of people in the Beta..."
... /soundsofslaughter honestly, it's like some sociological experiment -- people KoS any other player. Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 03, 2009, 11:57:43 AM You know, those towers attacking PKs nearby seem both decidedly un-hardcore, and horribly weak.
Aside from all the animation and stupidity issues, I just found it funny that everyone seems to ignore the tower of "GTFO YOU GANKER", as well as there actually being such an object in a game too hardcore to let you look left. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 03, 2009, 12:02:41 PM :pedobear:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Modern Angel on February 03, 2009, 02:09:30 PM Alright, link me to the beta page. I want in.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 03, 2009, 03:05:58 PM Here you go! (http://tinyurl.com/bstk2a)
Title: Re: Darkfall sets a release date as 'maybe' Post by: Modern Angel on February 03, 2009, 03:26:28 PM That's not a link to the beta page and you know it.
Title: Re: Darkfall sets a release date as 'maybe' Post by: raydeen on February 03, 2009, 03:58:38 PM "i have look up on darkfall and it fukin seems wiked whens it out i want it :P"
tragman123 Ok, so I clicked the link and came up with this engrish gem: http://www.youtube.com/watch?v=OPXVoSQ0EQQ (http://www.youtube.com/watch?v=OPXVoSQ0EQQ) It shows nothing but made me laugh like a hyena. Title: Re: Darkfall sets a release date as 'maybe' Post by: Yoru on February 03, 2009, 04:04:23 PM "i have look up on darkfall and it fukin seems wiked whens it out i want it :P" tragman123 Ok, so I clicked the link and came up with this engrish gem: http://www.youtube.com/watch?v=OPXVoSQ0EQQ (http://www.youtube.com/watch?v=OPXVoSQ0EQQ) It shows nothing but made me laugh like a hyena. "The Waiting Is End"! Pure awesome. Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 03, 2009, 04:40:09 PM Hmm. So do you do that once a month for recurring subs or do you not really have recurring subs? I'd probably give this a shot for the questionable titles, because to date, I've never given CC info to games I thought wouldn't know a good billing system like a bad one. So there's no chance in hell I'm giving my credit info to this one. I usually do time cards if I am playing something for more than a month. Otherwise yeah you'd have to generate a new one and visit the account management page monthly, which would be a PITA. I figure I can see as much DF as one needs with a single purchase. Ah ok. I'll try that when a game comes along worth trying it for :grin: Title: Re: Darkfall sets a release date as 'maybe' Post by: IainC on February 04, 2009, 01:06:33 AM Have you ever programmed an AI routine? Seriously. Because I get the impression no one saying how hard it is has ever done so and I'm just beating my head against a brick wall. I've never seen a redname go, "Programming AI? Totally easy." In fact, I've seen quite the opposite. The concepts of smart AI are easy. Implementing them appears harder. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 04, 2009, 11:33:57 AM Thank you, Iain.
Title: Re: Darkfall sets a release date as 'maybe' Post by: FatuousTwat on February 04, 2009, 04:44:24 PM Still waiting for my beta invite with bated breath.
Title: Re: Darkfall sets a release date as 'maybe' Post by: pants on February 04, 2009, 05:17:09 PM Here you go! (http://tinyurl.com/bstk2a) No Rickroll? Disappointed. Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 06, 2009, 07:07:40 AM So are we uh not doing the NDA thing?
Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 06, 2009, 07:08:44 AM So are we uh not doing the NDA thing? What "NDA thing?" Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on February 06, 2009, 07:23:56 AM I dislike that avatar.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Tmon on February 06, 2009, 07:25:13 AM Think he's referring to people linking to leak videos which would seem to not exactly be following the guidelines in this post http://forums.f13.net/index.php?topic=13793.0
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 06, 2009, 07:36:58 AM Think he's referring to people linking to leak videos which would seem to not exactly be following the guidelines in this post http://forums.f13.net/index.php?topic=13793.0 Yeah, but... ASS ARROWS! Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 06, 2009, 08:11:50 AM I miss this thread...
Title: Re: Darkfall sets a release date as 'maybe' Post by: Threash on February 06, 2009, 08:12:23 AM So are we uh not doing the NDA thing? Sometimes you need to break the rules for the good of all humanity. Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on February 06, 2009, 08:26:42 AM No, really don't.
Outside of couple people here, it's fairly well obvious to the rest what a train wreck this has been and will be and any sort of epeen validation won't be necessary. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 10, 2009, 05:39:28 PM Having played Tabula Rasa for the first time today, i have to admit my opinion on the quality of Darkfall animations was too harsh. Turns out they aren't very far off, compared to the stuff that gets put in triple-A, modern MMO title(s) :awesome_for_real:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 10, 2009, 05:55:38 PM Having played Tabula Rasa for the first time today, i have to admit my opinion on the quality of Darkfall animations was too harsh. Turns out they aren't very far off, compared to the stuff that gets put in triple-A, modern MMO title(s) :awesome_for_real: Speaking of TR, MMORPG.com had an article about new content that was added. I was rather baffled by this for known reasons. However, Darkfall's release date looms, yet so far there has been no ramp up. At this point, I'd be advising them to release and crash. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 16, 2009, 11:21:40 AM 5 days.
(http://i44.tinypic.com/33a9nie.jpg) Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 16, 2009, 11:39:42 AM 9 days, it's due on the 25th.
Anyways- I'm not sure if you guys have heard the news. Aventurine will be selling a very limited amount of pre-orders and another limited amount of accounts or boxed copies. Unorthodox, of course, but it rings with a bit of sense to me. They have limited funds and limited servers. If they had expanded enough to allow everyone who wanted a go to have one: pissing everyone off when they try to log in, but can't, and then again when half the servers are empty in 3 months would have done them no good unless their goal was to sell a bunch of boxes and nothing else. Anyways, since it's not likely I'll get a copy unless I preorder or become willing to stab my f5 key on their opening date in Greektime, I don't think I'll be playing anytime soon. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lum on February 16, 2009, 12:10:05 PM Title: Re: Darkfall sets a release date as 'maybe' Post by: WayAbvPar on February 16, 2009, 12:12:35 PM We have learned not to ask those kinds of questions of Mr. B.
Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 16, 2009, 12:50:16 PM That's the best drawing of EA Mythic that will probably ever exist.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 16, 2009, 02:56:09 PM That picture makes me want a WAR comic from Samprimary! Badly!
Title: Re: Darkfall sets a release date as 'maybe' Post by: Salamok on February 17, 2009, 07:51:17 AM Aventurine will be selling a very limited amount of pre-orders and another limited amount of accounts or boxed copies. Pretty sure we are all clued in to this "news", i'd even guess that most of us realized this before Aventurine did. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 17, 2009, 06:03:50 PM Is anyone here taking DFO seriously? Or have the previews killed it off?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 17, 2009, 06:11:25 PM No. And that had nothing to do with the
Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on February 17, 2009, 10:01:15 PM A lot of people are taking it very seriously.
9 days until release, and there's been absolutely no update from the team for a month. ... That update was a forum post. So, the group of people taking this seriously doesn't seem to include the development team. To be fair, they figured out that Darkfall was vaporware ages ago. I've figured this out though. On the forum, everyone's join date is displayed proudly. It would seem as though everyone posting currently has either joined in '08 or '09, with the odd '07er chastising them for being stupid and still posting on the forum. I found that amusing. Title: Re: Darkfall sets a release date as 'maybe' Post by: Tale on February 18, 2009, 03:31:24 AM Still makes me think of the German word durchfall (http://translate.google.com/translate?hl=en&sl=de&u=http://de.wikipedia.org/wiki/Durchfall&oi=translate).
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 18, 2009, 05:37:42 AM I was curious because supposedly they are releasing on the 25th, and sites like Keen and Graaev are generating some hype through it, so I was curious if this thing was for real (this time).
Title: Re: Darkfall sets a release date as 'maybe' Post by: Malakili on February 18, 2009, 06:22:09 AM I was curious because supposedly they are releasing on the 25th, and sites like Keen and Graaev are generating some hype through it, so I was curious if this thing was for real (this time). Keen just got on this game like a month ago and hadn't even heard about it before, or so he says. I wouldn't take the fact that hes blogging about it and made a forum to mean this game is going to do anything. I mean, the game might actually launch next week, but even if it does, I'm expecting a subpar, poorly made MMO that isn't going to be anything special. The problem is that the Darkfall fanboys are treating a game with almost solid information as if its the second coming. :uhrr: Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on February 18, 2009, 07:48:31 AM I was curious because supposedly they are releasing on the 25th, and sites like Keen and Graaev are generating some hype through it, so I was curious if this thing was for real (this time). Keen just got on this game like a month ago and hadn't even heard about it before, or so he says. I wouldn't take the fact that hes blogging about it and made a forum to mean this game is going to do anything. I mean, the game might actually launch next week, but even if it does, I'm expecting a subpar, poorly made MMO that isn't going to be anything special. The problem is that the Darkfall fanboys are treating a game with almost solid information as if its the second coming. :uhrr: I doubt the stint with Darkfall will be any different. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 18, 2009, 01:41:45 PM I've been in beta for a few weeks now. The graphics are just as bad as the screenshots depicted, but the core gameplay seems to be solid. It's in much better condition than SB was at launch. I will probably pre-order this one.
I will answer any questions you have. I'm logging in to kill a few macros with my knockback first though. Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 18, 2009, 01:43:47 PM Are you insane?
j/k Can the server handle a hundred players? Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 18, 2009, 01:48:42 PM Are you insane? j/k Can the server handle a hundred players? I think it can hold at least 2000 players. That's just a guess based on the number of people I've seen around in the game. I don't think they have done a true stress test yet. Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 18, 2009, 01:52:53 PM Well I'd have lots of questions but with the whole nda thing and the influx of fanbois the answers would generate, I'll let someone else ask.
Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 18, 2009, 01:53:51 PM Well I'd have lots of questions but with the whole nda thing and the influx of fanbois the answers would generate, I'll let someone else ask. The NDA is lifted, and the fanbois are probably spamming the official forums. Title: Re: Darkfall sets a release date as 'maybe' Post by: Xurtan on February 18, 2009, 01:54:44 PM http://forums.darkfallonline.com/showthread.php?p=2720030#post2720030
Quote As of the time of this posting the NDA is officially lifted. In the next couple of days the Darfkall pre-orders will open up and stay up until right before Darkfall’s launch on February 25th or until they are sold out. And yeah, the forums are going nuts. Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 18, 2009, 01:58:48 PM Heh. Is it true they are backing away from the whole ffa nature of the game with guard towers outside the starter areas? How long to hit maximum level from pve? Roughly how many valid pvp templates are there, it's skill based right? I'm kinda in the dark with the little I know about this, always assumed it would never make release. They have BOP, it's full loot right?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 18, 2009, 02:01:34 PM Quote As of the time of this posting the NDA is officially lifted. In the next couple of days the Darfkall pre-orders will open up and stay up until right before Darkfall’s launch on February 25th or until they are sold out. Clever, nothing like thinking you might miss out, Mark Jacobs is going to shit a brick. Hey LC, maybe start a new thread. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 18, 2009, 02:09:19 PM Heh. Is it true they are backing away from the whole ffa nature of the game with guard towers outside the starter areas? They put the guard towers in the wilderness banks that are right around the starting areas. I have wandered all over the map, and have only seen them within 2 blocks of the starting areas. There are plenty of lawless cities around the map where reds can bank and shop. Quote How long to hit maximum level from pve? There are no levels, but it would probably take months to hit 100 in skills from normal gameplay. Quote Roughly how many valid pvp templates are there, it's skill based right? Each type of weapon has it's on set of skills. They can be mixed with archery and magic. There are several schools of magic with different types of spells. I have no idea how many of these you can max out though. I've been doing Great Axes and Lesser magic. I dont think my magic skills are high enough to open any of the other schools up yet. Quote I'm kinda in the dark with the little I know about this, always assumed it would never make release. They have BOP, it's full loot right? The only soulbound/bop/nodrop type items are the newbie weapons you start with. Everything else will drop when you die. Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 18, 2009, 02:13:16 PM What's the story on crafting? Any housing or city building involved, if yes are there siege weapons? Is it a standard guild type thing with a chat channel or have they done anything interesting to support clan warfare?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 18, 2009, 02:14:06 PM I've been in the beta for a few weeks now as well, playing the game off and on with LC. I don't think I'll be buying at retail, contrary to what I have posted previously. There are a lot of funny comments that you can see virtually all over the place now. I think this one sums up the current state of the game at release, in regards to buggyness and the thought put into balancing items, skills, and playstyles.
Quote Here's my write up: This is probably the worst MMOG I've ever played. A complete black hole of fun. The game world possesses almost zero content, and the little there is requires a grind that would make the hardest of the hardcore Korean MMOGs look tame by comparison. 5 of us chased one guy for about 30 minutes last night all the way across the map and he trashed all his good gear before we could kill him. When we finally did, he had jack on him. The kill was satisfying but everything else about it sucked. He kept his stamina up by casting Mana > Stam, eating food, and drinking potions. I agree that the core functions of the game are impressively sound. However I do not think they have the talent or the means to actually build a good game around these core systems and functions. They are in a much better position than Shadowbane was at any point. The client is stable and works as intended. It's just missing so much, or so much is just not balanced/thought out quite yet. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 18, 2009, 02:18:18 PM What's the story on crafting? Any housing or city building involved, if yes are there siege weapons? Is it a standard guild type thing with a chat channel or have they done anything interesting to support clan warfare? The crafting system is probably the worst thing about the game. You have to spend hours chopping wood, or gathering herbs to make something. In that same period of time you could have farmed enough money to buy those same items twice from the npcs. It still needs a lot of tweaking to be worthwhile at this point. There's not much to cities. From what I have heard there are 44 cities, and 56 hamlets on the map that can be captured by player clans. Once they are captured you have to dump resources into them to repair the buildings and walls. There's no customization of cities at all. Building and wall locations are predetermined. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 18, 2009, 02:27:29 PM oh god... Read this, then see the first reply (http://forums.darkfallonline.com/showthread.php?t=132068).
Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 18, 2009, 02:31:53 PM Clearly we need a Darkfall forum.
:drill: :drill: :drill: Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 18, 2009, 02:40:34 PM Clearly we need a Darkfall forum. Carebear! Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 18, 2009, 02:52:46 PM Carebear! That's essentially their private forums too. There are a bunch of posts that basically say, "The GUI is dogshit. Why didn't you do x,y,z,a,b,c things which are proven to work in (games released in the last 10 years, when DF was born)?" The response is always something along the lines of, "THIS ISN'T WOW-STYLE EASYMODE!" or "L2P" or that kind of thing. They have been surrounded with who knows how many blind fanboys for who knows how long, telling them that everything is fantastic and if you don't agree you're not hardcore enough. The default action of the right mouse button is to open up your GUI, for instance. You can't right click any items. The game is like a Macintosh before they had 2 button mice. Title: Re: Darkfall sets a release date as 'maybe' Post by: veredus on February 18, 2009, 03:01:37 PM oh god... Read this, then see the first reply (http://forums.darkfallonline.com/showthread.php?t=132068). "dude its Beta, its not made to be fun its made to test things, hopefully alot of stuff in your list is already in the game and just "turned off" but nobody will know until a few more days" :oh_i_see: Title: Re: Darkfall sets a release date as 'maybe' Post by: Hoth on February 18, 2009, 03:21:55 PM Clearly we need a Darkfall forum. :drill: :drill: :drill: Try this (http://forums.f13.net/index.php?board=53.0). Looks pretty unused. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 18, 2009, 03:31:44 PM That's going to fan some flames.
Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 18, 2009, 05:22:55 PM oh god... Read this, then see the first reply (http://forums.darkfallonline.com/showthread.php?t=132068). "dude its Beta, its not made to be fun its made to test things, hopefully alot of stuff in your list is already in the game and just "turned off" but nobody will know until a few more days" :oh_i_see: Yeah, that was a great quote. "It's still beta" only applies up until a month before launch. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 18, 2009, 05:36:09 PM Carebear! That's essentially their private forums too. There are a bunch of posts that basically say, "The GUI is dogshit. Why didn't you do x,y,z,a,b,c things which are proven to work in (games released in the last 10 years, when DF was born)?" The response is always something along the lines of, "THIS ISN'T WOW-STYLE EASYMODE!" or "L2P" or that kind of thing. They have been surrounded with who knows how many blind fanboys for who knows how long, telling them that everything is fantastic and if you don't agree you're not hardcore enough. The default action of the right mouse button is to open up your GUI, for instance. You can't right click any items. The game is like a Macintosh before they had 2 button mice. So the rumor that the Advertine took anything at all from recent MMOs and disregarded it in favor or creating an old-style "hardcore" MMO are true? Epic! I think we should create a DFO forums and move it right to the graveyard. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 18, 2009, 06:15:41 PM Don't forget about the miracle patch they may or may not release between beta and final.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on February 18, 2009, 06:43:04 PM Don't forget about the miracle patch they may or may not release between beta and final. Is the miracle patch the industry standard now?Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 18, 2009, 06:46:54 PM Is the miracle patch the industry standard now? It's the invention of delusional fanbois. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 18, 2009, 06:52:29 PM Don't forget about the miracle patch they may or may not release between beta and final. Do you mean the patch (http://herald.warhammeronline.com/patchnotes/index.php#_76) where the devs will attempt to remove the suck from the game? Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 18, 2009, 09:01:25 PM I think we should create a DFO forums and move it right to the There. That'll be more useful and amusing.Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on February 18, 2009, 09:57:50 PM The crafting system is probably the worst thing about the game. You are close. It's the damn UI that's the worst. Unresponsive POS. Various boxes block your vision especially if you reduce your resolution. The chat system is atrocious. No aliases. Difficult to tell when party members are talking to you. Multiple steps are required to perform what are now one click actions in other MMOs making this game feel uncomfortable as if it is amateur attempt as torture. Items not saving their placements in a bag and vault is downright sisyphean. There is so much that is awful about their UI. THe only thing I enjoyed about the game was finding new locations to explore and that is fleeting considering how shallow exploration. It's nothing more than sightseeing. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 19, 2009, 04:43:29 AM The crafting system is probably the worst thing about the game. You are close. It's the damn UI that's the worst. Unresponsive POS. Various boxes block your vision especially if you reduce your resolution. The chat system is atrocious. No aliases. Difficult to tell when party members are talking to you. Multiple steps are required to perform what are now one click actions in other MMOs making this game feel uncomfortable as if it is amateur attempt as torture. Items not saving their placements in a bag and vault is downright sisyphean. There is so much that is awful about their UI. THe only thing I enjoyed about the game was finding new locations to explore and that is fleeting considering how shallow exploration. It's nothing more than sightseeing. All I am hearing is "QQ. DFO is clearly too hardcore for you, carebear. :why_so_serious: Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 19, 2009, 07:00:51 AM (http://img23.imageshack.us/img23/7864/darkfallshamwowci5.jpg)
Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on February 19, 2009, 07:06:51 AM Anybody that wears their hair like that needs to have a shamwow shoved down their throat.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 19, 2009, 07:16:36 AM The WHOLE key to this game is, will they be able to fund their project with 50-75k subscribers. I think their odds of landing that many are pretty good, but I don't know if they can be fiscally sound at that level.
Read what you will about the game, most reviews are being truthful (if you can cut out all of the EMOTION that people toss into their posts). It does not take long to scratch your head about the UI, Chat is horrible and confusing, and the bank system is for people who just like tedious tasks because they are tedious. Strangely given all of that I still found myself wanting to log into Darkfall every night when I came home. This last month was the first time in a LONG time that I had multiple 3am play sessions... simply because there was always that One More Thing that I might find/fight/discover. Personally I think this game will be worth a month or two even if all I do is wander the world and explore. This game world is more impressive than anything I can remember... ever to be honest, definitely in recent MMO history. The size of this world, the fact that it is seamless, and the wonder that I don't just FALL THROUGH it (as I have in EVERY game beta at some point in the last few I have played) is amazing to me. They have mounts, mounted combat, swimming... evne underwater swimming, and it all WORKS. They have elevators, floating platforms, and everywhere you can SEE you can GET. There are no arbitrary "zone walls", and yes you CAN get to the top of that mountain that seems to be blocking your path. Something I have learned in life this last year is that sometimes 90% is good enough, especially if the last 10% requires 10x more resources. Darkfall is currently a 90% game to me. It gives me some of the big things I am looking for: 1) Character freedom. I hate alts, never had them in any game since Shadowbane (24hours to fully level a character can make alts palletable for me). I will never need an alt in Darkfall. My dwarf can do anything I want him to do and still be competitive in a PVP world. 2) Guild Unity. As I get older WHO I play with has become more important that WHAT I play. There are few games on the market today where guilds can play together ANY time they happen to log on together. WAR tried to help this with their Tiers, but even that was not enough to keep hardcore and casual playing together, so you would have weeks where people played "catch up" and some folks were stuck soloing their way through content because others had "out-levelled" them. Not so in Darkfall. During beta we had people come in at different points. It did not matter if they had been in game 5 minutes or 5 weeks, we could ALL get together, run out, and kill some stuff... even "high level" stuff. This is HUGE to me as it means our guild will never be split due to game mechanics. 3) City Building/World Development/Politics. Sure it is not Shadowbane where you can build any city you want how you want... but maybe we won't have to deal with ALL of the horrible bugs/exploits that the SB system ended in either. And, to be honest these cities are stinking amazing, even in their "ruin" stage. Again, whoever designed this world should get a raise and become a consultant to other game-world designers... it is simply amazing. But, beyond the "look" of the cities you have the fact that PLAYERS build them, Own them, and Fight for them. Now, currently the "siege" system is sort of a joke, but that is partly because nobody ever got to the point of building a Siege Workshop in beta (like Shadowbane there is a natural time limit on construction due to pre-reqs and such). The combat is not wonderful, but it is preferable (to me) to most other systems. I can still enjoy the target/click/run around crazy combat of WoW and WAR... just like I can enjoy an occasional FPS match. But, this just FEELS more tactical and interactive to me, and it is requiring me to learn some new "skills" so to speak, and learning is enjoyable... again to me. I think the biggest things that will kill this game to the average player (beyond maybe graphics and UI... for all those visual people out there) is the lack of an in-game trading house to stimulate the economy (such as EVE has) and the time that it takes to regenerate after combat. The current system reminds me of EQ in the days before meditation hit 35... you sit there and stare at a book. Mmmmm, nothing like sitting watching my character sit to keep me plugged into a game! I am still a bit baffled why they chose to keep regen times so long. It has almost nothing to do with Tactics and everything to do with Time sinks. It also greatly diminishes the solo-ability of the game, which is never a good thing. The most interesting thing of all of this is that we will finally get to see what actually happens. Now is the time all of the fans can put their money down to show support... or just keep spouting off on the forums. I know that at least a few dwarves will be going along, meeting up with some long-time friends from Shadowbane. Sometimes it is the simple pleasures that drive these decisions, like being able to kill and loot a member of Lords of Death... that is probably worth at least a months sub right there. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 19, 2009, 07:17:11 AM Apparently this is the game on its highest settings..... Not to bad, player model is a little funky, and the draw distance looks rather dated. But the best part? Look at the chat, and ping. I normally have much respect for indi developers, how ever these guys came out the gate talking shitt about AAA titles and various games player bases. I currently hold them to that standard, they have failed. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 19, 2009, 07:20:12 AM Anybody that wears their hair like that needs to have a shamwow shoved down their throat. Women love him for his nuts! Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 19, 2009, 07:26:23 AM Blood - where were you playing from? I have not seen anyone that had 500 ping. West Coast was around 250 peak and stable, east coast about 140 max. Is that an Australian client maybe?
And, yea, you don't have to look long to find complaints about the Chat system. If I were a betting man I would put money on a development cycle that had "Chat system" as one of the LAST things they looked at. I say that because even in the last 2 weeks they have made large changes to the chat system, and I would not be surprised to see them bring it up to "standard" in the next couple of weeks. They are not real attuned to the "average" MMO player obviously, but I doubt the average MMO player is very attuned to them right now either. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 19, 2009, 07:29:12 AM Blood - where were you playing from? I have not seen anyone that had 500 ping. West Coast was around 250 peak and stable, east coast about 140 max. Is that an Australian client maybe? And, yea, you don't have to look long to find complaints about the Chat system. If I were a betting man I would put money on a development cycle that had "Chat system" as one of the LAST things they looked at. I say that because even in the last 2 weeks they have made large changes to the chat system, and I would not be surprised to see them bring it up to "standard" in the next couple of weeks. They are not real attuned to the "average" MMO player obviously, but I doubt the average MMO player is very attuned to them right now either. I'm not in the beta. And my comment about the chat, was about the community the developers have created. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 19, 2009, 07:38:43 AM Hah, yea... community definitely won't be a selling point. That said, global-type chats are notorious for idiots. It is easy enough to turn it off. I think this game could do well by having a "rookie chat" similar to EVE, but I doubt that system will be in place at release and most people will have to wade through Race or Race Alliance options.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 19, 2009, 07:44:04 AM I thought there was to be no global chat, only spatial, guild and shouts.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 19, 2009, 07:47:19 AM This is the only game in which a working chat system might actually hurt sales.
Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 19, 2009, 07:47:42 AM I thought there was to be no global chat, only spatial, guild and shouts. The chat plans were too hardcore, they called the game a pussy and left. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 19, 2009, 07:49:25 AM I thought there was to be no global chat, only spatial, guild and shouts. Global was in for beta... to encourage people to ask questions and get answers. That worked, less than planned I would assume. Currently you have Local, Race, Race Alliance (dwarf/human/elf), Party, Clan, Clan Alliance. You can choose which of these you watch and don't. The biggest problem is that you can only watch ONE at a time... which is very annoying in a game where you have to be constantly watching the action. Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on February 19, 2009, 08:03:28 AM Blood - where were you playing from? I have not seen anyone that had 500 ping. West Coast was around 250 peak and stable, east coast about 140 max. Is that an Australian client maybe? Ha! That's not my character but I average 450 ms from the EAst Coast of the US. I used to average 150 ms but after one patch build they loved it all up. Title: Re: Darkfall sets a release date as 'maybe' Post by: SnakeCharmer on February 19, 2009, 08:06:08 AM Isn't this game still under NDA?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 19, 2009, 08:10:28 AM The NDA was lifted last night.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Murgos on February 19, 2009, 08:11:53 AM Isn't this game still under NDA? There is an direct proportional relationship between the quality of a game and the respect for it's NDA. I guess the premise is, "If the game sucks then who cares if they ban me for violating the NDA?" Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 19, 2009, 08:22:01 AM The NDA was lifted last night. This, and ... Ping is one of those things I have no issue with. I started getting some ping-lag spikes recently, but I am still a steady 125-140 on the East Coast. Playable for sure, and really no issues in PvP combat. Of course, most of the time I am fighting other US people because of my playtime... I don't have that much experience fighting people in Europe who are playing with 50-70 pings. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 19, 2009, 08:22:29 AM Disclaimer: I most likely will play this (not as any kind of main game), as if there was a doubt.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 19, 2009, 08:22:49 AM Apparently this is the game on its highest settings..... Not to bad, player model is a little funky, and the draw distance looks rather dated. But the best part? Look at the chat, and ping. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 19, 2009, 08:47:28 AM f13 did an interview? (http://darkfall.wikia.com/wiki/Interviews#Interviews_from_2004) Where is it now?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 19, 2009, 09:33:07 AM f13 did an interview? (http://darkfall.wikia.com/wiki/Interviews#Interviews_from_2004) Where is it now? Vapourware. Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 19, 2009, 12:30:58 PM Anybody that wears their hair like that needs to have a shamwow shoved down their throat. Don't fuck with Vince. Stop having a boring tuna. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nonentity on February 19, 2009, 01:34:11 PM I'm in the beta for this.
It needs more time. The thing is, though, is that it's not really all THAT buggy, there just isn't practically any content there. My ping times are great (sub-100). Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 19, 2009, 01:34:46 PM Disclaimer: I most likely will play this (not as any kind of main game), as if there was a doubt. The most current fun is actually trying to pre-order apparently. I am very interested to see what the numbers come out like. Either they had a VERY small idea of who was going to pre-order (like 10,000 people or something), or there are a LOT of people coming out of the woodwork to check this thing out. Either way servers are currently overloaded and it is like a lottery whether people will actually get to play at release right now. Not a bad thing for the unguilded most likely... but with the way that Land Grabs happen in this type of game there are many Clan/Alliances chomping to get in first. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 19, 2009, 01:42:17 PM Disclaimer: I most likely will play this (not as any kind of main game), as if there was a doubt. The most current fun is actually trying to pre-order apparently. I am very interested to see what the numbers come out like. Either they had a VERY small idea of who was going to pre-order (like 10,000 people or something), or there are a LOT of people coming out of the woodwork to check this thing out. Either way servers are currently overloaded and it is like a lottery whether people will actually get to play at release right now. Not a bad thing for the unguilded most likely... but with the way that Land Grabs happen in this type of game there are many Clan/Alliances chomping to get in first. I didn't say i was going to preorder, i'm not stupid. Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 19, 2009, 02:07:02 PM I thought there was to be no global chat, only spatial, guild and shouts. Global was in for beta... to encourage people to ask questions and get answers. That worked, less than planned I would assume. Currently you have Local, Race, Race Alliance (dwarf/human/elf), Party, Clan, Clan Alliance. You can choose which of these you watch and don't. The biggest problem is that you can only watch ONE at a time... which is very annoying in a game where you have to be constantly watching the action. Given that innovation is sorely lacking in the industry at the moment, it's ironic that flaws like this give me some hope that maybe some new ideas will surface because of garage games. Not being able to instantly talk to everyone, all at the same time, kinda makes sense on a Fantasy battlefield. Command, control, communication and all that. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 19, 2009, 02:27:58 PM Ventrillo.
Title: Re: Darkfall sets a release date as 'maybe' Post by: WayAbvPar on February 19, 2009, 02:31:08 PM Chat cockblocking is just bullshit. Make all the channels optional and tabbed into Windows ala Eve.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 19, 2009, 02:37:02 PM You wouldn't even be thinking about the subject if they had coded it correctly, was my sole point.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 19, 2009, 02:41:09 PM Given that innovation is sorely lacking in the industry at the moment, it's ironic that flaws like this give me some hope that maybe some new ideas will surface because of garage games. Not being able to instantly talk to everyone, all at the same time, kinda makes sense on a Fantasy battlefield. Command, control, communication and all that. The 'race alliance' channel sounds pretty much like what global channel is in any post-WoW game with PvP factions. No innovation there.Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 19, 2009, 02:47:07 PM I didn't say Darkfall was in any way innovative, I just think dumb mistakes can spark innovation. Being limited to one chat channel is stupid, but it can make the channel you choose to have open important.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 19, 2009, 05:14:31 PM I didn't say Darkfall was in any way innovative, I just think dumb mistakes can spark innovation. Being limited to one chat channel is stupid, but it can make the channel you choose to have open important. Hmm i thought they meant it in the sense each channel is on its own tab, so you can only see one of them at once on your screen without tabbing through them, rather than really have only one of them ever working at any time.Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 19, 2009, 06:16:30 PM I'm working hard to give them my money. I've refreshed their preorder page about 5000 times now. Some guy on the beta forums is claiming that his friend finally registered and was given the user id 3204.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on February 19, 2009, 08:04:15 PM For everyone that is trying to pre-order I have a better offer for you. PM me with your bank information and I'll show you how to earn at least 5,000 local currency units a month at home just by using ebay.
Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on February 19, 2009, 08:30:46 PM Apparently this is the game on its highest settings..... Not to bad, player model is a little funky, and the draw distance looks rather dated. But the best part? Look at the chat, and ping. If I'm following you correctly that's deliberate. They ddin't want wide screens to get an advantage over other people in terms of spotting people performing stealth tactics. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 19, 2009, 08:57:58 PM Apparently this is the game on its highest settings..... Not to bad, player model is a little funky, and the draw distance looks rather dated. But the best part? Look at the chat, and ping. If I'm following you correctly that's deliberate. They ddin't want wide screens to get an advantage over other people in terms of spotting people performing stealth tactics. Works just fine on my wide screen monitor. I have no idea where this one came from. Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 20, 2009, 12:59:13 AM I'm really getting tired of hearing how every potential negative of this game is actually a master bid by the pro chess playing developers in order to get us all to fit into their master plan.
How about this- They didn't make widescreen support because they didn't make widescreen support. Not because they think stopping players from approaching from direct right-angles helps the stealth game. Besides, isn't stealth too carebear for you hardXcore fuckers anyways? Edit: Or wide screen support works fine. HAHAHA DISREGARD THAT Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 20, 2009, 04:15:03 AM Works just fine on my wide screen monitor. I have no idea where this one came from. It was mentioned in the earlier beta leaks. As in, the display aspect ratio was fixed at 1.33:1 that's suitable for the regular resolutions, while for widescreen resolutions it should rather be 1.6:1. You can see this effect on some screenshots and videos, mostly in form of unnaturally stocky characters. I suppose it can be less noticeable on some races, or maybe they fixed it by now... but do a little experiment, rescale that 'spoiler' picture from a page back to 1400x1050 so the 1.33 -> 1.6 stretch is removed, and see if that female lumberjack in the centre of it doesn't appear more natural.Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 20, 2009, 11:02:02 AM Apparently, the pre-orders are for beta testers only, HOWEVER some beta tester posted the page, and now they are getting flooded. We wont even talk about the fake sites offering a pre-order and taking CC numbers.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 20, 2009, 11:25:41 AM You can already get one on eBay! (http://cgi.ebay.com/Darkfall-Online-Pre-Order-and-Full-Digital-Download_W0QQitemZ110354120771QQcmdZViewItemQQptZVideo_Games_Games?hash=item110354120771&_trksid=p3286.c0.m14&_trkparms=72%3A1234|66%3A2|65%3A12|39%3A1|240%3A1318|301%3A1|293%3A1|294%3A50)
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 20, 2009, 11:27:55 AM Apparently google will take you to the beta testers only pre-order page.
Please tell me no one here gave them money, please? Title: Re: Darkfall sets a release date as 'maybe' Post by: Soulflame on February 20, 2009, 11:28:48 AM The idea of artificially tiering people with a staggered release in an FFA PvP MMOG is just :uhrr:. Or maybe it's :awesome_for_real:. With a hint of :why_so_serious:.
It should add to the enjoyment of reading forums though, when new players finally make it into the game, only to find the newbie zones camped by jackasses with maxed out stats, and not much else to do. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 20, 2009, 11:35:13 AM The idea of artificially tiering people with a staggered release in an FFA PvP MMOG is just :uhrr:. Or maybe it's :awesome_for_real:. With a hint of :why_so_serious:. It should add to the enjoyment of reading forums though, when new players finally make it into the game, only to find the newbie zones camped by jackasses with maxed out stats, and not much else to do. Actually, a friend of mine who spent time looking into DFO pointed me to a post in which a beta tester said that the several starter characters could work together to take out a higher skilled player. Actually I have a questio for beta testers: is there any way, on sight, to determine if someone is "higher level" (for lack of a better term)? Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 20, 2009, 11:44:31 AM None at all until they start to DO something. If they start casting magic or using some higher-skill melee abilities then you have some clue. But, We had people logging on day 1 and heading to dungeons with us and getting geared out in hours. So, gear cannot tell you much about who you are facing. It is also pretty hard to tell anything by melee... I would say that only casters can truly separate themselves visually by the types of spells they cast.
Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 20, 2009, 12:00:51 PM The beta servers have been down since the preorder page went up. I will check on the AR stuff if it ever comes back up.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Soulflame on February 20, 2009, 12:09:38 PM The idea of artificially tiering people with a staggered release in an FFA PvP MMOG is just :uhrr:. Or maybe it's :awesome_for_real:. With a hint of :why_so_serious:. It should add to the enjoyment of reading forums though, when new players finally make it into the game, only to find the newbie zones camped by jackasses with maxed out stats, and not much else to do. Actually, a friend of mine who spent time looking into DFO pointed me to a post in which a beta tester said that the several starter characters could work together to take out a higher skilled player. Actually I have a questio for beta testers: is there any way, on sight, to determine if someone is "higher level" (for lack of a better term)? Hah. If UO taught me one thing, it's this: Anyone who suggests you work with them to take out someone is actually working with the other guy. Anyone who suggests a mass of people solidify to take out someone else will be the one to recall/run first. So your idea of "people work together to take down a higher level players" works fine if a group of friends plays together, and from what I remember of my UO days, sometimes not even then. (I specifically remember murdering a guildmate for getting out of dodge while leaving the rest of us high and dry, while the rest of the guild cheered me on.) Expecting random players to simply coalesce as a force to take down a "high level" pk looks great on paper, but is very rarely the reality in these games. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 20, 2009, 12:14:46 PM That thought was in the back of my mind when I wrote that post, trying to get a bunch of newbies to work together to take out the school bully will be an exercise in frustration for many.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 20, 2009, 12:40:16 PM Not the bully! :awesome_for_real:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Soulflame on February 20, 2009, 12:41:56 PM Won't someone think of the bullies!
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 20, 2009, 12:46:42 PM (http://i75.photobucket.com/albums/i288/The_Game21/E-thug2.jpg)
There's no demotivational posters for internet bullies, so this is the best I could come up with lack a better response. Title: Re: Darkfall sets a release date as 'maybe' Post by: Soulflame on February 20, 2009, 01:03:59 PM (http://globalnerdy.com/wordpress/wp-content/uploads/2007/02/internet-tough-guy-magazine.gif)
:awesome_for_real: :awesome_for_real: :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: HaemishM on February 21, 2009, 10:12:24 AM The last two posted pictures are true win. :awesome_for_real:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 21, 2009, 01:21:14 PM "Which martial art should you claim to have mastered?"
Priceless. Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 21, 2009, 01:23:04 PM "Which Martial Art should you claim to have mastered?"
Win. (always go Capoeira. Most people need to look it up :awesome_for_real:) Fastedit: Nebu beat me to it! Title: Re: Darkfall sets a release date as 'maybe' Post by: Morat20 on February 21, 2009, 02:08:17 PM "Which Martial Art should you claim to have mastered?" Isn't Capoeria the one that looks sort of like a combination of dance, martial arts, and acrobatics? The one they used for the Jaffa on Stargate SG-1?Win. (always go Capoeira. Most people need to look it up :awesome_for_real:) Fastedit: Nebu beat me to it! Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 21, 2009, 02:13:35 PM Maybe. I never watched Stargate. Your description is apt though. Like many unique styles (unique in that it's not the usual Karate nor Taekwondo subset), it got it's own movie (http://www.imdb.com/title/tt0107750/). Some opponents in various Van Damme self-knockoffs used it too.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Rendakor on February 21, 2009, 02:32:28 PM Eddie from Tekken uses Capoeira, doesn't he?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on February 21, 2009, 02:44:48 PM Blanka.
Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 21, 2009, 04:06:12 PM Boat video.
http://www.youtube.com/watch?v=yMNXafzbazQ Title: Re: Darkfall sets a release date as 'maybe' Post by: NiX on February 21, 2009, 05:05:35 PM That looked like ass.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Hoth on February 21, 2009, 05:11:42 PM Eddie from Tekken uses Capoeira, doesn't he? Yeah he does. And I would go for Krav Maga (http://www.youtube.com/watch?v=-ajaQ2j0Al0&feature=related). Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 21, 2009, 06:25:29 PM http://forums.darkfallonline.com/showthread.php?t=136218
Darkfall not hardcore enough for its audience. Title: Re: Darkfall sets a release date as 'maybe' Post by: Rake on February 21, 2009, 08:28:05 PM Seems like most of the vocal ones there are not even in the Beta.
The forums are very busy there at least. Not seen anything worth reading, but they sure do like to talk a lot there. Title: Re: Darkfall sets a release date as 'maybe' Post by: Malakili on February 21, 2009, 09:22:27 PM That looked like ass. Actually I disagree. The concept of being able to just get on a boat and sail around as I please in an MMO is pretty fantastic. Then again, I like a lot of what Darkfall does, in CONCEPT. Of course, I wouldn't touch the actual game with a 10 foot pole. :ye_gods: Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 21, 2009, 09:38:24 PM Actually I disagree. The concept of being able to just get on a boat and sail around as I please in an MMO is pretty fantastic. You should play DAoC then. You can sail in boats and pvp to your heart's content. Title: Re: Darkfall sets a release date as 'maybe' Post by: Fordel on February 21, 2009, 11:01:58 PM You can even sail the boat INTO pvp!
Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 21, 2009, 11:37:29 PM (always go Capoeira. Most people need to look it up :awesome_for_real:) Just no. Capoeira creates guys who look great (http://www.youtube.com/watch?v=7dB4yl8Tu40&feature=related), but it's more a dance and requires a lot of room to work. Also I've got no idea about their knife defence - or even if the style has one. Krav Maga (you'd have to say Miltary or Special Ops version - the Internet Tough Guy should know a civilian version exists) isn't a bad option, you can always say you train MMA (mixed martial arts) or, for a true ITG response, say you used to work as a bouncer in a bar and kicked the ass of If I was going for an obscure-ish fighting style, I'd choose Kali (better known stick fighting) or Penchak Silat (which I did have the opportunity to learn at one time, but passed in favour of more convenient Japanese jujitsu classes). Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on February 22, 2009, 08:38:07 AM That's a badass fight seen.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 22, 2009, 08:53:43 AM If I was going for an obscure-ish fighting style, I'd choose Kali (better known stick fighting) or Penchak Silat (which I did have the opportunity to learn at one time, but passed in favour of more convenient Japanese jujitsu classes). A good college friend of mine is a Silat instructor. That is a brutal style.Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 22, 2009, 12:20:05 PM Silat is pretty interesting. From what I remember it was no-holds-barred face-on-face grappling. If you want in-your-face badass, you could go straight for Kempo. And Unsub's point about Capoeira is spot on, but then, that could be said for any of the flowery-looking sport Arts too (Taekwondo among them, or at least, how so many people seem to use it).
And we've now transcended into the worst level of internet tough guy epeen waving: bragging about the obscure Martial Arts :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: Ghambit on February 22, 2009, 01:55:18 PM I used to take Capoeira and it's useless unless you have the flexibility of Jean Claude Van Damme. You waste tons of money learning techniques you cant physically achieve for a long long time (kinda like TKD). In the club and on the beach Capoeria is the most useful though, because you can win just about any dance-fight (it's built-in breakdancing)... and chics dig it :grin: "baanaanaa waay, baanaanaa way bannaanaa"
I prefer classical Jujitsu (the kind that's not alllowed in UFC), JKD, and chinese boxing like Hsing-I or Wing Chun. "Taimak Fit" rules all though :why_so_serious: Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 22, 2009, 02:04:40 PM So... did this vaporware release yet or did they delay it again?
Title: Re: Darkfall sets a release date as 'maybe' Post by: DraconianOne on February 22, 2009, 02:13:52 PM (Taekwondo among them, or at least, how so many people seem to use it). What? Title: Re: Darkfall sets a release date as 'maybe' Post by: raydeen on February 22, 2009, 03:44:52 PM I"m a black belt in Koyaanisqatsi. :why_so_serious:
Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 22, 2009, 04:07:42 PM (Taekwondo among them, or at least, how so many people seem to use it). What? Sports TKD is a long way from the martial arts form, but sports TKD is the style that has spread most widely, assisted by the South Korean government. One issue is that in sports TKD hitting the back is a negative point, to it's a valid tactic to keep flipping around so that an opponent might accidentally strike your back during a competition. Not so good for a real fight. On Darkfall: to follow on from my previous point, I think them limiting launch numbers is the best thing they can do. If they get 10 000 happy PvPers and slowly drip feed in new ones, they'll have a viable market for a while (especially covering those who burn out / find out that their e-peen isn't as big and hard as they thought) as others line up to be part of the ... well, fun. However, from what I've seen, the biggest complaint is that there is nothing to do but fight. Without things to fight over, I don't know how long players / guilds are going to remain interested in DF. Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on February 22, 2009, 05:13:01 PM Go make a martial arts thread. It would be more interesting contained within itself. I come here for Darkfall fail stories.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 22, 2009, 05:21:53 PM However, from what I've seen, the biggest complaint is that there is nothing to do but fight. Without things to fight over, I don't know how long players / guilds are going to remain interested in DF. It's because you're not hardcore enough. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 22, 2009, 07:45:06 PM However, from what I've seen, the biggest complaint is that there is nothing to do but fight. Without things to fight over, I don't know how long players / guilds are going to remain interested in DF. It's because you're not hardcore enough. Am too! Face the wrath of my stare! (http://cisatbloggers.cisat.jmu.edu/teopacsm/photos/CareBear.jpg) Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 22, 2009, 08:02:21 PM So... did this vaporware release yet or did they delay it again? Well the NDA is up, looks like they're going for broke.Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 22, 2009, 09:13:09 PM 25th still looks like the go date. At this point nobody knows who all has been able to make accounts/buy subscriptions. But, I see them releasing about 10-15k accounts at launch and then stepping it up. Their forums are maintaining a steady 2,500-3,000 people... which is nuts.
As to what there is to fight over, not sure what there ever is besides cities/items/resources. Cities will have both "buff" resources and actual resources that help in crafting goods. They are also in proximity to mobs that drop resources needed for high-level gear. Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 22, 2009, 09:31:19 PM So you can only purchase this game by secret ballot? I sense interesting times ahead.
Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on February 23, 2009, 06:11:12 AM However, from what I've seen, the biggest complaint is that there is nothing to do but fight. Without things to fight over, I don't know how long players / guilds are going to remain interested in DF. It's because you're not hardcore enough. Am too! Face the wrath of my stare! (http://cisatbloggers.cisat.jmu.edu/teopacsm/photos/CareBear.jpg) And here I thought I would never see anything top the average drag queen in :awesome_for_real: The internet continues to prove me wrong... Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 23, 2009, 06:40:10 AM The Conquest system just got patched in. This can't possibly go wrong with such extensive testing!
Quote Conquest The rules for conquest have been finalized. Here is the real deal straight from the horse's mouth: Definitions All Cities and Hamlets have CityPoints associated with them. This is calculated by the potential of the City or Hamlet; e.g. a City with a potential Wonder will have a high CityPoint score while a small Hamlet will have a small CityPoint score. A City or Hamlet is either owned by a Clan or it is Neutral. All Cities and Hamlets start out as Neutral. A Clan can be in only one Conquest Challenge at a time. A Clan owned city is conquered when the Clan Stone or Clan Hamlet is destroyed. You get CityPoints by destroying Clan Stones. Claiming a Neutral City In order to claim a neutral city you need to: 1. Be in a Clan 2. Have the rank of General or higher 3. Be within the city/hamlet limits (You will get a message that you are crossing the city boundary) 4. Not be in a Conquest Challenge with another clan 5. Have a Clan Shard in your backpack (These can be bought from various vendors) 6. Double click the Clan Shard in your back pack 7. Congratulations your Clan is now the new owner Note: A Clan can claim only 1 Neutral City every 24 hours. Conquering a Clan owned City/Hamlet when your Clan also owns Cities/Hamlets In order to start a challenge against a Clan owned City/Hamlet, these preconditions has to hold true: 1. You must be in a Clan 2. You must formally declare WAR against the city owners (Or they must have done so against you) 3. You must have the rank of General or higher 4. You must be within the city/hamlets limits 5. You must have a Clan Shard in your backpack 6. The Clan you are about to challenge must not be in another Conquest Challenge 7. Your Clan must not be in a Conquest Challenge 8. Double click the Clan Shard in your back pack 9. Congratulations you have now initiated a Conquest Challenge A City vs City conquest consist of 2 Stages: Stage1: Stage 1 lasts 4 hours. The City that was issued a challenge against is invulnerable for these 4 hours. All cities and hamlets belonging to the attackers will be vulnerable in this period. Anyone (including Mercenary clans, allies etc.) can help the defenders by attacking the attacker's Clan Cities/Hamlet Stones. If a Clan City/Hamlet Stone of one of the attackers Cities is destroyed during this time, ownership is transferred to the defenders. A Conquest Challenge can end during this period if: 1. The total sum of CityPoints lost by the attackers exceed the CityPoints of the Defender's Challenged City. Defenders WIN. 2. The attackers have lost their last City/Hamlet. Defenders WIN. 3. A formal Peace Treaty between the Attacker and the Defender is negotiated. It's a DRAW. If none of these conditions have been met during the 4 hour period then Stage 2 of the Conquest will commence. Stage2: Stage 2 lasts 2 hours. During this stage the challenged City/Hamlet will become vulnerable. All the Attacker's Cities/Hamlets will remain vulnerable. A Conquest Challenge will end during this period if: 1. The total sum of CityPoints lost by the attackers exceed the CityPoints of the Defender's Challenged City. Defenders WIN. 2. The attackers have lost their last City/Hamlet. Defenders WIN. 3. A formal Peace Treaty between the Attacker and the Defender is negotiated. It's a DRAW. 4. The attackers destroy the Defender's City Clan Stone. Attackers WIN. If, after 2 hours, there is no outcome the Conquest Challenge will result in a timeout. This means it's a draw. Conquering a Clan owned City/Hamlet when your Clan does NOT own any Cities/Hamlets When you do NOT own any Clan Cities/Hamlets you have to put up a “wager” in Gold for the Clan who owns the city. The exact amount has to do with the number of CityPoints of the City/Hamlet you are about to challenge. You will get the “wager” back only if you WIN the Conquest Challenge. If you do NOT win the challenge this amount of Gold will be transferred to the Clan that owns the City when the Challenge is over. This also happens in a DRAW. In order to initiate a challenge against a Clan owned City/Hamlet while your Clan does NOT own any Cities/Hamlets, these preconditions have to hold true: 1. You have to be in a Clan 2. WAR must be formally declared between the two parties. 3. You must hold the rank of General or higher 4. You must be within the city/hamlets limits 5. You must have a Clan Shard in your backpack 6. The Clan you are about to challenge must not be involved in another Conquest Challenge 7. Your Clan must not be in a Conquest Challenge 8. Your Clan must have enough Gold in the Clan Vault to Challenge the City/Hamlet 9. Double click the Clan Shard in your back pack 10. Congratulations you have now initiated a Conquest Challenge 11. The person who initiated the Challenge is now the Challenger The Challenger becomes a target for the Defending Clan. His location will show up on all the Defender's members world and mini maps. The Challenger is incapable to teleport, and if he logs out for whatever reason the Challenge is lost. A No City vs City Conquest Challenge consists of 2 stages: Stage 1 Stage 1 lasts 4 hours. The Challenged City is invulnerable in these 4 hours. A Conquest Challenge can end during this period if: 1. The Defenders KILL the Challenger. Defenders WIN. 2. A formal Peace Treaty between the Attacker and the Defender is negotiated. This means a draw. If none of these conditions have been met during the 4 hour period then Stage 2 of the Conquest will commence. Stage2: Stage 2 lasts for 2 hours. During this stage the challenged City/Hamlet becomes vulnerable. A Conquest Challenge will end during this period if: 1. The Defenders KILL the Challenger. Defenders WIN. 2. A formal Peace Treaty between the Attacker and the Defender is negotiated. This means a draw. 3. The attackers destroy the Clan Stone of the Defender's City. Attackers WIN. If, after 2 hours, there is no outcome the Conquest Challenge will result in a timeout. This means a draw. NOTE: The Gold deposited by the Attackers will always go to the defenders unless the Attackers win. Destroying a Clan Stone A Clan Stone can be destroyed using this equipment: * Siege Hammers (2 Handed Weapon) * Different types of Battle Spikes (thrown weapons) * Dynamically deployable Cannons * Warhulk Weapons * Ship cannons When a City has changed ownership: * If a bank is present, it's automatically destroyed, and the new owner will have to haul new building modules across the land to build it. These modules are heavy and if you overload, you can not use runestones or other means of teleportation. * All members of the previous Clan currently bound to the City will be booted out * The record of this Challenge will live forever. Other information regarding cities * You can only destroy one building per day. The only things exempt from this rule are: 1. Walls 2. Palisades 3. Decorations 4. Clan City Cannons * You can disable buildings at all times. * Disabling a building that has a local bonus (Gives attribute bonuses to all Clan Members when they are within the city limits) associated with it, will cause the Clan Members to lose the bonuses * Disabling a Wonder will cause the global bonus to be removed * Disabling Houses and Barracks will decrease the number of people able to bind at the city. * All buildings can be repaired using repair shards and a repair hammer * Different Cities have different abilities: * There are 9 unique Wonders located in 9 different cities. These give Global bonuses to all members of the Clan that own it. * Warhulks can be crafted only in certain cities. * Coastal cities and hamlets may have harbors you can build Ships at. * Mines producing a variety of resources can be found in various cities. * Every city is laid out and strategically positioned for warfare . Link (http://forums.darkfallonline.com/showthread.php?t=135100) Title: Re: Darkfall sets a release date as 'maybe' Post by: IainC on February 23, 2009, 06:44:44 AM So two clans operating in concert to keep each other perma-challenged can never lose their cities or hamlets?
Or am I reading that wrong? Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 23, 2009, 07:52:49 AM You are reading that wrong. In fact, just the opposite, their holdings would ALWAYS be available for capture.
What they failed to write was "Have one guildie drop guild, form a new guild, pay the money... and you can siege anyone without fear of your actual holdings being at risk." So, you will quite a few 1-man guilds declaring sieges I am pretty sure. Title: Re: Darkfall sets a release date as 'maybe' Post by: K9 on February 23, 2009, 07:55:35 AM Seems like there is plenty of potential for abuse.
Also, this system is far too carebear, 4 hours of invulnerability! pah. Title: Re: Darkfall sets a release date as 'maybe' Post by: IainC on February 23, 2009, 07:58:57 AM You are reading that wrong. In fact, just the opposite, their holdings would ALWAYS be available for capture. No, because you can't challenge a clan that is already in a challenge. Thus if two clans work together to keep each other challenged (but don't actually fight) then no-one else can come along and try to take their cities. Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 23, 2009, 08:00:39 AM Seems like there is plenty of potential for abuse. Also, this system is far too carebear, 4 hours of invulnerability! pah. Not when that four hours begins at midnight local :wink: Next patch: the four hours to begin the moment the Defenders "accept" the challenge. Everything old is new again. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on February 23, 2009, 08:01:39 AM You are reading that wrong. In fact, just the opposite, their holdings would ALWAYS be available for capture. No, because you can't challenge a clan that is already in a challenge. Thus if two clans work together to keep each other challenged (but don't actually fight) then no-one else can come along and try to take their cities. Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 23, 2009, 08:02:56 AM You are reading that wrong. In fact, just the opposite, their holdings would ALWAYS be available for capture. No, because you can't challenge a clan that is already in a challenge. Thus if two clans work together to keep each other challenged (but don't actually fight) then no-one else can come along and try to take their cities. Id imagine the cost of a challenge is prohibitive enough to do it every 6 hours? Title: Re: Darkfall sets a release date as 'maybe' Post by: EWSpider on February 23, 2009, 08:03:59 AM It says ALL of the challenger's cities and hamlets are vulnerable to EVERYONE during the first stage.
Title: Re: Darkfall sets a release date as 'maybe' Post by: K9 on February 23, 2009, 08:06:54 AM Unless you can roll the 4-hr invulnerability window?
On the level of exploits people have pulled in games far more rigorously designed than this, this sort of stuff seems fascile. @gryeyes: What is the value in holding a city? From what I read, high-end cities offer huge potential for resources monopolisation. If you're sitting on a huge empire, these costs could easily be worth it. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on February 23, 2009, 08:07:21 AM It says ALL of the challenger's cities and hamlets are vulnerable to EVERYONE during the first stage. What happens if you only have one though? Nothing?Title: Re: Darkfall sets a release date as 'maybe' Post by: EWSpider on February 23, 2009, 08:08:42 AM It says ALL of the challenger's cities and hamlets are vulnerable to EVERYONE during the first stage. What happens if you only have one though? Nothing?Not sure what you're asking. If you have one city then that one city is vulnerable to everyone in the game during stage 1. Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 23, 2009, 08:09:05 AM That system seems amazingly stupid.
You challenge. All your shit is vulnerable for 4 hours. Phase 2: all their shit is vulnerable for 2 hours. After that, it ends. Six hours of combat window pretty much seems absolutely stupid? Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 23, 2009, 08:10:12 AM For a game
You are reading that wrong. In fact, just the opposite, their holdings would ALWAYS be available for capture. What they failed to write was "Have one guildie drop guild, form a new guild, pay the money... and you can siege anyone without fear of your actual holdings being at risk." So, you will quite a few 1-man guilds declaring sieges I am pretty sure. Color me confused by this. The one man guild would keep initiating a challenge, thus, the guild could not be challenged again. However, in that case the guild can not siege anyone, so you'd end up with a situation in which guilds would have a perma challenge against them, and no guild with a city could initiate a siege against another city. As I look at these rules, and I reflect on how all the fanbois and fangrrls are telling us how DFO creates a truly hardcore open PvP setting, I just wonder who came up with these rules. There's a potential for no risk and the fact that cities themselves are just static things, these rules truly are carebear. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 23, 2009, 08:11:46 AM Heck, Warhammer's city siege and defense fits more with the style of the game overall than this does for DFO.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on February 23, 2009, 08:28:49 AM It says ALL of the challenger's cities and hamlets are vulnerable to EVERYONE during the first stage. What happens if you only have one though? Nothing?Not sure what you're asking. If you have one city then that one city is vulnerable to everyone in the game during stage 1. it seems wonderfully convoluted for a game that espouses itself as a hardcore PvP game. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 23, 2009, 08:36:00 AM It does nothing to deter 3am raids....
Title: Re: Darkfall sets a release date as 'maybe' Post by: NiX on February 23, 2009, 09:11:34 AM That system seems amazingly stupid. I'm sure if you divide the time it took to win World War 2 and then divided it by Axis attack time and Allies attack time, you'd come to the same logical solution that Aventurine did.You challenge. All your shit is vulnerable for 4 hours. Phase 2: all their shit is vulnerable for 2 hours. After that, it ends. Six hours of combat window pretty much seems absolutely stupid? Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 23, 2009, 09:19:16 AM All this really needs is Stront timers and you've taken everything stupid about the POS system and made it worse.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Morat20 on February 23, 2009, 09:25:22 AM If I was going for an obscure-ish fighting style, I'd choose Kali (better known stick fighting) or Penchak Silat (which I did have the opportunity to learn at one time, but passed in favour of more convenient Japanese jujitsu classes). A good college friend of mine is a Silat instructor. That is a brutal style.Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 23, 2009, 12:24:58 PM What is it with these supposed 'PvP focused' games implementing their territory conquest systems literally couple days before launch, if that....
Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on February 23, 2009, 12:38:35 PM What is it with these supposed 'PvP focused' games implementing their territory conquest systems literally couple days before launch, if that.... That was my thoughts exactly didn't they have like 7 years to hammer this out?Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on February 23, 2009, 01:18:14 PM Maybe having to be a General prohibits some stuff. If you drop a guild and start a new one are you automatically a general again? Or do you have to build up your status?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 23, 2009, 01:32:59 PM I'm surprised no one commented on the city-less guild attacking has to have their challenger survive without logging out for four hours. Four hours without your computer crashing, servers going down, general network problems, and forget taking a break. And if the one guy dies (hello suicide squads), all the gold goes to the defending guild.
He local? Because I've been looking for a Silat instructor every since I heard about the style. Then again, that was before I got fat and slow. Baytown. He's been doing individuals, so I'm not sure how many he's willing to teach. If you're serious about it though, PM me and I'll ask him and see about getting you in touch.Title: Re: Darkfall sets a release date as 'maybe' Post by: Morat20 on February 23, 2009, 03:46:48 PM I'm surprised no one commented on the city-less guild attacking has to have their challenger survive without logging out for four hours. Four hours without your computer crashing, servers going down, general network problems, and forget taking a break. And if the one guy dies (hello suicide squads), all the gold goes to the defending guild. I am, but not for at least a year. Gotta finish this stupid thesis, and then I need at least six months to work off a bit of fat so that I can survive even an easy lesson -- plus get a little personal discipline back.He local? Because I've been looking for a Silat instructor every since I heard about the style. Then again, that was before I got fat and slow. Baytown. He's been doing individuals, so I'm not sure how many he's willing to teach. If you're serious about it though, PM me and I'll ask him and see about getting you in touch.Thanks. When I've got the time to do it right and not waste his time, I'll let you know. :) Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 23, 2009, 03:50:01 PM I'm surprised no one commented on the city-less guild attacking has to have their challenger survive without logging out for four hours. Four hours without your computer crashing, servers going down, general network problems, and forget taking a break. And if the one guy dies (hello suicide squads), all the gold goes to the defending guild. The map is large and there's no location service, no name tags, no tab-select. Swim out in the middle of ocean or sit in some bush in middle of nowhere and go /afk, not like there's even random mob spawn to aggro you there :oh_i_see:Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 23, 2009, 03:55:15 PM They specifically said all clan members have a giant X pointing to the location of the challenger in this instance. They're a piece of phosphorous with IR-seeking missiles pointed in their direction.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Soulflame on February 23, 2009, 05:04:37 PM The map is large and there's no location service, no name tags, no tab-select. If it is possible to implement any and all of those, it's probably already been done. If it hasn't been done yet, it will be.Title: Re: Darkfall sets a release date as 'maybe' Post by: waffel on February 23, 2009, 10:02:45 PM Psst... radar.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 24, 2009, 04:09:51 AM If it is possible to implement any and all of those, it's probably already been done. If it hasn't been done yet, it will be. "It's beta, it's just not enabled yet"?I did miss the tidbit about location being shown on the map though. But considering how well people seem to be able to run from others for miles in that game... oh well, not my problem :grin: Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 24, 2009, 06:34:38 AM They specifically said all clan members have a giant X pointing to the location of the challenger in this instance. They're a piece of phosphorous with IR-seeking missiles pointed in their direction. If it's a scam challenge (your guild's alt is challenging you), your clan has no reason to actually hunt him down, however. Heck, you can probably just have him sitting in your town :P Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 24, 2009, 07:14:18 AM The siege system will definitely be undergoing some serious work after release. It IS kind of strange that they did not go with the system they were discussing the last few years (basically Shadowbane +). It is not perfect, but it worked decently.
I think most people were actually pushing for more of a system like Warhammer currently has... in which you have to take certain locations on the map and hold them for a certain time (say 12-24 hours) before cities become vulnerable. The whole war dec/siege/bane thing just seems very unnecessary and (as has been noted here) FULL of abuse possibilities. Title: Re: Darkfall sets a release date as 'maybe' Post by: Morat20 on February 24, 2009, 09:17:05 AM The siege system will definitely be undergoing some serious work after release. And that, right there, is why most MMORPG's suck.It's one thing to have a solid system that doesn't work out in practice. It's one thing to have a system that evolves to meet player needs. It's another thing entirely to release a system that everyone knows sucks and is inadequate. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on February 24, 2009, 09:24:50 AM The siege system will definitely be undergoing some serious work after release. And that, right there, is why most MMORPG's suck.It's one thing to have a solid system that doesn't work out in practice. It's one thing to have a system that evolves to meet player needs. It's another thing entirely to release a system that everyone knows sucks and is inadequate. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 24, 2009, 09:31:53 AM The siege system will definitely be undergoing some serious work after release. And that, right there, is why most MMORPG's suck.It's one thing to have a solid system that doesn't work out in practice. It's one thing to have a system that evolves to meet player needs. It's another thing entirely to release a system that everyone knows sucks and is inadequate. The AI bots finally approved it? :why_so_serious: Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 24, 2009, 09:38:59 AM If it's a scam challenge (your guild's alt is challenging you), your clan has no reason to actually hunt him down, however. Heck, you can probably just have him sitting in your town :P True enough.I was saying speaking of the possibility of a guild actually wants to challenge for a town. They have to walk into town, lay down a challenge, then survive for four hours without logging off to even have a shot at seiging the town and not losing their gold. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 24, 2009, 09:47:40 AM I was saying speaking of the possibility of a guild actually wants to challenge for a town. They have to walk into town, lay down a challenge, then survive for four hours without logging off to even have a shot at seiging the town and not losing their gold. Dude, don't you get it? That's fucking hardcore. Anyone who stare at the UI for that long is not a mere mortal. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 24, 2009, 09:59:08 AM I was saying speaking of the possibility of a guild actually wants to challenge for a town. They have to walk into town, lay down a challenge, then survive for four hours without logging off to even have a shot at seiging the town and not losing their gold. Dude, don't you get it? That's fucking hardcore. Anyone who stare at the UI for that long is not a mere mortal. The poop sock lives on! Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 24, 2009, 10:32:14 AM Hardcore would be me able to walk into your town and take it over right there. This challenge stuff is for pansies who need four hours to organize a defense to take out one dude.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 24, 2009, 10:43:28 AM While allowing people to just attack cities outright would be awesome, you'd see a ton of 3 am raids, and lots of players unhappy that they lost their city while they were asleep. The Conquest mechanism is the right idea, but it should operate more along the lines of Shadowbane's system, where the defender had a day to respond to the initial challenge or their city became a free for all.
Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 24, 2009, 10:52:12 AM While allowing people to just attack cities outright would be awesome, you'd see a ton of 3 am raids What's that you say? Freeform unrestricted gameplay has to be curtailed in order to provide a reasonable play experience? ONLY DARKFALL COULD BRING US THIS INCREDIBLE INSIGHT. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 24, 2009, 10:57:58 AM What's that you say? Freeform unrestricted gameplay has to be curtailed in order to provide a reasonable play experience? ONLY DARKFALL COULD BRING US THIS INCREDIBLE INSIGHT. Touche. My point was that I think Shadowbane's system is more along the lines of reasonable, not this stupid "attackers become defenders" crap being tacked onto DFO at the last minute. Then again, when you've ignored every other MMO in the past few years for the sake of creating a "hardcore" MMO, minor things like research can't be done. Although, I think the challenge->accept system is more of symptom of poor city building. Title: Re: Darkfall sets a release date as 'maybe' Post by: HaemishM on February 24, 2009, 10:58:37 AM So the challenger has to walk into the city of a potential (or very real) enemy and drop the clanstone... in a game with always on all the time open PVP. Shit, I'd put even odds he gets ganked before he gets INTO the city, much less able to stay alive long enough to drop the stone and get safely hidden away in the next 4 hours. Sounds like a recipe for epic fail.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 24, 2009, 12:01:35 PM So the challenger has to walk into the city of a potential (or very real) enemy and drop the clanstone... in a game with always on all the time open PVP. Shit, I'd put even odds he gets ganked before he gets INTO the city, much less able to stay alive long enough to drop the stone and get safely hidden away in the next 4 hours. Sounds like a recipe for epic fail. Some of the recent screen shots i have seen, apparently the town tells all guild members (spam) that: "so and so, such and such" of guild "whateveryouhaveit" it has walked in to town "shittystickavainia". (http://i64.photobucket.com/albums/h198/blaqhawk2003/darkfall2009-02-2321-24-25-82.jpg) Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 24, 2009, 12:20:37 PM Is that guy swimming in water? Is that why the bottom part looks ghostly?
Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 24, 2009, 12:36:32 PM Why does the water appear to have a health bar?
Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 24, 2009, 12:37:55 PM Obviously you've never experienced the joy of fighting a harbor and its surrounding body of water. It's a fruitless battle, but very, VERY fulfilling.
Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 24, 2009, 12:40:40 PM So what you're saying is that Darkfall fully embraces a Player versus Environment endgame.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 24, 2009, 12:41:49 PM So what you're saying is that Darkfall fully embraces a Player versus Environment endgame. lol. Have some more. (http://i64.photobucket.com/albums/h198/blaqhawk2003/darkfall2009-02-2404-24-46-06.jpg) (http://i64.photobucket.com/albums/h198/blaqhawk2003/darkfall2009-02-2404-25-22-45.jpg) (http://i64.photobucket.com/albums/h198/blaqhawk2003/darkfall2009-02-2402-45-32-09.jpg) (http://i64.photobucket.com/albums/h198/blaqhawk2003/darkfall2009-02-2402-49-26-59.jpg) Title: Re: Darkfall sets a release date as 'maybe' Post by: ghost on February 24, 2009, 01:10:04 PM This looks like the old Might and Magic and Ultima 3D games from the mid to late 90s.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on February 24, 2009, 01:10:39 PM Ooh thats almost spot on. Good call.
Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 24, 2009, 01:11:46 PM Human Clam Cannon would be more fun.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 24, 2009, 01:13:22 PM Verily we strike forth to do battle with yon Harbour. Though a myriad of men may drown to its watery embrace there shall be much splashage this day. Prepare for the fury of mine beach ball foul liquid!
(To be followed by the roasting of a plump boar and the swilling of much drink.) Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 24, 2009, 01:16:42 PM I think I am catching the sarcasm even without the green... but just in case, all buildings are destroyable, so yea you CAN PvE the harbour if you wish :). It is not a bad idea if you want to disable your enemies ship-building capabilities.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Sheepherder on February 24, 2009, 01:26:20 PM Why does this game look like my first attempt at using The Elder Scrolls III Construction Set?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 24, 2009, 01:31:50 PM This looks like the old Might and Magic and Ultima 3D games from the mid to late 90s. Reminds me more of classic DAoC with some minor texture improvements. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 24, 2009, 01:36:02 PM I think I am catching the sarcasm even without the green... but just in case, all buildings are destroyable, so yea you CAN PvE the harbour if you wish :). It is not a bad idea if you want to disable your enemies ship-building capabilities. IIRC, only building may be destroyed per day, but you can disable any number of them. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 24, 2009, 01:41:49 PM Why does this game look like my first attempt at using The Elder Scrolls III Construction Set? Did your castle walls not match up too? (http://i64.photobucket.com/albums/h198/blaqhawk2003/darkfall2009-02-2402-49-26-59.jpg) Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 24, 2009, 01:46:34 PM IIRC, only building may be destroyed per day, but you can disable any number of them. True, but disabled still works for stopping their construction. And, as far as I know the only building that has been destroyed outside of a siege is the bank. Not sure if it is a special exception of if everyone just goes for it first. Title: Re: Darkfall sets a release date as 'maybe' Post by: Feverdream on February 24, 2009, 01:48:42 PM This whole thing looks like a real mess -- systemswise, I mean. The DAOC-ish graphics don't bother me much, though they are sort of amusingly retro.
And yet I am so desperate for PvP that in some dark and pitiful corner of my gamer's heart, I STILL want to play it. I won't cave in. I know better. But dear gods, will someone please release a decent PvP game? At least Wintergrasp is fun. Every two hours. Title: Re: Darkfall sets a release date as 'maybe' Post by: tazelbain on February 24, 2009, 01:57:54 PM It's crazy how these features that are raison d’entre for the game are just being added. What has the DF team been doing of the last decade?
Title: Re: Darkfall sets a release date as 'maybe' Post by: HaemishM on February 24, 2009, 02:38:23 PM Grecian Hookers and blow?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 24, 2009, 03:44:00 PM You got the blow part right. Going to be lots of that.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 24, 2009, 04:02:19 PM You got the blow part right. Going to be lots of that. And suck, too. Blow and suck. Title: Re: Darkfall sets a release date as 'maybe' Post by: Sheepherder on February 24, 2009, 04:12:14 PM Why does this game look like my first attempt at using The Elder Scrolls III Construction Set? Did your castle walls not match up too? Actually, yeah. I had no clue how to use grid snap and so there would be tons of little >1 point gaps or overlap wherever the joints in walls and shit met. It looked nasty, see-through, and flickery whenever you panned the camera in-game. Eventually I got my shit together and started manually editing the (X,Y,Z) coords to make it look solid, then I got smart and discovered grid snap, trashed a shitton of work, and fucking reproduced the entire thing in a half hour. Long story short: good construction tools are the crux of good design. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 24, 2009, 05:37:16 PM It's crazy how these features that are raison d’entre for the game are just being added. What has the DF team been doing of the last decade? Wasn't it Tasos who said "making MMOs is hard"? I think Advetine has some decent ideas, and given that this is their first MMO, I can cut them a little slack. I can appreciate people who want to learn to their mistakes the hard hard way. Title: Re: Darkfall sets a release date as 'maybe' Post by: EWSpider on February 24, 2009, 06:39:23 PM You got the blow part right. Going to be lots of that. And suck, too. Blow and suck. What's going on? She's gone from suck to blow! Title: Re: Darkfall sets a release date as 'maybe' Post by: K9 on February 25, 2009, 01:39:06 AM Well written DFO review (http://www.gameolosophy.com/Games/Online/Darkfall-Online-Beta.541609/1)
Did this game go live today or what? Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 25, 2009, 01:53:34 AM Well written DFO review (http://www.gameolosophy.com/Games/Online/Darkfall-Online-Beta.541609/1) Did this game go live today or what? I'm not reading all that, so I cut to the last paragaph. Quote At this point, I think it's fair to say that Darkfall is essentially Oblivion Online - minus the plot, gorgeous graphics, unique skills, engaging quests, fun stealth system, involved combat, Patrick Stewart voiceovers, and everything else that made it a hit. :awesome_for_real:Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 25, 2009, 04:18:22 AM Well written DFO review (http://www.gameolosophy.com/Games/Online/Darkfall-Online-Beta.541609/1) Did this game go live today or what? Live today sometime. And, that review was actually quite good... though it seems written by an unguilded solo player. I think it is pretty clear that Darkfall will attract mostly guilded players... which will suck for its long-term growth, but the fact is the game is pretty harsh on solo people. It also seems like he did not get very far in melee skills/PvP combat... as most of the things he talked about just don't mesh with my late-beta combat experiences in PvP. PvE is about dead-on... there is nothing special about the AI, and it has a tendency to be very annoying. But, "slow" is not a word I would use for the PvP combat, especially once people start getting mounts and more melee/spell abilities. Maybe it is because I am not a FPS person (I suck at them), but if movement were any faster I would never hit anyone. As it is I at least hit people half the time that they hit me. My review would basically say... if you are not already in a guild that enjoys open PvP and the joy of logistics and large-scale tactics, then Darkfall is most likely not the game for you as it stands now. The solo experience will be VERY unsatisfying after the first 3-4 hours as there are NO soloable mobs outside the noobie area and grouping is ... well, dangerous at best. This whole thing often falls into the, "It is not perfect... but there is no other game that lets us play a game of world-conquest like this right now" category. Plus I think he downplayed the world... as I said earlier I could easily spend a month or two just exploring this place. I basically lived in the dwarf area for the month I was in beta, and on the last night I was out exploring (noticeably more powerful then I had been 3 weeks ago) and found numerous hidden caves and even an underground dungeon I had never seen before. This world is huge, and incredibly well done. But, you won't see much of it solo unless you just run past all the mobs and such. I am not sure what they could do to improve harvesting... I cannot remember a game where I "enjoyed" harvesting. Vanguard would probably be the closest, simply because harvesting in groups actually Increased your yield. It was still "point at rock, click mouse, wait", but when you shared the experience everyone get more out of it. That is about all I would add to their current system, though... well that and a "continuous harvest" mode, similar to EVE. Title: Re: Darkfall sets a release date as 'maybe' Post by: Rake on February 25, 2009, 05:22:55 AM Also think it was a pretty spot on review from a solo point of view.
The only time I thought harvesting was fun at all, and not very fun at that, was in SWG where you plonked a machine down on the ground and rode off to do something more fun, then returning later on to loot the machine. The way you had to find quality spawns was the only real challenge about it, but harvesting is never gonna be fun if it involves clicking and waiting. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 25, 2009, 06:07:18 AM Vindail, almost nay game can be fun if you play it with people. Hell, I might play WAR when 1.2 goes lives simply for the fact that I do have some friends who play and there was some decent changes in the patch. But that doesn't make this person's observations any less invalid. He's talking about mechanics and design, not social interaction.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 25, 2009, 06:17:03 AM Vindail, almost nay game can be fun if you play it with people. Hell, I might play WAR when 1.2 goes lives simply for the fact that I do have some friends who play and there was some decent changes in the patch. But that doesn't make this person's observations any less invalid. He's talking about mechanics and design, not social interaction. True, but he misses most of the "good" mechanics because of the way he plays the game. WAR is the same. Some of the "fun" is missed completely if you play solo... especially in the first 3 weeks of the game. You miss most PQs, you miss dungeons, you probably miss most of the RVR. Not until the Late Game when everyone is 40 can you hope to actually see some of the group stuff if you are an unguilded, solo player. Sure it is true of most games... which is why I play with a guild and not solo. His review is correct, as far as it goes. But it is filtered through a) short time in game and b) solo, unguilded play. That, and he offers no games that "do it better". After a few months off of MMO gaming with your guild it is not too big a deal to buy a new game and give it 2-3 months to see how it works out. I would say that is the attitude of most of the big guilds moving to darkfall... its better than WAR for what we want, and it is worth a few months/few dollars to see how it pans out. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 25, 2009, 06:19:37 AM Since you have experienced DFO as a guild player, what types of things do you think he missed or misrepresented in the review?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 25, 2009, 06:22:08 AM True, but he misses most of the "good" mechanics because of the way he plays the game. I love the cries of "you're not playing the game right" as an apology for missing/poor mechanics. This thread is already shaping up. DAoC was every bit as fun solo as it was grouped. It was just a different type of fun. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 25, 2009, 06:50:31 AM True, but he misses most of the "good" mechanics because of the way he plays the game. I love the cries of "you're not playing the game right" as an apology for missing/poor mechanics. This thread is already shaping up. DAoC was every bit as fun solo as it was grouped. It was just a different type of fun. No need to get snippy... I am not saying he played the game wrong, I am saying that he played it in a way that is no fun. If that is the way he enjoys playing games, then Darkfall is a poor choice of games because it was designed poorly for his playstyle. I don't really think you need to try to "blame" either side for doing it wrong. We can make comments on the choices, but the fact I did not pay anything to make this game... I got to test it, and I feel it is going to be worth the money I spend playing it. When it is no longer worth that money, I will stop playing... simple. @ Del - It is like Shadowbane 2.0 I suppose. My role in gaming has always been the guy behind the scenes. Even in the old Nintendo days I was the guy figuring out the puzzles while my friend actually pulled off the moves in Metroid. Things like in-game politics, economies, logistics and large-scale tactics are "fun" to me. Even now the last few days have been spent making political offers with other guilds, making logistics plans for moving people/supplies to cities in order to "claim" pieces of land, and organizing guild members to know the script before opening day. Also, one of my highest priorities is for my guild to play the game together. That right there is a feature that will bring a game to the top of my list, at least for a time. If nobody in the guild enjoys it, well then being able to play a horrible game together won't last long. But, I hate games that separate guild members... and every other game on the market does this. Whether it is limiting raid sizes, putting on lock-outs for dungeons, or gear/level stupidity... I am amazed by the number of ways developers find to separate a guild from actually playing a game together. In Darkfall I fully expect some of our guild to wait 3-6 months before they join (just to see if the game survives that long heh). When they finally join... they will be able to join us wherever we are, whatever we are doing... day one. It is like EVE in that respect, but perhaps even more friendly to the new person. This is the first time in a LONG time that I have had a game experience where I actually feel something akin to fear/adrenaline when playing. I remember many times in beta the feeling of moving over the next ridge, knowing the enemy is just beyond... but not knowing how many, how strong, etc. My last day in beta I was doing some random exploring/preparing and got jumped by another player while low health... even though I knew the game was getting wiped soon it was still more of a rush than my WAR PvP experience. In the end I think it comes down to a simple fact... this game was designed for a small niche, say 100,000 people. By default that means that most people who play it and read about it won't like it. That is not their fault, but neither is it the developers fault. If the developers succeeded in creating a game that their niche enjoys, and if it can financially support itself... well good job for them. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 25, 2009, 06:55:19 AM Quote Allright - I think that Darkfall seems to have a fair drawing distance. It does seem better than in Lotro and Wow at least. Quote Texures, Clip Range, and Antialiasing are all Low, Low, and Off during the debug beta. Good lord the fans of this game are delusional. (quote from another site in reference to the short draw distance in Darkfall) Title: Re: Darkfall sets a release date as 'maybe' Post by: K9 on February 25, 2009, 07:07:56 AM If we consider this game as a rival to EVE, where does it have depth that EVE doesn't? Superficially the combat and resource acquisition elements of EVE are basic and dull, the depth is in the economy, crafting and multiple well-developed ways people can use space. At the moment DFO seems like EVE, minus ratting, exploring, trading, drafting and mission-running (and the rest....), with worse graphics and a more undesirable community. This doesn't really seem like something I would want to be a part of.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 25, 2009, 07:17:26 AM If we consider this game as a rival to EVE, WHAT? Eve, even in its original bust ass state, was 200X the game darkfall is as far as scope, and competence. Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 25, 2009, 07:20:41 AM If we consider this game as a rival to EVE, where does it have depth that EVE doesn't? Superficially the combat and resource acquisition elements of EVE are basic and dull, the depth is in the economy, crafting and multiple well-developed ways people can use space. At the moment DFO seems like EVE, minus ratting, exploring, trading, drafting and mission-running (and the rest....), with worse graphics and a more undesirable community. This doesn't really seem like something I would want to be a part of. Ambulation! D: Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 25, 2009, 07:41:26 AM If we consider this game as a rival to EVE, WHAT? Eve, even in its original bust ass state, was 200X the game darkfall is as far as scope, and competence. Eh... I suppose you could say the same things about Jumpgate when compared to EVE. I don't think the people switching over will be doing so for scope and competence. The fact that you get to fly your little space ship and press a button to shoot your weapon will probably be higher on the list. EVE is the closest thing like this on the market, in my mind, but this is high fantasy, first person, and more interactive. I don't think people will leave EVE to come here... but those of us who played EVE and felt "meh" or just never got into a decent Corp to experience the "fun"... well might be some cross over I guess. Not sure what all the beef is about the graphics... I won't claim they are genre-defining... but never in my beta time did I ever think, "Man I can't stand these graphics and they really detract from my enjoyment of the game." On the contrary I found myself interested in the detailed design of the world and the fact that anywhere I can SEE I can GO. The newness of being able to just... go somewhere I wanted was nice, you know instead of being herded along a little path with all the other sheep like most MMO worlds are. Even then, I am not saying that "linear game design is bad" just so people don't feel the need to defend it, I just enjoy something different now and then. Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 25, 2009, 07:51:24 AM (http://i64.photobucket.com/albums/h198/blaqhawk2003/darkfall2009-02-2402-45-32-09.jpg) Hmm, Johnny Bravo MMO. They could be onto something there...though i guess Second Life went there first. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 25, 2009, 08:16:58 AM Vin, the issue I have with your response is that you seem to enjoy the metagaming elements of DFO more than how than actual gameplay. The social interaction of playing with guildmates, bartering with other guilds for control of regions, setting up alliance and what not are benefits of the design of DFO, but the reviewer was talknig more about the gameplay itself. I said that having a group of friends to play with on a regular basis can actually add an element of fun to a game that will help you overlook the glaring issues with the game, but it doesn't make those issues dissappear. I could easily play WAR right now since I know some people that I more or less enjoy gaming with who are playing it, but I wouldn't go so far as to say that somehow makes the design flaws with the game right.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 25, 2009, 08:46:21 AM Quote Posted a few minutes ago in the beta section by Claus: Hi everyone, I mentioned in my last post that we are working on a system that will give clans more control over when they are challenged. This system involves craftable Protection Shards, that can make your holding immune to challenges for 2-12 hours. The weakest will protect you for 2 hours, while the strongest will protect you for 12 hours. If you use a 12 hour Protection Shard, you can not protect your town again until 12+12 hours have passed. This essentially means that your city/hamlet may be protected against challenges for up to 12 hours every 24 hours. Please note that this does NOT protect your town from being raided normally, so your enemies can still put pressure on you by disabling buildings and walls. It only protects you from challenges. We hope to get this system live in a few weeks. Once it goes live, we will reduce the challenge phase of sieges from the current 4 hours, back to 2 hours as it was in early beta. None of this was beta tested....... Was anything beta tested? Because as i understand it, none of the high level skills were tested, none of the mid-high level crafting was tested, city raids were not tested, naval battles were not tested, The supposed high settings of the graphics options were not tested, Large scale battles were not tested, the servers have never been stress tested, theaccount system was never tested, NOTHING ABOUT THE CORE OF THIS GAME WAS TESTED. Title: Re: Darkfall sets a release date as 'maybe' Post by: IainC on February 25, 2009, 08:57:01 AM So for those paying attention has this been released yet? I just went to the official site which hasn't been updated since Jan 25th.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 25, 2009, 08:59:37 AM So for those paying attention has this been released yet? I just went to the official site which hasn't been updated since Jan 25th. Evening, EU time. Title: Re: Darkfall sets a release date as 'maybe' Post by: Vinadil on February 25, 2009, 09:26:37 AM Vin, the issue I have with your response is that you seem to enjoy the metagaming elements of DFO more than how than actual gameplay. The social interaction of playing with guildmates, bartering with other guilds for control of regions, setting up alliance and what not are benefits of the design of DFO, but the reviewer was talknig more about the gameplay itself. I said that having a group of friends to play with on a regular basis can actually add an element of fun to a game that will help you overlook the glaring issues with the game, but it doesn't make those issues dissappear. I could easily play WAR right now since I know some people that I more or less enjoy gaming with who are playing it, but I wouldn't go so far as to say that somehow makes the design flaws with the game right. Well, pulling from my memory of that review he lists design flaws like, "It takes a long time and is boring to level up skills and harvest stuff." That is true. It is true in every MMO I have ever played. If a MMO comes out that has both the meta-gaming experience I like and the in-game experience I love I will likely move to it. Right now, though, I enjoy the Darkfall combat experience. It does not feel like a grind to me, I never felt the need to macro skills/spells, I was competitive in PvP and very useful in PvE (played the role of main tank). I enjoy the fact that I can log in, harvest for 10-15 minutes and have accomplished something that benefits me (stat increase) and the guild. I enjoy the gameplay, I don't see the "grind" as that big a deal... mostly because it is no worse than other games. Again, it is not that Darkfall does everything right, it is that they don't do it SO wrong as to make other games look more appealing. To me. That said, I am even in the minority in my guild, which has say 20 people play WAR and 8 moving to Darkfall. I stopped waiting for perfect games a long time ago. I am that guy who played Shadowbane off and on for years after it went free... because it was fun and had gameplay aspects that no other game has. Darkfall has a LOT of those, things no other game has, so it works for me. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 25, 2009, 09:30:20 AM None of this was beta tested....... Was anything beta tested? Because as i understand it, none of the high level skills were tested, none of the mid-high level crafting was tested, city raids were not tested, naval battles were not tested, The supposed high settings of the graphics options were not tested, Large scale battles were not tested, the servers have never been stress tested, theaccount system was never tested, NOTHING ABOUT THE CORE OF THIS GAME WAS TESTED. Did you honestly expect any different? 7 years just getting something together that resembles a game, followed by a minuscule beta period. It's no surprise to me that Advertine does not have a NA release at launch. Title: Re: Darkfall sets a release date as 'maybe' Post by: raydeen on February 25, 2009, 09:36:36 AM Your motivational video for the day.
http://www.youtube.com/watch?v=e1k3hsv0tfU (http://www.youtube.com/watch?v=e1k3hsv0tfU) Now, I realize it's flooded with hype, but I'm very interested now. Graphics aren't bugging me as I can look past that. If the game is half as fun as the video makes it out to be, I think I'd like to give it a go. The thing that's hooking me is it's classless and skill based for advancement. I know full well that given the chance I'll gimp myself to hell and back but I like the idea of custom tailoring my character to how I think he/she/it should be. Gonna be interesting to see how balancing works if it all. Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 25, 2009, 11:48:25 AM So for those paying attention has this been released yet? I just went to the official site which hasn't been updated since Jan 25th. Evening, EU time. Which is... now. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 25, 2009, 11:58:15 AM So for those paying attention has this been released yet? I just went to the official site which hasn't been updated since Jan 25th. Evening, EU time. Which is... now. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 25, 2009, 12:22:35 PM So for those paying attention has this been released yet? I just went to the official site which hasn't been updated since Jan 25th. Evening, EU time. Which is... now. Congratulations on your purchase Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 25, 2009, 12:26:10 PM I suppose that's an email Mike Mr Spohrer will regret ever deserving.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Threash on February 25, 2009, 12:26:53 PM Gotta admit that last video looked incredibly cool.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 25, 2009, 12:27:13 PM So for those paying attention has this been released yet? I just went to the official site which hasn't been updated since Jan 25th. Evening, EU time. Which is... now. Congratulations on your purchase Not me, that's some fanboi that posted it as proof the game is real. Lolz. Title: Re: Darkfall sets a release date as 'maybe' Post by: K9 on February 25, 2009, 12:38:44 PM I hear question marks are the currency of choice in the current economic climate.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 25, 2009, 12:50:43 PM I hear question marks are the currency of choice in the current economic climate. Or that said browser cannot render the Euro symbol. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nebu on February 25, 2009, 12:52:02 PM K9's response was better. :awesome_for_real:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 25, 2009, 12:55:04 PM Somebody should review it for the front page, preferably with screen shots showing them role playing.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 25, 2009, 01:21:56 PM Quote We’ve been waiting for the pre-orders to process through billing and it has been moving along but not fast enough. We’re almost done with this. Many of you will be getting notifications of this during this process. As soon as this is concluded we’ll process the accounts and open up the servers for the pre-orders. This will be done tonight; the game has been ready and waiting. Unfortunately we’re running behind schedule as far as opening up the extra sales which we hoped to do tonight as well. We’ll do this tomorrow as early as possible, likely sometime around noon GMT time, around the time of our first scheduled maintenance. At this time we will also process the problematic accounts which had 0 euro problems, no charges, no balance, but received a successful pre-order message. We are also looking into the few cases that have pre-ordered but have not received a confirmation email and we will resolve all these issues. Most of these problems were due to a combination of lag, multiple sessions, and multiple charge attempts. We want to thank you for your patience again, and we would like to let you know that we’re adding a couple more days to the free month of play making them 33 for everyone that pre-ordered and that will buy the game tomorrow. This is to make up for any bad experience with the account management, the lag and the delays you’ve had to face with purchasing. The traffic volume we’ve been experiencing has been unbelievably high because of the initial rush and was compounded by users hammering the system with multiple sessions. You should also know that we have been doing everything necessary to resolve all these issues as soon as possible. We’ll post again as soon as the server is open. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 25, 2009, 01:39:30 PM Wait, wait, the servers are not open because "billing is hard"? This is a solved problem, did Advertine choose to do everything from scratch?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 25, 2009, 01:40:13 PM Wait, wait, the servers are not open because "billing is hard"? This is a solved problem, did Advertine choose to do everything from scratch? If i am reading it right, they won't open till tomorrow...but the server is "Ready and willing". They are talking about pre-orders by the way, i think they are doing it all by hand. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 25, 2009, 01:46:31 PM Well, my issue was that billing shouldn't really be a holdup, especially if you're allowing people to download your client. To me, it justs seems like Advetine is trying to do everything on its own and stepping all over its feet because it's taken too big of a bite.
Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 25, 2009, 01:57:31 PM Wait, wait, the servers are not open because "billing is hard"? This is a solved problem, did Advertine choose to do everything from scratch? Yes. This pre-emptively explains the next 6 months of their existence. Title: Re: Darkfall sets a release date as 'maybe' Post by: cmlancas on February 25, 2009, 03:29:44 PM Will they make it that long?
Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 25, 2009, 03:36:22 PM A non-release release date. They guys are tearing down all the barriers
Title: Re: Darkfall sets a release date as 'maybe' Post by: K9 on February 25, 2009, 03:56:41 PM These guys are pro
Title: Re: Darkfall sets a release date as 'maybe' Post by: Herring on February 25, 2009, 04:02:17 PM It's pretty exciting. They've shut down their forums, can't or won't get the servers up, and are slowly going through preorders. The real source of info is from their official IRC chatroom at http://chat.stratics.com/content/channels/channels_df.php
Everyone is muted and the moderator there is repeatedly broadcasting this incredibly helpful message: Quote [18:14] <Brannoc> We are currently processing all pre-orders and when that phase is complete the game servers will be available for play. The forums are offline temporarily while we make adjustments. The IRC channel will remain locked during this time. :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 25, 2009, 04:13:42 PM Could they possibly make themselves seem any more shady?
Soon they will announce all payments must be made in cash using unmarked 20 dollar bills. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 25, 2009, 04:14:10 PM Where is the fun in being prepared, anyway?
Title: Re: Darkfall sets a release date as 'maybe' Post by: Ixxit on February 25, 2009, 04:14:10 PM I think Mourning had a better pre-order/launch than this:
:awesome_for_real: Maybe they should have got that company that does adult site billing; at least it would have worked. Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 25, 2009, 04:18:24 PM I predict within 6 months of launch they pocket the funds and vanish. An MMO with 36 years of development and they cant even manage to ACCEPT your money in an efficient way. Let alone the inherent sketchiness of closing down all forms of official communication.
Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 25, 2009, 05:09:51 PM Simply paying to play is carebear. Real hardcore is giving your money to some guys and then waiting for them to start the servers at some unspecified point in the future.
Slightly more seriously: they never expected to be so popular. However, by being so exclusive the desirability of getting into Darkfall on the ground floor has increased. Now, if people are going to keep seeing Darkfall as desirable when the next major release of copies are... well, that's the question. Title: Re: Darkfall sets a release date as 'maybe' Post by: DraconianOne on February 25, 2009, 05:11:55 PM They're so hardcore, the first scheduled day of maintenance is the day after release. Or non-release as it were.
Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 25, 2009, 05:15:02 PM The darkfall forums have always been very active. I started browsing them i believe 3-4 years ago. If anything id say there most recent funding was probably directed related to its buzz. They promised all kinds of crazy shit and people just clung onto those promises.
The way adventurine (sp) carries themselves has been real shady for long while. Having trouble billing? Thats fine completely understand first time developer learning the ropes. Shutting down your forums AND IRC channel instead of directly communicating with your largely cult like fan base? Unacceptably sheisty. People could be getting robbed right now and they have no direct means to discuss the situation. Complete lock down rarely has well intentioned motives. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 25, 2009, 05:28:37 PM Slightly more seriously: they never expected to be so popular. However, by being so exclusive the desirability of getting into Darkfall on the ground floor has increased. Now, if people are going to keep seeing Darkfall as desirable when the next major release of copies are... well, that's the question. I don't think that's really the case. After all, isn't that the cause of all this? They were only going to accept a limited number of preorders and then slowly open the game up over time. This is not some challenging problem that no one has ever done before. Billing should really be a trivial matter. Title: Re: Darkfall sets a release date as 'maybe' Post by: Evil Elvis on February 25, 2009, 05:48:38 PM (http://home.comcast.net/~daelus/icanwaitsogood.jpg)
- You think you can wait a day? - Baby, I can wait two days! Title: Re: Darkfall sets a release date as 'maybe' Post by: Venkman on February 25, 2009, 05:50:14 PM They're so hardcore, the first scheduled day of maintenance is the day after release. Or non-release as it were. Darkfall: The Chuck Norris of MMOs. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 25, 2009, 06:27:13 PM If you look at it from a different angle, the game servers haven't crashed or lagged once on the first day. It was a perfect launch!
Title: Re: Darkfall sets a release date as 'maybe' Post by: Sheepherder on February 25, 2009, 07:21:04 PM This world is huge, and incredibly well done. But, you won't see much of it solo unless you just run past all the mobs and such. Screenshots of a city that isn't built in an area that was clearly ran over with a flatten terrain brush, please. Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on February 25, 2009, 07:46:18 PM from the SA forums
Quote Is there any chance that the company actually decided to fold a week ago and their exit plan is to 'sell' as many accounts as possible and collect as many credit card numbers as they can to milk for a few weeks before just dissapearing in the middle of the night? That would be fucking HARDCORE. I mean it's a shitty five man development team in Greece for fucks sakes, it's not like they have to worry about the BBB or anything, they can just take the cash they milk from a fake game launch and duck out to a neighboring country and face zero repercussions for the rest of their lives. All five of them. It's possible Title: Re: Darkfall sets a release date as 'maybe' Post by: Kageru on February 25, 2009, 08:03:24 PM The really sad thing is that while they seem to be way over their head, under-prepared and probably won't gain and hold the subs they need to fund meaningful development their PvP mechanics are still superior to Warhammer online. Locations within the game that you can own, gain benefits from owning and have a motive to defend is at least something you can build on. Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 25, 2009, 08:18:34 PM The really sad thing is that while they seem to be way over their head, under-prepared and probably won't gain and hold the subs they need to fund meaningful development their PvP mechanics are still superior to Warhammer online. Locations within the game that you can own, gain benefits from owning and have a motive to defend is at least something you can build on. I think you under estimate the power of word of mouth. If the game is good people will come, and they will come in droves. Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 25, 2009, 08:21:59 PM In the current situation i do not think "word of mouth" is going to be a boon from this point on.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Herring on February 25, 2009, 08:27:28 PM UPDATE! :grin:
Quote [22:41] <Brannoc> UPDATE We’ve discovered a bug and are dealing with it, current ETA is 2 hours. More information is available at http://forums.darkfallonline.com - We’ll keep you updated. UPDATE :uhrr: From the site: Quote Update made at 4am GMT 2/26 A bug was discovered during final testing, and we need to resolve it before we can open up the servers. We didn’t want to launch to just say we launched. We can’t apologize enough for the long delay. The current ETA is two hours but it could be longer. We will launch as soon as possible and we will keep you updated. We have extended the free month to 33 days to compensate for the inconvenience. Problems will occur from time to time but we need you to know that we’re committed to supporting this game to the best of our ability. It’s unfortunate that we are facing these issues at launch, and we’ll do everything we can to make this up to you. The Darkfall Team :uhrr: Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 25, 2009, 08:37:19 PM Screenshots of a city that isn't built in an area that was clearly ran over with a flatten terrain brush, please. I hesitate to poke this beehive with my stick for fear of derailing from what is otherwise great schadenfreude, but it shouldn't take more than 10 seconds to come up with non-flat cities. Start with Orgrimmar. Quote BoneDancr gryeyes Is there a fucking 'e' shortage? Should I be hoarding my e's before I run out? Title: Re: Darkfall sets a release date as 'maybe' Post by: Herring on February 25, 2009, 08:37:46 PM People are finding ways to communicate their displeasure!
Quote [22:50] *** I_Want_My_Money_Back_U_Thiefs has joined #darkfall [22:51] *** I_Want_My_Money_Back_U_Thiefs has been kicked by ChanServ (You have been banned) Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 25, 2009, 08:52:53 PM BoneDancr gryeyes Is there a fucking 'e' shortage? Should I be hoarding my e's before I run out? My name is missing the letter A. A's are far more rare. Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 25, 2009, 09:51:32 PM The really sad thing is that while they seem to be way over their head, under-prepared and probably won't gain and hold the subs they need to fund meaningful development their PvP mechanics are still superior to Warhammer online. Locations within the game that you can own, gain benefits from owning and have a motive to defend is at least something you can build on. I think you under estimate the power of word of mouth. If the game is as good people will come and they will come in droves. I have absolutely no clue what you're doing here. There also seems to be a very high probability that you are insane. No one here underestimates word of mouth. Darkfall just isn't going to get any that means a damn thing. Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 25, 2009, 10:16:45 PM Word of mouth? Seriously?
I think they've already got all the people who want it regardless of how good or bad it is. Post-release discussion between people who *might* play it is going to be the same as it is now. Those who think "it's not very good but it's all we got" versus "this game is shit, send it back to the kitchen" while a raving lunatic wearing a straitjacket in the corner screams about how awesome it is. Yeah man, this shit is gonna spread like wildfire. Title: Re: Darkfall sets a release date as 'maybe' Post by: Sheepherder on February 25, 2009, 10:31:13 PM I hesitate to poke this beehive with my stick for fear of derailing from what is otherwise great schadenfreude, but it shouldn't take more than 10 seconds to come up with non-flat cities. Start with Orgrimmar. I was talking about Darkfall. I really would like to see what exactly makes this person think that Darkfall has any redeeming world design. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 25, 2009, 10:49:09 PM Word of mouth? Seriously? For MMOs, you've got a bleeding edge crowd who absolutely have to get into the title from Day 1 or else they won't be able to PvP successfully (or as easily). Then you've got those who might wait a while to see what happens, or don't even know that Darkfall launched today. WoM will be important a week from now and in moving forward. WoM built EVE. Not saying that Darkfall is going to be EvE mk II, but lambasting them for getting pounded at launch is a bit unfair. ... stop making me defend Darkfall. I don't want to and it makes my skin itchy. Title of thread needs to be changed as "Darkfall sets a launch date as 'maybe'". Title: Re: Darkfall sets a release date as 'maybe' Post by: ahoythematey on February 25, 2009, 10:56:02 PM Bonedancer, nobody here underestimates word-of-mouth. On the contrary, I'm pretty certain that most here recognize the amount of damage negative word of mouth can do, as should you and anybody else who remembers Shadowbane.
Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 01:50:56 AM Quote Is there a fucking 'e' shortage? Should I be hoarding my e's before I run out? Don't hate on my arty e-exclusion Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 02:26:23 AM Word of mouth? Seriously? For the first month of Ultima Online my piss ass dial up modem would spend routine 15 minute periods trying to sync up with their shitty servers only to have my character actions bound up for another 15 minutes by their piss-poor databases design. Thankfully, years and millions of dollars later, World of Warcraft, perfected the release and I was able to play on day 3 of login-queues even if it meant my character was frozen for 10 minute intervals similar db locking problems. I think they've already got all the people who want it regardless of how good or bad it is. Post-release discussion between people who *might* play it is going to be the same as it is now. Those who think "it's not very good but it's all we got" versus "this game is shit, send it back to the kitchen" while a raving lunatic wearing a straitjacket in the corner screams about how awesome it is. Yeah man, this shit is gonna spread like wildfire. You fags know launches are crap and Darkfall will be nothing different for all the reasons already posted here. The player base in this community has a wide tolerance for the amount of pain they will endure for their electronic crack. It's not the luanch day that is the gateway to success but day 14, and day 30, if players don't find their game fun at those points well then their fucked. -end of line Title: Re: Darkfall sets a release date as 'maybe' Post by: DraconianOne on February 26, 2009, 02:30:52 AM Title: Re: Darkfall sets a release date as 'maybe' Post by: peryn on February 26, 2009, 02:43:43 AM -end of line Indeed. I think 4 posts was enough from you. Title: Re: Darkfall sets a release date as 'maybe' Post by: Triforcer on February 26, 2009, 03:43:29 AM Yeah, this one needs to be cut down before he blossoms.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Xerapis on February 26, 2009, 04:08:00 AM You fags You called? Newsflash, dumbass. Gay people play games too. And we post on message boards. You are hereby cordially invited to SUCK. MY. DICK. even though i'm not a shark Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 04:18:50 AM You fags You called? Newsflash, dumbass. Gay people play games too. And we post on message boards. even though i'm not a shark I couldn't care less if you take a turkey baster up the tuck nightly. The internet is not a snuggle bunny of happiness. Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 26, 2009, 04:27:38 AM Keeping it real. :uhrr:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Hawkbit on February 26, 2009, 05:15:15 AM Careful!! He's into Darkfall; he's hardcore.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Malakili on February 26, 2009, 05:27:10 AM I couldn't care less if you take a turkey baster up the tuck nightly. The internet is not a snuggle bunny of happiness. Look out, we've got an internet tough guy over here. :why_so_serious: Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 26, 2009, 05:31:24 AM Ok, internet tough guy aside, has this game launched yet? Or are they still "processing preorders"?
Title: Re: Darkfall sets a release date as 'maybe' Post by: peryn on February 26, 2009, 05:40:20 AM Quote Servers are finally opening up after a 12 hour delay. Processing the pre-orders took much longer than the original estimate we were given, and we caught a bug at the last minute that we didn’t want to launch with. We apologize for the long delay and we hope you enjoy your first day in Darkfall. For the players that are getting lobby errors, check your version and if you don’t have build 1.0.35, get it from http://www.eu1.darkfallonline.com/dl/Darkfall.exe We have extended the free month of play to 33 days to thank you for your patience and to try to begin making up for the inconvenience. We’ll process the problematic pre-orders that were not charged, and have 0 balance later today. If you pre-ordered successfully but weren’t charged, or haven’t received your final notice for the remaining successful charge, you’ll need to be patient a few hours longer. We’ll also look at opening up more sales by tomorrow. We are a little behind schedule but we're catching up. Forums have been down due to large volume, almost double our highest traffic to date, people weren’t able to access them. We brought them down in order to be able to post communications so you would know what was going on. MMORPG.com was kind enough to post our first announcement but we need to be able to communicate through the official Darkfall community. Darkfall IRC was causing the Stratics network problems with its volume and it was also temporarily shut down at Stratics request. The forum will be back as soon as possible, and we hope we can keep it up. We’ll do our best to keep you updated. Thank you The Darkfall Team Edit: Yes. Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 26, 2009, 05:52:15 AM I couldn't care less if you take a turkey baster up the tuck nightly. That sounds like my experience with Darkfall's pre-order system. Except the baster was made of glass, and the end is broken. It seems that I'm not alone: http://www.mmorpg.com/discussion2.cfm/thread/225361/Got-your-preorder-but-not-the-purchase-mail-.html http://www.mmorpg.com/discussion2.cfm/thread/225210/Account-is-not-active-3.html http://www.mmorpg.com/discussion2.cfm/thread/225090/page/5 I agree that pre-order problems won't be the thing to drive players away. It won't be the long queues and server instability either. It will probably be the customer support that doesn't exist. They don't even have a faq that answers the most common issues on their site. Their sole means of support is a (currently non-functional) forum where the response to any problem or complaint is: "suck it up carebear" or "go back to wow n00b". Title: Re: Darkfall sets a release date as 'maybe' Post by: ghost on February 26, 2009, 06:23:06 AM Let the paid beta phase begin. It has been a long time since I came across a game that I wouldn't even try. This is looking like it may be the one.
Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on February 26, 2009, 06:36:40 AM Word of mouth? Seriously? For MMOs, you've got a bleeding edge crowd who absolutely have to get into the title from Day 1 or else they won't be able to PvP successfully (or as easily). Then you've got those who might wait a while to see what happens, or don't even know that Darkfall launched today. WoM will be important a week from now and in moving forward. WoM built EVE. Not saying that Darkfall is going to be EvE mk II, but lambasting them for getting pounded at launch is a bit unfair. ... stop making me defend Darkfall. I don't want to and it makes my skin itchy. Title of thread needs to be changed as "Darkfall sets a launch date as 'maybe'". This is true that there are people who will play regardless because they are that desperate. It's Vanguard all over again except it is for the UO crowd with a less buggy game. That said the devs should be roasted. They limited preorders and sales because they couldn't accept everyone. Now they tell us they servers and account management system couldn't the load. That's a lie and it hasn't been the first time they lied. Unlike others I'm of the opinion they are doing this in some stupid way to save face while they scramble fixing whatever broke instead of preparing their getaway car filled with a pitiful amount of moneybags in the trunk. It's not as if credit card companies suddenly lost the power to revoke charges made in the last few days in the event of a scam nor is the dev team five people. Even if the dev team was five people the amount of money made from pre orders would have to be pretty substantial to be a worthwhile scam. I doubt the majority of people even attempted to preorder. Anyway for a long time I have been concerned about Darkfall's management. The long dev time never bothered me. What bothered me was the way they cultivated their boorish community and they way they would communicate with anyone within and outside of it. They always left me with the impression they would treat their customers like shit and they are doing it right now with the locking of the forums and the IRC restrictions. I won't bother paying to play this game because I don't need to the hassle of being disrespected by businessmen like that. Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on February 26, 2009, 06:52:53 AM Hey look, it's BoneDancer!!
It's a rolling 30's reunion party. All we need now is someone to hack the client to use GM powers and teleport everyone to the middle of the ocean. Title: Re: Darkfall sets a release date as 'maybe' Post by: tazelbain on February 26, 2009, 06:59:57 AM Let the good times roll!
Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 26, 2009, 07:08:41 AM Quote Forums have been down due to large volume, almost double our highest traffic to date, people weren’t able to access them. We brought them down in order to be able to post communications so you would know what was going on. on the word of mouth, at the moment it seems to be: http://www.youtube.com/watch?v=k_05vPCO58o Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 26, 2009, 08:34:46 AM This is how you become a god. (http://www.youtube.com/watch?v=4_Z2HUX9TEQ)
EDIT: Looks like it was pulled, the HD version is still there. The players bio reads: Quote I'm a level 205 Sho male called Dread Og and I play on the Darktide server in Asheron's Call. My general purpose and function is to pwn noobs which I do on a regular basis (actually all the time LOL). I post pk vids that show how good I am + I am starting a Diary so you can learn more about the best pk in AC. I also tackle cultural and political issues. Fucking WIN. Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 26, 2009, 08:39:03 AM That is so unbelievably painful to watch. Like, soul crushing pity for someone.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 26, 2009, 08:42:54 AM All we need now is someone to hack the client to use GM powers and teleport everyone to the middle of the ocean. We already have that here. Do try to keep up! (http://www.watchfarscape.com/forums/images/smilies/twak.gif) Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 26, 2009, 08:43:40 AM That is so unbelievably painful to watch. Like, soul crushing pity for someone. He doesn't want your pity. He "Doesn't die in games" bitch! (because he logs out) Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on February 26, 2009, 08:51:40 AM The hell? Weren't they posting their communication through irc bot? on the word of mouth, at the moment it seems to be: http://www.youtube.com/watch?v=k_05vPCO58o Wow, someone actually used a different clip from that movie. Best part was that guy "sorting preorders" right out the window into a fire. Title: Re: Darkfall sets a release date as 'maybe' Post by: Herring on February 26, 2009, 08:52:58 AM Quote Forums have been down due to large volume, almost double our highest traffic to date, people weren’t able to access them. We brought them down in order to be able to post communications so you would know what was going on. on the word of mouth, at the moment it seems to be: http://www.youtube.com/watch?v=k_05vPCO58o Their official IRC channel is still offline since "Stratics couldn't handle the load." Title: Re: Darkfall sets a release date as 'maybe' Post by: ClydeJr on February 26, 2009, 08:55:26 AM This is how you become a god. (http://www.youtube.com/watch?v=4_Z2HUX9TEQ) EDIT: Looks like it was pulled, the HD version is still there. Wow, he's comparing his developing "new techniques" (like jumping and spinning to fire an arrow which has been in WoW forever) to Darwin writing the "Origin of Species"... Title: Re: Darkfall sets a release date as 'maybe' Post by: Ironwood on February 26, 2009, 08:56:15 AM Posting in an awesome thread for no reason.
Keep it up chaps. I just want to say Good Luck; we're all counting on you. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 26, 2009, 09:13:49 AM Wow, he's comparing his developing "new techniques" (like jumping and spinning to fire an arrow which has been in WoW forever) to Darwin writing the "Origin of Species"... Sarcasm troll is sarcastic. I personally like his analysis of looting - "Proves nothing, it's a fucking mini loot game" Title: Re: Darkfall sets a release date as 'maybe' Post by: Vanifae on February 26, 2009, 09:17:43 AM This is how you become a god. (http://www.youtube.com/watch?v=4_Z2HUX9TEQ) You can't be a legend if you didn't play beta.EDIT: Looks like it was pulled, the HD version is still there. The players bio reads: Quote I'm a level 205 Sho male called Dread Og and I play on the Darktide server in Asheron's Call. My general purpose and function is to pwn noobs which I do on a regular basis (actually all the time LOL). I post pk vids that show how good I am + I am starting a Diary so you can learn more about the best pk in AC. I also tackle cultural and political issues. Fucking WIN. Title: Re: Darkfall sets a release date as 'maybe' Post by: Lantyssa on February 26, 2009, 09:28:15 AM I couldn't care less if you take a turkey baster up the tuck nightly. The internet is not a snuggle bunny of happiness. Yes, but message boards are both private and have a pre-existing community with their own standards of what is acceptable. We can be complete jerks to one another, but we show some fucking respect, too.It might behoove you to not be a complete ass on your first day of posting Edit: Breeder implies getting some. ;D Title: Re: Darkfall sets a release date as 'maybe' Post by: slog on February 26, 2009, 09:49:38 AM All we need now is someone to hack the client to use GM powers and teleport everyone to the middle of the ocean. We already have that here. Do try to keep up! (http://www.watchfarscape.com/forums/images/smilies/twak.gif) It's a shadowbane reference. Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 26, 2009, 10:14:07 AM uh oh, teh gheys are getting up in arms. Better distract them with a quick Tasos update!
Quote from: The God-King Tasos Update 5.49pm GMT After addressing a couple of early issues the servers have been running very stable for several hours and we have a large number of players in-game right now. It’s normal to expect more issues to surface in the next couple of days. We postponed our scheduled maintenance of 10am GMT for later until we can gather some more data and address anything that comes up in a patch later tonight. We’re aware that some areas are experiencing sync issues for some players. This is a high priority issue that we are working to address as soon as possible. We know the cause for it so it shouldn’t take very long. We will keep the servers up while this is being fixed and we will bring them down for a patch later tonight. For now, players can move away from starting areas to improve their experience. We have processed the problematic accounts that were never charged but received a successful pre-order notification. Only a small percentage of these were successful and we found out that this is because most of them contain incomplete or incorrect account information. We will try this one last time again tomorrow morning European time, and we’ll open up account management later tonight for these accounts to be able to correct their account data and credit information before we reprocess them. If anyone does not want the pre-order to be processed, they should remove their credit card information from their account. After this is concluded we should be able to open up sales for more Darkfall copies. That’s all for now, we’ll keep you updated with anything new that comes up. The Darkfall Team Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 26, 2009, 11:02:33 AM http://www.youtube.com/watch?v=k_05vPCO58o
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 26, 2009, 11:16:42 AM That's a re-post. (like i have room to talk)
http://www.youtube.com/watch?v=Ay6eBkEYivQ This isn't, the video is labeled laggy, but i do not think that's lagg. Title: Re: Darkfall sets a release date as 'maybe' Post by: HaemishM on February 26, 2009, 11:19:50 AM Was that speedhacks on the day of release? :why_so_serious:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 26, 2009, 11:20:24 AM Was that speedhacks on the day of release? :why_so_serious: That's what i looked like to me. That's too fast, and to much ground covered between blips to just be lagg, lagg also dosnt speed your animations up like that, unless they have some sort of crazy tween/blend system i have never seen before. Title: Re: Darkfall sets a release date as 'maybe' Post by: Soulflame on February 26, 2009, 12:17:17 PM I'm not sure that's a speedhack, it looks like severe disagreement between client/server as to where the avatar is in the world. i.e. someone moves a tiny bit in one direction, and the server shows them continuing to move in that direction til the client communicates again, at which point the server "snaps" them back to where they should be.
Title: Re: Darkfall sets a release date as 'maybe' Post by: kildorn on February 26, 2009, 12:33:15 PM It looks like that (bad desyncs and client prediction gone wrong, circa first gen multiplayer shooters), but the thing to watch is that the player jumping around like that is moving REALLY fast compared to everyone else.
While it's possible, most of that's due to your client getting "player X is moving at Y angle at Z speed" followed by "no wait, he's right here" popping, but Z speed shouldn't be "faster than should be possible" even in a high lag/shitty client server code setting. Title: Re: Darkfall sets a release date as 'maybe' Post by: Mrbloodworth on February 26, 2009, 12:40:56 PM I'm not sure that's a speedhack, it looks like severe disagreement between client/server as to where the avatar is in the world. i.e. someone moves a tiny bit in one direction, and the server shows them continuing to move in that direction til the client communicates again, at which point the server "snaps" them back to where they should be. Yes, that what happens with normal movement prediction, however, this looks controlled, and is also speeding up animations. Nothing else, and none else is being affected. Also the ground covered..... that's not normal compared to everyone else on the shot. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 26, 2009, 12:46:11 PM All we need now is someone to hack the client to use GM powers and teleport everyone to the middle of the ocean. We already have that here. Do try to keep up! (http://www.watchfarscape.com/forums/images/smilies/twak.gif) It's a shadowbane reference. Duh. I know. I was there. The guy who caused the incident you're referencing is already on f13. Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 12:48:39 PM All we need now is someone to hack the client to use GM powers and teleport everyone to the middle of the ocean. We already have that here. Do try to keep up! (http://www.watchfarscape.com/forums/images/smilies/twak.gif) It's a shadowbane reference. I read it on the internet so therefore it must be true or it just might be a bunch of butt hurt turkey baster loving chimps making up lies to comfort their sore egos. Oh and I'm in playing Darkfall, guess you guys are gonna have to find something else to hate on. Maybe try religon? Title: Re: Darkfall sets a release date as 'maybe' Post by: Draegan on February 26, 2009, 12:51:30 PM We hate on religion in another sub-forum.
Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 12:51:54 PM I couldn't care less if you take a turkey baster up the tuck nightly. The internet is not a snuggle bunny of happiness. Yes, but message boards are both private and have a pre-existing community with their own standards of what is acceptable. We can be complete jerks to one another, but we show some fucking respect, too.It might behoove you to not be a complete ass on your first day of posting Edit: Breeder implies getting some. ;D Respect is a two way street. If you don't like me posting here ban me, but I'm not going to apologize or kiss someones ass for using a vague generalization in a post. Anyone needing that level of safety in life or on the internet has bigger issues then my posts. <ninja edit so folks can stay on topic> Title: Re: Darkfall sets a release date as 'maybe' Post by: Cheddar on February 26, 2009, 01:01:56 PM :heart:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 26, 2009, 01:03:01 PM Respect is a to way street. If you don't like me posting here ban me, but I'm not going to apologize or kiss someones ass for using a vague all encompassing generalization clearly not intended for any one person. Anyone needing that level of safety in life or on the internet has bigger issues then my posts. It's a to way street to where? F13 is certainly not a politically correct forum by any stretch of the imagination. However, there is a certain modicum of respect you want to give people. To determine that level, it helps to, on your first day of posting, not refer to the whole community as "you fags", which crosses that line. Seriously, we may be jerks to each other around here, but I think most of the comments are about a person's game opinions, and not personal life. Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 01:11:39 PM Respect is a to way street. If you don't like me posting here ban me, but I'm not going to apologize or kiss someones ass for using a vague all encompassing generalization clearly not intended for any one person. Anyone needing that level of safety in life or on the internet has bigger issues then my posts. It's a to way street to where? F13 is certainly not a politically correct forum by any stretch of the imagination. However, there is a certain modicum of respect you want to give people. To determine that level, it helps to, on your first day of posting, not refer to the whole community as "you fags", which crosses that line. Seriously, we may be jerks to each other around here, but I think most of the comments are about a person's game opinions, and not personal life. Mr Soar pants knew damn well I wasn't targeting him he just choose to get on a soap box. He brought HIS sexual preference into the thread not me, if he's got a insecurity problem with that it really should have kept it to himself. I'm not shell shocked when someone calls me old, fat, or a pollak. I can't believe I'm even having this stupid argument. Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 26, 2009, 01:14:56 PM I'm kinda interested/amused to see what happens with Darkfall, for better or worse, hardcore pvp guilds/players like Sinister/BoneDancr are the target market. So unless the intent is to limit Darkfall discussion, allow for a little more intensity to posts than usual.
Title: Re: Darkfall sets a release date as 'maybe' Post by: DraconianOne on February 26, 2009, 01:15:55 PM :popcorn:
Title: Re: Darkfall sets a release date as 'maybe' Post by: Lum on February 26, 2009, 01:16:01 PM Mr Soar pants knew damn well I wasn't targeting him he just choose to get on a soap box. He brought HIS sexual preference into the thread not me, if he's got a insecurity problem with that it really should have kept it to himself. I'm not shell shocked when someone calls me old, fat, or a pollak. I can't believe I'm even having this stupid argument. "lol fags" "Hey, you know, some here *are* actually gay, watch it." "WHY DO YOU BRING YOUR SEXUAL PREFERENCES INTO THIS THREAD" Good to hear you're enjoying Darkfall, from what I remember from Sinister in UO you are the precise, literal target market for this game. Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 01:19:43 PM Mr Soar pants knew damn well I wasn't targeting him he just choose to get on a soap box. He brought HIS sexual preference into the thread not me, if he's got a insecurity problem with that it really should have kept it to himself. I'm not shell shocked when someone calls me old, fat, or a pollak. I can't believe I'm even having this stupid argument. "lol fags" "Hey, you know, some here *are* actually gay, watch it." "WHY DO YOU BRING YOUR SEXUAL PREFERENCES INTO THIS THREAD" Good to hear you're enjoying Darkfall, from what I remember from Sinister in UO you are the precise, literal target market for this game. With most of us pushing 40 now were no longer in the bracket. Old-man hands makes you lose to much. But hey some people trade in wifes at midlife... me I just get another video game. P.S. Good to see you to Lum, how'd that gig work out ;p Title: Re: Darkfall sets a release date as 'maybe' Post by: Hindenburg on February 26, 2009, 01:21:01 PM This thread is going places :why_so_serious:
Wonder if the age in his profile is real... Also, drop the white knighting. Lantyssa can defend himself. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 26, 2009, 01:21:10 PM Mr Soar pants knew damn well I wasn't targeting him he just choose to get on a soap box. He brought HIS sexual preference into the thread not me, if he's got a insecurity problem with that it really should have kept it to himself. I'm not shell shocked when someone calls me old, fat, or a pollak. I can't believe I'm even having this stupid argument. Or maybe you could have done some reading, noticed that among the various insults we throw around, that one is not widely used. Like Lantyssa said, it's helpful to learn what's acceptable and what's not. Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 26, 2009, 01:22:02 PM I wish my pants would soar
Title: Re: Darkfall sets a release date as 'maybe' Post by: Arthur_Parker on February 26, 2009, 01:22:50 PM This thread is going places :why_so_serious: Wonder if the age in his profile is real... Thats the number of years he's been waiting for Darkfall. Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 01:24:41 PM Mr Soar pants knew damn well I wasn't targeting him he just choose to get on a soap box. He brought HIS sexual preference into the thread not me, if he's got a insecurity problem with that it really should have kept it to himself. I'm not shell shocked when someone calls me old, fat, or a pollak. I can't believe I'm even having this stupid argument. Or maybe you could have done some reading, noticed that among the various insults we throw around, that one is not widely used. Like Lantyssa said, it's helpful to learn what's acceptable and what's not. Guess I'm just a rocking rolling internet rebel, breaking hearts, and crushing spirits with every post. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 26, 2009, 01:25:18 PM Guess I'm just a rocking rolling internet rebel, breaking hearts, and crushing spirits with every post. Rebel without a clue, eh? Title: Re: Darkfall sets a release date as 'maybe' Post by: DraconianOne on February 26, 2009, 01:26:19 PM Guess I'm just a rocking rolling internet rebel, breaking hearts, and crushing spirits with every post. Um... no. Title: Re: Darkfall sets a release date as 'maybe' Post by: tazelbain on February 26, 2009, 01:31:10 PM Please someone make a city in Darkfall called Compton. Pass the baton in the clown-shoes relay.
Title: Re: Darkfall sets a release date as 'maybe' Post by: sidereal on February 26, 2009, 01:31:31 PM Guess I'm just a rocking rolling internet rebel, breaking hearts, and crushing spirits with every post. http://www.youtube.com/watch?v=FekiHW_YS7w Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 01:32:07 PM Guess I'm just a rocking rolling internet rebel, breaking hearts, and crushing spirits with every post. Rebel without a clue, eh? You can be my Judy anytime. Title: Re: Darkfall sets a release date as 'maybe' Post by: Nija on February 26, 2009, 01:52:19 PM Wonder if the age in his profile is real... If the number is big, it's probably real. Bone is so old that he bought one of those newer retro-revisited Thunderbirds and actually thought it was cool. Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 02:01:51 PM Wonder if the age in his profile is real... If the number is big, it's probably real. Bone is so old that he bought one of those newer retro-revisited Thunderbirds and actually thought it was cool. ;/ Nija don't make fun of my bird or I'll tell them about 'that time...' Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 26, 2009, 02:03:01 PM It says he's 7 so he's obviously been going backwards. I do the same thing but I've only made it backwards to 29 so far and I've been having reverse birthdays for years and years! Poor old Boney. He must be very, very old! :oh_i_see:
Title: Re: Darkfall sets a release date as 'maybe' Post by: ghost on February 26, 2009, 02:18:53 PM Wonder if the age in his profile is real... If the number is big, it's probably real. Bone is so old that he bought one of those newer retro-revisited Thunderbirds and actually thought it was cool. Those aren't cool? :awesome_for_real: Title: Re: Darkfall sets a release date as 'maybe' Post by: WayAbvPar on February 26, 2009, 02:19:17 PM Boy I sure never saw this retarded derail when I noticed Bone's first post. Nope, can't believe this happened.
Title: Re: Darkfall sets a release date as 'maybe' Post by: HaemishM on February 26, 2009, 02:40:07 PM Good to hear you're enjoying Darkfall, from what I remember from Sinister in UO you are the precise, literal target market for this game. HAH HAH, YOU ARE CORRECT, SIR! Which is just one more reason never to approach this game again. Anything the r30's crew thinks is the bee's knees is likely to be about as much fun as Gitmo Anal Rape Day. Title: Re: Darkfall sets a release date as 'maybe' Post by: Soulflame on February 26, 2009, 02:47:39 PM Really, this isn't as entertaining as I thought it would be. It's just old drama with a retread.
Title: Re: Darkfall sets a release date as 'maybe' Post by: Merusk on February 26, 2009, 02:54:31 PM These threads always are.
Oh.. did you mean the game? Yeah nobody cared about that to begin with. Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on February 26, 2009, 02:59:27 PM I think Darkfall should add Trammel.
Title: Re: Darkfall sets a release date as 'maybe' Post by: ashrik on February 26, 2009, 03:01:14 PM What are the r30s and Sinister? I feel like I'm missing some hidden history here.
Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 03:01:57 PM These threads always are. Oh.. did you mean the game? Yeah nobody cared about that to begin with. Shit, here I thought this was a thread about politcal correctness, internet ethics, and good forums etiquette. Title: Re: Darkfall sets a release date as 'maybe' Post by: Righ on February 26, 2009, 03:15:02 PM It is going to take a lot more web page border redesigns for me to believe that anybody will be playing this soon.
Title: Re: Darkfall sets a release date as 'maybe' Post by: LC on February 26, 2009, 03:39:29 PM I think Darkfall should add Trammel. Don't forget about ninjas, samurai, and soulbound equipment. Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 03:42:10 PM It is going to take a lot more web page border redesigns for me to believe that anybody will be playing this soon. 53 Clans on the roster as I write this. Names that stand out to me (mind you I'm old and only remember people that kill me or fought back) In no particular order Shadow Syndicate The Vindicators Blood TheMercs SUN Retribution Varagian Guard The Black Watch LoD LoTD KGB Harm Whole bunch of other guidls I don't know. Couple big guilds with +100 membership already (none in that list I just posted) Alll that said it is exactly as anyone would predict, a giant buggy piece of lagging shit. The first guilds to claim a town have been LOD Blood Sun The Vindicators Title: Re: Darkfall sets a release date as 'maybe' Post by: Ixxit on February 26, 2009, 03:56:49 PM Saw this on the mmorpg.com Darkfall forum:
Adventurine. Tee hee. Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 26, 2009, 05:37:23 PM You can be my Judy anytime. So long as you buy me flowers and take me to dinner, sweetie. It is going to take a lot more web page border redesigns for me to believe that anybody will be playing this soon. 53 Clans on the roster as I write this. Names that stand out to me (mind you I'm old and only remember people that kill me or fought back) In no particular order Shadow Syndicate The Vindicators Blood TheMercs SUN Retribution Varagian Guard The Black Watch LoD LoTD KGB Harm Whole bunch of other guidls I don't know. Couple big guilds with +100 membership already (none in that list I just posted) Alll that said it is exactly as anyone would predict, a giant buggy piece of lagging shit. The first guilds to claim a town have been LOD Blood Sun The Vindicators What, no Combine? Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 26, 2009, 05:53:13 PM It is going to take a lot more web page border redesigns for me to believe that anybody will be playing this soon. 53 Clans on the roster as I write this. Names that stand out to me (mind you I'm old and only remember people that kill me or fought back) In no particular order Shadow Syndicate The Vindicators Blood TheMercs SUN Retribution Varagian Guard The Black Watch LoD LoTD KGB Harm Whole bunch of other guidls I don't know. Couple big guilds with +100 membership already (none in that list I just posted) Alll that said it is exactly as anyone would predict, a giant buggy piece of lagging shit. The first guilds to claim a town have been LOD Blood Sun The Vindicators What's your point? Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 06:05:58 PM Quote What's your point? I thought my point was obvious, there are guilds playing it. Title: Re: Darkfall sets a release date as 'maybe' Post by: UnSub on February 26, 2009, 06:50:15 PM Quote What's your point? I thought my point was obvious, there are guilds playing it. They have to. It's day one. You can't be a legend of PvP without getting into beta for training / exploit knowledge then getting in on day one to own n00bs and take over towns. Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 26, 2009, 06:55:13 PM Quote What's your point? I thought my point was obvious, there are guilds playing it.Title: Re: Darkfall sets a release date as 'maybe' Post by: tmp on February 26, 2009, 07:02:32 PM Was that speedhacks on the day of release? :why_so_serious: Someone explains it in the comments in that video now:Quote If you are using a G15 keyboard, all you need to do is bind these 3 things to one key to jump around and kill people without them having a chance ... for the hardcore PvP fans, the devs appear hillariously clueless about the most basic loopholes :awesome_for_real:1. bind sheathe weapon 2. bind the command /stuck 3. bind unsheathe weapon Since there is no timer or actually requirement to use the /stuck command, it instantly transports your character several feet away Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 07:07:31 PM Was that speedhacks on the day of release? :why_so_serious: Someone explains it in the comments in that video now:Quote If you are using a G15 keyboard, all you need to do is bind these 3 things to one key to jump around and kill people without them having a chance ... for the hardcore PvP fans, the devs appear hillariously clueless about the most basic loopholes :awesome_for_real:1. bind sheathe weapon 2. bind the command /stuck 3. bind unsheathe weapon Since there is no timer or actually requirement to use the /stuck command, it instantly transports your character several feet away awesome Title: Re: Darkfall sets a release date as 'maybe' Post by: patience on February 26, 2009, 07:12:42 PM Mr Soar pants knew damn well I wasn't targeting him he just choose to get on a soap box. He brought HIS sexual preference into the thread not me, if he's got a insecurity problem with that it really should have kept it to himself. I'm not shell shocked when someone calls me old, fat, or a pollak. I can't believe I'm even having this stupid argument. Or maybe you could have done some reading, noticed that among the various insults we throw around, that one is not widely used. Like Lantyssa said, it's helpful to learn what's acceptable and what's not. You forgot the disclaimer that schild is excluded from not being a douche since he is the equivalent of god here. Everyone else has to be on their toes to an extent. Title: Re: Darkfall sets a release date as 'maybe' Post by: Signe on February 26, 2009, 07:29:16 PM You forgot the disclaimer that schild is excluded from not being a douche since he is the equivalent of god here. Everyone else has to be on their toes to an extent. Don't be silly. He's just a slob like one of us. Title: meh Post by: Xerapis on February 26, 2009, 07:44:41 PM You don't have to be on your toes here.
Just read and get a feel for the community before posting...it's not that complicated. Yeah, Schild is the small "g" god here. But that certainly doesn't exclude him from being a douche sometimes. And those of us who have been here for a while (and I'm still a relative newbie compared to plenty of members of this community) are more than happy to call him on it. He's totally down-to-earth about it all and I think the only time he gets truly bitchy is when people jump in here expecting this community to be exactly some other community they've been a part of and then act inappropriately. ~shrug~ Title: Re: Darkfall sets a release date as 'maybe' Post by: Delmania on February 26, 2009, 08:03:00 PM I always assumed schild was the guy who ran this site...
Title: Re: Darkfall sets a release date as 'maybe' Post by: schild on February 26, 2009, 08:07:30 PM What.
Title: Re: Darkfall sets a release date as 'maybe' Post by: tazelbain on February 26, 2009, 08:14:31 PM Schild is Richard Garriott's loyal houseboy.
Title: Re: Darkfall sets a release date as 'maybe' Post by: dusematic on February 26, 2009, 08:37:07 PM Is anyone else impressed that this game is real? Anything that happens from here on out surpasses my expectations. I was certain this game was vapor.
Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 08:40:52 PM Is anyone else impressed that this game is real? Anything that happens from here on out surpasses my expectations. I was certain this game was vapor. Well everything they've done is rather amatureish by wow's standard but that does'nt stop the game from being fun when its playable. Title: Re: Darkfall sets a release date as 'maybe' Post by: dusematic on February 26, 2009, 08:44:59 PM I mean, the game looks like shit to me, but I'm wildly impressed that it's real. It's real and it's happening. Wow. I feel different.
Title: Re: Darkfall sets a release date as 'maybe' Post by: squirrel on February 26, 2009, 08:47:59 PM You can be my Judy anytime. So long as you buy me flowers and take me to dinner, sweetie. It is going to take a lot more web page border redesigns for me to believe that anybody will be playing this soon. 53 Clans on the roster as I write this. Names that stand out to me (mind you I'm old and only remember people that kill me or fought back) In no particular order Shadow Syndicate The Vindicators Blood TheMercs SUN Retribution Varagian Guard The Black Watch LoD LoTD KGB Harm Whole bunch of other guidls I don't know. Couple big guilds with +100 membership already (none in that list I just posted) Alll that said it is exactly as anyone would predict, a giant buggy piece of lagging shit. The first guilds to claim a town have been LOD Blood Sun The Vindicators What, no Combine? Heh too funny, that was my first thought. That and, what no CoS? Ah memories. Or mammaries. W/e. Title: Re: Darkfall sets a release date as 'maybe' Post by: BoneDancr on February 26, 2009, 08:59:34 PM Quote What, no Combine? Heh too funny, that was my first thought. That and, what no CoS? Ah memories. Or mammaries. W/e. Deyth has some hard on about MMO's and starting 3 months after release so if you see him in DF it wont be till around then. CoS is in game and owns a town, I missed them in my list. Title: Re: Darkfall sets a release date as 'maybe' Post by: WindupAtheist on February 26, 2009, 09:56:50 PM I just gave the day one "here is how you cast spells" newbie speech to a 17 year old kid who's started a UO account while he waits to be able to play Darkfall. He'd never touched the game before, he was in the second grade the last time a dread lord azzraped a miner, but he was thoroughly indoctrinated. "Trammel is that thing that ruined the game. Subscriptions went down after Trammel. Darkfall will make MMO history. No I wasn't in beta, but the videos look awesome." I told him how to do newbie quests, gave him some gold, and let him be on his way.
What kind of fucking cult are they running over there? Title: Re: Darkfall sets a release date as 'maybe' Post by: Azaroth on February 26, 2009, 10:16:50 PM I mean, the game looks like shit to me, but I'm wildly impressed that it's real. It's real and it's happening. Wow. I feel different. I'm agreeing with this. For the most part, I was generally quite sure that this game didn't actually exist (or at least in any minutely playable manner). Title: Re: Darkfall sets a release date as 'maybe' Post by: gryeyes on February 26, 2009, 10:24:37 PM While i never expected the game to be released the recent difficulties seem to be aligned with my previous opinion of Adventurine being slightly shady and having no clue what it is doing.
Title: Re: Darkfall "Released" Post by: Azaroth on February 26, 2009, 10:47:03 PM Ehm.
Their webpage is still advertising beta, and hasn't been updated to indicate a release of any kind. Really. Can't someone take five fucking minutes to delete a little HTML and make some kind of quick post about, you know, the game releasing? Title: Re: Darkfall sets a release date as 'maybe' Post by: Redgiant on February 26, 2009, 11:25:22 PM I mean, the game looks like shit to me, but I'm wildly impressed that it's real. It's real and it's happening. Wow. I feel different. I'm agreeing with this. For the most part, I was generally quite sure that this game didn't actually exist (or at least in any minutely playable manner). Great. When's the Gaming Graveyard unveiling for it? Title: Re: Darkfall "Released" Post by: schild on February 26, 2009, 11:36:05 PM I mean, the game looks like shit to me, but I'm wildly impressed that it's real. It's real and it's happening. Wow. I feel different. I'm agreeing with this. For the most part, I was generally quite sure that this game didn't actually exist (or at least in any minutely playable manner).Title: Re: Darkfall sets a release date as 'maybe' Post by: IainC on February 26, 2009, 11:51:13 PM Please someone make a city in Darkfall called Compton. Pass the baton in the clown-shoes relay. What did I do now? Title: Re: Darkfall "Released" Post by: Surlyboi on February 27, 2009, 02:50:00 AM I give it six months before it devolves into Lord of the Flies Online.
Title: Re: Darkfall "Released" Post by: Merusk on February 27, 2009, 03:59:53 AM I give it six That's kind of the whole premise of the game. Title: Re: Darkfall sets a release date as 'maybe' Post by: Hindenburg on February 27, 2009, 04:15:54 AM What did I do now? You were a part of WAR. Never forgive, never forget :oh_i_see: Title: Re: Darkfall sets a release date as 'maybe' Post by: Tale on February 27, 2009, 05:31:24 AM BoneDancr gryeyes Is there a fucking 'e' shortage? Should I be hoarding my e's before I run out? My name is missing the letter A. A's are far more rare. Title: Re: Darkfall "Released" Post by: Malakili on February 27, 2009, 07:11:30 AM http://www.keenandgraev.com/ (http://www.keenandgraev.com/) has a great review of the first day of launch. Things seem to be going swimmingly. :ye_gods:
Title: Re: Darkfall "Released" Post by: Delmania on February 27, 2009, 07:13:29 AM Based on that, I think a server wipe is imminent if Advertine fixes those bugs.
Title: Re: Darkfall "Released" Post by: LC on February 27, 2009, 07:44:19 AM Volunteer Community Manager speaks on IRC (http://www.afraidyet.net/forums/darkfall-general/85908-brannoc-irc-interview.html)
Title: Re: Darkfall "Released" Post by: gryeyes on February 27, 2009, 07:52:13 AM Lots of words with little said.
Sorry pre-orders no ETA on when you will be able to play the game. :why_so_serious: Title: Re: Darkfall "Released" Post by: Mrbloodworth on February 27, 2009, 07:53:35 AM Quote <@Brannoc> I'd be happy to tell you to go fuck yourselves! But a lot of people say that's bad PR He gained points for that one from me. +1. LOL! Title: Re: Darkfall "Released" Post by: Delmania on February 27, 2009, 07:57:27 AM As humorous as he is, it points to how it really is amateur hour at Advertine.
Title: Re: Darkfall "Released" Post by: Nebu on February 27, 2009, 08:01:29 AM Worrying about customer satisfaction is a carebear attitude!
Title: Re: Darkfall "Released" Post by: gryeyes on February 27, 2009, 08:04:41 AM It part of the Darkfall meta-game. Only 1 in 10 pre-orders result in the ability to play the game. To further cull the weak.
Title: Re: Darkfall "Released" Post by: rturja on February 27, 2009, 08:17:09 AM Only 1 in 10 pre-orders result in the ability to play the game. To further cull the weak. Unnatural selection? Or breeding humanity for luck? The whole trainwreck so far just have left me wondering if Aventurine is just running some modified UO server emu and it just have met its limits. On the reported features and so, the similarities in game mechanics city/guildstones, skillgains and so on are plain startling. Title: Re: Darkfall "Released" Post by: Nebu on February 27, 2009, 08:28:46 AM Give Adventuring a break. It's not like they've had years of development time or anything. :uhrr:
Title: Re: Darkfall "Released" Post by: kildorn on February 27, 2009, 08:31:45 AM So wait, going back a page here, invisamobs aside:
/stuck has no timer, casting time, or usage requirements, and just randomly ports you five feet!? WHAT? Title: Re: Darkfall "Released" Post by: K9 on February 27, 2009, 08:36:46 AM You say that as if you're surprised that gaping exploits weren't reported and fixed in beta.
Title: Re: Darkfall "Released" Post by: Baldrake on February 27, 2009, 08:39:34 AM Include me in the "impressed" camp.
This seems to be turning out as well as could be expected. They had no open beta and no stress testing, so it was obvious it was going to be a rough opening day. The hacks and exploits are also no surprise at all. But I think they've demonstrated that they have something to build on. I've gone from expecting their release to be in the Mourning class to believing that over time, they are going to build themselves into a solid niche title. If they can hold enough subs to keep development going for the next six months, they have a decent chance of settling in at, say, 30-40k subs. I guess when expectations are so low, it's not hard to exceed them :grin: Title: Re: Darkfall "Released" Post by: UnSub on February 27, 2009, 08:41:22 AM The real question is if the PvPers are going to stay past three months.
Title: Re: Darkfall "Released" Post by: schild on February 27, 2009, 08:44:44 AM Volunteer Community Manager speaks on IRC (http://www.afraidyet.net/forums/darkfall-general/85908-brannoc-irc-interview.html) Was it one of your links that gave of Bone Dancer? Was it?Title: Re: Darkfall "Released" Post by: Calandryll on February 27, 2009, 09:17:48 AM As humorous as he is, it points to how it really is amateur hour at Advertine. The was my first reaction to reading the quote, but when I read the context, I thought it was pretty funny.[Yew]Greg: Well heres a little helpful peice of advise if you ladies plan on keeping any sort of player base. Even in the shittiest circumstances, atleast tell us to just "fuck off we're working on it". Thats all most of us want to know. <@Brannoc> I'd be happy to tell you to go fuck yourselves! But a lot of people say that's bad PR <@Brannoc> so...I'm trying not to Title: Re: Darkfall "Released" Post by: Mrbloodworth on February 27, 2009, 09:18:45 AM The real question is if the PvPers are going to stay past three months. They are a fickle bunch. As humorous as he is, it points to how it really is amateur hour at Advertine. The was my first reaction to reading the quote, but when I read the context, I thought it was pretty funny.[Yew]Greg: Well heres a little helpful peice of advise if you ladies plan on keeping any sort of player base. Even in the shittiest circumstances, atleast tell us to just "fuck off we're working on it". Thats all most of us want to know. <@Brannoc> I'd be happy to tell you to go fuck yourselves! But a lot of people say that's bad PR <@Brannoc> so...I'm trying not to That's why i gave them a +1. Guess i should have put it in context. :uhrr: Title: Re: Darkfall "Released" Post by: Lantyssa on February 27, 2009, 09:28:28 AM Every comment from him has to be a one-liner though. It's a little much, and that's coming from me. Maybe it's what the hardcore crowd appreciates.
Title: Re: Darkfall "Released" Post by: Delmania on February 27, 2009, 09:39:34 AM I sat down and gave the interview a better reading than before, and I guess thta given the stressful situation and little rest, Brannoc handled himself as well as can be expected. Although, I am not sure what to make of his claims that he's seen no exploits when articles like the one on K&G and various videos do show exploits.
Title: Re: Darkfall "Released" Post by: gryeyes on February 27, 2009, 09:45:14 AM Brannoc is just a volunteer correct? He is not a paid employee of Adventurine i dont believe.
Title: Re: Darkfall "Released" Post by: Xurtan on February 27, 2009, 09:58:25 AM It still reflects on them, though. Half the people can't tell the difference between a volunteer and a Dev/GM anyways. Just look at the EQ Guide system (I hate to keep going back this analogy); most people seem to think a volunteer has the same power and authority as the paid GMs. *shrug* Anything a volunteer does is going to be seen and assumed approved by the Dev/GMs/Parent company.
Title: Re: Darkfall "Released" Post by: gryeyes on February 27, 2009, 10:04:33 AM It still reflects on them, though. Half the people can't tell the difference between a volunteer and a Dev/GM anyways. It most certainly does. My statement was just in regards to "they are so tired and dealing with drama". Why would a volunteer be exhausted? More importantly why is a volunteer being kind of an asshole given the current situation. People who have pre-ordered for the games accounts were mysteriously disabled with no ETA on when they can even expect to play. Why is this information being disseminated by an unpaid volunteer over an IRC channel? Why anyone would pre-order a game like this is beyond me. Title: Re: Darkfall "Released" Post by: tmp on February 27, 2009, 10:11:34 AM Although, I am not sure what to make of his claims that he's seen no exploits when articles like the one on K&G and various videos do show exploits. That's not exploits, that's features :why_so_serious:Title: Re: Darkfall "Released" Post by: slog on February 27, 2009, 10:12:59 AM you people are just not hardcore enough to understand...
Title: Re: Darkfall "Released" Post by: LC on February 27, 2009, 10:28:25 AM I present to you the Brannoc log. (http://www.exploiter.org/brannoc.txt)
It's around 2 years of Brannoc irc quotes. Title: Re: Darkfall "Released" Post by: Rake on February 27, 2009, 10:41:32 AM I want to be a Volunteer too.
One born every minute (http://www.thenoobcomic.com/index.php?pos=333) Title: Re: Darkfall "Released" Post by: nizar on February 27, 2009, 12:04:29 PM Been trying to do this between the PR- gate camp but dear God... the client/server lag, loot lag, and mob lag is unbearable and I have a feeling I could just sell the account and it would be better worth the trouble I've been having in trying to play.
Title: Re: Darkfall "Released" Post by: LC on February 27, 2009, 12:32:40 PM My favorite quote from the brannoc log:
Quote 01:53 <@Brannoc> I think limited release sales when you're releasing your first ever game is a fairly smart thing to do tbh 01:53 <@Brannoc> who wants the servers to be down all day on launch day? Title: Re: Darkfall "Released" Post by: Xurtan on February 27, 2009, 05:32:15 PM Quote The Stratics IRC server irc.stratics.com has numerous channels available for chatting about the game and the ongoing issues. The #Darkfall channel is currently moderated to prevent chatting so we may use it as an update method, however there are several other open channels such as #dfchat and #darkfall-tmp. The forums will remain closed until the game is fully available so that we may use this front page as a reliable update method as well. The hell? Yes, that makes a lot of sense. Shut down the forums so you can use the front page as a news reel, instead of, oh.. I don't know, the news forum? Title: Re: Darkfall "Released" Post by: Venkman on February 27, 2009, 05:40:46 PM No, to prevent Stratics from being run down into VN land of rants and raves. If you doubt the need for this, you merely need to look at the WAR forum here in the Gaming Graveyard to see what the first few weeks were like (or was that days)?
Not logging in sucks. We all know and have all been there. It's not worth discussing. But in the absence of being able to log in, all one can do is discuss it. And those discussions suck worse than not being able to log in :oh_i_see: Title: Re: Darkfall "Released" Post by: Xurtan on February 27, 2009, 06:05:59 PM Hm, apparently they just removed that message. Don your tin foil hats kids. :tinfoil:
I just miss the official forums because they were so amusing. There really isn't a DF place where a lot of people post, like WHA is for WAR. I figured they had the forums down because they didn't want to spare the man power to try to control the whining masses, heh. Title: Re: Darkfall "Released" Post by: Ghambit on February 27, 2009, 06:13:13 PM You all should just quit DF and play Empire: Total War with me next Tuesday...
Title: Re: Darkfall "Released" Post by: tmp on February 27, 2009, 09:51:36 PM This little gem (http://www.mmorpg.com/gamelist.cfm/game/4/view/forums/post/2683964) courtesy of mmorpg.com forums:
Quote You are gonna have to step your game up if you wanna play with the big boys. It wasn't exploiting. It was what was given to us on day one. My guild stayed up for 16 hours straight farming. We got 3 Vailron keys. The true PvP game -- where we farm static mobs for 16 hours straight.Most guilds simply aren't gonna cut it. The cries of your misery will only get worse as you realize this isn't WOW and it definately isn't forgiving. QQ you WoW carebears. Title: Re: Darkfall "Released" Post by: Xurtan on February 27, 2009, 09:54:14 PM MMORPG.com?! What is this horror that you have unleashed? :ye_gods:
In other news, Darkfall came up for all of 22 minutes, before they shut it back down for apparent account login issues. Title: Re: Darkfall "Released" Post by: DLRiley on February 28, 2009, 06:08:21 AM This little gem (http://www.mmorpg.com/gamelist.cfm/game/4/view/forums/post/2683964) courtesy of mmorpg.com forums: Quote You are gonna have to step your game up if you wanna play with the big boys. It wasn't exploiting. It was what was given to us on day one. My guild stayed up for 16 hours straight farming. We got 3 Vailron keys. The true PvP game -- where we farm static mobs for 16 hours straight.Most guilds simply aren't gonna cut it. The cries of your misery will only get worse as you realize this isn't WOW and it definately isn't forgiving. QQ you WoW carebears. When a game grinds your dick into the ground you can only look up and scream "HARDCORE!!!!!!!!!!" at the top of your lungs in the hopes your screams of agony will attract the rest of the Title: Re: Darkfall "Released" Post by: Mavor on February 28, 2009, 08:07:49 AM Does anyone else see an inherent flaw with making a game targeted towards the gamer crowd that needs masses of n00bs to feed their playtime?
What I mean is, once all of the n00bs filter out of the game back to WOW, because let's face it, getting steamrolled by PK groups that have been playing since alpha is not actually fun for the n00b, then the only players left are going to be those same gankers. And then the playing field will be leveled. But gankers don't play because they want to play on a level field with their opponents. They play because they have fun having the odds stacked in their favor. Therefor, I forsee the game running itself slowly into the ground. Title: Re: Darkfall "Released" Post by: Nebu on February 28, 2009, 08:18:06 AM ... gankers don't play because they want to play on a level field with their opponents. They play because they have fun having the odds stacked in their favor. Therefor, I forsee the game running itself slowly into the ground. I tend to agree but a small subset will stay because fighting challenging groups is fun. The longevity of this game will depend on the mechanics. DAoC lived a long time once many of the noobs had left. The key was a) allowing for many playstyles and b) keeping the reroll cost low. Title: Re: Darkfall "Released" Post by: tazelbain on February 28, 2009, 08:24:50 AM Does anyone else see an inherent flaw with making a game targeted towards the gamer crowd that needs masses of n00bs to feed their playtime? We have discussed it a billion times. Welcome to the board.Title: Re: Darkfall "Released" Post by: Nebu on February 28, 2009, 08:26:46 AM We have discussed it a billion times. Welcome to the board. I stand corrected. My answer wasn't HARDCORE enough for a Darkfall thread. Title: Re: Darkfall "Released" Post by: peryn on February 28, 2009, 09:32:03 AM Why are people patting Adventurine on the back for launching the game? You can't actually purchase a copy right now, and the only people playing are the ones who ordered a pre-order. This is nothing more than a paid stress test.
Title: Re: Darkfall "Released" Post by: tazelbain on February 28, 2009, 09:33:31 AM We have discussed it a billion times. Welcome to the board. I stand corrected. My answer wasn't HARDCORE enough for a Darkfall thread. Title: Re: Darkfall "Released" Post by: Nebu on February 28, 2009, 10:37:01 AM I guess I am in left field. Mordred was full of noobs and had a decent churn. People left Mordred (and Andred where I played) not because of the wolves, but because there was more fun to be had elsewhere.
Title: Re: Darkfall "Released" Post by: patience on February 28, 2009, 02:07:39 PM We have discussed it a billion times. Welcome to the board. I stand corrected. My answer wasn't HARDCORE enough for a Darkfall thread. THis isn't a darkfall thread. No one here is that hardcore. If they were they would simply say the new fad I'm seeing in the forums right now. Quote / go back to WOW :? Title: Re: Darkfall "Released" Post by: tmp on February 28, 2009, 07:25:52 PM Looks the official Darkfall forums are back up. :heart:
Title: Re: Darkfall "Released" Post by: Azaroth on February 28, 2009, 08:04:58 PM Look, I can still apply for beta.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on February 28, 2009, 08:15:26 PM Looks the official Darkfall forums are back up. :heart: Good lord, its like all the crazy people of the wold have their home page set there. Current topics:
Some people are saying the graphics are better than AOC :ye_gods: Title: Re: Darkfall "Released" Post by: gryeyes on February 28, 2009, 10:09:01 PM Communal reinforcement can be an extremely powerful thing.
Title: Re: Darkfall "Released" Post by: UnSub on February 28, 2009, 11:59:03 PM I actually do wonder if DF is going to have a post launch server wipe to deal with some of the early exploits. Adventurine have it in them, I'm sure of it.
Title: Re: Darkfall "Released" Post by: calapine on March 01, 2009, 05:47:36 AM http://www.youtube.com/watch?v=QKFbg7ydDDc (http://www.youtube.com/watch?v=QKFbg7ydDDc) Darkfall behind the scenes!
Stolen right from the Darkfall forums! huhuh! :pedobear: Title: Re: Darkfall "Released" Post by: Modern Angel on March 01, 2009, 06:41:04 AM I hope they last a very long time. It means the community on other MMOs just went up incrementally.
Title: Re: Darkfall "Released" Post by: raydeen on March 01, 2009, 10:01:05 AM http://www.youtube.com/watch?v=QKFbg7ydDDc (http://www.youtube.com/watch?v=QKFbg7ydDDc) Darkfall behind the scenes! Stolen right from the Darkfall forums! huhuh! :pedobear: Video removed. Synopsis? Title: Re: Darkfall "Released" Post by: Hindenburg on March 01, 2009, 10:10:30 AM A sequence of very boring facts using garry's mod. Says that adventurine is run by imbeciles.
Title: Re: Darkfall "Released" Post by: peryn on March 01, 2009, 11:06:58 AM It's back up here http://www.youtube.com/watch?v=Kzliuis2zoQ
Title: Re: Darkfall "Released" Post by: ashrik on March 01, 2009, 12:52:41 PM People left Mordred (and Andred where I played) not because of the wolves, but because there was more fun to be had elsewhere. Is that not the point of what was being said?Title: Re: Darkfall "Released" Post by: Nebu on March 01, 2009, 01:04:17 PM Is that not the point of what was being said? Not exactly. Title: Re: Darkfall "Released" Post by: ashrik on March 01, 2009, 01:49:08 PM Well, was there more fun to be had in a different game or more fun to be had in a different server which, by chance, didn't attract the wolves?
Title: Re: Darkfall "Released" Post by: Nebu on March 01, 2009, 02:17:34 PM Well, was there more fun to be had in a different game or more fun to be had in a different server which, by chance, didn't attract the wolves? People left Mordred to go to another server to find better wolves. They weren't running from the rules or the players. They were actively seeking better competition within the same game. DAoC was an odd example because the best pvp players never stayed on Mordred long because the competition there was poor. I myself am a decent (not great player) that played many times on Mordred alone and with my guild. It was stupid easy to gain rps there to the point that it got boring. We left to find better competition, not to farm noobs. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 02, 2009, 07:37:24 AM Darkfall Hands-On Preview: The Rise of the Ninja (Looter) (http://www.tentonhammer.com/node/64581/page/2)
Great read. :why_so_serious: Quote I mentioned how I'm not really in favor of being able to loot players, but I understood the concept and was willing to give it a try. I'm proud to report that no player has managed to kill me yet (though a few have tried) so I haven't had my body looted. Instead, what these players will do is wait for you to get jumped by more than one mob, then loot the tombstones (mobs become tombstones instead of corpses) while you're fighting for your life. This is old school EverQuest ninja-looting brought back tenfold. I can’t count the amount of times this happened to me. Quote While I'm thinking of it, there's something else you should probably be aware of as well. Just in case, for some unimaginable reason, you were planning on allowing your teenager to play this game... there is no filter. I don't mean there's no filter in the chat channels, I mean there doesn't appear to be a filter with the naming system either. A sizable number of the players I ran across had names that I quite literally cannot type here and still keep things teen friendly. Quote You know how people like creating various drinking games based around the concept of a phrase or action being repeated? I strongly encourage you to resist this urge when it comes to Darkfall. If you had to take a shot every time someone said newb, carebear, gay, or a smorgasbord of other words I simply won't repeat here, you would be dead from alcohol poisoning in less than an hour. Quote what I experienced in the world is still the worst example of an online community I've ever encountered, without question. Title: Re: Darkfall "Released" Post by: Surlyboi on March 02, 2009, 08:02:06 AM Maybe it'll take less than six months to devolve.
Title: Re: Darkfall "Released" Post by: Signe on March 02, 2009, 08:47:54 AM Oh, I can't imagine that this will last six whole months. I bet Bonedancer and the rest will have long since finished with this game by then, too. It doesn't seem like it's going to have much last-i-ness.
Title: Re: Darkfall "Released" Post by: Merusk on March 02, 2009, 09:06:34 AM "Teen friendly" is an amusing notion until you realize most of the ones being "unfriendly" are, in fact, Teens.
Still, who's shocked and why? TTH.. who came-about with WoW and hasn't experienced a real glimpse into the oldschool PVP'ers heart until now and recoils in horror at it. Humor! Title: Re: Darkfall "Released" Post by: Ghambit on March 02, 2009, 09:29:55 AM Yah, I tended to like TTH, but that article was dripping with wackjuice. He claims to be old-school but then bytches about getting loothacked while farming mobs by himself. How retarded is this? It's the equivalent of someone in AoC complaining because they cant quest in White Sands alone. Total newbsaucery. He even goes as far as saying that the mechanic is broken and the game is basically broken if they dont change it. LoL
Kudos to the ninja who took the time out to stalk this guy and steal his shyt. Title: Re: Darkfall "Released" Post by: tmp on March 02, 2009, 09:37:47 AM With all the talk about 'risk' 'hardcore' and 'consequences' it's mildly surprising you can take other people's shit and effectively remain immune. But then iirc EVE went through the same thing.
Title: Re: Darkfall "Released" Post by: Surlyboi on March 02, 2009, 09:55:53 AM Oh, I can't imagine that this will last six whole months. I bet Bonedancer and the rest will have long since finished with this game by then, too. It doesn't seem like it's going to have much last-i-ness. Of course it won't. But when it inevitably tanks, all the "hardcores" will still fail to realize that it was their fault. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 02, 2009, 10:02:54 AM http://www.youtube.com/watch?v=ACdDm0EY3Ns
Title: Re: Darkfall "Released" Post by: Shatter on March 02, 2009, 10:26:58 AM This game as some here predicted, I agree will be dead in 6 months. Their launch alone was what I consider 2nd worst of any MMO, AO being first and now VG third. Here is a summary of their launch:
1) Server down almost completely the first day and were either out of sync or down first 4 days. 2) People exploited mobs because of the sync issues when they were up and now calling for server wipe 3) Billing completely borked as well as many active accounts not working 4) Their webpage, 4 days after live still said it was in beta phase 5) Corresponsence from the Devs during those first 4 days was almost non-existent 6) Forums completely crapped out many times over same 4 days 7) Many people downloading their patch getting constant errors/install problems Welcome to what an Indy company produces and the above items are a pre-cursor to how this game is being handled. Not to mention this game has attracted some of the worst infantile group of gamers like flies to a turd Title: Re: Darkfall "Released" Post by: ashrik on March 02, 2009, 10:41:25 AM And all that happened with only 5000 active accounts (characters created, actually, but 1 character per account). It will scale wonderfully, I'm sure.
I eagerly await the next message from Tasos explaining how there is no way they could have possibly have expected, or even imagined, this kind of demand. Not in a million years, and certainly not after the first 3 times they failed to plan for it. Granted, the only launch I can think of that went relatively smoothly in recent year(s) was the WAR launch. They did that with 100 times more people. I'm sure the next several weeks will show such a series of laughable events, that we will quickly forget about the silliness of the Mythic thread. Title: Re: Darkfall "Released" Post by: Baldrake on March 02, 2009, 12:10:00 PM Can someone remind me of how looting worked in UO?
I remember that looting someone else's corpse turned you grey. (Until they turned to bones, and then looting was free.) I'm pretty sure there was no notion of "ownership" of an npc/monster corpse. Did I get this right? Title: Re: Darkfall "Released" Post by: Shatter on March 02, 2009, 12:17:05 PM And all that happened with only 5000 active accounts (characters created, actually, but 1 character per account). It will scale wonderfully, I'm sure. I eagerly await the next message from Tasos explaining how there is no way they could have possibly have expected, or even imagined, this kind of demand. Not in a million years, and certainly not after the first 3 times they failed to plan for it. Granted, the only launch I can think of that went relatively smoothly in recent year(s) was the WAR launch. They did that with 100 times more people. I'm sure the next several weeks will show such a series of laughable events, that we will quickly forget about the silliness of the Mythic thread. Yeah and it only took them 8+ years to get ready! Title: Re: Darkfall "Released" Post by: Soulflame on March 02, 2009, 12:47:24 PM While I played, there was no notion of ownership of corpses. I distinctly remember eating a murder count over that one.
Title: Re: Darkfall "Released" Post by: LC on March 02, 2009, 01:10:59 PM http://www.youtube.com/watch?v=ACdDm0EY3Ns You can teleport to any point on the map as well. There's no checking at all on the server. There is also a hack that lets you float in the air, and shoot mobs that gather below you without falling. I'm also pretty sure that you can get around the timer on weapon swings, and swing as fast as you can click the mouse. Title: Re: Darkfall "Released" Post by: Nebu on March 02, 2009, 01:54:41 PM You can teleport to any point on the map as well. There's no checking at all on the server. There is also a hack that lets you float in the air, and shoot mobs that gather below you without falling. I'm also pretty sure that you can get around the timer on weapon swings, and swing as fast as you can click the mouse. Sounds like those 8 years of development were spent dilligently paying attention to detail! Title: Re: Darkfall "Released" Post by: Montague on March 02, 2009, 03:09:34 PM http://www.youtube.com/watch?v=ACdDm0EY3Ns You can teleport to any point on the map as well. There's no checking at all on the server. There is also a hack that lets you float in the air, and shoot mobs that gather below you without falling. I'm also pretty sure that you can get around the timer on weapon swings, and swing as fast as you can click the mouse. I can hear Lum cackling in glee from here. Title: Re: Darkfall "Released" Post by: palmer_eldritch on March 02, 2009, 04:13:03 PM Can someone remind me of how looting worked in UO? I remember that looting someone else's corpse turned you grey. (Until they turned to bones, and then looting was free.) I'm pretty sure there was no notion of "ownership" of an npc/monster corpse. Did I get this right? You mean looting player corpses? If so then yes. although the PvP rules in UO changed repeatedly at first. I'm pretty sure that when I first started playing there was no grey at all, and the "penalty" for PKing was getting the title "Dread Lord Palmer Eldritch". Title: Re: Darkfall "Released" Post by: Malakili on March 02, 2009, 04:18:50 PM 4) Their webpage, 4 days after live still said it was in beta phase For some reason, this is the one that bothers me most. I can deal with awful technical problems at launch, hell I almost expect it. However, their continued absolutely terrible communication with their community leaves me worried. (Although, maybe it isn't fair to call it terrible communication, non-existent might be a better way to put it) Granted, I don't see it mattering to me personally because I won't be playing, but I can't see this ending well for those involved. Title: Re: Darkfall "Released" Post by: schild on March 02, 2009, 04:25:10 PM 4) Their webpage, 4 days after live still said it was in beta phase For some reason, this is the one that bothers me most. I can deal with awful technical problems at launch, hell I almost expect it. However, their continued absolutely terrible communication with their community leaves me worried. (Although, maybe it isn't fair to call it terrible communication, non-existent might be a better way to put it)Title: Re: Darkfall "Released" Post by: Azaroth on March 02, 2009, 04:36:51 PM Maybe they should draw straws for someone to volunteer for webmaster duty.
Title: Re: Darkfall "Released" Post by: Shatter on March 02, 2009, 05:22:21 PM Good idea since they just locked their officla forums lol
Title: Re: Darkfall "Released" Post by: Falwell on March 02, 2009, 09:06:38 PM Oh good, I got back just in time to enjoy the yays from DF. I was worried I'd miss the show.
Title: Re: Darkfall "Released" Post by: Morfiend on March 02, 2009, 09:38:44 PM How the fuck did I miss this fantasticalness?
Can someone recap for me? Title: Re: Darkfall "Released" Post by: RhyssaFireheart on March 02, 2009, 09:51:04 PM Well damn, I missed all the BoneDancer fucktardery. :( Now I'm sad.
But on the plus side, I decided to take a pass on even thinking about doing the pre-order (especially after trying to play the beta) and I've avoided the whole launch mess. :) Now I'm happy! Some guildmates are playing and enjoying themselves a lot. I'm waiting because to me, so much of the game felt like they were trying to reinvent the wheel. I could have learned to deal with the craptastic and slow-as-hell looting. I could probably have learned to deal with the drop-absolutely-everything-you-possess-on-death mechanic (bank early, bank often). But the stupid UI overall just was so painful to deal with, and felt so backwards after years of playing other games. I shouldn't feel like I'm stepping backwards in time to play a game coming out in 2009. Title: Re: Darkfall "Released" Post by: Falwell on March 02, 2009, 10:11:48 PM How the fuck did I miss this fantasticalness? Can someone recap for me? From what i've read, DF attempted to launch, and failed. People are angry and the obvious has become just that. Title: Re: Darkfall "Released" Post by: Le0 on March 02, 2009, 11:27:48 PM Well I don't really understand why so many people did not see this coming, I mean Indie developer, already pushed back release a few times, no boxed game, only a handful pre-order, don't tell me you though they would make a "great" launch ;) All this "We are reviving UO" talk did attract a lot of wanna-be griefers and supposedly "hardcore" players, like Lum says, most of them think they are hardcore when in fact they are not.
I'm just sad to see an indie company fail, because that means we won't be seeing anything but the same old MMO bullshit we've been seeing since EQ. Hardly anyone is trying to improve the genre, most of them just wanna get their bucks. I guess Mortal Online will fail just as bad as Darkfall... Title: Re: Darkfall "Released" Post by: DraconianOne on March 03, 2009, 12:42:19 AM I'm just sad to see an indie company fail, Don't be sad to see an indie company fail - be happy to see mediocrity, incompetence and unprofessionalism fail. Title: Re: Darkfall "Released" Post by: gryeyes on March 03, 2009, 01:30:29 AM If they communicated with their cult like fan base they could string those guys along for months. Indie developer with an actual sizable community and they completely ignore them. It does not make sense i still expect fraud of some sort to rear its head.
Title: Re: Darkfall "Released" Post by: Azuredream on March 03, 2009, 02:04:38 AM Prognosis on this? Assuming the player-base thins out and they stabilize their server, is there a game underneath somewhere?
Title: Re: Darkfall "Released" Post by: Falwell on March 03, 2009, 02:24:02 AM I'm just sad to see an indie company fail, Don't be sad to see an indie company fail - be happy to see mediocrity, incompetence and unprofessionalism fail. Bingo, Indie is not an excuse for producing sub-par products. Title: Re: Darkfall "Released" Post by: Shatter on March 03, 2009, 04:28:59 AM Prognosis on this? Assuming the player-base thins out and they stabilize their server, is there a game underneath somewhere? There is but you have to go download all the exploit software. There are now all kinds of people posting videos of speed hacks, teleport hacks, faster attacks, etcetc. Evidentally these morons dont have a server side check for this shit lol Title: Re: Darkfall "Released" Post by: Signe on March 03, 2009, 05:23:53 AM Well I don't really understand why so many people did not see this coming Every single person I know who has heard of Darkfall expected exactly this if the game launched at all ever. All those other people? I think they're mostly the same tiny handful of people with lots of different names! It's the only explanation I can think of! Title: Re: Darkfall "Released" Post by: kildorn on March 03, 2009, 05:47:12 AM Prognosis on this? Assuming the player-base thins out and they stabilize their server, is there a game underneath somewhere? There is but you have to go download all the exploit software. There are now all kinds of people posting videos of speed hacks, teleport hacks, faster attacks, etcetc. Evidentally these morons dont have a server side check for this shit lol Sanity checks are for pussies. Title: Re: Darkfall "Released" Post by: patience on March 03, 2009, 06:24:15 AM The game hasn't failed especially if they don't shut down the servers.
Let's not try to move the goal posts here when before many said the game wouldn't even launch and it managed to do that. *shrugs* Some people are very happy with the product even if it isn't us. I can't begrudge them for that but I do dislike them for other reasons. Title: Re: Darkfall "Released" Post by: Nebu on March 03, 2009, 07:42:49 AM If Darkfall manages to take the lowlife dregs away from every other MMO, I'll consider it a smashing success.
I'm rooting for Darkfall in this capacity. Title: Re: Darkfall "Released" Post by: Signe on March 03, 2009, 07:44:13 AM The game hasn't failed especially if they don't shut down the servers. Let's not try to move the goal posts here when before many said the game wouldn't even launch and it managed to do that. *shrugs* Some people are very happy with the product even if it isn't us. I can't begrudge them for that but I do dislike them for other reasons. How many people got in this game? Like 4k - 5K or something? This game HAS failed to this point in a ton of ways. There is hardly anyone playing. How is 4K not a failure? Especially after the silly stuff their devs bragged about? Unless they were planning to compete with The Realm for population numbers all along. The tiny amount of people who are playing the game and are having fun isn't enough for this game to not be a failure. I wouldn't be surprised if a fair lot of them are just there to exploit their way to the top (it's sounds rampant) and ditch the game in very short order. Title: Re: Darkfall "Released" Post by: Ghambit on March 03, 2009, 08:09:56 AM The game hasn't failed especially if they don't shut down the servers. Let's not try to move the goal posts here when before many said the game wouldn't even launch and it managed to do that. *shrugs* Some people are very happy with the product even if it isn't us. I can't begrudge them for that but I do dislike them for other reasons. How many people got in this game? Like 4k - 5K or something? This game HAS failed to this point in a ton of ways. There is hardly anyone playing. How is 4K not a failure? Especially after the silly stuff their devs bragged about? Unless they were planning to compete with The Realm for population numbers all along. The tiny amount of people who are playing the game and are having fun isn't enough for this game to not be a failure. I wouldn't be surprised if a fair lot of them are just there to exploit their way to the top (it's sounds rampant) and ditch the game in very short order. I'd say it's a failure because from what I've read there's still no organizational control to the chaos. A few years back when this game design came to light the FIRST thing I said was that it'll fail unless there's a command structure to keep players on task and engaged, ala WW2O, Eve, Planetside, etc. The way it is now, they've got a WW2O sized world with 4000 or less players and they're all scattered all over the realm just doing phuck all. There's no organization, so hence there's no real game... only a world people fight in occasionally. I dont mind being able to have total freedom, but if there's not a way to actively engage in the politics of the world you're in then you're really not accomplishing anything but playing Second Life. At least give people a clear choice in the matter (whether through faction, race, corporation, guild, clan, whatever). Title: Re: Darkfall "Released" Post by: ashrik on March 03, 2009, 08:10:17 AM Calling the game either a failure or a success, at this point, is entirely premature. Due to their *ahem* "unique" launch strategy, still only the pre-orders are playing. To me this says that it hasn't properly launched yet, assuming it will have something recognizable as a proper launch. If they want to do some sort of crazy staged launch and can't let more people in because they haven't finished resetting the etch-a-sketch that does account management yet, that's an issue yes. But I don't see how you can ignore or overlook the many people who are still chomping at the bit to give them money, but cannot yet. As little as I think of some of them, there is still a sizable amount and I think it's more than enough to keep Aventurine afloat for at least a little while.
Title: Re: Darkfall "Released" Post by: patience on March 03, 2009, 08:11:40 AM 5000 accounts clearly isn't enough to sustain them in order to make a profit after accounting for server hosting costs, the monthly debt they owe including interest and their on going costs to keep the development team being paid. But it is the devs decision to constrict how many people can initially buy the game. They wouldn't have done this if they think they could sustain long enough until they get enough servers or whatever they needed to be ok.
I'm not inclined to call them a failure until they file for bankruptcy or the servers go down for good like all the other games that actually shut themselves down. It's not like Aventurine gave us any hard numbers on their expectations unlike Spellborn which sadly told investors they expected a million subscribers in a year or two depending on how quickly their Asian launch occurs. :why_so_serious: That said there is one thing the devs could be called failures for and that's their hack detection methods. (Some lulz (http://www.vgbuddy.com/index.php/dfbuddy-teleport-speed-hacking.html) and failure. (http://www.youtube.com/watch?v=WkiR1_HrfAw)) Title: Re: Darkfall "Released" Post by: Ghambit on March 03, 2009, 08:22:48 AM Just because they've got enough to keep them afloat doesnt mean they're not a failure.
Failure/success is not measured simply by money. I can take a smelly dump on the floor, wrap it up in 2 cents worth of wrapping paper, and if someone buys it it's a success? To me, I've still failed to make my poo smell of roses; so failure it is indeed. Title: Re: Darkfall "Released" Post by: Draegan on March 03, 2009, 08:27:55 AM It's was a failure a year ago, actually launching it doesn't change anything. It's just a semi-public failure now.
Title: Re: Darkfall "Released" Post by: Shatter on March 03, 2009, 08:29:30 AM Im personally am not saying the game is a failure today, their launch was horrible, one of the worst and the game itself is a giant turd. I will however say that the game WILL fail within the next year, faiilure meaning closed servers, game over.
Title: Re: Darkfall "Released" Post by: Delmania on March 03, 2009, 08:31:23 AM Quote That said there is one thing the devs could be called failures for and that's their hack detection methods. What's really more of a failure is that in the IRC chat posted a few pages back, Brannoc denies seeing these exploits and claims that the guilds who have a city have done so legitimately. Title: Re: Darkfall "Released" Post by: DLRiley on March 03, 2009, 08:32:52 AM The game hasn't failed especially if they don't shut down the servers. Let's not try to move the goal posts here when before many said the game wouldn't even launch and it managed to do that. *shrugs* Some people are very happy with the product even if it isn't us. I can't begrudge them for that but I do dislike them for other reasons. How many people got in this game? Like 4k - 5K or something? This game HAS failed to this point in a ton of ways. There is hardly anyone playing. How is 4K not a failure? Especially after the silly stuff their devs bragged about? Unless they were planning to compete with The Realm for population numbers all along. The tiny amount of people who are playing the game and are having fun isn't enough for this game to not be a failure. I wouldn't be surprised if a fair lot of them are just there to exploit their way to the top (it's sounds rampant) and ditch the game in very short order. The crowd these types of games attract are like a horde of locust looking for the next pvp server. I wouldn't be surprised if by the time this game can support more players only 200 of the original 5k is left playing. I don't think calling this game a failure is premature, unless your charging $1000 per pre-order, you can not support an mmo that cost you 10 million to make with 5k subs. And even if they could do so, what assumes the player base won't just cannibalize itself given enough time (6 months)? It's a money losing proposition any way you put it. Title: Re: Darkfall "Released" Post by: Montague on March 03, 2009, 09:06:54 AM Found this tidbit from the Vault forums:
"Apprently it seems one of the (disgruntled) volenteer mods on their forums maybe had a tantrum and stickied all the posts showing where to get the hacks, and the videos demo'ing it. Said mod seems to have left now, and the posts are unsticked, although the official forums still have dozens of posts with download locations and discussions of the hacks." Awesome. Title: Re: Darkfall "Released" Post by: patience on March 03, 2009, 09:17:47 AM Now this is failure. (http://forums.darkfallonline.com/showthread.php?t=144620)
WHo the fuck puts a 15 character limit on the combined count of first and last names and the space? I think the devs are trying to troll Benjamin Bernanky, Arnold Schwarzenegger and Madeline Albright. Title: Re: Darkfall "Released" Post by: Modern Angel on March 03, 2009, 09:22:12 AM I can't imagine why big name devs refuse to sink dollars into FFA PvP games like this.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 03, 2009, 09:28:22 AM (http://i171.photobucket.com/albums/u318/tekmet/serious.jpg?t=1236102249)
Title: Re: Darkfall "Released" Post by: Shatter on March 03, 2009, 09:41:52 AM I can't stop keeping an eye on this game and its current direction, its like watching a train wreck. I can't wait for the disgruntled server Tech's to get mad
Title: Re: Darkfall "Released" Post by: Lantyssa on March 03, 2009, 09:50:43 AM Just because they've got enough to keep them afloat doesnt mean they're not a failure. I dunno. Being able to take ill-gotten money and run away to a Mediterranean island sounds like success to me. They didn't have to worry about going through customs, either!Failure/success is not measured simply by money. Title: Re: Darkfall sets a release date as 'maybe' Post by: Falconeer on March 03, 2009, 09:58:10 AM Eddie from Tekken uses Capoeira, doesn't he? Yeah he does. And I would go for Krav Maga (http://www.youtube.com/watch?v=-ajaQ2j0Al0&feature=related). Pfft. Systema (http://www.youtube.com/watch?v=i-1UIpAAq2I) any day of the week. Title: Re: Darkfall "Released" Post by: ghost on March 03, 2009, 10:22:18 AM 5000 accounts clearly isn't enough to sustain them in order to make a profit after accounting for server hosting costs............ = paid beta. Title: Re: Darkfall "Released" Post by: Signe on March 03, 2009, 10:27:27 AM I don't think it's premature at all. It's been a failure for years. Releasing it doesn't seem to have changed it's failure status much.
Title: Re: Darkfall "Released" Post by: Nija on March 03, 2009, 10:28:15 AM I'll probably subscribe to the game if it launches in the US and has a US based server. Like someone said previously - if it doesn't make it that far, I probably didn't miss much.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 03, 2009, 10:31:14 AM I'll probably subscribe to the game if it launches in the US and has a US based server. Like someone said previously - if it doesn't make it that far, I probably didn't miss much. Due to the fact that I'm a MMOG whore, i too will be checking it out, in about 6-12 months. Title: Re: Darkfall "Released" Post by: kildorn on March 03, 2009, 10:38:57 AM Now this is failure. (http://forums.darkfallonline.com/showthread.php?t=144620) WHo the fuck puts a 15 character limit on the combined count of first and last names and the space? I think the devs are trying to troll Benjamin Bernanky, Arnold Schwarzenegger and Madeline Albright. I can see where this stupidity comes from, However: I really really want to know what amazingly stupid thing is stored in the 16th unusable character. PLEASE be an admin flag, PLEASE be an admin flag. <3 Title: Re: Darkfall "Released" Post by: Shatter on March 03, 2009, 11:06:38 AM I'll probably subscribe to the game if it launches in the US and has a US based server. Like someone said previously - if it doesn't make it that far, I probably didn't miss much. Due to the fact that I'm a MMOG whore, i too will be checking it out, in about 6-12 months. Assuming it lives that long... Title: Re: Darkfall sets a release date as 'maybe' Post by: Lum on March 03, 2009, 11:06:52 AM Pfft. Systema (http://www.youtube.com/watch?v=i-1UIpAAq2I) any day of the week. Why does every Systema video look like it's a recruitment video for General Ivan Drago's Iron Militsiya that will take over the world from its mountain fastness in the Urals? Title: Re: Darkfall "Released" Post by: Nebu on March 03, 2009, 11:20:36 AM I don't think it's premature at all. It's been a failure for years. Releasing it doesn't seem to have changed it's failure status much. Now it's a public failure! Title: Re: Darkfall "Released" Post by: Shatter on March 03, 2009, 12:08:42 PM I don't think it's premature at all. It's been a failure for years. Releasing it doesn't seem to have changed it's failure status much. Now it's a public failure! Is it technically public if you restrict it to 5000 people? Like some said above, its a paid beta right now, and 4 days of that paid beta the server was down or out of sync Title: Re: Darkfall "Released" Post by: LC on March 03, 2009, 12:08:49 PM They just opened up game sales a few minutes ago. The servers disintegrated instantly.
Title: Re: Darkfall "Released" Post by: kildorn on March 03, 2009, 12:44:41 PM They just opened up game sales a few minutes ago. The servers disintegrated instantly. They tried to make the game unpopular, but look at their massive success! 503s are actually HTTP WILDLY SUCCESSFUL Title: Re: Darkfall "Released" Post by: Delmania on March 03, 2009, 12:49:11 PM They just opened up game sales a few minutes ago. The servers disintegrated instantly. Bumbling in the dark, that's the only way to describe Advertine. "We didn't plan", "we didn't think", "billing is hard", "releasing is hard". Then again what else can you expect from a a company that flipped every other MMO out there the bird and said "we're better than they are!" Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 03, 2009, 12:52:58 PM Then again what else can you expect from a a company that flipped every other MMO out there the bird and said "we're better than they are!" Basically, if they had not done that, i would cut them a fuckton of slack. Title: Re: Darkfall "Released" Post by: peryn on March 03, 2009, 01:59:01 PM This is just embarrassing on their part.
They could have avoided this debacle by simply having a second server prepped for launch. Or they could have just had a stress test BEFORE launch day. God this all seems like common sense. I know all of their supporters will throw around the "indie" developer argument, but this all just seems like piss poor management. Or maybe this is all some elaborate marketing effort to build anticipation and hope for a bunch of impulse buys. After all, buying Darkfall for $50 couldn't possibly be a rational decision. Title: Re: Darkfall "Released" Post by: Signe on March 03, 2009, 03:00:59 PM That said, bragging didn't make this game a failure. It just made it fun to laugh at their failure.
Title: Re: Darkfall "Released" Post by: BoneDancr on March 03, 2009, 03:27:44 PM That said, bragging didn't make this game a failure. It just made it fun to laugh at their failure. Admist all the calls for failure and horridly incompetent ninny developers the game is fun...poll after poll of players in game LIKE it. Irate IRC idle folks bashing on the game go from 'screw this' to 'wow this is actually fun'. As for it's impending doom and limited scope: it's not a marriage, it's a game and if it fails to hold long term interest then I'm sure <Insert Game Title Here> will welcome me with open arms. Title: Re: Darkfall "Released" Post by: waffel on March 03, 2009, 03:28:06 PM Why are people so willing to buy shit just because its 'new'?
I don't understand it. Title: Re: Darkfall "Released" Post by: Cadaverine on March 03, 2009, 03:30:10 PM Why are people so willing to buy shit just because its 'new'? I don't understand it. If it's new, it must be improved, right? Probably a lifetime of marketing indoctrination creating some sort of Pavlovian response, or some sort of nonsense. :grin: Title: Re: Darkfall "Released" Post by: BoneDancr on March 03, 2009, 03:31:57 PM Why are people so willing to buy shit just because its 'new'? I don't understand it. Just out of curiosity have you tried the game? Title: Re: Darkfall "Released" Post by: ashrik on March 03, 2009, 03:35:45 PM I'm guessing it just hits all the right notes with the people who are interested in it.
Full loot, FFAPVP, Skill-based, the combat system, etc. etc. That's the shit that these people want. I think there's quite a bit of people willing to play a game that can give those things to them. Once you get past that, it likely just depends on whether they're willing to accept the shallow combat, poor animations/sounds, and stupidity from Aven-"we couldn't have prepared for this"-turine. I can easily understand not liking it, but I think I can grasp the interest in it as well. Title: Re: Darkfall "Released" Post by: LC on March 03, 2009, 03:38:17 PM After millions of refreshes today I got a notice saying that I had already pre-ordered the game. It wouldn't let me purchase it. Instead it suggested that I contact the support email address that never responds. I have sent them dozens of emails over the last week, and haven't gotten a single reply.
Title: Re: Darkfall "Released" Post by: K9 on March 03, 2009, 03:38:48 PM Admist all the calls for failure and horridly incompetent ninny developers the game is fun...poll after poll of players in game LIKE it. Irate IRC idle folks bashing on the game go from 'screw this' to 'wow this is actually fun'. As for it's impending doom and limited scope: it's not a marriage, it's a game and if it fails to hold long term interest then I'm sure <Insert Game Title Here> will welcome me with open arms. It's called the honeymoon effect. Title: Re: Darkfall "Released" Post by: Merusk on March 03, 2009, 03:41:50 PM After millions of refreshes today I got a notice saying that I had already pre-ordered the game. It wouldn't let me purchase it. Instead it suggested that I contact the support email address that never responds. I have sent them dozens of emails over the last week, and haven't gotten a single reply. Hey about that, the volunteer is really irate he keeps having to hit the Delete key so often. Knock it off! Title: Re: Darkfall "Released" Post by: Draegan on March 03, 2009, 04:59:45 PM After millions of refreshes today I got a notice saying that I had already pre-ordered the game. It wouldn't let me purchase it. Instead it suggested that I contact the support email address that never responds. I have sent them dozens of emails over the last week, and haven't gotten a single reply. Hahahahaha sucker. Title: Re: Darkfall "Released" Post by: UnSub on March 03, 2009, 05:30:23 PM Admist all the calls for failure and horridly incompetent ninny developers the game is fun...poll after poll of players in game LIKE it. Irate IRC idle folks bashing on the game go from 'screw this' to 'wow this is actually fun'. I've love to see these "poll after poll" results. Especially if only 5k players are actually in DF. The issue is never if a new MMO is fun right after launch - it's if it is fun 30+ days after launch. Title: Re: Darkfall "Released" Post by: Signe on March 03, 2009, 05:41:45 PM That said, bragging didn't make this game a failure. It just made it fun to laugh at their failure. Admist all the calls for failure and horridly incompetent ninny developers the game is fun...poll after poll of players in game LIKE it. Irate IRC idle folks bashing on the game go from 'screw this' to 'wow this is actually fun'. As for it's impending doom and limited scope: it's not a marriage, it's a game and if it fails to hold long term interest then I'm sure <Insert Game Title Here> will welcome me with open arms. I'm not calling for failure, I'm calling the game a failure. At least so far. I didn't mean to imply that it's a failure because people don't find it fun to play - just because of all that other stuff. You know - failure to properly launch, disintegrating servers, exploits, and all that other broken stuff. Title: Re: Darkfall "Released" Post by: Delmania on March 03, 2009, 05:44:51 PM I don't think Darkfall is going to be shut down. It's different enough from other games out there that it can get the people who want to play an online game that isn't a WoW/DIKU clone, and the marketing spin is enough to appeal to the egos of these people. Advertine has indicated they know this is a niche game with a small population. Hell, I'm interested in playing it. A lot however, depending on how quickly AV can fix bugs and how well they do it. Given that their attitude has gone from "We're better" to "shit, this is harder than it looks" I am doubtful.
Title: Re: Darkfall "Released" Post by: BoneDancr on March 03, 2009, 05:53:04 PM Admist all the calls for failure and horridly incompetent ninny developers the game is fun...poll after poll of players in game LIKE it. Irate IRC idle folks bashing on the game go from 'screw this' to 'wow this is actually fun'. As for it's impending doom and limited scope: it's not a marriage, it's a game and if it fails to hold long term interest then I'm sure <Insert Game Title Here> will welcome me with open arms. It's called the honeymoon effect. Have you played the game or are you just another person commenting on something you have no experience in. I mean I'm sure there are people who have played the game and say it sucks; I just want to know how many of them are here. Title: Re: Darkfall "Released" Post by: gryeyes on March 03, 2009, 05:56:26 PM 6 months max.
I still believe they are just milking what they can knowing they will never be able to provide a stable and supported product. The complete lack of dev interaction coupled with the seemingly rampant game breaking problems seem to indicate this. FFA PVP with rampant cheating and douche baggery within the first week? Sign me up! Title: Re: Darkfall "Released" Post by: Delmania on March 03, 2009, 06:03:16 PM Have you played the game or are you just another person commenting on something you have no experience in. I mean I'm sure there are people who have played the game and say it sucks; I just want to know how many of them are here. First, this would require that people be able to buy and play the game. However, not sure what you're getting at here. The people who play the game say it's fun. So? There are people who play Shadowbane, DAoC, and UO would say those games are fun if you asked them. I don't think any of those would classify as successes. It's easy for a bad game to stay afloat while a good game sinks. Title: Re: Darkfall "Released" Post by: Draegan on March 03, 2009, 06:12:22 PM I would call DAOC and UO successes.
Darkfall is just a size 9 pair of clowshoes. Title: Re: Darkfall "Released" Post by: BoneDancr on March 03, 2009, 07:09:41 PM Have you played the game or are you just another person commenting on something you have no experience in. I mean I'm sure there are people who have played the game and say it sucks; I just want to know how many of them are here. First, this would require that people be able to buy and play the game. However, not sure what you're getting at here. The people who play the game say it's fun. So? There are people who play Shadowbane, DAoC, and UO would say those games are fun if you asked them. I don't think any of those would classify as successes. It's easy for a bad game to stay afloat while a good game sinks. Thought not. It's called an informed opinion which appears to be a rarity in regards to Darkfall. Title: Re: Darkfall "Released" Post by: Delmania on March 03, 2009, 07:28:48 PM Thought not. It's called an informed opinion which appears to be a rarity in regards to Darkfall. Oh fun time! Let's play the next round! I will ask why an informed opinion about Darkfall is rare. Title: Re: Darkfall "Released" Post by: BoneDancr on March 03, 2009, 07:41:04 PM Thought not. It's called an informed opinion which appears to be a rarity in regards to Darkfall. Oh fun time! Let's play the next round! I will ask why an informed opinion about Darkfall is rare. Ignorance is not a game. Title: Re: Darkfall "Released" Post by: squirrel on March 03, 2009, 07:44:25 PM Have you played the game or are you just another person commenting on something you have no experience in. I mean I'm sure there are people who have played the game and say it sucks; I just want to know how many of them are here. First, this would require that people be able to buy and play the game. However, not sure what you're getting at here. The people who play the game say it's fun. So? There are people who play Shadowbane, DAoC, and UO would say those games are fun if you asked them. I don't think any of those would classify as successes. It's easy for a bad game to stay afloat while a good game sinks. Thought not. It's called an informed opinion which appears to be a rarity in regards to Darkfall. Of course it's rare. You can't buy the fucking product. Yeah. that's the road to success! :ye_gods: Title: Re: Darkfall "Released" Post by: Delmania on March 03, 2009, 07:55:13 PM Ignorance is not a game. I suppose DFO is srs bzs, eh? However, you still didn't answer the question: why are informed opinions so rare? Title: Re: Darkfall "Released" Post by: DLRiley on March 03, 2009, 08:23:29 PM Why is UO and DAOC being mentioned? They were both profitable a long time ago and when shit went south had enough money to scale down and keep it on life support for the remaining
Bad games only stay afloat because they make a decent amount of money during and/or the publishers have no intentions on pulling the plug. Now considering that i've never played a mmo that qualifies as a good game the only real difference between one mmo sinking and another staying on life support is if the publishers see profit in the foreseeable future. The only mmos that launched extremely weak and hold a profitable status now is...EVE and EQ2. But i'm sure EQ2 initial box sales were decent so it probably doesn't count. Title: Re: Darkfall "Released" Post by: Redgiant on March 03, 2009, 08:41:42 PM It's pretty obvious that AV is stuck and they have no choice but to drag out this charade while they do whatever they can to dress up the turd they have.
How do I know this, BoneDancr? Easy. If I wanted to fuck people out of money, lead on stupid fanbois and take whatever I could get knowing full well that there is no way this "game" is going anywhere short or long term, I would do EXACTLY what they have done every step of the way. This is not an accident. A joke yes, an accident no. Title: Re: Darkfall "Released" Post by: tmp on March 03, 2009, 08:42:41 PM It's called the honeymoon effect. Have you played the game or are you just another person commenting on something you have no experience in.Title: Re: Darkfall "Released" Post by: NiX on March 03, 2009, 08:44:15 PM Ignorance is not a game. You sound like a complete idiot. As it stand, Aventurine opened their mouth and now it's all coming back to bite them. Even if people could or wanted to play DF, I'm pretty sure the general consensus here would be that it's a piece of shit. But, if it rubs you the wrong way that most haven't played it, how about we base its success on the companies attitude or the very apparent exploitation. Title: Re: Darkfall "Released" Post by: BoneDancr on March 03, 2009, 09:39:56 PM Ignorance is not a game. You sound like a complete idiot. As it stand, Aventurine opened their mouth and now it's all coming back to bite them. Even if people could or wanted to play DF, I'm pretty sure the general consensus here would be that it's a piece of shit. But, if it rubs you the wrong way that most haven't played it, how about we base its success on the companies attitude or the very apparent exploitation. You are so angry. I asked if anyone had tried the game, nobody here has responded they had. If you prefer to go on posting ignorant comments and predictions of Aventurine's impending doom by all means go on with your bad self. Title: Re: Darkfall "Released" Post by: BoneDancr on March 03, 2009, 09:40:48 PM nt
Title: Re: Darkfall "Released" Post by: Bzalthek on March 03, 2009, 09:45:22 PM Some people are able to learn from the mistakes of others. It's not a fucking light grenade.
Title: Re: Darkfall "Released" Post by: Nhare on March 03, 2009, 09:53:25 PM Ignorance is not a game. You sound like a complete idiot. As it stand, Aventurine opened their mouth and now it's all coming back to bite them. Even if people could or wanted to play DF, I'm pretty sure the general consensus here would be that it's a piece of shit. But, if it rubs you the wrong way that most haven't played it, how about we base its success on the companies attitude or the very apparent exploitation. You are so angry. I asked if anyone had tried the game, nobody here has responded they had. If you prefer to go on posting ignorant comments and predictions of Aventurine's impending doom by all means go on with your bad self. They made a game for a niche of a niche. In today's saturated market, where are people going to spend their money? With a company that spitting amateur hour nonsense every time they open their mouths? Or with a company that has some kind of proven track record? Even WAR looks like a better long term investment for a player than DFO. Darkfall will fail, there is no way around it. Title: Re: Darkfall "Released" Post by: WindupAtheist on March 03, 2009, 10:00:46 PM Why is UO and DAOC being mentioned? They were both profitable a long time ago and when shit went south had enough money to scale down and keep it on life support for the remaining *dons his fanboy hat and adopts a bareknuckle boxing stance* I beg to differ sir! Camelot may have blown it's own foot off with the TOA expansion, I'm no DAOC expert so I won't debate except to state the conventional wisdom. But while the sort of people that are currently hacking Darkfall to death in it's cradle want to pretend the Trammel expansion killed UO, the fact is the game gained subscribers for a good 3 years afterward and didn't really start shedding them until it's successor arrived in the form of SWG. Hell there was even an odd plateau and faint increase in UO subs for a brief period following the NGE. Shit, the old bitch is going on 12 years old and they just hired a new live events team and are working on an expansion. Anyone want to lay odds on anything that came out in this past year still producing expansions in 2021? The few thousand fags who quit UO when they couldn't PK miners anymore just plain don't matter. They didn't matter then, and they don't matter now. They're no different than the PVE poopsocks who were drooling over Vanguard, noisy but irrelevant. Its's no accident that the only serious PVP game to achieve real success (EVE) is the one that managed not to paint itself as a UO refugee griefer's paradise. Title: Re: Darkfall "Released" Post by: Triforcer on March 03, 2009, 10:09:32 PM Sir, how can one consider UO a success when at one point, shortly after Trammel, it had negative 55,000 subscribers? That fact leads me to respectfully disagree with your premise.
Title: Re: Darkfall "Released" Post by: squirrel on March 03, 2009, 10:15:33 PM Ignorance is not a game. You sound like a complete idiot. As it stand, Aventurine opened their mouth and now it's all coming back to bite them. Even if people could or wanted to play DF, I'm pretty sure the general consensus here would be that it's a piece of shit. But, if it rubs you the wrong way that most haven't played it, how about we base its success on the companies attitude or the very apparent exploitation. You are so angry. I asked if anyone had tried the game, nobody here has responded they had. If you prefer to go on posting ignorant comments and predictions of Aventurine's impending doom by all means go on with your bad self. Look you irrational tool. We couldn't try the game if we wanted to. Ok? I tried. They won't sell me THIS GAME. I HAVE TEH MONIES. For the sake of Schadenfreude. Fuck the idea that it's ignorance - YOU CAN"T BUY THIS GAME. So STFU about anything else. It's a game you can't buy. Like, are you so completely out of touch that this fact escapes you? It's not about whether it's a good game or not at this point. It's about whether you can form an opinion. Which you can't. BECAUSE YOU CAN'T BUY OR PLAY THE FUCKING GAME. EDIT: 5 will get you 10 that the response to this is "Well if you could buy it you'd see how awesome it really is!" Title: Re: Darkfall "Released" Post by: Soln on March 03, 2009, 10:26:36 PM You know I haven't see anyone else mention this (at least lately), but I doubt Aventurine has that big an overhead. Or have that much debt.
They may be "successful" (profit!) with only 50k paying subs or even less. We don't know. And after all the messaging on so many boards and Youtube posts I suspect they may get 50k. So the game and service may suck etc. etc. etc. for what people are used to. BUT Aventurine may make enough coin to manage the game and keep it active. It sounds like they are suffering now from getting hammered by subs (and griefed). Both of which are normal for a new MMO launch. So I doubt it will ever be polished, but this could limp along. Don't be surprised if they "succeed". WURM Online and other semi-homebrew projects are also still out there. Hell, ATitD anyone? Title: Re: Darkfall "Released" Post by: squirrel on March 03, 2009, 10:35:03 PM Soln - you can't actually *buy* this product right now. The CC auth is broken. And if you get charged it's a 50/50 chance you will have an account. Not sure that's in the same class as the Niche games you're mentioning, which can at least process a CC transaction. Both ATitD and Runes of Magic (plus 100+ other RTM or low cost MMOGS) seem to have this covered. If billing is your biggest issue - with <5000 users - you're fucked.
Title: Re: Darkfall "Released" Post by: ashrik on March 03, 2009, 11:15:08 PM I thought it was made clear that this was an opinon-free thread.
Title: Re: Darkfall "Released" Post by: DraconianOne on March 03, 2009, 11:38:56 PM You know I haven't see anyone else mention this (at least lately), but I doubt Aventurine has that big an overhead. Or have that much debt. How did you come to that conclusion? 8 years in development isn't going to be cheap and then there's that alleged $27.5m bond that they took out in 2007 that they've got to pay off. How many servers do they currently have and how many are they planning on adding? Do they have the capacity to support enough players to recoup their money before any investors demand their money back? With 50k subscripers at, say $15 a month, that would still take them over three years to break even, much less make a profit. If they get 100k then you may look at half the time. Are they going to get a 100k? Do they have the infrastructure to support that amount of users? Have they found an investor for a NA release? Title: Re: Darkfall "Released" Post by: ashrik on March 03, 2009, 11:48:31 PM Such questions are best left to be pondered by the 5000 who are currently
Title: Re: Darkfall "Released" Post by: Merusk on March 04, 2009, 03:55:23 AM Soln - you can't actually *buy* this product right now. The CC auth is broken. And if you get charged it's a 50/50 chance you will have an account. Not sure that's in the same class as the Niche games you're mentioning, which can at least process a CC transaction. Both ATitD and Runes of Magic (plus 100+ other RTM or low cost MMOGS) seem to have this covered. If billing is your biggest issue - with <5000 users - you're fucked. You're just mad your Credit Card was PK'd. Quit your crying, and try again, noobcakes. This game is serious business. So serious you have to be willing to take those lumps even from the online store! :why_so_serious: This thread keeps getting better. Title: Re: Darkfall "Released" Post by: Soln on March 04, 2009, 04:17:01 AM Soln - you can't actually *buy* this product right now. The CC auth is broken. And if you get charged it's a 50/50 chance you will have an account. Not sure that's in the same class as the Niche games you're mentioning, which can at least process a CC transaction. Both ATitD and Runes of Magic (plus 100+ other RTM or low cost MMOGS) seem to have this covered. If billing is your biggest issue - with <5000 users - you're fucked. point taken /salute Title: Re: Darkfall "Released" Post by: BoneDancr on March 04, 2009, 04:21:18 AM Quote Look you irrational tool. We couldn't try the game if we wanted to. Ok? I tried. They won't sell me THIS GAME. I HAVE TEH MONIES. For the sake of Schadenfreude. Fuck the idea that it's ignorance - YOU CAN"T BUY THIS GAME. So STFU about anything else. It's a game you can't buy. Like, are you so completely out of touch that this fact escapes you? It's not about whether it's a good game or not at this point. It's about whether you can form an opinion. Which you can't. BECAUSE YOU CAN'T BUY OR PLAY THE FUCKING GAME. EDIT: 5 will get you 10 that the response to this is "Well if you could buy it you'd see how awesome it really is!" Nothing I've said is irrational. My many condolences on your inability to purchase the poorly made, entertainment-free, product. My guild had similar problems and we were only able to get about 25 in. Given the amount of guilds in the 50 - 100 membership currently playing we are seriously behind the competitive curve. Anyways, glad to hear that you soon will be able to make an informed opinion. Have a nice day. Title: Re: Darkfall "Released" Post by: BoneDancr on March 04, 2009, 04:24:00 AM Such questions are best left to be pondered by the 5000 who are currently There were 6,500+ players on the server listing eligible for KOS via clan management on Saturday afternoon; have not checked since. Title: Re: Darkfall "Released" Post by: Delmania on March 04, 2009, 05:32:48 AM Nothing I've said is irrational. My many condolences are your inability to purchase the poorly made, entertainment-free, product only suited for 4y old wolverine puppies. My guild of the same had similar problems and we were only able to get about 25 in. Give the amount of guilds in the 50 - 100 membership ranged on the clan roster now we are seriously behind the curve. Anyways, glad to hear that you soon will be able to make an informed opinion. Have a nice day. Apparently, Bondancr, you seem to think the fact that you and the people who play the game find it fun is meaningful. There were people who found Hellgate London, Wish, and Tabula Rasa fun. Making a game that some people find is fun is not something that's particularly challenging. The problem is that Advertine is so focused on doing everythings its own way that it's not doing anything well. Rampant exploits, a botched launched day, and roulette style account system. The "it's a new game" excuse will only last so long. The success of the game will depend on how well Advertine can turn things around, and basedon their past and current performance, not sure there's much to go on here. Title: Re: Darkfall "Released" Post by: Draegan on March 04, 2009, 05:35:39 AM Did you guys forget how to spot a troll or something?
lol Good show. Title: Re: Darkfall "Released" Post by: Delmania on March 04, 2009, 05:36:40 AM He's not a troll, check out the website in his sig.
Title: Re: Darkfall "Released" Post by: patience on March 04, 2009, 05:42:27 AM I don't think Darkfall is going to be shut down. It's different enough from other games out there that it can get the people who want to play an online game that isn't a WoW/DIKU clone, and the marketing spin is enough to appeal to the egos of these people. This in a nutshell is why the community DF has is an asset. So long as they don't rage quit Aventurine has them under lock down. It's like the Ferrari business, only not as expensive. Title: Re: Darkfall "Released" Post by: Signe on March 04, 2009, 05:47:03 AM He's not a troll, check out the website in his sig. What does his website have to do with anything? Unless, of course, you mean that he's usually an Orc or a Barbarian or something. Title: Re: Darkfall "Released" Post by: Delmania on March 04, 2009, 06:05:33 AM The link in sig goes to a site for some guild and the first post is about how much he's enjoying DFO. Assuming it's his site, I'd wager he's being srs about DFO.
Title: Re: Darkfall "Released" Post by: kildorn on March 04, 2009, 06:07:26 AM "It's so awesome you would know if you could only play the game" is typically the response heard during closed beta periods on a game. That is all.
Title: Re: Darkfall "Released" Post by: LC on March 04, 2009, 06:35:38 AM The game is actually fun when you can play it. Unfortunately that's only a select few who got lucky in the refreshing mini game, and some guilds that got favors from devs. Customer support doesn't exist.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 04, 2009, 07:02:55 AM Do i need to post the ass arrows again? :why_so_serious:
Title: Re: Darkfall "Released" Post by: HaemishM on March 04, 2009, 08:18:55 AM Guys, Bonedancer is enjoying Darkfall the best way you can. By trolling on boards about the game, because it's not like he can actually get IN the game most the time? AMIRITE? :why_so_serious:
Title: Re: Darkfall "Released" Post by: BoneDancr on March 04, 2009, 08:27:07 AM Nothing I've said is irrational. My many condolences are your inability to purchase the poorly made, entertainment-free, product only suited for 4y old wolverine puppies. My guild of the same had similar problems and we were only able to get about 25 in. Give the amount of guilds in the 50 - 100 membership ranged on the clan roster now we are seriously behind the curve. Anyways, glad to hear that you soon will be able to make an informed opinion. Have a nice day. Apparently, Bondancr, you seem to think the fact that you and the people who play the game find it fun is meaningful. There were people who found Hellgate London, Wish, and Tabula Rasa fun. Making a game that some people find is fun is not something that's particularly challenging. The problem is that Advertine is so focused on doing everythings its own way that it's not doing anything well. Rampant exploits, a botched launched day, and roulette style account system. The "it's a new game" excuse will only last so long. The success of the game will depend on how well Advertine can turn things around, and basedon their past and current performance, not sure there's much to go on here. You are right that you can find individual fans of just about anything and that this is probably not a good indicator of the products overal appeal. However, people finding a enterntainment product enjoyable is most certainly meaningful, in fact its THE most relevant fact to that same product's sales. I agree with you that Advertine has been pissing away powerful business momentum with customer service, billing, and support blunders. What I don't agree with, and the point of my comments in this thread, is dismissing the produut as bad without having the slightest fucking clue about how it plays. If you sent me a screenshot of Tetris I damn sure wouldnt buy the game on that fact alone but most adults familiar with computers played it extensively, and its popularity was undisputed. Finally, it's important to note that a company's viability has as much to do with their cost model as it does their sales. Everyone is slamming them for having no support, poor response time, low server count, bad bandwidth, which are also the tell tale signs of a company with low overhead. They may very well pigeon hole their pootential subscriber base by this approach, but it is far from lilkely they will close doors over it. It's bad decisions like Mythic made in Warhammer to pre-purchase support and infrastructure before demand stabilized that places a company into jeapordy. Title: Re: Darkfall "Released" Post by: squirrel on March 04, 2009, 08:32:01 AM Did you guys forget how to spot a troll or something? lol Good show. In my defense I may have been drinking at the time. Title: Re: Darkfall "Released" Post by: Delmania on March 04, 2009, 08:52:24 AM Quote What I don't agree with, and the point of my comments in this thread, is dismissing the produut as bad without having the slightest fucking clue about how it plays. Yes, but I've found that people who are having fun tend to not notice the signs of a poor game, namely exploits, bugs, poor account creation, etc. The playability of the game is not the most relevant factor for a game's long term success, but it is one of them. Quote Finally, it's important to note that a company's viability has as much to do with their cost model as it does their sales. Everyone is slamming them for having no support, poor response time, low server count, bad bandwidth, which are also the tell tale signs of a company with low overhead. They may very well pigeon hole their pootential subscriber base by this approach, but it is far from lilkely they will close doors over it. It's bad decisions like Mythic made in Warhammer to pre-purchase support and infrastructure before demand stabilized that places a company into jeapordy. Support and response time are essential to anyone hosting a service. If you fail to provide those, the fun people are having will be slowly chipped at by their annoyances with the bugs. As for AV's business model, by all accounts, they have made some poor decisions as well that could cost them. From all accounts, AV's fatal flaw is the decision to "be different" and not learn from the mistakes of others. There are reports of exploits and hacks because the company didn't implement any sort of input checking. They announced a rolling launch - 5,000 or so slots -, then open up more, but they didn't build or buy an account management site that was capable of handling that. People being charged and not having access? Your store crashing the forum and game servers? These are not unsolved issues. Title: Re: Darkfall "Released" Post by: kildorn on March 04, 2009, 09:37:05 AM Finally, it's important to note that a company's viability has as much to do with their cost model as it does their sales. Everyone is slamming them for having no support, poor response time, low server count, bad bandwidth, which are also the tell tale signs of a company with low overhead. They may very well pigeon hole their pootential subscriber base by this approach, but it is far from lilkely they will close doors over it. It's bad decisions like Mythic made in Warhammer to pre-purchase support and infrastructure before demand stabilized that places a company into jeapordy. Those are the telltale signs of a company with no business or sustainable growth. If I start a web hosting company whose webpage 503's all day long, nobody's going to use me. One of the problems in the MMO industry is that if I start the MMO equivalent, some dumbfucks are going to go all indie street cred and give me money just for not being mainstream and conforming to actually functioning as a company or a game. If they can't run a company, the company should fail. Throwing money at a shitty business model in order to support the IDEA they were trying to get to isn't making people think there's a market for said failed game, they're thinking there's a market to fleece idiots out of money by promising shit and not delivering. Title: Re: Darkfall "Released" Post by: HaemishM on March 04, 2009, 10:00:19 AM If they can't run a company, the company should fail. Throwing money at a shitty business model in order to support the IDEA they were trying to get to isn't making people think there's a market for said failed game, they're thinking there's a market to fleece idiots out of money by promising shit and not delivering. You just encapsulated the entire history of the MMOG Medium. Title: Re: Darkfall "Released" Post by: Morat20 on March 04, 2009, 11:22:38 AM Sir, how can one consider UO a success when at one point, shortly after Trammel, it had negative 55,000 subscribers? That fact leads me to respectfully disagree with your premise. No points unless you link the chart too. :)Title: Re: Darkfall "Released" Post by: Lum on March 04, 2009, 11:48:10 AM (http://sjennings.files.wordpress.com/2008/07/timecube1.jpg)
Title: Re: Darkfall "Released" Post by: ashrik on March 04, 2009, 12:13:01 PM That is awesome hahahaha
But maybe he's right- something that borders on historical precedent doesn't really hold a candle to "I like it", even if everything surrounding the game goes to hell. I'm going to predict that the game stumbles along up until the day an actual professional company does the same thing, just minus the asshattery and the addition of combat that doesn't look like shit. Title: Re: Darkfall "Released" Post by: Draegan on March 04, 2009, 12:27:40 PM You're assuming they can keep the servers running.
Title: Re: Darkfall "Released" Post by: HaemishM on March 04, 2009, 12:38:56 PM Running servers are for pussies.
Title: Re: Darkfall "Released" Post by: ashrik on March 04, 2009, 12:39:06 PM Well from what I understand, they treat their hamsters very well. So here's to unfounded optimism!
Title: Re: Darkfall "Released" Post by: schild on March 04, 2009, 12:43:50 PM 2002 looks suspiciously like UBISoft may have been involved.
Title: Re: Darkfall "Released" Post by: LC on March 04, 2009, 01:09:38 PM I still have no account, and have the same problem as these schmucks.
http://forums.darkfallonline.com/showthread.php?t=148432 That's just one thread of many on the same subject. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 04, 2009, 01:14:26 PM I still have no account, and have the same problem as these schmucks. http://forums.darkfallonline.com/showthread.php?t=148432 That's just one thread of many on the same subject. So, the took your money and you cant log in? Not sure what the problem is from that thread. Title: Re: Darkfall "Released" Post by: Lantyssa on March 04, 2009, 01:35:29 PM Apparently, Bondancr, you seem to think the fact that you and the people who play the game find it fun is meaningful. There were people who found Hellgate London, Wish, and Tabula Rasa fun. Making a game that some people find is fun is not something that's particularly challenging. Wish was awesome! Please do not include it in such company. Even mentioning it in this thread makes me sad.:sad_red_panda: Oh gods, now I've polluted the panda, too... :cry2: Title: Re: Darkfall "Released" Post by: Signe on March 04, 2009, 02:45:53 PM Wish was fun until they nerfed goats.
Title: Re: Darkfall "Released" Post by: tkinnun0 on March 04, 2009, 03:07:29 PM The success of the game will depend on how well Advertine can turn things around, and basedon their past and current performance, not sure there's much to go on here. You mean chase the WoW dollars like everyone else? Darkfall is supposed to be a hardcore PVP MMO, what makes you think they or their hardcore players want to turn things around? Support and response time are essential to anyone hosting a service. OK, that's just carebear thinking. And I only say that half in jest. Title: Re: Darkfall "Released" Post by: LC on March 04, 2009, 03:09:04 PM I can't purchase the game because my account is flagged as a pre-order. It says I should contact support to have my account activated. They keep leading us on by saying that these accounts will be fixed, but it's not happening. You can't find anyone that has ever gotten a response from their support.
Title: Re: Darkfall "Released" Post by: tmp on March 04, 2009, 03:58:14 PM OK, that's just carebear thinking. And I only say that half in jest. Incompetence really can't excuse itself along these lines. That's just wishful thinking. And i'm not kidding at all.Title: Re: Darkfall "Released" Post by: UnSub on March 04, 2009, 04:32:51 PM OK, that's just carebear thinking. And I only say that half in jest. Incompetence really can't excuse itself along these lines. That's just wishful thinking. And i'm not kidding at all.If AV can't service 5k - 6k players on the basics - customer support, keeping the servers up - then they aren't going to grow. AV haven't got a business model that they can support which will kill them. The MMO industry will watch it die of self-inflicted wounds, since the MMO industry itself isn't carebear. DF could be the next EvE, but only if they survive their debts (something EvE didn't have to worry so much about after resurrection). Title: Re: Darkfall "Released" Post by: DayDream on March 04, 2009, 05:01:22 PM On the other hand unsub, if adventurine can't find how to take money from customers effectively, we'll get the delight of watching idiots sing the praises of the plucky little game that couldn't for the next ten years.
Hope they do though, so the target demographic can stay there and everyone else can learn why this is not a good idea. Title: Re: Darkfall "Released" Post by: schild on March 04, 2009, 05:36:10 PM Quote idiots sing the praises of the plucky little game that couldn't for the next ten years. We're going to get that and the annoyingly opposite (not being able to let dead dogs lie) either way. I don't see how Aventurine has anything to do with it. Title: Re: Darkfall "Released" Post by: Delmania on March 04, 2009, 06:37:40 PM The success of the game will depend on how well Advertine can turn things around, and basedon their past and current performance, not sure there's much to go on here. You mean chase the WoW dollars like everyone else? Darkfall is supposed to be a hardcore PVP MMO, what makes you think they or their hardcore players want to turn things around? Why no, I don't mean chase WoW dollars. That's the problem with games like LotrO and WAR, they want a slice of WoW's pie, when in fact, what they should have done is don what AV has done, built a game that appeals to the people who don't enjoy theme-park MMOs based on the DIKU MUD. By turn around, I mean "close exploits", "fix bugs", "correct design flaws", let people be able to buy your product and use it. Success is not the size of your players, it's if you can meet the goals you set when you started building the damn think in the first place. Support and response time are essential to anyone hosting a service. OK, that's just carebear thinking. And I only say that half in jest.[/quote] That's a part of the problem with the MMO industry, the belief that it's some special unique snowflake that isn't held to the same rigors as other service industries. Title: Re: Darkfall "Released" Post by: LC on March 04, 2009, 09:08:49 PM At least not having an account has given me time to create a map:
http://www.exploiter.org/darkfall. Title: Re: Darkfall "Released" Post by: Signe on March 05, 2009, 04:25:14 AM Wow, well done. For some reason, though, it's making me crave a doughnut with sprinkles, which I NEVER crave!
Title: Re: Darkfall "Released" Post by: Shatter on March 05, 2009, 04:32:54 AM Based on posts Ive seen from people I believe they literally have 0 customer support staff and those emails are being redirected to the "Junk Mail" folder
Title: Re: Darkfall "Released" Post by: LC on March 05, 2009, 06:44:46 AM Based on posts Ive seen from people I believe they literally have 0 customer support staff and those emails are being redirected to the "Junk Mail" folder That's true. They don't respond to email or the help form on their site. Title: Re: Darkfall "Released" Post by: Vinadil on March 05, 2009, 07:30:03 AM Based on posts Ive seen from people I believe they literally have 0 customer support staff and those emails are being redirected to the "Junk Mail" folder That's true. They don't respond to email or the help form on their site. LC, have you actually been charged for anything? So far I have seen the opposite... myself and others playing have still not been charged anything more than the "pre-order" fee of like $3. Also, the game servers have been incredibly stable and up for hours on end... so I don't think they are connected to the forums/shop in any meaningful way. And, in-game response to issues is rather fast, at least anecdotally... we have guildies who made a ticket in game and got a response within 10 minutes from both a Dev and a GM. These guys are obviously operating under-staffed and under-resourced. I wonder if this is external to them in some way, such as they were just unable to obtain the kind of support that they needed. I guess with enough money up front you can get any kind of support you want, but what if your funds are limited and people just aren't offering to enter into contract with you? This still speaks to issues within the development team, either in financing or the ability to sell themselves. But I can almost see a situation where they tell people, "Hey 300,000 people are interested in our game, we need that much support" and they respond, "We will give you support for 10,000 until we see evidence of more". Does that happen in this business environment, and barring the ability to do it yourself or mass funding, how do you work around it? Title: Re: Darkfall "Released" Post by: Nebu on March 05, 2009, 07:39:06 AM Also, the game servers have been incredibly stable and up for hours on end... so I don't think they are connected to the forums/shop in any meaningful way. And, in-game response to issues is rather fast, at least anecdotally... we have guildies who made a ticket in game and got a response within 10 minutes from both a Dev and a GM. When do we get an objective review of things? Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 05, 2009, 07:53:15 AM (http://farm4.static.flickr.com/3328/3330348653_4426b1a4e3_o.jpg)
Also, the game servers have been incredibly stable and up for hours on end... so I don't think they are connected to the forums/shop in any meaningful way. And, in-game response to issues is rather fast, at least anecdotally... we have guildies who made a ticket in game and got a response within 10 minutes from both a Dev and a GM. When do we get an objective review of things? Seriously. As far as in game to forum connections and up time. Isn't the entire guild system just web pages (Java based at that) served to an in game browser? And isn't all that guild tools hosted ON THE SAME SERVER AS THE FORUMS? Title: Re: Darkfall "Released" Post by: Vinadil on March 05, 2009, 08:23:44 AM Also, the game servers have been incredibly stable and up for hours on end... so I don't think they are connected to the forums/shop in any meaningful way. And, in-game response to issues is rather fast, at least anecdotally... we have guildies who made a ticket in game and got a response within 10 minutes from both a Dev and a GM. When do we get an objective review of things? Objective review on what? You all know that the account management sucks and the Forums were intentionally shut down because the community over there froths whenever they cannot play (which is still most of them because of said account management). Do you want us to start keeping track of "server up time" per day or something? I guess my main experience is from 5pm-2am EST, but during those hours the server is up if not constantly then mostly with 10-15 minute resets being the exception (had one in the last week that I remember). I won't say it is the most stable server I have seen, but it is far from the worst. I missed the first 2 days (seems like a good thing), but I got in on day 3 and have played quite easily ever since. I don't think anyone will argue that AV is doing a good job with outside-of-the-game customer service, which will cost them of course. But, to those lucky few who can actually play their game, it is a fun experience. There is a world of difference between the Game and the Game server and then the Forum and the Account Management service. Like most games... I rarely visit the forums anymore now that I can actually play the game, so I miss most of the "I have this problem" posts. They are serious problems, but they don't negate the fact that there is a fun game underneath all of the problems. This could make yet another great Case Study for some business class in a few years... on how making a good product does not equal success. Title: Re: Darkfall "Released" Post by: Lantyssa on March 05, 2009, 09:30:22 AM Objective review on what? You all know that the account management sucks and the Forums were intentionally shut down because the community over there froths whenever they cannot play (which is still most of them because of said account management). The game? You know, how it plays. The good. The bad.Sure we've got great material about their epic customer service failure, but the only person commenting on actual game play isn't someone we're going to bother listening to. Title: Re: Darkfall "Released" Post by: Cisphyx on March 05, 2009, 10:26:14 AM Objective review on what? You all know that the account management sucks and the Forums were intentionally shut down because the community over there froths whenever they cannot play (which is still most of them because of said account management). The game? You know, how it plays. The good. The bad.Sure we've got great material about their epic customer service failure, but the only person commenting on actual game play isn't someone we're going to bother listening to. It really doesn't seem like any of you want an "Objective review of the game". Anyone with something positive to say about the game is insulted and called a fanboy/idiot. It sounds like you guys are just looking for people to agree with you that "lolol this game sucks!". Title: Re: Darkfall "Released" Post by: Delmania on March 05, 2009, 10:33:17 AM It really doesn't seem like any of you want an "Objective review of the game". Anyone with something positive to say about the game is insulted and called a fanboy/idiot. It sounds like you guys are just looking for people to agree with you that "lolol this game sucks!". Really? I don't think anyone has said that. I think most of the comments on this post have bee with regards to how AV is handling the launch of their game. Title: Re: Darkfall "Released" Post by: schild on March 05, 2009, 10:36:14 AM There's no such thing as objective reviews of anything.
Title: Re: Darkfall "Released" Post by: Draegan on March 05, 2009, 10:41:32 AM I'm always objective.
Title: Re: Darkfall "Released" Post by: LC on March 05, 2009, 11:10:51 AM LC, have you actually been charged for anything? So far I have seen the opposite... myself and others playing have still not been charged anything more than the "pre-order" fee of like $3. They never even attempted to charge me. The credit card company told me that there was never an attempt made. I borrowed a relative's card, and made a new account today. Now I have a working account. Title: Re: Darkfall "Released" Post by: Nebu on March 05, 2009, 11:13:06 AM Objective review on what? You all know that the account management sucks and the Forums were intentionally shut down because the community over there froths whenever they cannot play (which is still most of them because of said account management). The game? You know, how it plays. The good. The bad.Sure we've got great material about their epic customer service failure, but the only person commenting on actual game play isn't someone we're going to bother listening to. Yes, this exactly. Tell us about why the game is worth playing. If you're playing the game for hours without problems, then you must be having fun. Title: Re: Darkfall "Released" Post by: schild on March 05, 2009, 11:16:28 AM Quote If you're playing the game for hours without problems, then you must be having fun. Now, you know as well as I that that is not always necessarily even a little true. Title: Re: Darkfall "Released" Post by: Nebu on March 05, 2009, 11:27:57 AM Now, you know as well as I that that is not always necessarily even a little true. I have to concede the point. Title: Re: Darkfall "Released" Post by: Venkman on March 05, 2009, 11:29:01 AM Objective review on what? You all know that the account management sucks and the Forums were intentionally shut down because the community over there froths whenever they cannot play (which is still most of them because of said account management). The game? You know, how it plays. The good. The bad.Whenever a review starts with "If you can actually get into the game..." you know it's too early to start a review that matters. And that's what we have right now. This game only matters to the people who a) were part of the lottery to get in; and, b) have the beta-style patience to get through the bugs and crappy support. So those people are already sold. The rest are waiting for reports on stable account management (and/or whether AV cuts and runs to an non-extradiction country :awesome_for_real:) and aren't likely to be swayed by how fun the game is, if they can actually get into the game. imho anyway. Title: Re: Darkfall "Released" Post by: Cisphyx on March 05, 2009, 12:00:33 PM So far I've been having a good time playing the game. I haven't encountered any serious bugs, and I've yet to have the client crash on me. I've mostly just been running around doing quests, killing shit and working on magic skills. I haven't done too much crafting yet, just a bit of fishing and cooking, so I'm not sure how that is. As far as casting goes, I'm playing from the US, getting 150ish ping and I don't really have any issues hitting targets with spells after a bit of practice. At first I was having a bit of trouble with the aiming, but after I turned off the mouse smoothing option it became much easier.
The main problems I've had so far are with the UI. Most of my friends haven't been able to get in, which sucks, so I haven't really done much regarding clans/cities/etc, but so far I've been having fun just fucking around and getting my skills up. Title: Re: Darkfall "Released" Post by: Xurtan on March 05, 2009, 12:15:52 PM The main problems I've had so far are with the UI. Changing weapons in combat is a pain, since you have to go from combat mode to interface mode, find the weapon in your backpack and equip it, then switch back to combat mode, which isn't all that easy when you're under attack. Also a lot of functions are just /commands, and finding them in the huge list of commands can be difficult if you don't know what you're looking for. Uh, you do realize you can put weapons on the hotbar right, and then just hit the number associated with that hotkey to change the equiped item instantly? Also, if you know a part of a command, you can type it in, and then hit tab, which will scroll through commands similar. (ie, /party, tab, scroll through to create or whatever.) I haven't had any problems with the commands, most of them are short or only used during downtime, so meh. Although it could certainly be easier to find and use. Other than that, I'm rather fond of the UI, strangely. Title: Re: Darkfall "Released" Post by: Cisphyx on March 05, 2009, 12:27:02 PM The main problems I've had so far are with the UI. Changing weapons in combat is a pain, since you have to go from combat mode to interface mode, find the weapon in your backpack and equip it, then switch back to combat mode, which isn't all that easy when you're under attack. Also a lot of functions are just /commands, and finding them in the huge list of commands can be difficult if you don't know what you're looking for. Uh, you do realize you can put weapons on the hotbar right, and then just hit the number associated with that hotkey to change the equiped item instantly? Also, if you know a part of a command, you can type it in, and then hit tab, which will scroll through commands similar. (ie, /party, tab, scroll through to create or whatever.) I haven't had any problems with the commands, most of them are short or only used during downtime, so meh. Although it could certainly be easier to find and use. Other than that, I'm rather fond of the UI, strangely. Actually I didn't know that, thanks. Yeah, I do like some parts of the UI. Having certain windows fade in/out when you switch between action/interface mode is pretty nice, probably my favorite thing about the UI so far. Do you know if there is any type of ingame scripting? Title: Re: Darkfall "Released" Post by: Lantyssa on March 05, 2009, 12:53:57 PM Whenever a review starts with "If you can actually get into the game..." you know it's too early to start a review that matters. And that's what we have right now. I'm not saying I expect much. I was clarifying what Nebu asked for since things are so disastrous that his question asking how the game is was misinterpreted.It really doesn't seem like any of you want an "Objective review of the game". Anyone with something positive to say about the game is insulted and called a fanboy/idiot. It sounds like you guys are just looking for people to agree with you that "lolol this game sucks!". I do, but I'm going to judge whether it's even semi-objective based on the attitude of the person telling it. The only person to even come close to attempting it lost all respect from me by calling us all a bunch of fags about three posts into his posting history. Being an actual real life fag, I tend to ignore anyone using that language. Further I'll mock them endlessly and gladly derail any point they try to make. (I minored in Bitch.) Mea culpla.However, it was Nebu who asked. He's about as cool-headed as it gets. If he asks, he genuinely wants to know. Title: Re: Darkfall "Released" Post by: Draegan on March 05, 2009, 01:00:50 PM I thought the human female racial stat already came with the Bitch option. :drillf:
Title: Re: Darkfall "Released" Post by: Lantyssa on March 05, 2009, 01:42:06 PM It is, however adding points increases its effectiveness.
During a lecture I was helping her with, a pastor friend of mine used the line "I majored in Bitch" and I thought it so cool it stuck with me. Title: Re: Darkfall "Released" Post by: ashrik on March 05, 2009, 01:44:13 PM oh I was so close to getting a copy!
Title: Re: Darkfall "Released" Post by: Vinadil on March 05, 2009, 01:56:05 PM Objective review on what? You all know that the account management sucks and the Forums were intentionally shut down because the community over there froths whenever they cannot play (which is still most of them because of said account management). The game? You know, how it plays. The good. The bad.Sure we've got great material about their epic customer service failure, but the only person commenting on actual game play isn't someone we're going to bother listening to. Yes, this exactly. Tell us about why the game is worth playing. If you're playing the game for hours without problems, then you must be having fun. Given Schild's point... I AM still playing because I am having fun, and the fun factors are in things like: 1. Player controlled world-building. 2. Level-free game design that does not keep me from playing with guildmates. 3. Politics and a world where in-game behavior matters over time beyond just forum-wars. 4. A new combat system that is interesting, it is not SO different as to be annoying (AOC) and different enough to add to the fun. This is the most time I have spent in a FPS type combat system... ever, I suck at it but not as much as I did 3 weeks ago. 5. Player-crafted items and the potential for economic factors to affect gameplay. 6. Mounted combat/ship combat/a world that looks beautiful and works (IE I don't fall off the boats/elevators/mounts or get stuck on stuff randomly). The game is for the most part what I expected it to be, and I find the combat fun and challenging, if only because it is requiring me to learn a new set of skills. Match that with the fact that I am probably borderline MMO obsessive and I really enjoy the group of people I am playing with... and that is quite enough to warrant the game. I have been very open about NOT recommending this game to solo players, because even more than other MMOs this game will not be a great experience for solo players unless they are die-hard fans. That is mainly because combat/crafting/world-building/politics/ships&mounts/etc. are a paaaaaaain in the rear to aquire and accomplish if you are solo. Title: Re: Darkfall "Released" Post by: Nebu on March 05, 2009, 01:58:30 PM However, it was Nebu who asked. He's about as cool-headed as it gets. If he asks, he genuinely wants to know. I do. I'm a huge pvp fan, but got bored with DAoC and gave up on WAR. I'm afraid that this and EvE are my main options if I want to game. So... anything that I can learn without shelling out cash would be nice. The game is for the most part what I expected it to be, and I find the combat fun and challenging, if only because it is requiring me to learn a new set of skills. Match that with the fact that I am probably borderline MMO obsessive and I really enjoy the group of people I am playing with... and that is quite enough to warrant the game. I have been very open about NOT recommending this game to solo players, because even more than other MMOs this game will not be a great experience for solo players unless they are die-hard fans. That is mainly because combat/crafting/world-building/politics/ships&mounts/etc. are a paaaaaaain in the rear to aquire and accomplish if you are solo. Thank you for taking the time. I appreciate the input. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 05, 2009, 02:03:22 PM I have to say, while i do not see the "Action" in Darkfall, im glad people are having fun. What i don't understand is the gushing over the system of two directions and a blue ball.
Here is something to look at (http://www.youtube.com/watch?v=vPWgvXcOVWg), and shows a contrast between Darkfall, and what i feel is one of the best action packed FPS real time Melee systems in a multi player game to date, that's about a nut-hair away from being a MMO. Boath indi developers. Title: Re: Darkfall "Released" Post by: ashrik on March 05, 2009, 02:15:04 PM That's Savage 2? That looks awesome
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 05, 2009, 02:18:25 PM Yep. And it is, in moderation. Steep learning curve.
Title: Re: Darkfall "Released" Post by: tmp on March 05, 2009, 02:18:42 PM I have to say, while i do not see the "Action" in Darkfall, im glad people are having fun. What i don't understand is the gushing over the system of two directions and a blue ball. Hmm i'm not sure if it helps to make any point other than "decent animations help to sell the experience". That is, without knowing much about the system in either game, they feel quite identical to me -- try to run in and land some hits on target in front of you, move sideways or use sprint burst to avoid getting hit back. An extra button to block. Use ranged weapon from range (there's gun rather than blue ball/bow)Here is something to look at (http://www.youtube.com/watch?v=vPWgvXcOVWg), and shows a contrast between Darkfall, and what i feel is one of the best action packed FPS real time Melee systems in a multi player game to date, that's about a nut-hair away from being a MMO. Boath indi developers. If there's more to Savage 2 system than that, without knowing what to look for it just doesn't show. Title: Re: Darkfall "Released" Post by: sidereal on March 05, 2009, 02:19:15 PM I'm confused by lack of butt-lightning
Title: Re: Darkfall "Released" Post by: CharlieMopps on March 05, 2009, 02:22:45 PM I have to say, while i do not see the "Action" in Darkfall, im glad people are having fun. What i don't understand is the gushing over the system of two directions and a blue ball. Here is something to look at (http://www.youtube.com/watch?v=vPWgvXcOVWg), and shows a contrast between Darkfall, and what i feel is one of the best action packed FPS real time Melee systems in a multi player game to date, that's about a nut-hair away from being a MMO. Boath indi developers. That looks terrible. I don't want to play that at all. I was getting dizzy just watching that. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 05, 2009, 02:23:05 PM I have to say, while i do not see the "Action" in Darkfall, im glad people are having fun. What i don't understand is the gushing over the system of two directions and a blue ball. Hmm i'm not sure if it helps to make any point other than "decent animations help to sell the experience". That is, without knowing much about the system in either game, they feel quite identical to me -- try to run in and land some hits on target in front of you, move sideways or use sprint burst to avoid getting hit back. An extra button to block. Use ranged weapon from range (there's gun rather than blue ball/bow)Here is something to look at (http://www.youtube.com/watch?v=vPWgvXcOVWg), and shows a contrast between Darkfall, and what i feel is one of the best action packed FPS real time Melee systems in a multi player game to date, that's about a nut-hair away from being a MMO. Boath indi developers. If there's more to Savage 2 system than that, without knowing what to look for it just doesn't show. Overview (http://www.savage2.com/en/gameplay.php), and you have the option of downloading it and playing, its on steam, and from the site, its also, Free to play. I have to say, while i do not see the "Action" in Darkfall, im glad people are having fun. What i don't understand is the gushing over the system of two directions and a blue ball. Here is something to look at (http://www.youtube.com/watch?v=vPWgvXcOVWg), and shows a contrast between Darkfall, and what i feel is one of the best action packed FPS real time Melee systems in a multi player game to date, that's about a nut-hair away from being a MMO. Boath indi developers. That looks terrible. I don't want to play that at all. I was getting dizzy just watching that. I'm sorry, if your not into fast game play, i guess i can understand that. However, the proof is in the playing. The combat system is sick. You can play an engineer, or be the RTS commander. It has something for all. Title: Re: Darkfall "Released" Post by: tmp on March 05, 2009, 02:33:48 PM Overview (http://www.savage2.com/en/gameplay.php), and you have the option of downloading it and playing, its on steam, and from the site, its also, Free to play. Yeah i looked it up after making reply and did some reading. There is one difference between Darkfall and Savage 2 system -- that is succesful block buffs you and debuffs the opponent, and there's limit to how long/how much damage you can block. Everything else (hit, block, stamina) is exactly the same. I'm not sure really if that one difference takes the combat system from 'meh' to 'awesome', it seems to encourage initial turtling i.e. less incentive to actually be the guy who attempts to smack the other... guess i might give it a try and check it in practice later.Title: Re: Darkfall "Released" Post by: ashrik on March 05, 2009, 03:47:23 PM I have to say, while i do not see the "Action" in Darkfall, im glad people are having fun. What i don't understand is the gushing over the system of two directions and a blue ball. Hmm i'm not sure if it helps to make any point other than "decent animations help to sell the experience". That is, without knowing much about the system in either game, they feel quite identical to me -- try to run in and land some hits on target in front of you, move sideways or use sprint burst to avoid getting hit back. An extra button to block. Use ranged weapon from range (there's gun rather than blue ball/bow)Here is something to look at (http://www.youtube.com/watch?v=vPWgvXcOVWg), and shows a contrast between Darkfall, and what i feel is one of the best action packed FPS real time Melee systems in a multi player game to date, that's about a nut-hair away from being a MMO. Boath indi developers. If there's more to Savage 2 system than that, without knowing what to look for it just doesn't show. Title: Re: Darkfall "Released" Post by: tmp on March 05, 2009, 05:34:10 PM I was able to see a dodge in that video, that alone lets me know there's more depth in its fighting system than DFs. But there's lot of that in the DF part of that video too -- the movement there is slower but so is the weapon swings, and quite a lot of these swings don't connect with players who move out of the way. Not to mention the infamous macroed /stuck with no cooldown :why_so_serious:Title: Re: Darkfall "Released" Post by: Nebu on March 05, 2009, 05:43:48 PM I'm still waiting for a pvp game where players aren't rewarded for dolphin diving, circle strafing, or jump spamming.
I have a feeling I'm going to be waiting a LONG time. Title: Re: Darkfall "Released" Post by: Bzalthek on March 05, 2009, 05:44:49 PM Are there still only a few thousand in game? I keep hearing from a few people in game saying how fun it is (if you can get in that is.) But considering it is not only an online game but a game focusing on the competitive interaction between players, wouldn't the lack of all those other people actually change drastically how the game plays? I mean, I get biblical images of locusts once AV gets their shit together.
Title: Re: Darkfall "Released" Post by: Venkman on March 05, 2009, 05:52:00 PM "Thousands" is generally what MMO servers have as max capacity. It's merely a question of how many duplicate servers you need, but the end user experience of that server is entirely based on two to three thousand. Everything else is just press release data points.
Title: Re: Darkfall "Released" Post by: Delmania on March 05, 2009, 05:54:28 PM 1. Player controlled world-building. This point confuses me. Aren't cities largely static entities people fight over? Title: Re: Darkfall "Released" Post by: tmp on March 05, 2009, 05:56:07 PM Are there still only a few thousand in game? Supposedly; there was thread on Darkfall forums few days ago, where someone complained the total list of registered characters, something that's possible to access from the game (i.e. total number of accounts due to their 1 char per account thing) was at ~6100 and changed over day by +20 or so. From the course of the thread, reaction of Aventurine was apparently to disable/remove that listing/counter :awesome_for_real:Title: Re: Darkfall "Released" Post by: Hindenburg on March 05, 2009, 07:44:04 PM I'm still waiting for a pvp game where players aren't rewarded for dolphin diving, circle strafing, or jump spamming. You want a mmo with autoface.I have a feeling I'm going to be waiting a LONG time. WAR does that. Title: Re: Darkfall "Released" Post by: sidereal on March 05, 2009, 08:00:29 PM I think he meant a twitch game that doesn't reward those tactics. Push-button diku combat doesn't reward them because they're irrelevant to autoattacking (except, I suppose, circle-strafing, which is easily handled and not particularly effective).
One nice side-effect of sci-fi games is that they're primarily ranged combat and at range there's much less incentive to leap around like a chimpanzee. Title: Re: Darkfall "Released" Post by: Bzalthek on March 05, 2009, 08:46:14 PM One day being airborne while in melee will in most cases be tantamount to suicide. One day.
Title: Re: Darkfall "Released" Post by: Nebu on March 05, 2009, 09:10:18 PM I think he meant a twitch game that doesn't reward those tactics. That's EXACTLY what I want. Thank you. Too many pvp players rely on cheese to gain an edge. I want the mechanics to be sound and based on tactics and player skill, not cheese. For the record I HATED /stick and /autoface in DAoC. Too much of a crutch. Title: Re: Darkfall "Released" Post by: schild on March 05, 2009, 09:55:33 PM One day being airborne while in melee will in most cases be tantamount to suicide. One day. That day came and went with Bushido Blade. Title: Re: Darkfall "Released" Post by: sidereal on March 05, 2009, 10:35:06 PM Or Virtua Fighter 2. Really, MMOs should introduce the juggling mechanic.
Title: Re: Darkfall "Released" Post by: Ashamanchill on March 05, 2009, 11:34:44 PM Yeah being caught in the air in Virtua Fighter Two was death. More on thread, my roomate has a DO account, and from what I've seen it's drawn nothing but circle strafers and spasdic jumpers. It's targeting system makes anyone who doesn't do that gimped.
Title: Re: Darkfall "Released" Post by: Vinadil on March 06, 2009, 03:56:23 AM 1. Player controlled world-building. This point confuses me. Aren't cities largely static entities people fight over? They are, compare it to WAR if there were about 80 more T4 "keeps" and they were all rubble at the beginning of the game. Then guilds could come in and build them up... each one depending on the time/decision of the guild who owned it. That is kind of how we expected WAR to be when they kept telling us about "claiming and upgrading keeps". We thought you might at least be able to upgrade a door or guards (like DAoC)... when actually you got to let your money flow out of your bank and see no real change in the keep. The cities are only static in their placement, other then that it is purely up to the guilds to build and unlock parts of the city (much like an RTS where buildings have trees, certain ones unlock certain other ones). Of course... all of that is meaningless when siege hammers do Zero damage, a nice bug we found last night with the servers first city siege. Four hours of sitting and fighting to witness 15 minutes of zero-damage swinging. This is a huge change from beta where siege hammers were things of god-like power that ripped buildings up in minutes. We kind of just showed up, and it was still quite disappointing... I have a feeling the people who spent the last few days mining/crafting to make it happen were a bit more upset. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 06, 2009, 06:09:26 AM Overview (http://www.savage2.com/en/gameplay.php), and you have the option of downloading it and playing, its on steam, and from the site, its also, Free to play. Yeah i looked it up after making reply and did some reading. There is one difference between Darkfall and Savage 2 system -- that is succesful block buffs you and debuffs the opponent, and there's limit to how long/how much damage you can block. Everything else (hit, block, stamina) is exactly the same. I'm not sure really if that one difference takes the combat system from 'meh' to 'awesome', it seems to encourage initial turtling i.e. less incentive to actually be the guy who attempts to smack the other... guess i might give it a try and check it in practice later.You know what, after reading, that info is old. Please do try it in practice however. Also, there are melee skills as well, activated by the hot bar numbers ETC.. All the elements together make the system awesome. Also yes, directional dodges, and unique attacks from each class. PRO Tiip: The more skilled players will make a short pause when encountering other players, as each type of move has a unique animation, and small tell. Part of the skill of the system. I'm still waiting for a pvp game where players aren't rewarded for dolphin diving, circle strafing, or jump spamming. I have a feeling I'm going to be waiting a LONG time. Honestly, try this stuff in savage 2, and you will get creamed. (Circle strafing not withstanding, all "Sword fighting" has this, except for possibly sport fencing). Nice long HD video of a match. (http://www.youtube.com/watch?v=-JpfgDK_qP8&eurl=http://video.google.com/videosearch?q=savage+2&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-aiurl=http://i2.ytimg.com/vi/-JpfgDK_qP8/hqdefault.jpg) Title: Re: Darkfall "Released" Post by: Nebu on March 06, 2009, 07:52:08 AM (Circle strafing not withstanding, all "Sword fighting" has this, except for possibly sport fencing). I would love to see someone with a claymore running around in tight circles while jumping like a gazelle. It takes all of your strength to weild a sword and shield properly. Moving is a part of it, but nothing like you see in games. Moving should cause a serious endurance penalty much like it does in boxing. You can use your energy to swing or move, but using it for both will drain you pretty damn quickly. I just want this carried into gaming more effectively. I guess I'm wanting a sword combat sim more than a sword combat game. I get your point now... I'm just slow. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 06, 2009, 08:23:04 AM Yeah, that's one of those Game play > Reality things.
I know schild said Bushido blade, but while that combat was bad ass in that game, it more often than not was 5 minute cut scenes and one swipe death, followed by a restart. Title: Re: Darkfall "Released" Post by: Hindenburg on March 06, 2009, 08:29:45 AM Bushido blade, but while that combat was bad ass in that game, it more often than not was 5 minute cut scenes and one swipe death, followed by a restart. And it was awesome.Title: Re: Darkfall "Released" Post by: Merusk on March 06, 2009, 09:20:55 AM It wasn't the cutscenes that killed it for the folks I showed it to, or even the one-hit kills. Those they agreed were awesome.
It was the horrible, horrible load times between each level. 3 mins to load up the bamboo forest! :uhrr: Title: Re: Darkfall "Released" Post by: patience on March 06, 2009, 09:28:23 AM Horrible load times? We are talking about the playstation here which had horrible load times for most games. Bushido Blade was awesome but unlike other games punished players with lower skill level than their opponent much more severely.
In other games you had opportunities to recover and put up some type of fight. In Bushido Blade you watched your character get a limp if you are lucky. Usually death was nearly instant. I'm not sure I'm in favor of jumping tactics not being rewarded in melee combat. But what I want to see is jumping to be more of acrobatic feat of skill like Matrix or Ninja Scrull fighting instead of the lameness that is bunny hopping. Title: Re: Darkfall "Released" Post by: Merusk on March 06, 2009, 09:35:22 AM In other games you had opportunities to recover and put up some type of fight. In Bushido Blade you watched your character get a limp if you are lucky. Usually death was nearly instant. Welcome to real swordfighting. It's not a game, it is a swordfighting sim. Yes, the PS1 had lousy load times, but BB took longer than most between levels. I think this was mainly because each zone was HUGE, despite most folks never moving more than a few dozen paces from where they loaded. Jumping should not be rewarded in FPS or melee games. It breaks so much immersion I usually stop playing when I realize that's the way the game's going to go down. "Oh hey, more retarded shit that may as well be coded into the way the character moves and reacts beceause it's the only way to play." Title: Re: Darkfall "Released" Post by: ashrik on March 06, 2009, 10:14:28 AM heh I think a melee MMO that punished circle strafing (and most forms of free movement like that) would have such shockingly low appeal, it might just be constricted to just the old timeys who posted here in support of that idea.
mmm Fencing Simulation: Online. Exciting :oh_i_see: Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 06, 2009, 10:27:34 AM Darkfall PvP (http://www.youtube.com/watch?v=47S_KVInX8A) Hit HQ. :why_so_serious:
Title: Re: Darkfall "Released" Post by: tmp on March 06, 2009, 10:33:15 AM I don't mind the strafing at all in the melee combat; it is quite logical to try and hit opponent from direction where they cannot protect themselves or have harder time doing so, and so maneuvering was part of the combat too.
Bunnyhopping though i really don't get, it's not like it moves the hitbox out of swing range or anything like that, so it seems extremely pointless. Unless the jumping allows to move sideways faster than regular strafing but then that's oversight that'd be easy to correct... Title: Re: Darkfall "Released" Post by: ashrik on March 06, 2009, 11:12:19 AM oh god I got a copy. May sweet baby jesus have mercy on my soul
Title: Re: Darkfall "Released" Post by: raydeen on March 06, 2009, 11:41:55 AM Darkfall PvP (http://www.youtube.com/watch?v=47S_KVInX8A) Hit HQ. :why_so_serious: Save $50+ and just play Gunz. Looks about the same gameplay wise. Title: Re: Darkfall "Released" Post by: Hindenburg on March 06, 2009, 12:12:59 PM Gunz looks and animates better.
Title: Re: Darkfall "Released" Post by: Hawkbit on March 06, 2009, 12:17:33 PM Why does every video look the same? It's all people circle strafing and leg humping each other.
Does it get any different than that? Seems like that would get old in about 3minutes. Title: Re: Darkfall "Released" Post by: DLRiley on March 06, 2009, 12:17:56 PM heh I think a melee MMO that punished circle strafing (and most forms of free movement like that) would have such shockingly low appeal, it might just be constricted to just the old timeys who posted here in support of that idea. mmm Fencing Simulation: Online. Exciting :oh_i_see: I too find the bunny hopping while running in circles, while beating ones dick very dumb. And its really prevalent in mmo, and i really find it quite stupid considering that 1. Very unrealistic, i love to see two swordsmen running around in circles. strafing and hacking away is never actually done in a sword fight. Maneuvering in a real sword fight involves stepping in and out of the other guys strike range, not just walking behind them and hoping they don't notice you. 2. That concept (running in circles) is even more retarded because the whole concept of getting behind someone easy is dumb. In fighting games you spend 99% of your time facing your opponent, its really, really hard to get behind someone and it is pretty much that way in real life as well. The only way reason strafing is cool in a fps is because bullets travel faster then players and your really just dodging someones aim, which doesn't always work most of the time. Hell getting out of someones field of vision before getting killed is really hard to do in a fps. It just boils down to mmo combat being so archaic that it is laughable, no matter how much mmo developers think their reinventing the wheel. Lol people should spam the gunz webpage on darkfall threads. Title: Re: Darkfall "Released" Post by: Nonentity on March 06, 2009, 12:33:56 PM heh I think a melee MMO that punished circle strafing (and most forms of free movement like that) would have such shockingly low appeal, it might just be constricted to just the old timeys who posted here in support of that idea. mmm Fencing Simulation: Online. Exciting :oh_i_see: You should have seen the melee combat in The Matrix Online. That's basically what it was - you got 'locked' into a 1v1 with the person, unless you managed to break it and run away. Nothing like jumping onto a rooftop to run away, only to have a guy basically lock you down in melee so you couldn't jump away. Title: Re: Darkfall "Released" Post by: Nija on March 06, 2009, 12:34:12 PM Does it get any different than that? Seems like that would get old in about 3minutes. No, and that's just one of the reasons why the gameplay is shallow. People are having fun with the game in the meantime, and that's fine, but sooner or later they'll figure things like this out. Title: Re: Darkfall "Released" Post by: ashrik on March 06, 2009, 12:40:11 PM oh ho ho ho
Ashrik only pawn in game of life Title: Re: Darkfall "Released" Post by: patience on March 06, 2009, 12:49:59 PM If you are going to make a screen shot like that actually make it amusing by spamming something like that or "Darkfall is vaporware." in local. It would be amusing if you got away with that and no one ganked you.
:hello_thar: Title: Re: Darkfall "Released" Post by: ashrik on March 06, 2009, 01:13:55 PM No one would care, nor have the ability to find me to attempt to kill me. That just happened to be the first thing I said when I actually got into the game.
Title: Re: Darkfall "Released" Post by: Redgiant on March 06, 2009, 01:44:39 PM "I have wielded a Leaf Blade in real life. It isn't that hard."
I sense potential for vicarious entertainment courtesy of Ashrik. How long until AV suspends your logging in as an "accident"? Title: Re: Darkfall "Released" Post by: Delmania on March 06, 2009, 01:48:46 PM Good lord, that UI reminds me of DAoC so much. Is that the highest resolution the game supports?
Title: Re: Darkfall "Released" Post by: Venkman on March 06, 2009, 01:54:04 PM oh ho ho ho Ashrik only pawn in game of life Come on, that is totally a 'shop. How much they paying you? :grin: And I'm with Delmania (and whoever else has said it): that UI reminds me a so much of DAoC. And it's not just the verticle hotbar in the upper left. It's the whole color scheme, framing and layout. Title: Re: Darkfall "Released" Post by: Nebu on March 06, 2009, 02:33:10 PM Good lord, that UI reminds me of DAoC so much. Is that the highest resolution the game supports? Ghost UI flashback. Title: Re: Darkfall "Released" Post by: ashrik on March 06, 2009, 02:44:52 PM Good lord, that UI reminds me of DAoC so much. Is that the highest resolution the game supports? The game itself looks surprisingly decent. Everything has sort of this light touch of cel-shading to it which reminds me of Valkyria Chronicles. Of course, the effect is muted by everything being a shade of dirty brown, dirty orange, or dirty purple Title: Re: Darkfall "Released" Post by: palmer_eldritch on March 06, 2009, 02:50:53 PM oh ho ho ho Ashrik only pawn in game of life Looks a lot like Vanguard. Title: Re: Darkfall "Released" Post by: tmp on March 06, 2009, 03:37:53 PM I too find the bunny hopping while running in circles, while beating ones dick very dumb. And its really prevalent in mmo, and i really find it quite stupid considering that http://www.youtube.com/watch?v=oICIrDrzmf81. Very unrealistic, i love to see two swordsmen running around in circles. strafing and hacking away is never actually done in a sword fight. Maneuvering in a real sword fight involves stepping in and out of the other guys strike range, not just walking behind them and hoping they don't notice you. someone educate these nubs i guess, they're doing it wrong. Title: Re: Darkfall "Released" Post by: sidereal on March 06, 2009, 03:44:25 PM I too find the bunny hopping while running in circles, while beating ones dick very dumb. And its really prevalent in mmo, and i really find it quite stupid considering that http://www.youtube.com/watch?v=oICIrDrzmf81. Very unrealistic, i love to see two swordsmen running around in circles. strafing and hacking away is never actually done in a sword fight. Maneuvering in a real sword fight involves stepping in and out of the other guys strike range, not just walking behind them and hoping they don't notice you. someone educate these nubs i guess, they're doing it wrong. Did you just imply that two SCA nerds are 'real' swordfighters? You did, didn't you? Title: Re: Darkfall "Released" Post by: ashrik on March 06, 2009, 03:45:44 PM haha as if any of those LARPtastic blows would have hit either of those fine renaissance gentlemen had they not been parried.
Either way, I think that until we've got a body-motion control scheme (all I can think of is Fight Night) and a control method that doesn't make it play like shit, gamers will be more than happy to continue circle strafing around each other. Title: Re: Darkfall "Released" Post by: Merusk on March 06, 2009, 03:55:27 PM I thought LARP fighting is based on stage fighting... which is as different from military-use fighting as Kendo and Fencing are.
Title: Re: Darkfall "Released" Post by: ashrik on March 06, 2009, 04:00:45 PM I don't think LARP'ing is based on any fighting style. I was goofing on a bunch of grown men playing with swords.
Title: Re: Darkfall "Released" Post by: gryeyes on March 06, 2009, 04:01:26 PM LARP battles are based on the practical application of violence with the intent to slay. They are trained killers who have evolved beyond such petty concepts like fear and mercy. If you ever cross one may god have mercy on your soul.
Title: Re: Darkfall "Released" Post by: tmp on March 06, 2009, 04:38:11 PM Did you just imply that two SCA nerds are 'real' swordfighters? You did, didn't you? Well, there's unfortunately shortage of authentic movies taken during medieval sword fights on youtube, for some odd reason. So that was of the first things that showed up as "sword fighting". Obviously these guys aren't trying to kill one another, but it was more to illustrate that "stepping in and out of the other guys strike range" as well as blocking seems to involve also moving to sides, which causes both fighters to change their positions around.Now, if you can instead provide some recording of "real" swordfighters who never ever do this sort of thing, i'd be very interested to see it. I couldn't really find anything of that sort. From more (possibly) authentic stuff there's http://www.youtube.com/watch?v=d03eDBJcGz0 but it too shows people stepping to sides as part of defensive techniques. Then there's also http://www.youtube.com/watch?v=_tFXZn9qNhg which is obviously just a movie rather than "real" fight again, but it does utilize authentic techniques from what i read, and the attempts to move around the enemy to side-step their guard don't appear jarringly out of place in there. So overall, dunno. Title: Re: Darkfall "Released" Post by: sidereal on March 06, 2009, 05:12:39 PM Well, there's obviously a surfeit of video of people fighting to the death with swords since guns are plentiful and cheap. I actually wasn't arguing the point so much, since I do believe sidestepping has a place in swordplay, as much as rejecting the idea of SCA swordplay as being any more authentic than fencing or kendo.
One thing to keep in mind is that authentic medieval battlefield swordplay had nothing to do with dueling and was mostly about overwhelming and clubbing the shit out of the guy in front of you as fast as possible before you in turn got overwhelmed. Or in the Japanese case, cutting a bitch really fast before he cut you. But instagibbing is not fun enough for MMOs, so they go for a fancy fantasy sword dueling style that never really happened. So arguments about whether it's realistic or not are about as useful as arguing about the reasonable accuracy of Mech lasers. The better question is whether it looks stupid or is not fun. And bunnyhopping looks stupid. Circle-strafing very quickly looks stupid. Mount & Blade has a very fun feeling and not stupid looking fighting system (admittedly PvNPC). You can sidestep and in fact it's usually good idea, especially against vertical strikes. But it's slow. You're not circlestrafing, you're sidling over. I think if you controlled the speed at which people can sidestep, you'd take care of most of the problem. Title: Re: Darkfall "Released" Post by: DLRiley on March 06, 2009, 05:23:59 PM I too find the bunny hopping while running in circles, while beating ones dick very dumb. And its really prevalent in mmo, and i really find it quite stupid considering that http://www.youtube.com/watch?v=oICIrDrzmf81. Very unrealistic, i love to see two swordsmen running around in circles. strafing and hacking away is never actually done in a sword fight. Maneuvering in a real sword fight involves stepping in and out of the other guys strike range, not just walking behind them and hoping they don't notice you. someone educate these nubs i guess, they're doing it wrong. :awesome_for_real: Tmp your mistaking a quick minimal movement IE side step to running around in circles IE mmo combat. Title: Re: Darkfall "Released" Post by: Venkman on March 06, 2009, 05:34:24 PM So arguments about whether it's realistic or not are about as useful as arguing about the reasonable accuracy of Mech lasers. Yea but since we did that already...Title: Re: Darkfall "Released" Post by: DLRiley on March 06, 2009, 06:05:56 PM So arguments about whether it's realistic or not are about as useful as arguing about the reasonable accuracy of Mech lasers. Yea but since we did that already...Wanna necro the mech vs tank thread for kicks? Title: Re: Darkfall "Released" Post by: Rake on March 06, 2009, 06:06:14 PM Mount & Blade has a very fun feeling and not stupid looking fighting system (admittedly PvNPC). You can sidestep and in fact it's usually good idea, especially against vertical strikes. But it's slow. You're not circlestrafing, you're sidling over. I think if you controlled the speed at which people can sidestep, you'd take care of most of the problem. I agree. One of the BIG differences with Mount and Blade combat from most other games is the way you don't click to attack, you first click to draw the weapon/bow/fist etc. Then release the button to actuate the attack. This is what makes M&B feel more realistic than most games. If you care to just think about it and maybe theorize an attack. You will most likely first either raise your weapon, or pull your arm back before striking, or throwing your punch. Plus you get right click as your block which in many cases is what means you survive a mistimed attack or bad positioning. I was really hopeful that Darkfall was gonna stick to the original plan of copying this combat style. Title: Re: Darkfall "Released" Post by: idiot grin on March 06, 2009, 06:11:04 PM I would love to see someone with a claymore running around in tight circles while jumping like a gazelle. It takes all of your strength to weild a sword and shield properly. I don't think it takes all a man's strength to wield a sword and shield properly, assuming a proper sword and shield. Most of the medieval weapons and armor we still have today were originally parade pieces-- big, heavy, awkward and unbalanced. Our understanding of the historical sizes and weights involved thus tends to come from ornamental, impractical items. Very, very few people were strong and coordinated enough to effectively use a 2-handed sword or axe in small combat (i.e. outside of a massed formation). Or so I read. I'd love to see armor affect movement speed and even quickness, though. Title: Re: Darkfall "Released" Post by: DLRiley on March 06, 2009, 06:43:13 PM Lol, anyone who thinks that claymores are big slow and heavy are dumb, they were well balance tools that provided really good reach. The claymore was used as a thrusting weapon, the slashing was for blunt force trauma against armored opponents (some people fought naked with claymores) though it could good be quite good at the severing limbs, just wasn't "lol i do it all the time" since it was a thrusting weapon first. People in armor didn't move that drastically slower than unarmored, otherwise it'll be impractical. Armor tended to be light weight and well balanced despite the bulky appearance. You were slower, you were that slower.
Title: Re: Darkfall "Released" Post by: idiot grin on March 06, 2009, 06:49:32 PM One thing to keep in mind is that authentic medieval battlefield swordplay had nothing to do with dueling and was mostly about overwhelming and clubbing the shit out of the guy in front of you as fast as possible before you in turn got overwhelmed. :ye_gods: http://www.youtube.com/watch?v=XZNNW3oLFD0 http://www.thehaca.com/ Title: Re: Darkfall "Released" Post by: idiot grin on March 06, 2009, 06:58:38 PM Lol, anyone who thinks that claymores are big slow and heavy are dumb, they were well balance tools that provided really good reach. The claymore was used as a thrusting weapon, the slashing was for blunt force trauma against armored opponents (some people fought naked with claymores) though it could good be quite good at the severing limbs, just wasn't "lol i do it all the time" since it was a thrusting weapon first. People in armor didn't move that drastically slower than unarmored, otherwise it'll be impractical. Armor tended to be light weight and well balanced despite the bulky appearance. You were slower, you were that slower. You do realize there are two different weapons called claymores? About the armor, I disagree with you. It tended to be light? Is that why one of the main ways to deal with an armored knight was to knock him down and then knife him before he could get up? That's where the stiletto came from. Title: Re: Darkfall "Released" Post by: tmp on March 06, 2009, 07:07:19 PM Tmp your mistaking a quick minimal movement IE side step to running around in circles IE mmo combat. Hmm i was rather looking at it as extrapolation of sorts. I.e. if you do the sidestep, sidestep, sidestep etc, that does add to moving you around the other guy (and forcing them to adjust so they keep facing you) and the game strafing is an approximation of it.Admittedly though, since i know fck all about the actual swordplay, i was presuming that at least some of these sidesteps involve moving whole weight onto that foot and consequently moving to a side. If it's more of a sidestep and then back thing, then by all means i can accept being wrong :why_so_serious: Title: Re: Darkfall "Released" Post by: ashrik on March 06, 2009, 07:14:13 PM Samurai versus Armored Knight! Who would win- go go go!
Title: Re: Darkfall "Released" Post by: sidereal on March 06, 2009, 07:27:56 PM One thing to keep in mind is that authentic medieval battlefield swordplay had nothing to do with dueling and was mostly about overwhelming and clubbing the shit out of the guy in front of you as fast as possible before you in turn got overwhelmed. http://www.youtube.com/watch?v=XZNNW3oLFD0 http://www.thehaca.com/ Wait, so an overview of primarily Renaissance dueling and fencing techniques and an organization devoted to resurrecting primarily Renaissance dueling and fencing techniques are evidence that medieval battlefield combat involved a lot of dueling? I did enjoy this article on ARMA (http://www.thearma.org/essays/Tactical.htm) though, from a guy who learned that dueling technique got everyone fucked up in a simulated battlefield situation. The best part is that the master who schooled them was basically circle-strafing for reals. Title: Re: Darkfall "Released" Post by: WindupAtheist on March 06, 2009, 07:35:03 PM Samurai versus Armored Knight! Who would win- go go go! Knight wins handily. A slashing weapon like a katana is just about the worst possible weapon with which to attack plate armor. Title: Re: Darkfall "Released" Post by: tmp on March 06, 2009, 07:42:03 PM They have interesting bit on the sword weight (http://www.thearma.org/essays/weights.htm) on that ARMA page, re: the running with
Quote They were far from the clumsy, heavy things they're often portrayed as in popular media and far, far more than a mere "club with edges." As another source on arms affirmed: "the sword was, in fact, surprisingly light·.the average weight of swords from the 10th to the 15th centuries was 1.3 kg, while in the 16th century it was 0.9 kg. Even the heavier bastard swords which were used only by second-grade fighting men did not exceed 1.6 kg, while the horse swords known as 'hand-and-a-half' swords weighed 1.8 kg on average. When due allowances are made, these surprisingly low figures also hold good for the enormous two-hand sword, which was traditionally only wielded by 'true Hercules.' Yet it seldom weighed more than 3 kg." 3 kg (6 lbs) for the biggest stuff and half that or less for smaller sizes, that ain't very much. Title: Re: Darkfall "Released" Post by: Nebu on March 06, 2009, 08:20:26 PM 3 kg (6 lbs) for the biggest stuff and half that or less for smaller sizes, that ain't very much. I challenge you to see how long you can swing a 3 kg weight before you start finding your arms too heavy to lift. Title: Re: Darkfall "Released" Post by: Venkman on March 06, 2009, 08:40:16 PM I challenge him to do that from the time he is 12 to the time he retires... at around 32. This wasn't a bunch of gamers picking up a sword they got at Historicon to defend their front door from the Dominos guy :awesome_for_real:
Besides, I wield big ass power brick for my XPS all the time. That's easily a two-hander in weight and not nearly as balanced. Good for blunt force, probably +2 as a thrown against plate at least. Title: Re: Darkfall "Released" Post by: Montague on March 06, 2009, 10:50:33 PM Lol, anyone who thinks that claymores are big slow and heavy are dumb, they were well balance tools that provided really good reach. The claymore was used as a thrusting weapon, the slashing was for blunt force trauma against armored opponents (some people fought naked with claymores) though it could good be quite good at the severing limbs, just wasn't "lol i do it all the time" since it was a thrusting weapon first. People in armor didn't move that drastically slower than unarmored, otherwise it'll be impractical. Armor tended to be light weight and well balanced despite the bulky appearance. You were slower, you were that slower. You do realize there are two different weapons called claymores? About the armor, I disagree with you. It tended to be light? Is that why one of the main ways to deal with an armored knight was to knock him down and then knife him before he could get up? That's where the stiletto came from. The image of the "tin can" knight rolling around on the ground like little Randy in his snowsuit from A Christmas Story is one of the more persistent medieval myths. Plate combat armor weighed less than a US Army soldier's standard issue pack, and the load was spread out along the knight's body. Stilettos were descended from Baselards - long, thin daggers used by Swiss pikemen against armored knights. Not because the knights were wriggling around on the ground, but because when faced with massed pikes knights tended to dismount. In close quarters combat the pikemen needed a small secondary weapon capable of penetrating plate armor when enemies got in too close for them to use their pikes effectively. Title: Re: Darkfall "Released" Post by: Hawkbit on March 06, 2009, 11:52:42 PM God damn you guys know how to derail. Someone's going to end up in tears soon if this keeps up.
Title: Re: Darkfall "Released" Post by: ashrik on March 07, 2009, 12:27:55 AM It doesn't save the fucking position of your fucking inventory when you log off. I spent so much FUCKING time setting that fucking thing up to look nice and be functional and the UI got reset too and fucking FUCK :mob:
Title: Re: Darkfall "Released" Post by: lamaros on March 07, 2009, 03:58:48 AM Wait, you logged back in again? Why?! :drill:
Title: Re: Darkfall "Released" Post by: DLRiley on March 07, 2009, 04:10:40 AM Lol, anyone who thinks that claymores are big slow and heavy are dumb, they were well balance tools that provided really good reach. The claymore was used as a thrusting weapon, the slashing was for blunt force trauma against armored opponents (some people fought naked with claymores) though it could good be quite good at the severing limbs, just wasn't "lol i do it all the time" since it was a thrusting weapon first. People in armor didn't move that drastically slower than unarmored, otherwise it'll be impractical. Armor tended to be light weight and well balanced despite the bulky appearance. You were slower, you were that slower. You do realize there are two different weapons called claymores? About the armor, I disagree with you. It tended to be light? Is that why one of the main ways to deal with an armored knight was to knock him down and then knife him before he could get up? That's where the stiletto came from. How does killing someone before they get up prove their armor is heavy? I use generally use the scottish highlander claymores if i were to use to word. Sidereal in general if someone takes off running you just don't bother going after them... Title: Re: Darkfall "Released" Post by: Modern Angel on March 07, 2009, 06:23:55 AM God damn you guys know how to derail. Someone's going to end up in tears soon if this keeps up. It's all fun and games until nerds start talking about what badass fencers they are and try to out-SCA each other. Title: Re: Darkfall "Released" Post by: ashrik on March 07, 2009, 07:14:18 AM Wait, you logged back in again? Why?! :drill: heh you know I've been having a bit of funTitle: Re: Darkfall "Released" Post by: gryeyes on March 07, 2009, 07:35:03 AM Samurai versus Armored Knight! Who would win- go go go! Samurais primary weapon is going to be a bow and a spear. So in all likelihood the samurai. Title: Re: Darkfall "Released" Post by: Signe on March 07, 2009, 07:48:05 AM I just read this at MMOthingy thing thing thing (http://www.mmorpg.com/discussion2.cfm/post/2705540#2705540):
Quote Originally posted by cosy how toget free money if you are alfar :) 1) be alfar 2) train polearms 3) train knock back skill 4) get the noob polearm and leave all your armour on bank 5) find a afk miner/crafter 6) knock back him on acid lake, if you dont make it on first try heal yourself to full hp and do it again 7) ???? 8) profit Been doing that since beta. better way is to run up to people when they are at a bank and knock them away from it because it closes out thier bank window. I have my polearm at 50 and I have 1 handed sword and daggers at 25. Cool down for knockback on daggers is a lot shorter than pole arm so I knock them away with pole arm,then when they try to run back and bank whatever it is they have i switch to daggers and knock them away again,then when they try to run back again i knock them back with my 1 handed sword and just keep switching between the 3. Sometimes you get lucky and get thier gold stash. One guy I did it to had like 6k on him :-D :awesome_for_real: Title: Re: Darkfall "Released" Post by: DLRiley on March 07, 2009, 09:13:54 AM Samurai versus Armored Knight! Who would win- go go go! Samurais primary weapon is going to be a bow and a spear. So in all likelihood the samurai. Unless the Samuria put arrow in eyeball, my money on Knights mostly because Samurai armor < knight armor. Swords were a secondary weapon for knights as well. I won't theorcraft the armor penetration of their respective spears since that something I will have to look up. Title: Re: Darkfall "Released" Post by: ashrik on March 07, 2009, 09:50:19 AM I need a guild of some kind. Of the two that have been spamming the racechat, one is some kind of weird RP pro-Alfar guild, and the other appears to harken back to the animated .gif days of the internet. Gotta somehow finagle my way into goonsquad
Title: Re: Darkfall "Released" Post by: BoneDancr on March 07, 2009, 10:23:17 AM I need a guild of some kind. Of the two that have been spamming the racechat, one is some kind of weird RP pro-Alfar guild, and the other appears to harken back to the animated .gif days of the internet. Gotta somehow finagle my way into goonsquad I'd offer you one but I'm sure I'd get flamed for playing Darkfall by angry nerd ragers. Title: Re: Darkfall "Released" Post by: gryeyes on March 07, 2009, 10:24:31 AM Then maybe invite him via PM? :awesome_for_real:
Title: Re: Darkfall "Released" Post by: ashrik on March 07, 2009, 10:25:20 AM I need a guild of some kind. Of the two that have been spamming the racechat, one is some kind of weird RP pro-Alfar guild, and the other appears to harken back to the animated .gif days of the internet. Gotta somehow finagle my way into goonsquad I'd offer you one but I'm sure I'd get flamed for playing Darkfall by angry nerd ragers. Title: Re: Darkfall "Released" Post by: sidereal on March 07, 2009, 10:58:38 AM Sidereal in general if someone takes off running you just don't bother going after them... Unless you're playing Darkfall. Aaaaand. . we're back on track again. Title: Re: Darkfall "Released" Post by: Delmania on March 07, 2009, 12:44:52 PM The image of the "tin can" knight rolling around on the ground like little Randy in his snowsuit from A Christmas Story is one of the more persistent medieval myths. Plate combat armor weighed less than a US Army soldier's standard issue pack, and the load was spread out along the knight's body. Stilettos were descended from Baselards - long, thin daggers used by Swiss pikemen against armored knights. Not because the knights were wriggling around on the ground, but because when faced with massed pikes knights tended to dismount. In close quarters combat the pikemen needed a small secondary weapon capable of penetrating plate armor when enemies got in too close for them to use their pikes effectively. I knew someone would point this out eventually. I just thought I'd point out that chainmail was heavier than plate because it rested on the shoulders of the peron. And that knights in plate armor could do handstands with it on. Title: Re: Darkfall "Released" Post by: DLRiley on March 07, 2009, 12:53:10 PM Sidereal in general if someone takes off running you just don't bother going after them... Unless you're playing Darkfall. Aaaaand. . we're back on track again. Those godawful running animations insures that no one can escape the wrath of mouth-breathing virgins. Title: Re: Darkfall "Released" Post by: ashrik on March 07, 2009, 12:57:05 PM They stuck out like a sore (retarded) thumb in the videos. In gameplay, your focus is elsewhere, so they're not as oppressively stupid
Title: Re: Darkfall "Released" Post by: DLRiley on March 07, 2009, 01:03:50 PM They stuck out like a sore (retarded) thumb in the videos. In gameplay, your focus is elsewhere, so they're not as oppressively stupid I don't know man, in my experience the only way to lose a mouth breathing virgin is to alt+f4 and log on 2 weeks later. Title: Re: Darkfall "Released" Post by: gryeyes on March 07, 2009, 01:35:54 PM I knew someone would point this out eventually. I just thought I'd point out that chainmail was heavier than plate because it rested on the shoulders of the peron. And that knights in plate armor could do handstands with it on. Of course saying all plate was 45lbs because armor for a very brief period of time at the very end of its widespread use is a bit silly. Plate made of unhardened iron attacked to a suit of chainmail was used for a period of time that weighed in excess of 100lbs. Reproduction pieces using tempered steel in a style that existed for an extremely brief period of time is not a good comparison. The reduction in size and strangely weight was in direct response to the wide spread use of firearms. Less plates of thicker and better materials etc etc. Why would mounted heavy infantry skimp on protection for their role on battle? Light infantry served the nimble running about portion of the conflict. The knights are the charge while mounted destroying formations being all but impervious to light infantry. The best armorers of Europe were still using unhardened iron up until firearms made them evolve. Title: Re: Darkfall "Released" Post by: WindupAtheist on March 07, 2009, 06:28:58 PM Samurais primary weapon is going to be a bow and a spear. So in all likelihood the samurai. Go jerk off to hentai you fucking weeaboo, you're the twat who was on about mechs being plausible in the epic nerd thread. Title: Re: Darkfall "Released" Post by: gryeyes on March 07, 2009, 06:48:16 PM Samurais primary weapon is going to be a bow and a spear. So in all likelihood the samurai. Go jerk off to hentai you fucking weeaboo, you're the twat who was on about mechs being plausible in the epic nerd thread. Still crying? :uhrr: Title: Re: Darkfall "Released" Post by: ashrik on March 07, 2009, 08:01:52 PM That was you? Oh god, yet another thread....
Can we PLEASE talk about the latest revolution in gaming history. The impeccable and original Darkfall!! You guys will never have a chance to even be considered legends, something tells me it eats you up on the inside. What else explains 60 pages of tears? Title: Re: Darkfall "Released" Post by: UnSub on March 07, 2009, 09:02:39 PM I've learned from this thread that the Knights of the Round Table didn't bunny hop. They may, however, have circle strafed, while rocket jumping is still a grey area.
As for DF: it remains captivating as a spectacle. Title: Re: Darkfall "Released" Post by: LC on March 07, 2009, 09:42:31 PM I'm finally in there, and I'm
Title: Re: Darkfall "Released" Post by: WindupAtheist on March 08, 2009, 07:57:08 AM For all the wanking they're the subject of, samurai basically did nothing and meant nothing. They conquered nobody, fought nobody, just sat on their island and sliced each other up for 500 years while the world paid them no attention. Japan's history as a military power consists of a lot of playing with itself until someone came by and finally said "Here's some guns, dummies!" at which point they eventually decided to take on the world, lost the biggest war in history, and ended up as a disarmed pacifist state.
Title: Re: Darkfall "Released" Post by: Rake on March 08, 2009, 09:20:47 AM The Japanese eventually lost but before that they fucking pwned nearly all of Asia. They threw the British back further than any other armies had ever done in the whole of history and were one of the most organized fighting forces the world has ever seen.
They rocked and it's a good job they lost or we'd all be eating Yoshinoya instead of MacDonalds. Hmm on second thoughts maybe they should have won. Title: Re: Darkfall "Released" Post by: Draegan on March 08, 2009, 10:17:17 AM What a shitty derail.
Title: Re: Darkfall "Released" Post by: tmp on March 08, 2009, 11:09:21 AM I'm finally in there, and I'm Do increasing the skill levels have noticeable impact in DF?Title: Re: Darkfall "Released" Post by: ashrik on March 08, 2009, 11:38:56 AM I'm finally in there, and I'm Do increasing the skill levels have noticeable impact in DF?Title: Re: Darkfall "Released" Post by: LC on March 08, 2009, 12:39:24 PM I'm finally in there, and I'm Do increasing the skill levels have noticeable impact in DF?It's only a slight increase as far as I can tell. Nothing that's really noticeable. Title: Re: Darkfall "Released" Post by: DLRiley on March 08, 2009, 01:10:16 PM For all the wanking they're the subject of, samurai basically did nothing and meant nothing. They conquered nobody, fought nobody, just sat on their island and sliced each other up for 500 years while the world paid them no attention. Japan's history as a military power consists of a lot of playing with itself until someone came by and finally said "Here's some guns, dummies!" at which point they eventually decided to take on the world, lost the biggest war in history, and ended up as a disarmed pacifist state. Though your right about pre-industrial japan, post industrial was kickass. Asian countries use to set their watches around when then will get anal rapped by japan. And they did out right humiliate Russia. Fuck it took a nuke to make them give up, so you can't be dissing all of Japanese military history because of some wanking. Title: Re: Darkfall "Released" Post by: Aez on March 08, 2009, 01:27:47 PM Ah!
Fact : knights were clearly superior to armored chariots. Conclusion : with the proper technology, mechs > tanks. Title: Re: Darkfall "Released" Post by: Nebu on March 08, 2009, 01:34:56 PM This picture doesn't need a caption....
(http://blogs.chron.com/blog9/ogre01.jpg) Title: Re: Darkfall "Released" Post by: Modern Angel on March 08, 2009, 02:15:24 PM jesus fucking christ.
Title: Re: Darkfall "Released" Post by: Righ on March 08, 2009, 04:43:37 PM I still suspect that the game doesn't exist. Bonedancr, LC and Ashrik are in with the "developers" and they're trying to get people to use their credit cards on the site. Just because the registration fails, it doesn't mean that they can't then use the card number to buy furry porn.
Title: Re: Darkfall "Released" Post by: UnSub on March 08, 2009, 05:19:00 PM anal rapped ... and now I have an image in my mind that won't go away. Title: Re: Darkfall "Released" Post by: WindupAtheist on March 08, 2009, 06:01:44 PM Though your right about pre-industrial japan, post industrial was kickass. Asian countries use to set their watches around when then will get anal rapped by japan. And they did out right humiliate Russia. Fuck it took a nuke to make them give up, so you can't be dissing all of Japanese military history because of some wanking. Oh come on, they humiliated Russia at sea. That barely counts. It's like taking on an arm wrestling champ and beating him at checkers. The couple times Japanese and Russian ground forces clashed during WW2, the Japanese ran away with their assholes bleeding. Title: Re: Darkfall "Released" Post by: LC on March 08, 2009, 08:41:20 PM I pked a miner today. He dropped 100 iron ore and 3 pickaxes.
Title: Re: Darkfall "Released" Post by: Triforcer on March 08, 2009, 08:51:01 PM Any garlic or wood?
Title: Re: Darkfall "Released" Post by: ashrik on March 08, 2009, 08:52:37 PM What race are you playing LC? Are you guilded yet?
Title: Re: Darkfall "Released" Post by: NiX on March 08, 2009, 10:24:56 PM I pked a miner today. He dropped 100 iron ore and 3 pickaxes. (http://mouthbreathers.h8r.net/img/spleen/fofofo8.jpg) Title: Re: Darkfall "Released" Post by: Cadaverine on March 09, 2009, 12:37:35 AM ...and much hilarity ensued. :drill:
Title: Re: Darkfall "Released" Post by: Vinadil on March 09, 2009, 07:13:14 AM Well, our town finally has a full set of walls... so we took a little break to head back to the mainland last night and see what was going on. Many more noobs than I am used to seeing, it was nice to see the area active still. We also got to be the saviors of the dwarfland for a bit as we chased off 7 or 8 Mahirim and Orks. Since mounts are all exactly the same speed... it is nearly impossible to kill other mounted players if they run, but we did manage to get one with a "jump off your mount and kill his with your bow" tactic. Tough to do while everyone is running, and you leave mounts behind just chewing on grass, but it works.
As to the "does skill make a difference" questions... it definitely does, but the scale of this game is so different from other MMOs that it is harder to feel. It is something you definitely notice if you go back to things like goblin scouts after your armor proficiency, weapon skill, etc. are all closing in on 50. You will be a god among goblins as your 1h weapon does 12-15 per hit and they do 4-5 damage vs you, their arrows bouncing off your shiny shield like gnats. This game is different from most in that there is still benefit from killing level 1 creatures, so you get to see your power increase from time to time. We have a goblin camp just outside our city, so we farm them on a regular basis. It IS a small, incremental gain... that follows much the same path as a normal level-based game would, but the gain is there. It is almost like there are 8 levels... 0/25/50/75 and then the same for the masteries in every profession. Between gear and skill it seems like level 50 is about twice the effectiveness of 0, I have no personal experience with anything higher than that. Title: Re: Darkfall "Released" Post by: Draegan on March 09, 2009, 07:47:39 AM Is there a free trial yet?
Title: Re: Darkfall "Released" Post by: ashrik on March 09, 2009, 09:37:55 AM Is there a free trial yet? They can't even handle all the people who're trying to pay them money yet.Title: Re: Darkfall "Released" Post by: Draegan on March 09, 2009, 10:19:45 AM I went to Target and I couldn't find this on the shelves. What gives?
Title: Re: Darkfall "Released" Post by: DayDream on March 09, 2009, 10:28:16 AM I went to Target and I couldn't find this on the shelves. What gives? Sanity. Title: Re: Darkfall "Released" Post by: ashrik on March 09, 2009, 10:41:52 AM heh I get it :why_so_serious:
Title: Re: Darkfall "Released" Post by: Signe on March 09, 2009, 10:48:34 AM Is there a free trial yet? I went to Target and I couldn't find this on the shelves. What gives? Hey! You're a worse troll than me! (http://www.tkfu.com/forums/images/smilies/offwall.gif) Title: Re: Darkfall "Released" Post by: Draegan on March 09, 2009, 11:12:43 AM Hey... it's monday.
Title: Re: Darkfall "Released" Post by: Signe on March 09, 2009, 11:42:14 AM It's ok. I approve!
Title: Re: Darkfall "Released" Post by: Nonentity on March 09, 2009, 12:11:29 PM Man, watching their official forums during the period in which you can buy accounts is hilarious. No joke.
The rise of people getting excited, the people exclaiming they have received accounts, the threads about the website issues, then finally the ending with the troll thread and people calling Tasos a nazi. Title: Re: Darkfall "Released" Post by: DLRiley on March 09, 2009, 12:19:54 PM Man, watching their official forums during the period in which you can buy accounts is hilarious. No joke. The rise of people getting excited, the people exclaiming they have received accounts, the threads about the website issues, then finally the ending with the troll thread and people calling Tasos a nazi. Sounds like the ending of most zombie movies. Title: Re: Darkfall "Released" Post by: patience on March 09, 2009, 03:01:44 PM Hey... it's monday. Then go to the Darkfall forums and see how many responses you can get before the mod locks and/or bans you. Title: Re: Darkfall "Released" Post by: NiX on March 09, 2009, 07:20:41 PM Then go to the Darkfall forums and see how many responses you can get before the mod locks and/or bans you. Why don't we all get Syphilis while we're at it? Title: Re: Darkfall "Released" Post by: LC on March 09, 2009, 07:40:05 PM What race are you playing LC? Are you guilded yet? I'm playing an emo Alfar. I'm with bonedancer's clan. Title: Re: Darkfall "Released" Post by: ashrik on March 09, 2009, 08:43:29 PM Alfar's the way to be
Title: Re: Darkfall "Released" Post by: LC on March 09, 2009, 09:19:09 PM Alfar's the way to be You should come join us. I think Bone is looking for people who aren't horse thieves. Title: Re: Darkfall "Released" Post by: Azaroth on March 09, 2009, 10:25:07 PM They've just begun banning exploiters.
I'd say they're about to find out very quickly what happens when you start throwing lots of bans around in a PvP game. As my friend (who was a GM and head of my security on IPY, and is now the GM of Goonswarm on Eve) said to me a few weeks ago: "Griefers are huge nerds who don't like to be told no." Aventurine is about to figure out what that means. Since they've already proven highly susceptible to DDOS, I'd say that it won't go too smoothly for them. Title: Re: Darkfall "Released" Post by: NiX on March 10, 2009, 03:23:23 AM Potential drama + Darkfall = :drill: :drill: :drill: :drill: :drill:
Title: Re: Darkfall "Released" Post by: Shatter on March 10, 2009, 06:36:45 AM The game is the Drama
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 10, 2009, 06:38:00 AM Potential drama + Darkfall = :drill: :drill: :drill: :drill: :drill: (http://images.mmorpg.com//images/galleries/formatted/112009/d8ee483f-a936-4486-b752-a3f4e921788b.jpg) (http://images.mmorpg.com//images/galleries/full/112009/62be89f7-dc92-4c4b-982c-f0e73ce84c8b.jpg) Title: Re: Darkfall "Released" Post by: Draegan on March 10, 2009, 06:43:51 AM I really can't understand what either is saying.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 10, 2009, 06:47:23 AM *Shrug* other than the banning, and what looks like a GM giving warp tours of the world....Drama?
Title: Re: Darkfall "Released" Post by: Vinadil on March 10, 2009, 06:57:53 AM Meh, if they manage not to kill their own game then I will have a few more weeks of fun anyway. Last night we all hopped on our raft (about 14 of us... it was packed); and we set out to raid the Orc lands!
We decided to stop by the Orks R Us town, but our ninja raid was spoiled when we killed one of them in the water outside of town. It was still rather cool to have the boat run up to the shore, all of us jump off, kill 6 to 7 while they tried to bank... and then get chased off by like 15-20 people (numbers were iffy... they were recalling or logging in or something) as we ran back to the boat. All in all it was great fun, hopefully for both sides. Then we land on the actual Orc Shoreline, and while killing some random Alfar guild we smack our heads up against another roaming PvP group. Well, one guy smacked his head... as he found out just how fast mounts die when 12 people are shooting you with arrows. The 10 of us that survived then chased them down. Already this game has provided one of the things I really enjoy about MMOs... memories and shared experience. Now when we are all standing around the town mining/crafting/whatever you will hear about "that night we landed on the Orc Town". Even if you did not make the trips you become a part of the experience... and the game really shines for guilded play. The people that probably won't make it long are like the guy who was mining... and never saw 10 people sneak up behind him. We literally formed a firing squad line behind him, drew our bows, and fired... poor guy died in like 2 steps and lost probably an hour+ of minerals. That guy won't last long in this game, which will mean that instead of a cool story to remember guilds like us will remember the night we ran around and did not see anyone to kill for 2 hours. Or, we will be doing many more city-raids and less roaming the country-side stuff. Either way, they have done a few things right here among the many things they done poorly. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 10, 2009, 07:10:34 AM Meh, if they manage not to kill their own game then I will have a few more weeks of fun anyway. Last night we all hopped on our raft (about 14 of us... it was packed); and we set out to raid the Orc lands! We decided to stop by the Orks R Us town, but our ninja raid was spoiled when we killed one of them in the water outside of town. It was still rather cool to have the boat run up to the shore, all of us jump off, kill 6 to 7 while they tried to bank... and then get chased off by like 15-20 people (numbers were iffy... they were recalling or logging in or something) as we ran back to the boat. All in all it was great fun, hopefully for both sides. Then we land on the actual Orc Shoreline, and while killing some random Alfar guild we smack our heads up against another roaming PvP group. Well, one guy smacked his head... as he found out just how fast mounts die when 12 people are shooting you with arrows. The 10 of us that survived then chased them down. Already this game has provided one of the things I really enjoy about MMOs... memories and shared experience. Now when we are all standing around the town mining/crafting/whatever you will hear about "that night we landed on the Orc Town". Even if you did not make the trips you become a part of the experience... and the game really shines for guilded play. The people that probably won't make it long are like the guy who was mining... and never saw 10 people sneak up behind him. We literally formed a firing squad line behind him, drew our bows, and fired... poor guy died in like 2 steps and lost probably an hour+ of minerals. That guy won't last long in this game, which will mean that instead of a cool story to remember guilds like us will remember the night we ran around and did not see anyone to kill for 2 hours. Or, we will be doing many more city-raids and less roaming the country-side stuff. Either way, they have done a few things right here among the many things they done poorly. Sounds like any other PvP game. *Shrug* Sorry, that came out wrong, i am glad you are enjoying it. In other news, VN likes it too!: Darkfall First Impressions (http://vault.ign.com/View.php?view=editorials.detail&id=225) Title: Re: Darkfall "Released" Post by: Zzulo on March 10, 2009, 07:20:44 AM http://www.youtube.com/watch?v=RWjfvW38lZI&feature=channel_page :grin:
Title: Re: Darkfall "Released" Post by: DLRiley on March 10, 2009, 07:21:40 AM Reminds me of every other pvp server....
Title: Re: Darkfall "Released" Post by: Soulflame on March 10, 2009, 08:30:00 AM Why exactly did you kill the miner?
Title: Re: Darkfall "Released" Post by: Hawkbit on March 10, 2009, 08:37:33 AM All the videos have people hitting other things with sawfish. I don't understand.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 10, 2009, 09:23:08 AM http://www.youtube.com/watch?v=RWjfvW38lZI&feature=channel_page :grin: That's some advanced AI right there (must be the same they used to beta the game) and some really engaging combat. Title: Re: Darkfall "Released" Post by: Merusk on March 10, 2009, 09:50:28 AM Why exactly did you kill the miner? The same reason you climb a mountain. Because it was there. Title: Re: Darkfall "Released" Post by: Vinadil on March 10, 2009, 10:03:37 AM Why exactly did you kill the miner? He was Mahirim mining in Orc lands... we are a human/dwarf guild... it is kind of what you are supposed to do. And, I am not sure exactly what PvP games you are referring to, so I suppose I will just say that this is not like any PvP game I have played since Shadowbane. There was no room for stories in WoW, very little in WAR... mostly because the backdrop repeats itself too much. You can only tell the, "Hey remember that one arena match where we fought those 5 guys?" story so many times before people get confused or just stop caring. And, "Hey, remember that Keep we took with all those guys defending" turns into the same thing after a while. Last night our stories spanned half a continent (hours of travel), and the liklihood that tomorrow's stories will be the same is very slim. THough the interaction of: Find enemy - maneuver into position with enemy - kill enemy; might be similar to other PvP games, the backdrop here is much more diverse. It is the difference between a book about a battle in one city vs a book about a war that encompassed an entire world. In the book covering one city the only thing that stands out is personal performance... the "heroes" if you will. In the book about the world you have people groups that can stand out. I guess this all gets back to my guild-focused gaming interest rather than personal. The story was what WE did, not what I did. Fact is I did not kill a single person last night, and I managed to pick up two junky pieces of armor. But, WE rolled around enemy land and just laid waste to multiple groups of Orcs and Mahirim (and a few pesky humans). It created a narrative that I have been missing in my recent gaming experience. Title: Re: Darkfall "Released" Post by: NiX on March 10, 2009, 10:13:12 AM (http://img24.imageshack.us/img24/455/starwarsgeorgelucashomo.jpg)
Cause it fits the thread and we can't let this discussion get too serious. On another note, I was watching that video and wondering why everyone was clipping through the ground when I realized they weren't. It was just the worst water/swamp/whatever texture I've ever seen in my life. Title: Re: Darkfall "Released" Post by: ashrik on March 10, 2009, 10:15:35 AM I feel bad for whoever rolled a whiteelf yesterday. Their entire countryside was pillaged by roaming bands of well, everyone.
As for killing miners- why wouldn't you? They've got stuffs inside them! Title: Re: Darkfall "Released" Post by: sidereal on March 10, 2009, 10:18:14 AM And, "Hey, remember that Keep we took with all those guys defending" turns into the same thing after a while. Last night our stories spanned half a continent (hours of travel), In other words, PvP in Darkfall is awesome because it's new. Hate to break it to you, but it won't be new in 3 months. So far you haven't described anything any different from Alliance taking a boat to Ratchet to dick around Crossroads. I'm not sure why adding hours of travel adds rather than detracts from the experience. If it's because you see more diverse terrain, see the first sentence. It won't be diverse anymore after the fiftieth random continent walk. That doesn't mean Darkfall's bringing something new to the table, it means you haven't seen all of their textures yet. Title: Re: Darkfall "Released" Post by: Soulflame on March 10, 2009, 10:30:42 AM Sooo, you're deliberately going around and trying your best to thin out the playerbase? While I'm entirely unsurprised that a supposed "PvPer" seeks out fights he cannot lose, then has the nerve to boast about it on a public forum, I'm completely nonplussed at your behavior. You even admit that the player probably won't last, and as a direct result of your own actions.
It baffles me, mainly because I fail to see the value of murdering everyone not in my tribe in a video game. Other than being a jackass for the sake of jackassery. Title: Re: Darkfall "Released" Post by: Draegan on March 10, 2009, 10:31:26 AM I was going to say the same thing. I have fond memories of raiding the Barrens especially Crossroads/Wailing Caverns. I remember awesome random PVP in STV for the first month or so. Then it all got incredibly dull and boring since there was no point to it.
Title: Re: Darkfall "Released" Post by: Bzalthek on March 10, 2009, 11:16:02 AM Sooo, you're deliberately going around and trying your best to thin out the playerbase? While I'm entirely unsurprised that a supposed "PvPer" seeks out fights he cannot lose, then has the nerve to boast about it on a public forum, I'm completely nonplussed at your behavior. You even admit that the player probably won't last, and as a direct result of your own actions. It baffles me, mainly because I fail to see the value of murdering everyone not in my tribe in a video game. Other than being a jackass for the sake of jackassery. This. Just because you CAN kill the noob that just started playing doesn't mean you HAVE to kill the noob that just started playing. Unless, of course, you're trying to repress dark childhood memories, then it's somewhat understandable. Title: Re: Darkfall "Released" Post by: ashrik on March 10, 2009, 11:21:59 AM Hey I'm fine with that. If I'm bored after a month or two, then I've gotten a month or two of fun out of it.
To that end, I'm playing as the game-destroying monster that I said that this game would be populated with. I will become my own Frankenstein. They'd probably chase me out of town if everyone else wasn't doing it right next to me, too caught in their own fevered dreams of becoming a bandit or pirate or whatever. But seriously, mining in the middle of enemy territory? That's asking for it. You guys wouldn't cry foul if a troll got ganked by the gates of Stormwind. It is not a short nor easy walk to get to another race's place. To do just that and then announce to the world that you're gathering things that are worth gold is all kinds of folly. Might as well post your low-sec mining schedule to the EVE forums. Just about (if not) everything you need can be gathered within the protective range of a tower. Title: Re: Darkfall "Released" Post by: Vinadil on March 10, 2009, 11:53:37 AM Tada! Ashrik has played the game and apparently understands.
This is not about boasting, it is about recalling game experiences. Neither is it "school time for the young little PvP lover", as I am neither young nor a person who enjoys a game by making it unenjoyable for others. The main reason I like PvP games is the same reason I enjoy Paintball over Lasertag... paintball carries more consequences for failure, so it causes you to play more intelligently. And, I prefer paintball to, say war, because you don't actually DIE when you get hit. Darkfall is much like EVE in its PvP design. If you don't want to get killed by roaming bands of enemies you have two choices. Fight close to the god-like NPC guard towers, or join a clan and hunt with them. It is not my job to make a fun, entertaining experience for new players. It was in beta (or at least I saw that as part of my job) and I offered as many suggestions as I could (including the much-maligned increase of guard towers throughout the world). It "hurt" my chances as a roaming PvPer, but it helped make more of the world accessible to new players. I also thought they should have put in a "rookie" chat channel like EVE did, and toss all new players into a Starter Clan... but they have not done that yet. Also, though backdrop does provide much of the narrative I am currently enjoying I remarked that this will change over time. I realize this. That is when you add in the other factors, like winning and losing costs something. During last nights PvP raid we lost 2 fully-geared guys. Halfway into the evening we were WORSE off than when we began economically (lost a mount too). With a couple of good finds and good wins we managed to come out ahead, but the fact is we could easily have lost half our force when we assaulted that Orc Town, along with all of that gear. Perhaps gear will be meaningless in the future, but that future is still a good ways off, and as Ashrik said, if all the reasons I enjoy PvP here leave in a few months... then I will enjoy the few months and move on. I don't understand the idea that everything in Darkfall has to be completely NEW and THE BEST in order for it to be worth playing. This is not MMORPG, nor is it the Darkfall Forums. We don't have to assume that just because people enjoy the game they are propping it up as the best thing ever. For me, it is currently the best PvP experience available in a fantasy world. 80% of my guild disagrees with me, and that is cool... they are having their own PvP fun in WAR. We can both be right because things like "fun" are so completely subjective. Or, I guess we could both be wrong because we are managing to have fun in poorly made games that have a high likelihood of failing... Title: Re: Darkfall "Released" Post by: Draegan on March 10, 2009, 12:00:41 PM Ass lightning needs to be respected yo.
Title: Re: Darkfall "Released" Post by: schild on March 10, 2009, 12:04:07 PM Quote Or, I guess we could both be wrong because we are managing to have fun in poorly made games that have a high likelihood of failing... There has got to be a fat chicks joke to be made about this. Title: Re: Darkfall "Released" Post by: ashrik on March 10, 2009, 12:11:41 PM hah my little force of 7 players got demolished deep within Mirdain territory and lost everything!
Slaughtered at that wilderness bank by a smaller group of 4 seriously decked out Furryboys. When the battle was clearly forfeit I managed to bank the best of my armor before falling to them. I think I'm just looking at the game more like an online FPS with persistence as opposed to anything I recognize as an MMORPG. Send a tell to Ashrik Tyr if you're online! Title: Re: Darkfall "Released" Post by: sidereal on March 10, 2009, 12:44:52 PM I don't understand the idea that everything in Darkfall has to be completely NEW and THE BEST in order for it to be worth playing. This is not MMORPG, nor is it the Darkfall Forums. We don't have to assume that just because people enjoy the game they are propping it up as the best thing ever. For me, it is currently the best PvP experience available in a fantasy world. 80% of my guild disagrees with me, and that is cool... they are having their own PvP fun in WAR. We can both be right because things like "fun" are so completely subjective. Or, I guess we could both be wrong because we are managing to have fun in poorly made games that have a high likelihood of failing... I don't think anyone is questioning whether you're having fun or your right to go have the fun while you can. At least I'm not. We're questioning the implication that Darkfall has introduced some secret sauce to make it fun when in fact the fun mostly just comes from the novelty. Novelty is going to wear off, and if in fact that is the primary source of the fun, then it's a recommendation against investing any significant resources in the game, like the time it'd take to master it or gain character skill that won't matter in 3 months. Title: Re: Darkfall "Released" Post by: Vinadil on March 10, 2009, 12:59:13 PM I don't think anyone is questioning whether you're having fun or your right to go have the fun while you can. At least I'm not. We're questioning the implication that Darkfall has introduced some secret sauce to make it fun when in fact the fun mostly just comes from the novelty. Novelty is going to wear off, and if in fact that is the primary source of the fun, then it's a recommendation against investing any significant resources in the game, like the time it'd take to master it or gain character skill that won't matter in 3 months. True, novelty is likely a big factor, but I am having a hard time remembering a source of entertainment where that is NOT a factor, even a large one. Even in a game like Football that I enjoy watching if it were the same two teams playing on the same field in the same weather conditions with the same record every week... I would probably stop watching. I suppose that is why I consider things like a large world backdrop meaningful to longevity. The fact is where you are on the map matters, and you can choose where you want to be on the map. And, right now the world population is such that we have not fought the same people more than twice on our outtings. That will likely change over time too, but even then it will be like the NFL where we meet the same 8-10 teams over the course of 2 months. Familiarity breeds its own narrative. Perhaps narrative is a bigger factor to me than to most, I mean I gave CCP 5 months of subscriptions merely from reading the EVE WAR thread here... I don't even know if I was playing the actual game much at the time. In any case, as I have said elsewhere, unless you have some friends in game or don't mind joining a mass recruit guild then this game likely is not worth the time/money invested (again much like EVE). If you do have those sort of connections then your experience might be like a new recruit of ours who just joined the game yesterday, "I had a super fun time rollin out killing orks with you guys and the other guildies. i'm so glad that i joined the guild, the game would be very different without haveing some people to hook me up and show me the ropes. That and getting a mount and rolling out to pvp in the first few hours of game play. anyway back to work just wanted to say thanks." But now I sound too much like a darkfall recruiter, so I will move on. Title: Re: Darkfall "Released" Post by: Venkman on March 10, 2009, 03:02:51 PM To that end, I'm playing as the game-destroying monster that I said that this game would be populated with. This. Because anyone surprised by this self-fulfilling prophesy has a) not PvP'd much; nor, b) not played games entirely geared towards PvP. DF was never going to be a structured RTS game where people are just fighting for fun between bouts of mining and home decorating. It's entirely Lord of the Flies, because it allows for the very behaviors most other developers designed out of their games. It'll probably never be huge, but as long as Adventurine doesn't screw it up too much, it can finally replace rose-colored memories of pre-Trammel UO and sb.exe in the pantheon of "the best PvP evar" discussions. Title: Re: Darkfall "Released" Post by: lamaros on March 10, 2009, 04:37:42 PM This thread has gone into a strange place where the ones playing the game are making more sense than the ones who aren't. This should not be so!
Title: Re: Darkfall "Released" Post by: tmp on March 10, 2009, 05:20:33 PM There was no room for stories in WoW, very little in WAR... mostly because the backdrop repeats itself too much. You can only tell the, "Hey remember that one arena match where we fought those 5 guys?" story so many times before people get confused or just stop caring. WoW used to have open world PvP... just saying.Title: Re: Darkfall "Released" Post by: Ossigor on March 10, 2009, 07:51:37 PM WoW used to have open world PvP... just saying. WoW had/has no penalties for dying. You're missing the point he's trying to make. I don't want to say "Lawl you never played UO or EVE," but if you haven't, or any other game that actually has risk involved to PvPing (IE all of your loot on your persons) then you might not know the feeling he's talking about. The paintball analogy was a good way to put it. People play the game differently when you have something on the line; think about playing poker without real money. Title: Re: Darkfall "Released" Post by: sidereal on March 10, 2009, 07:57:39 PM People play the game differently when you have something on the line; Yes, it involves a lot more running. The game breaks down to which side figures out it's overmatched first and, since there's something on the line, they run. And you spend an hour pursuing them. In games with less on the line, people are willing to stay and fight. Title: Re: Darkfall "Released" Post by: tmp on March 10, 2009, 08:04:15 PM WoW had/has no penalties for dying. You're missing the point he's trying to make. It could be because he's saying it's "mostly because the backdrop repeats itself too much" rather than "because dying did not matter". I've played EVE, i get the difference between death penalty and lack thereof, but it's simply not what he's saying. Whether what he's saying and what he's thinking is one and the same or two different things, that's another story.Title: Re: Darkfall "Released" Post by: NiX on March 10, 2009, 08:51:56 PM When the battle was clearly forfeit I managed to bank the best of my armor before falling to them. Honestly? Sure, I haven't played, but I can't be the only one reading this "BANK BANK BANK..awww fuck!" mechanic and thinking it's a piece of ass. Title: Re: Darkfall "Released" Post by: DLRiley on March 10, 2009, 09:04:40 PM When the battle was clearly forfeit I managed to bank the best of my armor before falling to them. Honestly? Sure, I haven't played, but I can't be the only one reading this "BANK BANK BANK..awww fuck!" mechanic being a piece of ass. Isn't ALT+F4 so much easier... Title: Re: Darkfall "Released" Post by: Rake on March 10, 2009, 09:52:31 PM To the guys who are playing the game, I appreciate your spending time to try and let us in on what it is you are enjoying in Darkfall.
It's hard to put into words what makes something good/better, but don't take the flack that you may receive too harshly and remember that they are probably jealous and confused, because people are dying to play with you, while they are wasting their time in some carebear, corporate loot grind that is going round in circles and getting nowhere and producing no memories worth reporting about. Title: Re: Darkfall "Released" Post by: lamaros on March 10, 2009, 10:22:50 PM To the guys who are playing the game, I appreciate your spending time to try and let us in on what it is you are enjoying in Darkfall. It's hard to put into words what makes something good/better, but don't take the flack that you may receive too harshly and remember that they are probably jealous and confused, because people are dying to play with you, while they are wasting their time in some carebear, corporate loot grind that is going round in circles and getting nowhere and producing no memories worth reporting about. Awesome. Title: Re: Darkfall "Released" Post by: Bzalthek on March 10, 2009, 11:31:38 PM To the guys who are playing the game, I appreciate your spending time to try and let us in on what it is you are enjoying in Darkfall. It's hard to put into words what makes something good/better, but don't take the flack that you may receive too harshly and remember that they are probably jealous and confused, because people are dying to play with you, while they are wasting their time in some carebear, corporate loot grind that is going round in circles and getting nowhere and producing no memories worth reporting about. It's like some poor twisted amalgamation of a circlejerk and a suck up that never should have been. What afterbirth did you crawl out of? Title: Re: Darkfall "Released" Post by: Delmania on March 11, 2009, 05:22:02 AM To the guys who are playing the game, I appreciate your spending time to try and let us in on what it is you are enjoying in Darkfall. It's hard to put into words what makes something good/better, but don't take the flack that you may receive too harshly and remember that they are probably jealous and confused, because people are dying to play with you, while they are wasting their time in some carebear, corporate loot grind that is going round in circles and getting nowhere and producing no memories worth reporting about. Or not. Title: Re: Darkfall "Released" Post by: Azaroth on March 11, 2009, 05:58:12 AM Quote Darkfall is much like EVE in its PvP design. If you don't want to get killed by roaming bands of enemies you have two choices. Fight close to the god-like NPC guard towers, or join a clan and hunt with them. It is not my job to make a fun, entertaining experience for new players. Just one question here. Doesn't EvE HAVE a design? Now, I haven't played Darkfall myself (and have absolutely no plans to) - but to me, it seems like the feature list basically reads: -Open PvP. Everything that anyone has ever described as fun in Darkfall boils down to "And then we ganked and looted this guy and loolll and we totally went to their racial city and fought them". About the official feature list in their FAQs and on their site, basically everyone says that the majority of it, you know, doesn't exist. And that's fine. But if there isn't significantly more to the game than that and you're all just enamored with it because it's Lord Of The Flies Online take whateverteen, then you're all just idiots. If there ARE toys in the sandbox, please inform me. Because a sandbox without toys is just a bunch of retarded kids pissing on each other and laughing. Title: Re: Darkfall "Released" Post by: Xurtan on March 11, 2009, 06:27:59 AM When the battle was clearly forfeit I managed to bank the best of my armor before falling to them. Honestly? Sure, I haven't played, but I can't be the only one reading this "BANK BANK BANK..awww fuck!" mechanic and thinking it's a piece of ass. Just wait until more people figure out that you can use a knockback to force the bank window closed. Outside of the newbie cities, this isn't really practical anyways. Wilderness banks are few and far between, and other than running into a few Orks at one, I have yet to see combat based around them. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 11, 2009, 06:56:12 AM (http://media.bigoo.ws/content/gif/winnie_the_pooh/winnie_the_pooh_20.gif)
Title: Re: Darkfall "Released" Post by: Xurtan on March 11, 2009, 07:12:59 AM Everything that anyone has ever described as fun in Darkfall boils down to "And then we ganked and looted this guy and loolll and we totally went to their racial city and fought them". About the official feature list in their FAQs and on their site, basically everyone says that the majority of it, you know, doesn't exist. It depends on which part you mean. (Warning: Large block of text incoming. You have been warned. I basically took all of the features and answered them, slightly. Yes, I am very bored. :uhrr: Honestly, I didn't see many things on the features that most games don't already have to some degree. This is, of course, only my personal opinion, and what I have experienced -thus far-.) Title: Re: Darkfall "Released" Post by: Draegan on March 11, 2009, 07:13:21 AM Rake wins the thread for the day I think.
Title: Re: Darkfall "Released" Post by: Nebu on March 11, 2009, 07:37:39 AM Rake wins the thread for the day I think. No. Anyone that still resorts to the use of the word "carebear" can never win. Anything. Someone that enjoys pve isn't a carebear anymore than someone that enjoys pvp is hardcore. It's a taste issue. Hell, I had fun playing Vanguard for a month. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 11, 2009, 07:40:54 AM Rake wins the thread for the day I think. No. Anyone that still resorts to the use of the word "carebear" can never win. Anything. Someone that enjoys pve isn't a carebear anymore than someone that enjoys pvp is hardcore. It's a taste issue. Hell, I had fun playing Vanguard for a month. Now Nebu, you know the world is black and white, no shades of grey. Title: Re: Darkfall "Released" Post by: Surlyboi on March 11, 2009, 08:13:13 AM Be careful when taunting carebears. There are more than a few that would pwn your fucking face.
Title: Re: Darkfall "Released" Post by: Vinadil on March 11, 2009, 08:25:46 AM Everything that anyone has ever described as fun in Darkfall boils down to "And then we ganked and looted this guy and loolll and we totally went to their racial city and fought them". About the official feature list in their FAQs and on their site, basically everyone says that the majority of it, you know, doesn't exist. And that's fine. But if there isn't significantly more to the game than that and you're all just enamored with it because it's Lord Of The Flies Online take whateverteen, then you're all just idiots. If there ARE toys in the sandbox, please inform me. Because a sandbox without toys is just a bunch of retarded kids pissing on each other and laughing. I will give you a slightly shorter version than Xurtan. The game design is similar to EVE in that it is based around points of interest that provide resources which help give power to the guilds that own them. There are Hamlets and Cities to be owned and built up, which gives you access to items and skills. Much of this is available at any NPC town, so just like EVE not just the powerful can craft etc. But, the cities are also close to the monsters that drop loot you need to skill up in things like magic, crafting, etc. Low-end mobs drop much of the same things (though not all), but they drop it in much lower quantities and they are generally over-camped etc. Right now most people are in "build-up" mode. Nobody even came close to completing a city in Beta, so we still don't even know what a completed city gives you (Apparently some can build Wonders that give your clan a world-wide buff). The city itself gives a local HP regen buff to the defending Clan. The Design basically is to capture and control the biggest/best cities to get yourself access to the best resources so that you can rule the world. I suppose it all just comes down to wanting to rule the world/universe/2v2 Arena Charts/etc. The random rolling PvP groups are mostly for entertainment. In the future you will see more siege type warfare, and since sieges are announced globally... anyone can show up. At the first siege we did we had our alliance there and then some 4-5 other clans/alliances made an appearance just looking for some good PvP. It was about 50 v 50 most of the time, and people fought... and died. As much as people talk about the eternal runners, its just not as big of a factor as you would think, especially as people get skilled up. Most PvP stories you hear now would be about the same as WAR PvP at level 2, or WoW at level 8. Sure, you can go fight people, but you are missing a large number of skills and abilities, so the combat might seem frustrating or one dimensional. It is rather amazing how just one week of skilling up can change the dynamics of fights, both PvE and PvP. As people start to delve into the deeper trees of magic and get more adept at their weapon of choice, combat changes. Title: Re: Darkfall "Released" Post by: ashrik on March 11, 2009, 08:58:29 AM Hey I don't blame you guys. I personally find it very difficult to put my current attraction to this game into words. I purchased and played it based on a curious whim and it got its hooks into me (didn't you dear).
I'm not going to pretend it's some deficiency on their behalf (jealously, or whatever claptrap mmorpg people have decided on) or some virtue on mine. I'm going to liken it to one of those anime fighting games that I used to play on emulators with my brother, like a decade ago. It has an advertised subject matter that is present to such a strong degree that it easily excuses (provided you're a fan of that subject matter whether it's Naruto, Erotic DBZ fanfic, or Full Loot PVP) what may be a deficiency in supporting systems. Title: Re: Darkfall "Released" Post by: Nebu on March 11, 2009, 09:28:25 AM It is rather amazing how just one week of skilling up can change the dynamics of fights, both PvE and PvP. As people start to delve into the deeper trees of magic and get more adept at their weapon of choice, combat changes. So what you're saying (albeit indirectly) is that the game will be harsh on anyone starting midstream or rerolling an alt without the support of a strong guild? I guess this isn't all that different from any other pvp game but sure seems to discourage guilds coming to play once the server heirarchy is established. I guess if there's enough depth, the game will overcome it just has EvE has. Title: Re: Darkfall "Released" Post by: tmp on March 11, 2009, 09:33:20 AM Now Nebu, you know the world is black and white, no shades of grey. Wouldn't that be shades of green..? At least that's what i thought it was...Title: Re: Darkfall "Released" Post by: Venkman on March 11, 2009, 10:12:40 AM So what you're saying (albeit indirectly) is that the game will be harsh on anyone starting midstream or rerolling an alt without the support of a strong guild? Same question as Nebu. What's the experience for the Johnny-come-lately crowd? Once my current crop of experiences dry up I was thinking of dropping into DF. Otherwise, the "purpose" of the game sounds very similar to SB. Which was very different from Eve. Title: Re: Darkfall "Released" Post by: NiX on March 11, 2009, 10:23:19 AM Same question as Nebu. What's the experience for the Johnny-come-lately crowd? Once my current crop of experiences dry up I was thinking of dropping into DF. Otherwise, the "purpose" of the game sounds very similar to SB. Which was very different from Eve. If it's anything like SB, then there's no room for people who come late unless they're fostered by a large guild for the sole purpose of removing a threat. I'm just waiting until the honeymoon is over. Title: Re: Darkfall "Released" Post by: Venkman on March 11, 2009, 10:37:38 AM Actually, I have all along assumed that after beta you're either fostered by a large guild or going to have an un-fun few days of being steamrolled. It was the same in SB. So I figured when it came to that point I'd be begging whoever here is in DF for a lowbie spot in their guild :-)
Title: Re: Darkfall "Released" Post by: ashrik on March 11, 2009, 11:57:06 AM haha awesome. I got into a great guild and we have a sickass city and we're going sieging tonight and oh I'm so excited
Title: Re: Darkfall "Released" Post by: Azaroth on March 11, 2009, 12:15:18 PM I really meant something more along the lines of their old FAQ where they promised custom houses, 500 skills and 500 spells, literally millions of customization options for your clothes and armor, etc.
The feature list that was quoted, to me, looked like a whole lot of text about nothing. Title: Re: Darkfall "Released" Post by: DLRiley on March 11, 2009, 12:50:50 PM I really meant something more along the lines of their old FAQ where they promised custom houses, 500 skills and 500 spells, literally millions of customization options for your clothes and armor, etc. The feature list that was quoted, to me, looked like a whole lot of text about nothing. It's not like those features if implemented would make dark fall less shitty. Title: Re: Darkfall "Released" Post by: Xurtan on March 11, 2009, 01:09:46 PM I really meant something more along the lines of their old FAQ where they promised custom houses, 500 skills and 500 spells, literally millions of customization options for your clothes and armor, etc. The feature list that was quoted, to me, looked like a whole lot of text about nothing. Q:Custom houses. A: No. Q: 500 skills A: Unknown, I doubt it, but 'supposedly' some are hidden. Q: 500 spells A: See above. Q: Customization options, millions of them. :drill: A: Hell no. Happy? :heart: Title: Re: Darkfall "Released" Post by: Nebu on March 11, 2009, 01:12:42 PM 500 skills are only meaningful in a pvp game if they are balanced. I guarantee that even with 500 skills, you'll still see players utilizing only the select few deemed most powerful by successful players/guilds.
Title: Re: Darkfall "Released" Post by: Azaroth on March 11, 2009, 01:22:24 PM Well yeah. I'm just saying that they were once making a million and three wild promises about the depth of the game, and nobody really seems concerned with any of those anymore. Everyone seems quite happy with the fact that they're apparently discovering the dynamics of a game where everyone can kill everyone else.
It's like this is new and exciting to them. That, and only that, seems to be their justification for paying money to Aventurine. I've seen NOTHING else said about this game that leads me to believe there's anything even remotely innovative or even mildly interesting, and what you've got is a bunch of guys running around swatting each other and casting a few spells then looting corpses and emoting assrape. If that's the case, I'm mocking up a shitty game in Torque over the next 4 months and taking as many idiot dollars as I can. Title: Re: Darkfall "Released" Post by: Nebu on March 11, 2009, 01:27:47 PM PvP gamers just want a ring to fight in. As a niche, they are pretty tolerant of the game mechanics as long as it doesn't crash to desktop every 5 mins or get in the way of killing noobs. Hell... I played DAoC for over 5 years.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 11, 2009, 01:38:18 PM 500 skills are only meaningful in a pvp game if they are balanced. I guarantee that even with 500 skills, you'll still see players utilizing only the select few deemed most powerful by successful players/guilds. I do not think there are 500 unique, utility driven skills. there is mana missile that comes in rank 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 (where it gets its stats adjusted). Then other things like running 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 (+2% run speed!). ETC... If i am wrong, please correct me. Title: Re: Darkfall "Released" Post by: Signe on March 11, 2009, 01:43:18 PM It doesn't matter how many skills there are. People will quickly figure out exactly what is the best build for whatever and everyone who does that will be one. Did that make sense? If it was WoW, it would be 9 1/2 million NE hunters, or something.
Title: Re: Darkfall "Released" Post by: ashrik on March 11, 2009, 01:45:16 PM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU)
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 11, 2009, 01:51:19 PM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) :ye_gods: Title: Re: Darkfall "Released" Post by: Montague on March 11, 2009, 01:58:47 PM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) Words fail me. Title: Re: Darkfall "Released" Post by: schild on March 11, 2009, 02:00:04 PM See, unlike Demon Souls, this is a game where people do have to validate how they could possibly like it. /snort
Title: Re: Darkfall "Released" Post by: sidereal on March 11, 2009, 02:32:18 PM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) Was that Darkfall gameplay or a climactic scene from Lord of the Rings, because I literally could not tell the difference Title: Re: Darkfall "Released" Post by: Malakili on March 11, 2009, 02:50:29 PM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) :hello_kitty_2:Yeah, thats right, Darkfal is Hello Kitty Island Adventure, I said. :why_so_serious: Title: Re: Darkfall "Released" Post by: Segoris on March 11, 2009, 02:53:29 PM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) I'm having bad flashbacks of EQ1 at release from those animations/gfx, more specifically would be shiny High Elf Paladins at release. Well, with a willow wisp on steroids while the players used a DAoC UI that is. :ye_gods: Title: Re: Darkfall "Released" Post by: Vinadil on March 11, 2009, 03:06:27 PM Hey, those elementals drop some good reagents :). And yea, PvE combat basically requires one skill... the abilty to align your guildmtes into a square/circle to box in the mob and then whack it to death. Of course, those guys had just one mob... turn that into 3 and you have to add a few guys who are continuosly knocking back the other 2 while the group kills the one. Add 4 more, up the damage by 2x (lizardmen...) and, well, you will die VERY fast if you just stand still and whack on the mob like that. Turn the mob into a dragon that tosses fireballs out and has a cone breath of flame... well yea then 20 people will have a hard time of it and NONE of them will be in melee range for long.
That said, I find it similar to other games if you play DPS, and not too different if you play a healer. You either target the enemy and click-for-damage, or you find an ally and click-for-heal. Healing requires a bit more moving since the spells are LOS driven. As to the lack of features, personal houses were dropped a good while back, the UO crowd was just hanging on to some desire for them even after hearing they would not be in the game. 500 skills is true, they just don't mention that the # 500 includes the same 8 skills for 8 weapon lines and such. Unique skills would be closer to... 6 for melee combat maybe? Spells gets quite a bit deeper, but nothing like 500 unique abilities. And, yea, I am actually a bit confused about the 3million color-coded armor possibilities myself. It would definitely be helpful, as it is not easy to tell friend from foe in combat with no ability to make guild colors and such. Title: Re: Darkfall "Released" Post by: WayAbvPar on March 11, 2009, 03:31:35 PM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) Wow. Those combat animations are fucking terrible. The overall look wasn't too bad, but the guy with his back to the camera chopping straight up and down with his sword without moving the lower half of his body? :ye_gods: Title: Re: Darkfall "Released" Post by: NiX on March 11, 2009, 03:32:14 PM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) Green, right? right?! Title: Re: Darkfall "Released" Post by: Lantyssa on March 11, 2009, 03:37:11 PM Hey, those elementals drop some good reagents :). And yea, PvE combat basically requires one skill... the abilty to align your guildmtes into a square/circle to box in the mob and then whack it to death. Of course, those guys had just one mob... turn that into 3 and you have to add a few guys who are continuosly knocking back the other 2 while the group kills the one. Add 4 more, up the damage by 2x (lizardmen...) and, well, you will die VERY fast if you just stand still and whack on the mob like that. Turn the mob into a dragon that tosses fireballs out and has a cone breath of flame... well yea then 20 people will have a hard time of it and NONE of them will be in melee range for long. That dragon fight posted a page or two back didn't look like it played out any differently.Title: Re: Darkfall "Released" Post by: Falconeer on March 11, 2009, 04:25:30 PM Almost no one is in the game and some guys I know are talking about 30 to 120 minutes queues to just login couple of nights ago.
I had to see it myself but yeah, "the shop is temporarily offline". They brought the concept of "closed and paid beta" to a whole new level. Title: Re: Darkfall "Released" Post by: DLRiley on March 11, 2009, 05:16:39 PM Almost no one is in the game and some guys I know are talking about 30 to 120 minutes queues to just login couple of nights ago. I had to see it myself but yeah, "the shop is temporarily offline". They brought the concept of "closed and paid beta" to a whole new level. Free open beta was dumb. Enter the brave new world of paying to play in a closed beta. It's the future :awesome_for_real: Title: Re: Darkfall "Released" Post by: UnSub on March 11, 2009, 06:09:02 PM It's hard to put into words what makes something good/better, but don't take the flack that you may receive too harshly and remember that they are probably jealous and confused, because people are dying to play with you, while they are wasting their time in some carebear, corporate loot grind that is going round in circles and getting nowhere and producing no memories worth reporting about. Yes, stay true you poor poor hardcore PvPers. Don't let the mean words of the awful carebears get to you - they are just jealous of your awesomeness. Everyone will want to be your friend once they get to know you. Title: Re: Darkfall "Released" Post by: K9 on March 11, 2009, 07:10:41 PM I don't get all this waffle about "memories", the game's like a week old for fuck's sake. I have memories from 2-3 years ago doing stuff in WoW and AO that I still cherish, but at the time I didn't get all misty-eyed about them; so this whole affair seems like a lot of clutching at straws for something different.
Title: Re: Darkfall "Released" Post by: Lantyssa on March 11, 2009, 09:12:36 PM It's hard to put into words what makes something good/better, but don't take the flack that you may receive too harshly and remember that they are probably jealous and confused, because people are dying to play with you, while they are wasting their time in some carebear, corporate loot grind that is going round in circles and getting nowhere and producing no memories worth reporting about. Yes, stay true you poor poor hardcore PvPers. Don't let the mean words of the awful carebears get to you - they are just jealous of your awesomeness. Everyone will want to be your friend once they get to know you. Title: Re: Darkfall "Released" Post by: sidereal on March 11, 2009, 09:27:29 PM PvPers don't cry. They rage-sweat from their eyes.
Title: Re: Darkfall "Released" Post by: Redgiant on March 12, 2009, 12:10:34 AM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) Calling that a circle jerk would be kind. Edit: MJ called Tasos to personally thank them for Title: Re: Darkfall "Released" Post by: Redgiant on March 12, 2009, 12:34:45 AM The Darkfall animation tool.
Title: Re: Darkfall "Released" Post by: Vinadil on March 12, 2009, 05:18:35 AM Yep, the 2-hour queue is real, probably why the servers are down this morning. It seems that they instituted a queue not just to manage the log-in server but to cap the number of players allowed in world. That is not a good thing when you are running multiple servers, it has people talking of cancelling when there is only one.
It is strange, however, that I feel so strongly about missing 1 hour of playtime in some games, and other games I may pay a month's subscription and never even log in. I guess it is the fact that I could log in if I wanted to that makes the big difference. Title: Re: Darkfall "Released" Post by: ClydeJr on March 12, 2009, 07:32:35 AM Yes, stay true you poor poor hardcore PvPers. Don't let the mean words of the awful carebears get to you - they are just jealous of your awesomeness. Everyone will want to be your friend once they get to know you. Let's gank some PvPers with our mocking carebear words. I polish my keyboard with their tears.Off-topic: Lantyssa, I saw a billboard for this (http://www.houstonzoo.org/cutestanimal/) on the way to work and thought of you. Title: Re: Darkfall "Released" Post by: Lantyssa on March 12, 2009, 08:32:28 AM Off-topic: Lantyssa, I saw a billboard for this (http://www.houstonzoo.org/cutestanimal/) on the way to work and thought of you. HOLY RED PANDA, BATMAN!:heart: Title: Re: Darkfall "Released" Post by: Soulflame on March 12, 2009, 08:59:43 AM Well yeah. I'm just saying that they were once making a million and three wild promises about the depth of the game, and nobody really seems concerned with any of those anymore. Everyone seems quite happy with the fact that they're apparently discovering the dynamics of a game where everyone can kill everyone else. It's like this is new and exciting to them. That, and only that, seems to be their justification for paying money to Aventurine. I've seen NOTHING else said about this game that leads me to believe there's anything even remotely innovative or even mildly interesting, and what you've got is a bunch of guys running around swatting each other and casting a few spells then looting corpses and emoting assrape. If that's the case, I'm mocking up a shitty game in Torque over the next 4 months and taking as many idiot dollars as I can. Couldn't you just fire up IYP 2.0 and accept donations or something? Title: Re: Darkfall "Released" Post by: Venkman on March 12, 2009, 09:18:01 AM Well yeah. I'm just saying that they were once making a million and three wild promises about the depth of the game, and nobody really seems concerned with any of those anymore. Could be a rebound game for players who left their first MMO. Could be the UI uniqueness. Heck, half the early accolades for AA and TR in beta were just because they were different. People begin to look for depth in a new game when the main point of difference of that game from others has been grokked. I suspect we're still a few weeks away from that, in part because so few people can actually play the thing. Title: Re: Darkfall "Released" Post by: Hindenburg on March 12, 2009, 10:18:36 AM It is strange, however, that I feel so strongly about missing 1 hour of playtime in some games, and other games I may pay a month's subscription and never even log in. I guess it is the fact that I could log in if I wanted to that makes the big difference. Darkfall has it's own brand of Stockholm syndrome, then? Title: Re: Darkfall "Released" Post by: gryeyes on March 12, 2009, 10:54:22 AM Down syndrome if anything.
Title: Re: Darkfall "Released" Post by: Vinadil on March 12, 2009, 11:03:42 AM It is strange, however, that I feel so strongly about missing 1 hour of playtime in some games, and other games I may pay a month's subscription and never even log in. I guess it is the fact that I could log in if I wanted to that makes the big difference. Darkfall has it's own brand of Stockholm syndrome, then? Meh, its not just Darkfall. I remember being very upset in early WoW, VG, WAR days when servers would be down and I wanted to play. Then the last 2 months of WAR I never even logged into the game but they still got my $15 each month. I suppose it is nothing new, just an indicator of how things like "value" are so subjective. People get irate over missing 1 hour of playtime in one venue (1 out of the 672 that they are paying for), then passively hand over $15 and don't take advantage of any hours in the other venue. Maybe people is just me, but I kind of doubt it as I hear many people go through the whole, "Hmm I paid for that game and did not even log in this month... maybe I should cancel" routine. Title: Re: Darkfall "Released" Post by: sidereal on March 12, 2009, 11:08:55 AM It's not calculus. What you're buying with your $15 is the opportunity to play when you want to. Maybe you never want to that month. Fine. You still had the opportunity, and you paid for it. If you want to play and you can't, you're not getting what you paid for.
Title: Re: Darkfall "Released" Post by: gryeyes on March 12, 2009, 11:14:31 AM Darkfall has someone convinced its fanbase instability and lack of access to the game is a boon. :awesome_for_real:
Title: Re: Darkfall "Released" Post by: Shatter on March 12, 2009, 11:20:30 AM Darkfall has someone convinced its fanbase instability and lack of access to the game is a boon. :awesome_for_real: The 12 year olds just cant enough of not playing this game Title: Re: Darkfall "Released" Post by: Segoris on March 12, 2009, 11:23:48 AM It is strange, however, that I feel so strongly about missing 1 hour of playtime in some games, and other games I may pay a month's subscription and never even log in. I guess it is the fact that I could log in if I wanted to that makes the big difference. Darkfall has it's own brand of Stockholm syndrome, then? Meh, its not just Darkfall. I remember being very upset in early WoW, VG, WAR days when servers would be down and I wanted to play. Then the last 2 months of WAR I never even logged into the game but they still got my $15 each month. I suppose it is nothing new, just an indicator of how things like "value" are so subjective. People get irate over missing 1 hour of playtime in one venue (1 out of the 672 that they are paying for), then passively hand over $15 and don't take advantage of any hours in the other venue. Maybe people is just me, but I kind of doubt it as I hear many people go through the whole, "Hmm I paid for that game and did not even log in this month... maybe I should cancel" routine. Got to love the "you want what you can't have" instinct. Anyone know if there is another (edit: a medical term/condition/etc) term for it besides instinct? This does remind me of a short video too: http://www.youtube.com/watch?v=aRrpjFZ6_Sc&feature=related Title: Re: Darkfall "Released" Post by: sidereal on March 12, 2009, 11:33:51 AM Got to love the "you want what you can't have" instinct. Anyone know if there is another term for it besides instinct? Tanha. The term for taking advantage of it is 'artificial scarcity' Title: Re: Darkfall "Released" Post by: Segoris on March 12, 2009, 11:41:17 AM Got to love the "you want what you can't have" instinct. Anyone know if there is another term for it besides instinct? Tanha. The term for taking advantage of it is 'artificial scarcity' Thanks, was always mildly curious about that Title: Re: Darkfall "Released" Post by: ashrik on March 12, 2009, 02:28:15 PM I'm thinking of releasing a series of videos to show all you nonbelievers the truth and the light.
If only you knew.... Title: Re: Darkfall "Released" Post by: Redgiant on March 12, 2009, 03:06:45 PM I'm thinking of releasing a series of videos to show all you nonbelievers the truth and the light. If only you knew.... Someone needs an intervention. Did you fall asleep near a big pod perhaps? :ye_gods: Title: Re: Darkfall "Released" Post by: ashrik on March 12, 2009, 03:59:47 PM Amazing pvp (http://www.youtube.com/watch?v=uRzOq8dtvmU). Pick those jaws up off the floor, boys
Title: Re: Darkfall "Released" Post by: Trippy on March 12, 2009, 04:01:58 PM :facepalm:
Title: Re: Darkfall "Released" Post by: NiX on March 12, 2009, 04:10:41 PM Am I missing the sarcasm here?
Title: Re: Darkfall "Released" Post by: Trippy on March 12, 2009, 04:15:03 PM You aren't. My facepalm is for the gameplay not ashrik's post.
Title: Re: Darkfall "Released" Post by: sidereal on March 12, 2009, 04:40:18 PM Amazing pvp (http://www.youtube.com/watch?v=uRzOq8dtvmU). Pick those jaws up off the floor, boys We're sorry. This video is no longer available. Title: Re: Darkfall "Released" Post by: ashrik on March 12, 2009, 04:44:00 PM Still works for me. Perhaps it was too hardcore for your carebear computer and posh pampered lifestyle
This is actually kinda fun. I need to create a new online persona entirely centered around being a pk. For my greatest trick, I'll kill Dread og and assume his mantle Title: Re: Darkfall "Released" Post by: cmlancas on March 12, 2009, 05:13:22 PM This thread is made of win. Ultra fucking win.
Well played, f13, well played. Title: Re: Darkfall "Released" Post by: K9 on March 12, 2009, 07:26:41 PM For my greatest trick, I'll kill Dread og and assume his mantle That's impossible, he played in beta! Title: Re: Darkfall "Released" Post by: Ghambit on March 12, 2009, 07:34:16 PM For my greatest trick, I'll kill Dread og and assume his mantle That's impossible, he played in beta! exactly Title: Re: Darkfall "Released" Post by: Rendakor on March 12, 2009, 07:38:01 PM I'm so confused, I miss my crutch of green.
Title: Re: Darkfall "Released" Post by: schild on March 13, 2009, 01:28:52 AM I'm so confused, I miss my crutch of green. Don't worry. It'll wear off. It's The Darkfall Effect. Unlike The Tetris Effect, which makes you see blocks, The Darkfall Effects makes you see retard.Title: Re: Darkfall "Released" Post by: WindupAtheist on March 13, 2009, 01:51:00 AM Is it true that we quit using green for sarcasm because they started doing it on the Vault boards or some stupid place like that? Because that's pretty bullshit.
Title: Re: Darkfall "Released" Post by: IainC on March 13, 2009, 03:31:13 AM Is it true that we quit using green for sarcasm because they started doing it on the Vault boards or some stupid place like that? Because that's pretty bullshit. MMORPG.com. Title: Re: Darkfall "Released" Post by: Signe on March 13, 2009, 05:09:42 AM Did they use it to express sarcasm or did someone just post in green. They post in all sorts of silly colours over there. They also have six inch long animated sigs.
Title: Re: Darkfall "Released" Post by: Falconeer on March 13, 2009, 06:06:40 AM Why can't I get a ticket for this trainwreck? This is disturbing, like they don't want to hurt the good people out there. How sensitive.
Title: Re: Darkfall "Released" Post by: Dren on March 13, 2009, 06:58:30 AM fucking epic (http://www.youtube.com/watch?v=pG_SPybJXaU) Calling that a circle jerk would be kind. Edit: MJ called Tasos to personally thank them for Seriously? That's what the game plays like? That is all kinds of fail. How many of these POS's are we going to see that just haven't figured out that if you aren't going to polish your game, it will fail? All PvP arguments aside, I wouldn't play that if you paid me. Title: Re: Darkfall "Released" Post by: Nebu on March 13, 2009, 07:48:53 AM It's easy to forgive shitty pve in a pvp title. Pve is nothing more than a loot slot machine.
This title will be based on the quality of its pvp mechanics and if the arms race kills the game for any newcomers. Title: Re: Darkfall "Released" Post by: ashrik on March 13, 2009, 09:39:36 AM It was this one guy who on the mmorpg forums who posts in all green, not for sarcasm, but just to look pretty. I think that was enough to turn Schild off, though
Quote exactly I really don't think the game is set up to be so painful to newcomers once they've learned how to play. A guy with maximum rigor (a defensive stat gained unending hours of grinding acid pools or probably months of normal play) has the added protection of wearing, say, an extra helmet. Title: Re: Darkfall "Released" Post by: Lantyssa on March 13, 2009, 10:49:24 AM An extra helmet? Like, a helmet under his helmet?
Title: Re: Darkfall "Released" Post by: CharlieMopps on March 13, 2009, 10:50:35 AM I think they have a real money maker here... it's identical to wow, except the mobs don't move. Which will clearly attract more casual players. :awesome_for_real:
Title: Re: Darkfall "Released" Post by: CharlieMopps on March 13, 2009, 10:52:50 AM An extra helmet? Like, a helmet under his helmet? I'm fairly sure this dude has done his fair share of acid grinding... (http://www.ibm.com/developerworks/blogs/resources/dwlivebriefings/Miller-2hats.JPG) Title: Re: Darkfall "Released" Post by: Rendakor on March 13, 2009, 11:29:19 AM An extra helmet? Like, a helmet under his helmet? Yo dawg, I heard you like helmets...Title: Re: Darkfall "Released" Post by: Lantyssa on March 13, 2009, 12:03:10 PM I've already used that once this month and it felt dirty no matter how apt it was. I was trying to refrain.
Title: Re: Darkfall "Released" Post by: DLRiley on March 13, 2009, 01:00:27 PM It's easy to forgive shitty pve in a pvp title. It's unforgivable when you have shitty pvp in a pvp title. Title: Re: Darkfall "Released" Post by: Nebu on March 13, 2009, 01:40:08 PM It's unforgivable when you have shitty pvp in a pvp title. I agree. We're seeing the effects of that right now in WAR. Title: Re: Darkfall "Released" Post by: Lantyssa on March 13, 2009, 01:42:05 PM I thought WAR was shitty PvE in a PvE title touted as a PvP title. :uhrr:
Title: Re: Darkfall "Released" Post by: Nebu on March 13, 2009, 02:16:53 PM I thought WAR was shitty PvE in a PvE title touted as a PvP title. :uhrr: I stand corrected! Title: Re: Darkfall "Released" Post by: Redgiant on March 13, 2009, 02:18:07 PM An extra helmet? Like, a helmet under his helmet? Like the fabled Helm of Busey. (http://img.snlarc.jt.org/caps/episode_sketches/1989-01-21-7.jpg) Title: Re: Darkfall "Released" Post by: sidereal on March 13, 2009, 02:23:48 PM (http://stylemens.typepad.com/photos/uncategorized/2007/03/22/dark_helmet_angry.jpg)
Title: Re: Darkfall "Released" Post by: Ixxit on March 13, 2009, 02:43:10 PM (http://kungfurodeo.com/wp-content/uploads/2006/07/dark_helmet_2.jpg)
Title: Re: Darkfall "Released" Post by: Rishathra on March 14, 2009, 09:25:22 AM Holy fuck, my roommate and I were enjoying all the IAMHARDCORE videos of this shit on Youtube, and came across this gem. This guy rocks so hard, he even pwns nubs while he's doing PvE reviews!
http://www.youtube.com/watch?v=ede-wCkwBts Also, Part 3 of Hitler's adventures is out. http://www.youtube.com/watch?v=YNzUBBuqQ2I Title: Re: Darkfall "Released" Post by: Bzalthek on March 14, 2009, 09:36:39 AM Holy fuck, my roommate and I were enjoying all the IAMHARDCORE videos of this shit on Youtube, and came across this gem. This guy rocks so hard, he even pwns nubs while he's doing PvE reviews! I want that to be a parody sooo bad. Because if I actually admit to myself that fuckers like that really do exist, I would have to start sniping people on the beltway. Title: Re: Darkfall "Released" Post by: Redgiant on March 14, 2009, 04:17:02 PM Holy fuck, my roommate and I were enjoying all the IAMHARDCORE videos of this shit on Youtube, and came across this gem. This guy rocks so hard, he even pwns nubs while he's doing PvE reviews! I want that to be a parody sooo bad. Because if I actually admit to myself that fuckers like that really do exist, I would have to start sniping people on the beltway. A game with /teabag_corpse and /necrophilia_coitus commands is on auto-parody. Or maybe a GTA sequel. Title: Re: Darkfall "Released" Post by: palmer_eldritch on March 14, 2009, 05:19:32 PM Holy fuck, my roommate and I were enjoying all the IAMHARDCORE videos of this shit on Youtube, and came across this gem. This guy rocks so hard, he even pwns nubs while he's doing PvE reviews! I want that to be a parody sooo bad. Because if I actually admit to myself that fuckers like that really do exist, I would have to start sniping people on the beltway. I think it is. Here's another one from him: http://www.youtube.com/watch?v=gW2DsKwwTFQ Title: Re: Darkfall "Released" Post by: WindupAtheist on March 14, 2009, 06:07:16 PM Man, I love Darkfall Hitler.
Title: Re: Darkfall "Released" Post by: Cadaverine on March 14, 2009, 06:32:23 PM Holy fuck, my roommate and I were enjoying all the IAMHARDCORE videos of this shit on Youtube, and came across this gem. This guy rocks so hard, he even pwns nubs while he's doing PvE reviews! I want that to be a parody sooo bad. Because if I actually admit to myself that fuckers like that really do exist, I would have to start sniping people on the beltway. I think it is. Here's another one from him: http://www.youtube.com/watch?v=gW2DsKwwTFQ I could only make it halfway through. That's gotta be a joke. OTOH, I can now take hardercore than thou pvpers even less seriously. :drill: Title: Re: Darkfall "Released" Post by: Bzalthek on March 14, 2009, 06:58:11 PM I think it is. Here's another one from him: http://www.youtube.com/watch?v=gW2DsKwwTFQ I could only make it halfway through. That's gotta be a joke. OTOH, I can now take hardercore than thou pvpers even less seriously. :drill: Yeah, picture hidden under bible in a dresser upon which the only two items are a bottle of lotion and a box of tissue. Have to say he does an excellent job at portraying a psychologically and emotionally stunted individual. Title: Re: Darkfall "Released" Post by: lamaros on March 14, 2009, 09:24:31 PM If it wasn't for the fact that he looked liked he was trying not to laugh through half of it that was an excellent parody.
Title: Re: Darkfall "Released" Post by: Hayduke on March 14, 2009, 11:54:26 PM The hand lotion and kleenex box really gave the vid a classy touch.
And I love the concept of a looting minigame. Title: Re: Darkfall "Released" Post by: peryn on March 15, 2009, 06:02:14 PM My fury will be like a whirlwind.
http://www.youtube.com/watch?v=vNtUt31PURo Title: Re: Darkfall "Released" Post by: Nhare on March 15, 2009, 08:14:24 PM This guy's vlog is fascinating. I really don't know if it's a joke, because when you watch videos like :
http://www.youtube.com/watch?v=eRu5IFFaQqU It really seems like the guy might have some serious emotional issues. The very end of the video is worth it, the apotheosis of a lonely nerd into a "pwner of n00bs irl" is a little scary. If this guy were to be involved in a school shooting incident, I would not be surprised in the slightest. If he is joking, he's doing a pretty good job of it. Vaseline and Kleenex aside, most of his videos follow a pretty strict theme, which is that of an angst ridden pwner. Title: Re: Darkfall "Released" Post by: lamaros on March 15, 2009, 08:40:48 PM This guy's vlog is fascinating. I really don't know if it's a joke, because when you watch videos like : http://www.youtube.com/watch?v=eRu5IFFaQqU It really seems like the guy might have some serious emotional issues. The very end of the video is worth it, the apotheosis of a lonely nerd into a "pwner of n00bs irl" is a little scary. If this guy were to be involved in a school shooting incident, I would not be surprised in the slightest. If he is joking, he's doing a pretty good job of it. Vaseline and Kleenex aside, most of his videos follow a pretty strict theme, which is that of an angst ridden pwner. If you can't work out that he's joking you're a fucking idiot. Title: Re: Darkfall "Released" Post by: NiX on March 15, 2009, 09:07:15 PM What more can you expect from someone whose name is a play on...
(http://www.wackypackages.org/realproductsscans/3rd_2005/nair.jpg) Title: Re: Darkfall "Released" Post by: raydeen on March 15, 2009, 09:12:06 PM A word of caution: Never try using that stuff on facial hair.
:ye_gods: :ye_gods: :ye_gods: Not something I know from personal experience, but I've heard horror stories. Title: Re: Darkfall "Released" Post by: pants on March 15, 2009, 09:31:51 PM I don't dare google it at work, but there is an old old blog post back before they were called blogs, from one of the uberguilds in EQ, might have even Tigole I can't remember, about using that stuff on his gonads. :ye_gods:
Not surprisingly, he recommends not doing it. Title: Re: Darkfall "Released" Post by: gryeyes on March 16, 2009, 12:10:28 AM Who would of thought that a chemical that dissolves hair would burn ones balls. That shit will make your arm burn after a few moments of exposure. That aside don't put icey hot or boiling oil on your junk.
Title: Re: Darkfall "Released" Post by: Merusk on March 16, 2009, 03:26:54 AM My wife's used that on her legs a few times. It says right on the bottle "Not for use on facial hair or genital areas." Sometimes it helps to listen to the company producing the product and not be an idiot.
Title: Re: Darkfall "Released" Post by: Nebu on March 16, 2009, 06:03:07 AM Who would of thought Would have. Would have. Would have. Nair is a strong base meant to dissolve protein. Of course it will make your balls sting. Title: Re: Darkfall "Released" Post by: schild on March 16, 2009, 06:04:37 AM My wife's used that on her legs a few times. It says right on the bottle "Not for use on facial hair or genital areas." Sometimes it helps to listen to the company producing the product and not be an idiot. I disagree, shampoo tastes as good as it smells. Ok, not really. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 16, 2009, 06:26:45 AM Awesome Fluid dynamics. (http://www.youtube.com/watch?v=_7fU2L51qos)
Title: Re: Darkfall "Released" Post by: Lantyssa on March 16, 2009, 09:39:06 AM This game must be incredibly boring for all the lame videos that keep being posted of it.
Title: Re: Darkfall "Released" Post by: NiX on March 16, 2009, 10:04:52 AM That's the actual game play.
Title: Re: Darkfall "Released" Post by: Nhare on March 16, 2009, 04:15:34 PM You have way too much faith in mankind. Odds on that kid is truly fucked.
http://www.youtube.com/watch?v=ciFRV6FbLzw Argument #2. If I find a video with Linkin Park as the sound track, it'll clinch it. Title: Re: Darkfall "Released" Post by: Redgiant on March 16, 2009, 04:39:05 PM You have way too much faith in mankind. Odds on that kid is truly fucked. http://www.youtube.com/watch?v=ciFRV6FbLzw Argument #2. If I find a video with Linkin Park as the sound track, it'll clinch it. I have no idea how people can look at any DF animation for more than 5 seconds without their eyes bleeding. Shit, this is more sophisticated than their crap. Actually it looks just like their crap: Title: Re: Darkfall "Released" Post by: lamaros on March 16, 2009, 07:51:54 PM You have way too much faith in mankind. Odds on that kid is truly fucked. http://www.youtube.com/watch?v=ciFRV6FbLzw Argument #2. If I find a video with Linkin Park as the sound track, it'll clinch it. Ok, since you obviously need help: Quote I'm a level 205 Sho male called Dread Og and I play on the Darktide server in Asheron's Call. My general purpose and function is to pwn noobs which I do on a regular basis (actually all the time LOL). I post pk vids that show how good I am + I am starting a Diary so you can learn more about the best pk in AC. I also tackle cultural and political issues. It's a joke. A parody. Whatever. Get over it. Title: Re: Darkfall "Released" Post by: ashrik on March 17, 2009, 09:16:46 AM Yeah him and his Hopeslayers crew have this whole running schtick on the forums where they pile into a thread and all start quoting each other in a whirlwind of HardXcore circle-jerkery, like what you'll see in the vids. There was this Poe's law thing going on at first, but it's long since become pretty obvious I think.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 17, 2009, 12:40:22 PM Really awesome patch notes that had to be made by players:
Quote Build 9 Community Generated Patch Notes -------------------------------------------------------------------------------- - You cannot queue while playing anymore (C) - When Queued, once PLAY illuminates, you have limited time to click it before it resets (C) - You now take more damage when naked (C) - Blocking Improved (1H + Shield) Can now swing faster after blocking and block faster after swing (confirmed) - Guard towers may no longer be parried. (Confirmed) - Nodes are now global, but if you get it solo, have more resources (Confirmed Expect higher prices for materials and final products. Expect fights over nodes. Expect city nodes to be constantly empty.) - Queues are much improved (disputed) - Rigor no longer improves from Lava/Acid pools (confirmed) - Hitting mounts of same race will now turn you grey (semi-confirmed) - Chests are now global (confirmed, were instanced before) I highlighted the best parts. Title: Re: Darkfall "Released" Post by: Nija on March 17, 2009, 01:00:59 PM - When Queued, once PLAY illuminates, you have limited time to click it before it resets (C) This is because there are such long queues to get into the game, you actually fire up two clients each time you want to play. One to actually play on, and a second one to sit in the queue, and eventually be ready to play, just in case your first client crashes. You can't make up stuff like this. Title: Re: Darkfall "Released" Post by: HaemishM on March 17, 2009, 01:05:17 PM God, that reminds me of Shadowbane so much, tears just welled up in my eyes.
Title: Re: Darkfall "Released" Post by: NiX on March 17, 2009, 02:49:11 PM This is because there are such long queues to get into the game, you actually fire up two clients each time you want to play. One to actually play on, and a second one to sit in the queue, and eventually be ready to play, just in case your first client crashes. You can't make up stuff like this. That explains the first patch note, which was confusing the hell out of me. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 17, 2009, 02:52:03 PM - When Queued, once PLAY illuminates, you have limited time to click it before it resets (C) This is because there are such long queues to get into the game, you actually fire up two clients each time you want to play. One to actually play on, and a second one to sit in the queue, and eventually be ready to play, just in case your first client crashes. You can't make up stuff like this. While related, I think you mean the other line? But yeah, 4-6 hour queues, then a 3 minute window to press play, or it starts all over again is fail. Title: Re: Darkfall "Released" Post by: Venkman on March 17, 2009, 04:03:16 PM Two accounts. QED.
We are definitely in a drought when people would rather put up with this shit or play some EQ1-on-downers grind like some of the web based stuff. I'd rather ditch the genre altogether than put up with stuff we bitched about eight freakin' years ago. Title: Re: Darkfall "Released" Post by: ashrik on March 17, 2009, 04:55:25 PM Oh, excited to see how the blocking change works! No green here heh
Title: Re: Darkfall "Released" Post by: LC on March 17, 2009, 06:48:05 PM I've had a client open for hours with the play button enabled.
Dr34d0g's clan is now allied with us and living in our town. Title: Re: Darkfall "Released" Post by: ashrik on March 17, 2009, 06:53:24 PM Teh Army of The Hopeslayer!!?!?!?
Be strong Title: Re: Darkfall "Released" Post by: LC on March 17, 2009, 07:09:14 PM Title: Re: Darkfall "Released" Post by: ashrik on March 17, 2009, 07:15:17 PM So have you been enjoying yourself? What have you and the Bonedancr been up to? What do you like/dislike? Thanks to be giving no pith here, s'il vous plait- we want the meat.
Title: Re: Darkfall "Released" Post by: LC on March 17, 2009, 08:23:34 PM So have you been enjoying yourself? What have you and the Bonedancr been up to? What do you like/dislike? Thanks to be giving no pith here, s'il vous plait- we want the meat. What we dislike is how shitty our town turned out to be. I'm enjoying the pking of innocent gatherers(miners). Title: Re: Darkfall "Released" Post by: ashrik on March 17, 2009, 08:28:49 PM You got a Hamlet? ewwwwww
Go hobble in the dirt, I have cities to build :yahoo: Edit: fuckin' peasants... Double Edit: Guild circle-jerkery (http://www.youtube.com/watch?v=tpFqWy009Tg) :) Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 19, 2009, 10:32:16 AM Link (http://forums.darkfallonline.com/showthread.php?t=164338) Title: Re: Darkfall "Released" Post by: Nebu on March 19, 2009, 10:40:09 AM So, you're saying that 95% of the hype is a lie? Color me shocked.
Nice list though. Very thorough. Title: Re: Darkfall "Released" Post by: NiX on March 19, 2009, 10:44:13 AM BW should have a quasi contributor status.
Title: Re: Darkfall "Released" Post by: Shatter on March 19, 2009, 11:04:52 AM ok ok ok....what IS in the game? Most game companies have a development layout and clearly Darkfall had that but didnt even come close to following it. I mean thats not a small list, thats a HUGE list. After > 8 years they still couldnt deliver on not only basic items but important game mechanics as well. Still astounds me any wants to touch this garbage. Someone needs to go this companies office and pop a cap in every persons head who works on this, although you would probably walk into an empty office :P
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 19, 2009, 11:06:30 AM ok ok ok....what IS in the game? Most game companies have a development layout and clearly Darkfall had that but didnt even come close to following it. I mean thats not a small list, thats a HUGE list. After > 8 years they still couldnt deliver on not only basic items but important game mechanics as well. Still astounds me any wants to touch this garbage. Someone needs to go this companies office and pop a cap in every persons head who works on this, although you would probably walk into an empty office :P That's the sites official FAQ. Title: Re: Darkfall "Released" Post by: HaemishM on March 19, 2009, 02:53:59 PM MrB. you spent WAAAY more time on that list than the game appears to be worth.
Title: Re: Darkfall "Released" Post by: NiX on March 19, 2009, 03:13:07 PM MrB. you spent WAAAY more time on that list than the game appears to be worth. At this point he's just giving it value. :rimshot: Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 20, 2009, 05:25:21 AM MrB. you spent WAAAY more time on that list than the game appears to be worth. To be clear, I did not make it. I posted the link to the source, it is in a quickly locked thread on the OF. Title: Re: Darkfall "Released" Post by: Murgos on March 20, 2009, 06:46:06 AM MrB. you spent WAAAY more time on that list than the game appears to be worth. To be clear, I did not make it. I posted the link to the source, it is in a quickly locked thread on the OF. Oh, good. I thought you had gone completely off into frothy saliva land. Title: Re: Darkfall "Released" Post by: Signe on March 20, 2009, 06:48:10 AM It seems to have taken a whole half hour to shut down that thread. I'm surprised they didn't completely delete it. I would have if I had perpetuated this scam! :grin:
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 20, 2009, 09:07:35 AM MrB. you spent WAAAY more time on that list than the game appears to be worth. To be clear, I did not make it. I posted the link to the source, it is in a quickly locked thread on the OF. Oh, good. I thought you had gone completely off into frothy saliva land. Nope. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 20, 2009, 10:13:28 AM A video that's actually not bad. (http://www.youtube.com/watch?v=Cn-bloV4QR4)
Title: Re: Darkfall "Released" Post by: ashrik on March 20, 2009, 09:12:42 PM Were you at the raid tonight, LC?
Title: Re: Darkfall "Released" Post by: Signe on March 21, 2009, 06:05:33 AM Don't you two have a guild website? Or a room?
Title: Re: Darkfall "Released" Post by: ashrik on March 21, 2009, 06:57:31 AM How the hell will you guys know how awesome we are unless we talk about it here :grin:
Besides, I'm not in LC and Bone's clan/guild, and I don't even know his/her name in-game. Title: Re: Darkfall "Released" Post by: LC on March 21, 2009, 09:08:10 AM How the hell will you guys know how awesome we are unless we talk about it here :grin: Besides, I'm not in LC and Bone's clan/guild, and I don't even know his/her name in-game. Raptor Messiah - Originally I was going to be Raptor Jesus, but it seems that Jesus is the only word caught by their name filter. I was there for the first part. I heard a CPU temp warning beep, and had to leave. I couldn't fix the problem until this morning. Title: Re: Darkfall "Released" Post by: Signe on March 21, 2009, 09:09:45 AM Sometimes you're cute, ashrik, like one of those tiny stackable foreigners and sometimes I want to poke you in the eye! Maybe Sinister's website has a page you can sign up on or something?
By the way - LC and Bonedancer are both very cute, although somewhat hairy, Hungarian women. Title: Re: Darkfall "Released" Post by: ashrik on March 21, 2009, 09:38:53 AM By the way - LC and Bonedancer are both very cute, although somewhat hairy, Hungarian women. Tell me about it(http://i84.photobucket.com/albums/k15/mprose/Darkfall/BonerSin.jpg) Rawr Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 21, 2009, 09:48:08 AM I hope that odd artifacting is the image compression, and not some kind of grit filter, or that they use lossy images in the UI and game textures. :uhrr:
Title: Re: Darkfall "Released" Post by: ashrik on March 21, 2009, 09:53:03 AM All metal in this game has a very odd shimmery effect.
Or if you're talking about the laser sprouting up on Bone's shoulder, that's actually a guy behind him with a greatsword. Title: Re: Darkfall "Released" Post by: NiX on March 21, 2009, 11:31:58 AM The bottom left corner of that image has WIN written all over it. That's the kind of shit you find in closed betas, not paid ones. :awesome_for_real:
Title: Re: Darkfall "Released" Post by: ashrik on March 21, 2009, 01:49:14 PM The bottom left corner of that image has WIN written all over it. That's the kind of shit you find in closed betas, not paid ones. :awesome_for_real: You get used to seeing it since it's like everywhere. Names, descriptions, abilities, emotes, guhhhTitle: Re: Darkfall "Released" Post by: Shatter on March 23, 2009, 05:06:06 AM A guild Im in started playing this game(not me) in beta and as of Saturday are no longer playing it
Title: Re: Darkfall "Released" Post by: patience on March 23, 2009, 05:54:48 AM The way people keep talking about Darkfall in here and other locations has left me with the false impression it has better word of mouth than the last two years recent entries (excluding WAR). Atleast google trends (http://www.google.com/trends?q=darkfall&ctab=0&geo=all&date=ytd&sort=0) clears this up.
Title: Re: Darkfall "Released" Post by: Baldrake on March 23, 2009, 07:26:58 AM That's because using a search engine is carebare. Darkfall players get their information by typing in URLs at random until they find one that's relevant.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 23, 2009, 07:33:28 AM Uhhhhhh....... (http://www.youtube.com/watch?v=NDBOu97Vz2E)
Title: Re: Darkfall "Released" Post by: Vinadil on March 23, 2009, 07:53:13 AM You guys seem to be busy down there in the South/Central... meanwhile I am up on yssam island wondering which huge alliance is going to move up here next.
So far the map MAP (http://img515.imageshack.us/img515/7848/darfallpoliticalmap2000.jpg) looks pretty nice. The world is big enough for several major alliances to set up shop. Sieges now seem to be working, about 2 days late to be really helpful for our guild, but cities should start changing hands before long. Title: Re: Darkfall "Released" Post by: Baldrake on March 23, 2009, 10:49:44 AM Uhhhhhh....... (http://www.youtube.com/watch?v=NDBOu97Vz2E) I hate to admit that I don't really know how speed hacking works. Can someone give a brief technical explanation? Teh Google is failing me.Title: Re: Darkfall "Released" Post by: Abelian75 on March 23, 2009, 11:18:16 AM In general? Usually player position is handled client-side in MMOs, meaning that the client is responsible for determining where the player is located at any given time. So typically all speed-hacking is is just manipulating the client so that it moves the player around faster, teleports them, etc. Now, there should be sanity checks on the server that make sure that what the client is doing makes some sense and take some action if it doesn't. That's presumably what's missing here, but pretty much any MMO these days you could probably technically DO speed hacking/teleporting, it would just get detected really quickly (hopefully).
Edit: Oh, and the reason you do movement client-side is so that the game isn't horribly unresponsive. You could verify all movement through the server, but for a fluid experience that's really not a great option. Title: Re: Darkfall "Released" Post by: Baldrake on March 27, 2009, 09:15:13 AM Keen and Graev (http://www.keenandgraev.com/?p=2163) are serving up teh drama about alleged GM interference in raids.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 27, 2009, 09:47:13 AM Looks like everyone is getting charged a second time for the full price of the game. (http://forums.darkfallonline.com/showthread.php?t=168554)
Those that bought it, check your accounts. Title: Re: Darkfall "Released" Post by: HaemishM on March 27, 2009, 11:31:38 AM Epic.
Title: Re: Darkfall "Released" Post by: Draegan on March 27, 2009, 11:50:50 AM I told you people not to trust this company with your credit card. :awesome_for_real:
Notice how long it took you to actually give them your money for the game, how long do you think it'll take before you can get it back from an erroneous charge? Title: Re: Darkfall "Released" Post by: Segoris on March 27, 2009, 11:57:16 AM Fuck those carebears that only want to pay once :lol:
Title: Re: Darkfall "Released" Post by: gryeyes on March 27, 2009, 12:06:19 PM Notice how long it took you to actually give them your money for the game, how long do you think it'll take before you can get it back from an erroneous charge? Instantly if you contact your CC company and dispute the charge. Title: Re: Darkfall "Released" Post by: WayAbvPar on March 27, 2009, 12:06:27 PM Looks like everyone is getting charged a second time for the full price of the game. (http://forums.darkfallonline.com/showthread.php?t=168554) Those that bought it, check your accounts. Working as intended. Title: Re: Darkfall "Released" Post by: Draegan on March 27, 2009, 12:28:08 PM Notice how long it took you to actually give them your money for the game, how long do you think it'll take before you can get it back from an erroneous charge? Instantly if you contact your CC company and dispute the charge. Reality doesn't belong in this thread. Shhhh. Title: Re: Darkfall "Released" Post by: Falconeer on March 27, 2009, 12:38:22 PM I heard the shop will re-open next monday 4pm GMT. If that is confirmed the game will be publicly available to everyone in 3 days. Do you have enough popcorn in your house?
Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 27, 2009, 12:51:38 PM I heard the shop will re-open next monday 4pm GMT. If that is confirmed the game will be publicly available to everyone in 3 days. Do you have enough popcorn in your house? They open the shop in bursts...I suspect...to replace canceled accounts. All though, from a pure "PvP huge battle perspective", I have seen some rather cool stuff, but the bad for me outweighs the good. Title: Re: Darkfall "Released" Post by: LC on March 27, 2009, 03:41:19 PM I'm still having fun.
Title: Re: Darkfall "Released" Post by: WayAbvPar on March 27, 2009, 03:48:03 PM Spoken like someone whose credit card bill has yet to arrive.
Title: Re: Darkfall "Released" Post by: LC on March 27, 2009, 03:54:28 PM Spoken like someone whose credit card bill has yet to arrive. I checked the bank and there was no charge even though I got the notice. Title: Re: Darkfall "Released" Post by: WindupAtheist on March 27, 2009, 04:54:35 PM That kid I met in UO who was all "Darkfall will change the world!!!" has already stopped playing.
Title: Re: Darkfall "Released" Post by: LC on March 27, 2009, 05:13:59 PM Did he give a reason? We had 2 people quit because they got pked while gathering.
Title: Re: Darkfall "Released" Post by: Bzalthek on March 27, 2009, 08:13:36 PM I'd really like to hear from these people. I love reading the aftermath. There's something special about the moment people realize they had no idea what the hell they were talking about.
Title: Re: Darkfall "Released" Post by: Soln on March 27, 2009, 08:26:57 PM these guys are totally hardcore
Title: Re: Darkfall "Released" Post by: Ashamanchill on March 27, 2009, 10:06:19 PM My roomate had this game from launch date (minus two days of massive problems subbing and launching). He finished with it about two weeks ago. It's pretty repetetive from what I saw. To his credit, at least he wasn't one of those deluded tools screaming about the paradigm shift in all our lives this game was going to bring, he just likes watching car wrecks from the passenger seat as opposed to the curb.
Title: Re: Darkfall "Released" Post by: WindupAtheist on March 28, 2009, 12:49:58 AM Did he give a reason? We had 2 people quit because they got pked while gathering. "It was boring." Title: Re: Darkfall "Released" Post by: LC on March 28, 2009, 07:19:20 AM "It was boring." Wish I could hear how he spent his time playing. It's nonstop action at our hamlet. We have A lot of clans on the islands have combined to form MegaZergs. It's possible he joined on of those. Their existence is pretty boring because they have no enemies nearby. I went to the southwest continent last week to do some research for my map (http://www.exploiter.org/darkfall). I got at least 8 tells after I was spotted. They wanted peace with me, and said I was free to use their cities. I can't imagine their members are having much fun while standing around with nothing to do. Title: Re: Darkfall "Released" Post by: WindupAtheist on March 28, 2009, 08:51:07 AM Developers release Lord of the Flies simulation. Players manage to behave themselves anyway, discover there's no content, quit. Irony.
Title: Re: Darkfall "Released" Post by: cmlancas on March 28, 2009, 09:28:06 AM Clearly there isn't enough corp por in this Lord of the Flies sim.
Title: Re: Darkfall "Released" Post by: Zzulo on March 28, 2009, 03:36:52 PM I'd play an actual lord of the flies MMO
Just put tons of people on an archipelago and see what happens Title: Re: Darkfall "Released" Post by: DLRiley on March 28, 2009, 03:50:55 PM I think is something along the lines of people will take the shortest root to removing competition if the game doesn't know the difference between a pk'er and a pvp'er. The megazerg is pretty much something anyone who played these types of games already know will eventually happen. The fun is usually kicking the shit out of the groups dumb enough not to be in the megazerg. Of course if there isn't enough people in your game, and a megazerg forms..... This is what you get when people think its smart decision to consider players content in and of itself. :drill:
Title: Re: Darkfall "Released" Post by: cmlancas on March 29, 2009, 01:39:55 PM This is what you get when people think its smart decision to consider players content in and of itself. :drill: Wat? :uhrr: Title: Re: Darkfall "Released" Post by: Falconeer on March 30, 2009, 04:29:02 AM Tonight it'll be possible to buy Darkfall for everyone, or so they say.
Out of completism I was going to buy it but then again I took a look at some DF forums. Apparently, cheats, hacks and exploits are totally out of control. No one is even trying to deny it, the best fanbois can do is try to convince the quitters that "it's not that bad... not lilke everyone is doing it, after all". But what scared the videojesus out of me is the notion that some Russian guilds have such cheats and hacks AS A REQUIREMENT to be invited to the guild. And it's a free loot PvP game. I am torn between keeping my 50$ and have a nice dinner in Tasos' memory, and paying to see the epic clusterfuck from the inside. A case of digital war journalism. Title: Re: Darkfall "Released" Post by: Azaroth on March 30, 2009, 04:47:20 AM The only thing I'm torn between is the desire to never give these people a single cent and the desire to be able to publicly berate the game (with screenshots).
Title: Re: Darkfall "Released" Post by: Hindenburg on March 30, 2009, 05:06:37 AM I am torn between keeping my 50$ and have a nice dinner in Tasos' memory, and paying to see the epic clusterfuck from the inside. A case of digital war journalism. If you're that desperate to burn 50usd, might as well buy an european AoC account for me. We'll have magic pvp pony adventures together. :awesome_for_real: /beg Title: Re: Darkfall "Released" Post by: Falconeer on March 30, 2009, 05:59:46 AM Actually, I have an open and paid EU Age of Conan account. I got it to level up my ranger but so far it is stuck at 40. If you feel like it you can use it for a while, leveling up the ranger, ganking, or making your own character from scratch, anything you like.
Only drawback, one day I'll take it back. But right now it'll be free for you to borrow it. Title: Re: Darkfall "Released" Post by: ashrik on March 30, 2009, 08:29:17 AM Tonight it'll be possible to buy Darkfall for everyone, or so they say. From my experiences, the fanbois are closer to the truth of the matter. I'm curious about these Russian guilds though, as I haven't heard of a single one- hack requirements or no. Out of completism I was going to buy it but then again I took a look at some DF forums. Apparently, cheats, hacks and exploits are totally out of control. No one is even trying to deny it, the best fanbois can do is try to convince the quitters that "it's not that bad... not lilke everyone is doing it, after all". But what scared the videojesus out of me is the notion that some Russian guilds have such cheats and hacks AS A REQUIREMENT to be invited to the guild. And it's a free loot PvP game. I am torn between keeping my 50$ and have a nice dinner in Tasos' memory, and paying to see the epic clusterfuck from the inside. A case of digital war journalism. Title: Re: Darkfall "Released" Post by: tmp on March 30, 2009, 08:34:58 AM From my experiences, the fanbois are closer to the truth of the matter. So you mean it's not that bad because not everyone is doing it? :grin:Title: Re: Darkfall "Released" Post by: ashrik on March 30, 2009, 09:12:58 AM I haven't seen a speedhacker in about 2 weeks. All exploits I know of, save one, have been fixed. Things like the acid-grinded rigor have had a fairly minimal result. Just about everyone I know macro's, likely to maintain what little remains of their sanity. I hear all the hubbub about these hackers, codecrackers, slackers (WHAT? (http://www.youtube.com/watch?v=Ky-JTAPhmUo)) but I just don't see it in-game. Much more concerned about this GM stuff but I doubt we'll ever see it resolved, or even addressed directly.
Title: Re: Darkfall "Released" Post by: schild on March 30, 2009, 09:21:52 AM Falconeer,
Given my current economical state, if you spend $50 on goddamn Darkfall and I somehow get back on my feet and get to Italy, before any drinking is done, I will pop you right in the kisser. POW. Title: Re: Darkfall "Released" Post by: Falconeer on March 30, 2009, 12:11:47 PM Schild,
I am doing this FOR THE TEAM! Wouldn't you like a Darkfail BIIF? :grin: (Anyway, can't even be tempted as the shop is closed again. They prefer to bill actual subscribers twice than to accept new troublemakers). Title: Re: Darkfall "Released" Post by: schild on March 30, 2009, 12:23:28 PM Quote Wouldn't you like a Darkfail BIIF? Not even a tiny bit. I don't understand the fascination with giving people attention when it's not deserved. Lots of people here do this. It's a waste of time, money, and effort. Even if it's effortless, you could've been sleeping or something. Anything is more productive. To put it more succinctly: Quote I am doing this FOR THE TEAM! The TEAM doesn't give a rat's ass. Title: Re: Darkfall "Released" Post by: Falconeer on March 30, 2009, 12:33:41 PM Nah, you are right.
And it's not even fascination. It's a disturb. I am obsessive-compulsive when it comes to MMOs. Title: Re: Darkfall "Released" Post by: Morfiend on March 30, 2009, 12:39:28 PM Nah, you are right. And it's not even fascination. It's a disturb. I am obsessive-compulsive when it comes to MMOs. So am I, and even I could tell it wasn't worth getting Darkfall. Title: Re: Darkfall "Released" Post by: Mrbloodworth on March 30, 2009, 12:55:55 PM I'm not playing it, and i play just about dam near anything.
6-12 months...maybe ill give it a go. Title: Re: Darkfall "Released" Post by: Lantyssa on March 30, 2009, 01:02:51 PM Take the $50 and invest it in the Visit Austin Fund.
Title: Re: Darkfall "Released" Post by: Draegan on March 30, 2009, 01:25:22 PM Take the $50 and buy Schild some cans of soup with it.
Title: Re: Darkfall "Released" Post by: Teleku on March 30, 2009, 01:31:01 PM Or better yet, light the $50 on fire, and post the video for Schild.
But seriously, don't listen to them. You buy that game and play it, and report the hilarity here! Also, how the FUCK did a Darkfall thread make it to 68 pages? Title: Re: Darkfall "Released" Post by: bhodikhan on March 30, 2009, 01:38:54 PM Also, how the FUCK did a Darkfall thread make it to 68 pages? Bitterness, Angst, and Hate Title: Re: Darkfall "Released" Post by: Segoris on March 30, 2009, 01:40:33 PM Also, how the FUCK did a Darkfall thread make it to 68 pages? Pages are proportionate to years Take the $50 and buy Schild some cans of soup with it. Schild-a-thon canned food drive. Donate today! Title: Re: Darkfall "Released" Post by: Signe on March 30, 2009, 02:11:57 PM This is F13. It's likely that 3/4 of it was aimless derailment or snarky mockery.
Title: Re: Darkfall "Released" Post by: Lantyssa on March 30, 2009, 02:33:36 PM Also, how the FUCK did a Darkfall thread make it to 68 pages? Bitterness, Angst, and HateTitle: Re: Darkfall "Released" Post by: schild on March 30, 2009, 02:52:09 PM Also, how the FUCK did a Darkfall thread make it to 68 pages? Bitterness, Angst, and Hate bah Title: Re: Darkfall "Released" Post by: Malakili on March 30, 2009, 03:00:05 PM Also, how the FUCK did a Darkfall thread make it to 68 pages? Because 67 isn't hardcore enough. Title: Re: Darkfall "Released" Post by: Ard on March 30, 2009, 03:38:42 PM Because 67 isn't hardcore enough. Last time I checked, 69 is one of the defining numbers for hardcore though. Title: Re: Darkfall "Released" Post by: tmp on March 30, 2009, 04:00:50 PM Last time I checked, 69 is one of the defining numbers for hardcore though. Not for the hardcore; don't have time for that between the raiding and the raiding.Title: Re: Darkfall "Released" Post by: Nija on March 30, 2009, 04:02:46 PM Also, how the FUCK did a Darkfall thread make it to 68 pages? Game has been "going into beta soon" for longer than this site has been around. Of course there will be a lot of pages! Title: Re: Darkfall "Released" Post by: WindupAtheist on March 31, 2009, 05:09:01 PM So that Darkfall fanboy I met in UO, I finally talked to him about the game at length and why he quit.
In short, it's a slapdash piece of shit, and having six guys waste you and take your armor sucks. Hilarious seeing a whole new generation learn the latter lesson. Title: Re: Darkfall "Released" Post by: UnSub on March 31, 2009, 05:31:09 PM Josh: if you want to kill a mob Josh: box it in, and click it to death This needs to be brought up every time someone mentions that they want smarter AI in MMOs. Turns out players will find ways to screw it over, regardless of AI behaviours. Title: Re: Darkfall "Released" Post by: Nebu on March 31, 2009, 06:10:30 PM I doubt anyone playing a game for pvp gives a hoot about the pve quality. Pve in a pvp game is there as a distraction or an equipment/raw materials slot machine.
Title: Re: Darkfall "Released" Post by: schild on March 31, 2009, 06:23:06 PM I doubt anyone playing a game for pvp gives a hoot about the pve quality. Pve in a pvp game is there as a distraction or an equipment/raw materials slot machine. People don't care because the combat is dull unless a human is behind the wheel.Mobs will ALWAYS be a slot machine though. Even when the combat gets great, which it eventually will. This is where I'd mention Demon's Souls again where I would've in the past mentioned Mount & Blade. Title: Re: Darkfall "Released" Post by: UnSub on March 31, 2009, 06:42:28 PM I doubt anyone playing a game for pvp gives a hoot about the pve quality. Pve in a pvp game is there as a distraction or an equipment/raw materials slot machine. Players use the same circle beatdown tactics against other players. But I wasn't making the point about Darkfall in particular, more about player behaviour and why 'smarter' AI isn't really going to change much about MMOs. Title: Re: Darkfall "Released" Post by: tmp on March 31, 2009, 06:52:39 PM This needs to be brought up every time someone mentions that they want smarter AI in MMOs. Turns out players will find ways to screw it over, regardless of AI behaviours. Not to mention the smart AI should be doing the same thing -- box the player in and beat the shit out of them. :why_so_serious:Title: Re: Darkfall "Released" Post by: DLRiley on March 31, 2009, 07:38:00 PM I doubt anyone playing a game for pvp gives a hoot about the pve quality. Pve in a pvp game is there as a distraction or an equipment/raw materials slot machine. Oh the folly of making a persistent world pvp game. There is quite literally no way players in and of themselves can be the sole source of content in a persistent world pvp enviorment. The space available will always be greater than the amount of players online to fill that space, which means if you log on and wanted a pvp match you have to actively look for one. In that time between looking for someone to kill and finding that person, the player has spent that time in game doing nothing. Players doing nothing equals lack of content, which means the game will probably empty players faster than it retains. A big empty world with nothing to do is pretty much a big empty world with nothing to do, without half decent pve the game is pretty much is asking you to wait a unknown period of time until the game actually starts. Title: Re: Darkfall "Released" Post by: Hayduke on March 31, 2009, 08:29:53 PM So that Darkfall fanboy I met in UO, I finally talked to him about the game at length and why he quit. In short, it's a slapdash piece of shit, and having six guys waste you and take your armor sucks. Hilarious seeing a whole new generation learn the latter lesson. It's hard to muster any sympathy at all when you know that even the most hardcore MMOG windowlicker should've had their faildar pinging like crazy three and four years ago. Title: Re: Darkfall "Released" Post by: ashrik on March 31, 2009, 11:10:01 PM I doubt anyone playing a game for pvp gives a hoot about the pve quality. Pve in a pvp game is there as a distraction or an equipment/raw materials slot machine. That's true and yet, not entirely true. PVE quality falls very much in line with quite a few other things found to be lacking in this game. If Call of Duty 4 was the only 1st person shooter released in the past 5 years, there would be nothing to compare its somewhat extraneous features to. Things such as a tightly scripted action experience, loose squad system, and weapon variety would cease to be positive selling points because of how well they match up to other experiences/features within the same genre; and would instead become the raison d'etre of the game, as they are the only one which provides such things. It's only then that we move to the secondary features, such as a tutorial, UI, ease-of-approachability, etc. Once you're at this point, it barely matters how poor the secondary features are so long as your enjoyment of the primary ones outreach your disappointment of the secondary ones. On a much much smaller scale, Darkfall is "profiting" from being its only competition. Shitty PVE is not important when compared to the interests of those looking for a 1st/3rd person PVP experience. I hope this makes more sense in the morning.Title: Re: Darkfall "Released" Post by: Sheepherder on March 31, 2009, 11:45:08 PM Ashrik, I think WoW pretty much illustrates that usability and approachability are possibly the single largest factor in subscription retention.
Title: Re: Darkfall "Released" Post by: Surlyboi on April 01, 2009, 01:48:33 AM Last time I checked, 69 is one of the defining numbers for hardcore though. Not for the hardcore; can't get any of that between the raiding and the FIFY. Title: Re: Darkfall "Released" Post by: Shatter on April 01, 2009, 04:29:39 AM APRIL FOOLS WE RELEASED DARKFALL!!
Title: Re: Darkfall "Released" Post by: Rake on April 08, 2009, 07:13:37 AM Just another vid (http://www.youtube.com/watch?v=z_HsY2v-J20&fmt=22) peck it to death
Title: Re: Darkfall "Released" Post by: Hawkbit on April 08, 2009, 07:30:38 AM When this gets to 69 pages, can we let it die please?
Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 08, 2009, 07:31:08 AM Just another vid (http://www.youtube.com/watch?v=z_HsY2v-J20&fmt=22) peck it to death Title: Re: Darkfall "Released" Post by: Mr_PeaCH on April 08, 2009, 09:39:02 AM This is F13. It's likely that 3/4 of it was aimless derailment or snarky mockery. The other 1/4 managed to be usefully cynical. Title: Re: Darkfall "Released" Post by: justdave on April 08, 2009, 06:55:54 PM Just another vid (http://www.youtube.com/watch?v=z_HsY2v-J20&fmt=22) peck it to death Hmmm...So torn. Darkfall, which wasn't released so much as it fucking escaped... But he -did- kill Wolf Blitzer. Title: Re: Darkfall "Released" Post by: Falconeer on April 09, 2009, 02:09:20 AM Yeah, the funny part is that it's still not really released. The fanbois can play and managed to find a way in, but everyone else keeps getting the "SHOP TEMPORARILY OFFLINE" and "Product sold out" message.
It's a smart tactic: to get in you need to be superactive in the community to know EXACTLY the few minutes every few days they are opening the shop. Read: to get in you need to be a fanboi, or have a fanboi friend who's hyping your ass up. And what's the result of a "released" game which practically requires you to be a proven fanboi to get in, where the selection is tighter than an exclusive New York celebrity-filled night club? I think that for an indie MMORPG, they found the perfect dictatiorial way to release their product and safely maintain their service. The hyperportected environment keeps the jadedness away and aims to preserves the inflated high morale. Title: Re: Darkfall "Released" Post by: apocrypha on April 09, 2009, 04:02:29 AM Oh the folly of making a persistent world pvp game. There is quite literally no way players in and of themselves can be the sole source of content in a persistent world pvp enviorment. The space available will always be greater than the amount of players online to fill that space, which means if you log on and wanted a pvp match you have to actively look for one. In that time between looking for someone to kill and finding that person, the player has spent that time in game doing nothing. Players doing nothing equals lack of content, which means the game will probably empty players faster than it retains. A big empty world with nothing to do is pretty much a big empty world with nothing to do, without half decent pve the game is pretty much is asking you to wait a unknown period of time until the game actually starts. ....and yet EVE grows every single year. Darkfall is just doing it wrong. Question about these pvp vids: are the people making them and putting them on YouTube attempting to show how great the game is, how great they are or are they just posting them to mock the game? Title: Re: Darkfall "Released" Post by: slog on April 09, 2009, 05:29:05 AM Eve has Safe Zones. Don't underestimate their importance.
Title: Re: Darkfall "Released" Post by: Threash on April 09, 2009, 07:48:19 AM How many actual players do they have so far? 10k? more?
Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 09, 2009, 07:52:38 AM Lets play spot the faulty logic!
Title: Re: Darkfall "Released" Post by: Triforcer on April 09, 2009, 08:09:56 AM I don't get it.
Title: Re: Darkfall "Released" Post by: Nebu on April 09, 2009, 08:18:10 AM Quote Now we don't mind people bitching about getting this even better... Do I win? Title: Re: Darkfall "Released" Post by: rk47 on April 09, 2009, 08:25:21 AM I thought falconeer's joking about the limited offer selling. But really..what the fuck? Limited copies a day?! I'd buy one and ebay it right away.
Title: Re: Darkfall "Released" Post by: Hindenburg on April 09, 2009, 08:26:25 AM If they log everything and they'll ban you even if you cheated once and stopped, why bother stopping?
Title: Re: Darkfall "Released" Post by: Azaroth on April 09, 2009, 08:30:03 AM I really doubt anyone does.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 09, 2009, 08:32:19 AM Do I win? Quote We cannot refund game items under no circumstances, this is Darkfall policy. We are working on making it so that you don’t lose any if we need to bring down the server and you’re still in-game. That's one. Title: Re: Darkfall "Released" Post by: Vash on April 09, 2009, 08:41:29 AM Lets play spot the faulty logic! Is it where he claims they have infinite logs of every action of every player and they are constantly going through them to catch cheaters/hacks but then later in the same post says items can't be restored because having someone go through logs is a waste of thier time when they could be fixing the game? Sounds like he's pretty much admitting they don't bother looking at logs so his whole we will catch you if you cheat better stop now and pray for the best BS was just a weak threat to try and scare some people into stopping. Full speed ahead and keep those 3rd party programs running as long as there is no GM looking over your shoulder. :awesome_for_real: Title: Re: Darkfall "Released" Post by: Azaroth on April 09, 2009, 08:43:08 AM As far as I know, they use volunteer players as their GMs. How could they possibly have the manpower to review logs.
Title: Re: Darkfall "Released" Post by: K9 on April 09, 2009, 09:23:00 AM I was wondering what the problem with Virgin was yesterday.
Title: Re: Darkfall "Released" Post by: Segoris on April 09, 2009, 09:32:36 AM Sounds like he's pretty much admitting they don't bother looking at logs so his whole we will catch you if you cheat better stop now and pray for the best BS was just a weak threat to try and scare some people into stopping. Full speed ahead and keep those FIFY, that 3d vs 3rd was bugging the crap out of me the whole time I was reading this. And yes to the ebay comment. Why the hell not? I wonder if it could get as profitable as the old WoW CE :grin: Title: Re: Darkfall "Released" Post by: Shatter on April 09, 2009, 09:55:49 AM Do they actually expect people to believe they have people policing this now lol. I mean cmon, it ook over 8 years to launch in the state its in. We already know they have like no CS staff and their GM's are volunteers who Im sure are spending all their free time doing their job well. They didnt even program in any type of warden. Lastly, they didnt even have people to update their own webpage. THEY HAVE NO STAFF..Sploit away!
Title: Re: Darkfall "Released" Post by: Falconeer on April 09, 2009, 10:09:55 AM I thought falconeer's joking about the limited offer selling. But really..what the fuck? Limited copies a day?! I'd buy one and ebay it right away. I am not joking. And people tried that, but no one is paying a cent more than retail price anyway. Title: Re: Darkfall "Released" Post by: Nebu on April 09, 2009, 10:12:40 AM And people tried that, but no one is paying a cent more than retail price anyway. I bet it's because of the economy! Title: Re: Darkfall "Released" Post by: Falconeer on April 09, 2009, 10:32:10 AM THe shortage only created a mild request, but the main point of it, as I stated before, is control.
Title: Re: Darkfall "Released" Post by: tmp on April 09, 2009, 10:34:53 AM I like that part where people with character name the GMs won't like are told to delete their characters and start from scratch or face getting banned from game, period. I suppose the concept of having the character renamed is not hardcore enough. :why_so_serious:
Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 09, 2009, 10:50:13 AM Lets play spot the faulty logic! Is it where he claims they have infinite logs of every action of every player and they are constantly going through them to catch cheaters/hacks but then later in the same post says items can't be restored because having someone go through logs is a waste of thier time when they could be fixing the game? Sounds like he's pretty much admitting they don't bother looking at logs so his whole we will catch you if you cheat better stop now and pray for the best BS was just a weak threat to try and scare some people into stopping. Full speed ahead and keep those 3rd party programs running as long as there is no GM looking over your shoulder. :awesome_for_real: The post basically says "we're right, you're wrong, and oh by the way here are new naming rules, and we won't give back anything that you lost because even though we have logs of everything, we don't have logs of what was lost. Title: Re: Darkfall "Released" Post by: tmp on April 09, 2009, 01:10:20 PM The post basically says "we're right, you're wrong, and oh by the way here are new naming rules, and we won't give back anything that you lost because even though we have logs of everything, we don't have logs of what was lost. It's not even they don't have logs of what was lost; they say that while yes they do have logs of everything, they just have better things to do (fix bugs) than verify claims of lost items and such.Of course why it's the programmers supposed to go through logs and return items rather than CS, is anybody's guess. Title: Re: Darkfall "Released" Post by: kildorn on April 09, 2009, 01:17:53 PM It says they do have logs of what you lost, but the programmers are too busy to look into them.
Which implies that only the programmers have access to the logs, and they're the only people who could do anything with them, ergo it's unpossible to get caught for cheating due to server side flagging. Player GMs having access to all the server logs of everything would be hi-larious however. Excuse me while I go skim for exploiters in my rival guild's officer chat. Title: Re: Darkfall "Released" Post by: Lantyssa on April 09, 2009, 01:31:02 PM Of course why it's the programmers supposed to go through logs and return items rather than CS, is anybody's guess. The programmers are also CS...Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 10, 2009, 02:00:05 PM (http://img14.imageshack.us/img14/2936/wwbhwyubd.jpg)
Title: Re: Darkfall "Released" Post by: Der Helm on April 10, 2009, 02:43:32 PM I just love how that admin message implies that they are unable to fix it, if you are a victim of that bug. :awesome_for_real:
Title: Re: Darkfall "Released" Post by: Azaroth on April 10, 2009, 03:14:34 PM What I love is how incredibly unprofessional everything is.
Title: Re: Darkfall "Released" Post by: raydeen on April 10, 2009, 04:54:41 PM If it's dark in said dungeon when I fall then at least the game is living up to it's name.
Title: Re: Darkfall "Released" Post by: Redgiant on April 10, 2009, 05:04:17 PM I just love how that admin message implies that they are unable to fix it, if you are a victim of that bug. :awesome_for_real: Admin message: Logoff now or fall forever. (http://ia.media-imdb.com/images/M/MV5BMTc4NDgzMTg3NV5BMl5BanBnXkFtZTYwMzUzMTk2._V1._SX485_SY323_.jpg) I still haven't seen anything remotely un-shitty posted about DF gameplay. Every video looks like the previous one with these combinations as all I see: 1. Same avatar glowing blue hand missile. 2. Same avatar shoots bow. 3. Same avatar idot jumping around to avoid bow. 4. Same gangbang of avatars repeating a 2-frame overhead whack animation on some boxed in other same avatar. Did I miss anything? Title: Re: Darkfall "Released" Post by: tmp on April 10, 2009, 05:46:01 PM I just love how that admin message implies that they are unable to fix it, if you are a victim of that bug. :awesome_for_real: They probably aren't. At launch plenty people who got their characters stuck and unable to load had to delete these chars and start new ones.Leads me to believe their tools to move the players in game are as developed as the tools to rename them. Title: Re: Darkfall "Released" Post by: Tmon on April 10, 2009, 07:18:28 PM I just love how that admin message implies that they are unable to fix it, if you are a victim of that bug. :awesome_for_real: Admin message: Logoff now or fall forever. (http://ia.media-imdb.com/images/M/MV5BMTc4NDgzMTg3NV5BMl5BanBnXkFtZTYwMzUzMTk2._V1._SX485_SY323_.jpg) I still haven't seen anything remotely un-shitty posted about DF gameplay. Every video looks like the previous one with these combinations as all I see: 1. Same avatar glowing blue hand missile. 2. Same avatar shoots bow. 3. Same avatar idot jumping around to avoid bow. 4. Same gangbang of avatars repeating a 2-frame overhead whack animation on some boxed in other same avatar. Did I miss anything? I believe at some point someone will shoot an arrow (or was it a lightening bolt) from their ass. Title: Re: Darkfall "Released" Post by: Nebu on April 10, 2009, 08:58:58 PM What I love is how incredibly FIFY Title: Re: Darkfall "Released" Post by: ashrik on April 10, 2009, 10:38:16 PM The thought of someone falling forever, unstoppable by the actions of mods afterwards, is just hilarious to me.
Because of the unchangeable font, people who couldn't get names like Michelle and instead opted for MicheIIe are told to delete and start anew or risk being banned. Mods/Ops/whatever changing your name, even if self-reported, is not an option. It's like every action is balanced on some kind of tenuous thread. One day I'll just be Darkfalling Forever Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 14, 2009, 12:36:45 PM Who needs walking? (http://files.filefront.com/DFwmv/;13521421;/fileinfo.html)
Title: Re: Darkfall "Released" Post by: WayAbvPar on April 14, 2009, 03:52:17 PM If it's dark in said dungeon when I fall then at least the game is living up to it's name. :rimshot: God, that screenshot pretty much sums up exactly how clownshoes this gang is. Predictable fail is predictable. Title: Re: Darkfall "Released" Post by: Falconeer on April 14, 2009, 04:08:23 PM If you didn't play it, you have NO idea how clownshoes this PoS really is. Screenshots don't do shit justice.
Title: Re: Darkfall "Released" Post by: eldaec on April 14, 2009, 04:10:58 PM Because of the unchangeable font, people who couldn't get names like Michelle and instead opted for MicheIIe are told to delete and start anew or risk being banned. Mods/Ops/whatever changing your name, even if self-reported, is not an option. It's like every action is balanced on some kind of tenuous thread. One day I'll just be Darkfalling Forever People who name themselves 'MicheIIe' damn well ought to get banned on general principles. Quote Darkfalling Forever Awesome song title. Title: Re: Darkfall "Released" Post by: Hawkbit on April 14, 2009, 06:10:49 PM This thread was supposed to die on 69.
Title: Re: Darkfall "Released" Post by: Draegan on April 14, 2009, 09:09:12 PM Wat? (http://www.youtube.com/watch?v=3INSR1kFxgE&feature=player_embedded)
Title: Re: Darkfall "Released" Post by: justdave on April 14, 2009, 10:21:50 PM Wat? (http://www.youtube.com/watch?v=3INSR1kFxgE&feature=player_embedded) Some sort of penis-compensatory hovercraft? That shoots fireballs? Is this a Tribes 3 video? Title: Re: Darkfall "Released" Post by: raydeen on April 14, 2009, 10:43:20 PM Ya know, I realize this game looks like 1999 ass, but the 'lulz' factor is almost too much to resist. I think I would have fun in this game for the mere fact that I can't take it seriously. It looks like a UT99 sword fight. And I liked those sword fights. Except they were free and this isn't. So 'almost'.
Title: Re: Darkfall "Released" Post by: Redgiant on April 14, 2009, 10:53:39 PM The only thing better than that bank video is: that bank video with dead fetus catapults added.
Can we call it Dawnfall for old times sake? Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 27, 2009, 11:20:18 AM Darkfall Etiquette Tips. (http://www.mmorpg.com/gamelist.cfm/game/4/view/news/read/13641/Etiquette-Tips.html) :uhrr: :oh_i_see:
Title: Re: Darkfall "Released" Post by: Nebu on April 27, 2009, 12:05:10 PM I thought Darkfall was too hardcore to require Etiquette. Apparently even teh hardcore need something to whine about.
Title: Re: Darkfall "Released" Post by: Merusk on April 27, 2009, 01:09:49 PM The chatbox screenshot in that article is 10x better than the article itself.
Title: Re: Darkfall "Released" Post by: Signe on April 27, 2009, 01:39:20 PM I could play that way. Just stand by a bank and loot people that were killed by other people and deposit it right away. But if someone did that to me, I'd complain about in chat incessantly. Then I'd whine on the forums. I'd enjoy that a lot, I think.
Title: Re: Darkfall "Released" Post by: UnSub on April 27, 2009, 09:17:01 PM And people wonder why open world PvP is a niche market...
Quote I am not here to put forth arbitrary or self-righteous rules that would undermine the hardcore-PvP-sandbox nature of the game. Yes, you will get PK'd relentlessly (there is a "Gank" skill for heaven's sake!), you will lose hours of farming at someone's whim, you will be chased for half an hour even though you have no gear/gold to be stolen, you will be witness to incredibly vulgar player names and conversation, and you will most definitely be cheated out of that awesome loot you worked so hard for, and to top it off, this is all allowed by the mechanics of the game! So no, you shouldn't "ask nicely before you loot a corpse," and no, don't bother "stepping back to allow Player 1 to take that harvesting node," and most definitely don't "rez the poor guy right who died next to you." Chances are that corpse will be looted faster than you can utter a single syllable, the innocent harvester will whip out his polearm and PK you, and the "poor guy" will just kill you later when you are at low health. Title: Re: Darkfall "Released" Post by: DLRiley on April 27, 2009, 11:01:59 PM It's not just any niche market, it's the niche market that won't make you any money. Your core playerbase is the type of player that absolutely love to put their virtual dick in someones mouth and would refuse to remove it unless that person logs off and proceeds to uninstall the game.
Title: Re: Darkfall "Released" Post by: Falconeer on April 28, 2009, 03:17:33 AM *groan* And here we are again with open PvP...
Open PvP is always consensual. And it's a game. Darkfall sucks so bad, and not because of its open PvP. Actually, that's the only thing that makes it, on paper, remotely bearable. Instead of always quoting how sick and/or stupid open PvP players are, why don't you try to understand people set their own goals in gaming and they don't have to be the same as yours? Open PvP is consensual, and while for some the ultimate goal to achieve in gaming is to kill countless AI controlled enemies and finally get the Glorious Belt of Awesome Power, to someone else the fun could be in surviving, if not in slaughtering, other players. In a daring comparison, why is no one ever laughing and pointing at people into combat sports who are no champions? "Hey, you are a masochist! You are going to get hurt, and lose on top of it if you are not the best! You are sick!". Or the opposite if they are good: "You like to put your punch in someones mouth and refuse to remove it unless that person passes out (logs off) and proceeds to quit the sport (uninstall the game)! You are a psycho!" Open PvP is consensual. And it's a game. If you sign on, you are supposed to know what it is about and like it. Otherwise stay away and don't piss in my pudding. Would you ever go up on the ring for a boxing match and get mad at your opponent for smashing your face with hooks you are not trained or naturally quick enough to parry? As weird as it may sound, sometimes to play the prey and to play to survive, and to sometimes or accidentally overcome overwhelming odds, can be lots of fun. And yes they are niche games and will stay like that as many other good things in the world. They are niche because not everything can be mainstream. Being niche doesn't equal bad, you know? And again, no NDA so I can with all my heart say present day Darkfall sucks. Just, not because of the PvP ruleset. EDIT: Since I am a tool, I summon edit powers to make things reasonable again. See Threash post below. Title: Re: Darkfall "Released" Post by: Threash on April 28, 2009, 04:07:30 AM Quote Would you ever go up on the ring for a boxing match and get mad at your opponent for smashing your face with kicks you are not trained or naturally quick enough to parry? Uh, yes? Title: Re: Darkfall "Released" Post by: Falconeer on April 28, 2009, 04:27:44 AM Threash, you are onto something big. Put a little more effort in it and you'll invent Real Life PvE martial arts. This will be next gen shadowboxing.
Title: Re: Darkfall "Released" Post by: Merusk on April 28, 2009, 04:30:27 AM His point was any kicks in boxing are illegal, you tool.
Title: Re: Darkfall "Released" Post by: Shatter on April 28, 2009, 04:54:12 AM I watched a Darkfall live video last night and it was 5 minutes of 3-5 guys on a boat floating around...yeah...fun...good times :P
Title: Re: Darkfall "Released" Post by: Falconeer on April 28, 2009, 04:55:39 AM His point was any kicks in boxing are illegal, you tool. Ouch! :grin: Title: Re: Darkfall "Released" Post by: Draegan on April 28, 2009, 10:41:43 AM His point was any kicks in boxing are illegal, you tool. Ouch! :grin: Thats what you get for responding to something DLRiley said. Title: Re: Darkfall "Released" Post by: Falconeer on April 28, 2009, 11:12:22 AM He's so right! Signe I need a proper smiley, now!
Title: Re: Darkfall "Released" Post by: Signe on April 28, 2009, 01:48:05 PM (http://www.democraticwarrior.com/forum/images/smilies/th_thbitchslap2.gif)
Title: Re: Darkfall "Released" Post by: tmp on April 28, 2009, 02:15:51 PM Darkfall Purge (http://forums.darkfallonline.com/showthread.php?t=182316)
the rhetorics in announcement ia just :awesome_for_real: Title: Re: Darkfall "Released" Post by: sidereal on April 28, 2009, 02:21:54 PM Why does every press release from The Darkfall Team read like they watched Rocky III and Red Dawn just before crafting it? Trying to sound all tough in official communications makes you sound like a putz, not tough. Ban them, say you banned them, and otherwise shut the fuck up and make your game.
Title: Re: Darkfall "Released" Post by: rattran on April 28, 2009, 03:01:16 PM Why does every press release from The Darkfall Team read like they watched Rocky III and Red Dawn just before crafting it? Trying to sound all tough in official communications makes you sound like a putz, not tough. Ban them, say you banned them, and otherwise shut the fuck up and make your game. Because they are putzes and internet tough guys? Title: Re: Darkfall "Released" Post by: ashrik on April 28, 2009, 03:13:15 PM Why does every press release from The Darkfall Team read like they watched Rocky III and Red Dawn just before crafting it? Trying to sound all tough in official communications makes you sound like a putz, not tough. Ban them, say you banned them, and otherwise shut the fuck up and make your game. Because a fucking company is at steakTitle: Re: Darkfall "Released" Post by: DLRiley on April 28, 2009, 03:18:13 PM Why does every press release from The Darkfall Team read like they watched Rocky III and Red Dawn just before crafting it? Trying to sound all tough in official communications makes you sound like a putz, not tough. Ban them, say you banned them, and otherwise shut the fuck up and make your game. When your playerbase is composed of meat heads and 13 year old boys you sorta have to sound like you just got done fucking another man in the ass and was the big guy in prison with the 20 tattoos about it. Title: Re: Darkfall "Released" Post by: gryeyes on April 28, 2009, 03:29:06 PM Ban them, say you banned them, and otherwise shut the fuck up and make your game. Just the tone of that message makes it rampantly clear there is no "automatic detection" and they were banned from casual observation (if that). They warned these specific people multiple times that using 3rd party programs to hack a game was wrong? Who the fuck would "warn" these people if that was the situation. Quote So now we expect a couple of hundred people to take to the boards. Threads along these lines will be removed and posters will be banned. Darkfall Support has been instructed to not provide more than the automated ban message. Do not side with these people just because you may have played with them and didn’t happen to observe them cheating. We are going to lock down the topic so any potential mistakes on our part are not public. Dont listen to them they are lying cheaters social sciences says so! :uhrr: Title: Re: Darkfall "Released" Post by: Threash on April 28, 2009, 07:10:57 PM Ban them, say you banned them, and otherwise shut the fuck up and make your game. Just the tone of that message makes it rampantly clear there is no "automatic detection" and they were banned from casual observation (if that). They warned these specific people multiple times that using 3rd party programs to hack a game was wrong? Who the fuck would "warn" these people if that was the situation. The warnings were general "if you cheat we will catch cause we log everything and our programers are busy reading the logs rather than making a decent game", not to specific people. Title: Re: Darkfall "Released" Post by: patience on April 29, 2009, 08:43:32 AM Why does every press release from The Darkfall Team read like they watched Rocky III and Red Dawn just before crafting it? Trying to sound all tough in official communications makes you sound like a putz, not tough. Ban them, say you banned them, and otherwise shut the fuck up and make your game. It's called corporate culture. Quote "Hello, This is to inform you that your Darkfall account has been suspended for use of 3rd party cheats. We're afraid this is a permanent ban because we've confirmed your account using such exploits. This activity is strictly forbidden by the Terms of Service which you have agreed to and there have been several announcements about our policy reminding users of the possible consequences. http://forums.darkfallonline.com/sho...d.php?t=150640 When an account is banned it is verified beyond a shadow of a doubt that exploitation is taking place. We do not rely on player or GM reports or on hear say. You were detected, and also verified cheating. You are responsible for canceling your subscription. To cancel your subscription you need to go to the account management page: https://www.darkfallonline.com/accounts/f/default.php Remove your credit information by clicking on the link right on top of your billing information. Then go to the products page where you should cancel all active subscriptions if there are any. We cannot discuss this matter with you beyond this notice. Darkfall support will only respond to your requests with automated messages. There is no appeals process. Thank you,Darkfall Support" I seriously think the last line should've read: "Fuck you, sincerely, Darkfall Support" Title: Re: Darkfall "Released" Post by: kildorn on April 29, 2009, 08:53:39 AM Wait wait, they're so hardcore that when they ban you, YOU need to go cancel your sub or they'll keep billing you?
That's amazing, and probably illegal <3 Title: Re: Darkfall "Released" Post by: Delmania on April 29, 2009, 08:58:15 AM So there's no appeals process and they will keep taking you money but denying you service? Wow, I wonder what laws in Greece allow that.
Title: Re: Darkfall "Released" Post by: HaemishM on April 29, 2009, 11:14:53 AM Wait wait, they're so hardcore that when they ban you, YOU need to go cancel your sub or they'll keep billing you? That's amazing, and probably illegal <3 Only pussy carebears cancel their subscriptions to MMOG's they've been banned from playing. Title: Re: Darkfall "Released" Post by: chargerrich on April 29, 2009, 11:42:07 AM Because a fucking company is at steak did someone say steak? /gets out knife mmmmmmmm Title: Re: Darkfall "Released" Post by: IainC on April 29, 2009, 11:49:25 AM Because a fucking company is at steak did someone say steak? /gets out knife mmmmmmmm MMO history fail. Title: Re: Darkfall "Released" Post by: rattran on April 29, 2009, 12:16:22 PM Because a fucking company is at steak did someone say steak? /gets out knife mmmmmmmm MMO history fail. MMO history fail sums up Darkfall (Dawnfall) pretty well. Title: Re: Darkfall "Released" Post by: patience on April 29, 2009, 01:20:17 PM I'm not too sure about that. 3 months have passed and we are still talking about it. That's a lot better than Pirates of the Burning Sea, Tabula Rasa, Chronicles of Spellborn and Wizard 101.
I even see articles about it on Massively and Virgin Worlds occasionally. Honestly I liked some parts of the game but the devs method of doing things told me to stay away after beta. Nothing they've done recently has reversed that sentiment but I do have some more respect for them for following through on their zero tolerance policy. Title: Re: Darkfall "Released" Post by: gryeyes on April 29, 2009, 01:32:41 PM Watching a car accident does not mean the attention is a positive. Banning accounts with nothing but an automated response and no form of dispute that forces you to cancel the subscription manually has win written all over it.
Title: Re: Darkfall "Released" Post by: Redgiant on April 29, 2009, 03:10:48 PM Because a fucking company is at steak did someone say steak? /gets out knife mmmmmmmm MMO history fail. MMO history fail sums up Darkfall (Dawnfall) pretty well. Been good enough for my sig. Thanks GL-Jeffie! Title: Re: Darkfall "Released" Post by: jakonovski on May 05, 2009, 08:53:23 AM Rubberneck Chronicles: Darkfall continues with the Eurogamer review!
http://www.eurogamer.net/articles/darkfall-online-review Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 05, 2009, 08:57:20 AM Rubberneck Chronicles: Darkfall continues with the Eurogamer review! http://www.eurogamer.net/articles/darkfall-online-review And, at the same time, in stark contrast, MMORPG.com puts out this. (http://www.mmorpg.com/gamelist.cfm/game/4/feature/3007) :uhrr: Title: Re: Darkfall "Released" Post by: ashrik on May 05, 2009, 09:02:52 AM Yow, everyone's a critic.
Title: Re: Darkfall "Released" Post by: Cadaverine on May 05, 2009, 10:52:44 AM Rubberneck Chronicles: Darkfall continues with the Eurogamer review! http://www.eurogamer.net/articles/darkfall-online-review And, at the same time, in stark contrast, MMORPG.com puts out this. (http://www.mmorpg.com/gamelist.cfm/game/4/feature/3007) :uhrr: MMORPG.com will fellate any game, or developer, if they think it'll get them a few beta spots to give away. Used to be an ok site back in like '03. Now it's just a shithole more interested in making a buck than providing any sort of useful MMO news. Title: Re: Darkfall "Released" Post by: Shatter on May 05, 2009, 12:20:49 PM Rubberneck Chronicles: Darkfall continues with the Eurogamer review! http://www.eurogamer.net/articles/darkfall-online-review And, at the same time, in stark contrast, MMORPG.com puts out this. (http://www.mmorpg.com/gamelist.cfm/game/4/feature/3007) :uhrr: MMORPG.com will fellate any game, or developer, if they think it'll get them a few beta spots to give away. Used to be an ok site back in like '03. Now it's just a shithole more interested in making a buck than providing any sort of useful MMO news. Thats been my general concensus as well. There are a number of games that got high scores that make me shake my head Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 05, 2009, 01:22:03 PM Rubberneck Chronicles: Darkfall continues with the Eurogamer review! http://www.eurogamer.net/articles/darkfall-online-review HOLY SWEET JESUS! Darkfall developers respond. (http://forums.darkfallonline.com/showthread.php?t=185060) Title: Re: Darkfall "Released" Post by: Hindenburg on May 05, 2009, 01:29:18 PM (http://img219.imageshack.us/img219/7325/awesome004na8.png)
Title: Re: Darkfall "Released" Post by: HaemishM on May 05, 2009, 01:36:59 PM Popcorn time. The trainwreck is reaching critical mass.
Title: Re: Darkfall "Released" Post by: tazelbain on May 05, 2009, 01:37:52 PM It's all about the logs, baby.
Title: Re: Darkfall "Released" Post by: schild on May 05, 2009, 01:38:06 PM To side with the Eurogamer guy, I feel I can judge a game in about 2 hours playtime. Sometimes less. Especially with MMOGs where the newbie experience is so key these days.
To side with Tasos, the Eurogamer guy probably should've come clean in the article with how long he played the actual game. Of course, if I only played a game for <10 hours (an MMOG no less) and came to a conclusion that I hated it that strongly, I'd say it's even more damning than if I spent 40 hours with it and came to the same conclusion. Neither of them can ever win this battle, only we can. We being everyone that isn't one of them. Edit: Haemish slipped in while I was posting. This isn't a trainwreck. That implies that a train ever left the station. It's more like amateur dodgeball, except they're playing with mean words and sideways glances. Title: Re: Darkfall "Released" Post by: Pendan on May 05, 2009, 01:38:43 PM And, at the same time, in stark contrast, MMORPG.com puts out this. (http://www.mmorpg.com/gamelist.cfm/game/4/feature/3007) :uhrr: Quote Ultimately, this game has nowhwere to go but up in quality. Title: Re: Darkfall "Released" Post by: HaemishM on May 05, 2009, 01:41:51 PM My rule for MMOG playtime (or any game) these days is 30 minutes. If you can't hook me in 30 minutes, you most likely aren't going to hook me without significant changes to the game. LotRO is one of the few MMOG's that's gained me back after I dissed its first 30 minutes of gameplay, but that was after almost 2 years and a paid expansion.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 05, 2009, 01:47:29 PM (http://img9.imageshack.us/img9/1417/210isntsobadouchiedarkff.png)
Title: Re: Darkfall "Released" Post by: Modern Angel on May 05, 2009, 01:48:50 PM Ahahahahahaha! :awesome_for_real:
Circle the wagons, lads! THERE'S CAREBEARS EVERYWHERE, EVEN IN THE PRESS! I love the over the top persecution complexes fat pvp nerds have. Title: Re: Darkfall "Released" Post by: schild on May 05, 2009, 01:52:33 PM I love the over the top persecution complexes fat pvp nerds have. Skinny pvp nerds are the exact same way. Title: Re: Darkfall "Released" Post by: Bzalthek on May 05, 2009, 01:55:12 PM I can dick around with the worst shit for at least a couple weeks. Do game reviewers have ADD these days? 2 hours of character creation does not a good foundation make for such wankery. We have 71 pages of explaining why Darkfall is shit right here. Guy might as well have just quoted this thread and called it a day.
Title: Re: Darkfall "Released" Post by: jakonovski on May 05, 2009, 02:02:58 PM It's like Aventurine is trying to be Eidos to Eurogamer's Gerstmann. Only very, very badly. :awesome_for_real:
Title: Re: Darkfall "Released" Post by: DLRiley on May 05, 2009, 02:47:34 PM Taso defense " ITS A NICHE GAME LEAVE ME ALONE!!!!!!!" :awesome_for_real:
Title: Re: Darkfall "Released" Post by: tmp on May 05, 2009, 03:25:04 PM Quote from: Tasos An update: Eurogamer got back to us via their editor and said that their reviewer is a contributing writer rather than a staff writer, that he claims to have spent at least 9 hours playing the game and they will stand by their publication. We wrote back that this is a lie and that our server logs(which they already have) show the playtime down to the second and they are at their disposal. My initial reaction to this beautiful mess was to wonder just how reliable their logging is; must say this update doesn't exactly fill me with confidence regarding that matter :grin:Title: Re: Darkfall "Released" Post by: Nebu on May 05, 2009, 03:26:57 PM Quote from: Darkfall I don't like your opinion therefore you are wrong! The Darkfall devs should be introduced to our politics forum. Title: Re: Darkfall "Released" Post by: Zzulo on May 05, 2009, 05:01:35 PM Don't hate on PvP nerds, I am one of them. PvP is good times, after all.
Those zealots in the DF forums are not PvP nerds though, they're just nutters. :oh_i_see: Title: Re: Darkfall "Released" Post by: Azaroth on May 05, 2009, 05:44:17 PM HOLY SWEET JESUS! Darkfall developers respond. (http://forums.darkfallonline.com/showthread.php?t=185060) Holy shit... Title: Re: Darkfall "Released" Post by: Modern Angel on May 05, 2009, 05:59:11 PM Don't hate on PvP nerds, I am one of them. PvP is good times, after all. Those zealots in the DF forums are not PvP nerds though, they're just nutters. :oh_i_see: They're the paying customer base. And they're all going to wonder why devs don't want to make PvP ++ games once Darkfall goes away. And then it's going to happen again. And again. And again. Title: Re: Darkfall "Released" Post by: Stephen Zepp on May 05, 2009, 07:43:02 PM I've been meaning to write an essay on the differences between "positive conflict" and "negative conflict", and how proper/improper use of each can make or break a game, and more importantly, how to plan around each to make a successful game. I've been thinking about it for 3 years now, so I don't think it will ever happen, but here's the root hypothesis:
+Conflict is a mandatory part of any PvP game, and arguably any game. +Positive Conflict is when direct conflict with other players enhances the game experience for all parties involved +Negative Conflict is when a game mechanic is engineered such that one side comes out incredibly frustrated (unhappy is not what I mean here), and the other comes out extremely excited about their experience --negative reinforcement vs positive reinforcement, and the concept of dynamically stable vs statically stable scenarios apply here. Examples of negative conflict: --griefing, in any form: from breaking PvP trigger scripts for raid events to deny others access to the content. Also includes newbie ganking that has no benefit other than e-peen stroking --risk vs reward so outbalanced that a significant minority of your player base will never participate in the risk --3 AM city bashing Examples of positive conflict: --surprise attacks against relatively equally balanced forces in the field, specifically focused on the balance aspect, not the "flip a coin to see who wins the fight" scenario --encounters, even relatively un-balanced, that have alternate avoidance mechanisms (not talking "recall, griefers inc" here--talking political, diplomatic, or counter-attack type of scenarios) --in game mechanisms to control encounter timing that isn't arbitrary (siege windows aren't the answer here--being able to detect an attack a day + in advance and cut it off before it rallys, or marshal defenses in time for the attack do). You aren't ever going to stop griefers in a PvP game with rules, or even punishments. What you need to do is to design and execute the game such that a griefer play style enhances the game experience for all parties involved. Here's a half-baked set of examples to turn negative conflict into positive conflict--they most certainly have issues, but are just meant to be brainstorming starters: --stage your world such that it's extremely difficult for high powered characters to travel to the areas where low powered players play. --get rid of character power as a game progression mechanic in the first place. --use in game/NPC (or PC, if it's not incredibly boring duty) to set up watch areas, with some form of notification of enemy presence. They should give enough of a heads up warning that an adequate response can be launched if appropriate. --have a game play style built around the concept of griefing: turn griefers into actual encounters in your world with a benefit for winning (or even losing, although I personally don't like that idea). Can be anything here, from having players that like this play style spawning as randomly placed mobs, to having "grief quests" where they are given objectives (camp a town for an hour, kill 10x enemy resource gatherers, etc.), and most importantly make sure the "other side" is aware of these quests as well "We have reports of an incoming raid, we have reports of enemy brigands in our mines", etc.). Conflict is mandatory for these games....but there is zero reason to automatically make all of these conflict scenarios negative. Title: Re: Darkfall "Released" Post by: Surlyboi on May 05, 2009, 11:18:00 PM Rubberneck Chronicles: Darkfall continues with the Eurogamer review! http://www.eurogamer.net/articles/darkfall-online-review HOLY SWEET JESUS! Darkfall developers respond. (http://forums.darkfallonline.com/showthread.php?t=185060) Cry more, noobs. Title: Re: Darkfall "Released" Post by: IainC on May 05, 2009, 11:41:54 PM Someone should point out to Tasos that real life is hardcore and that if he wants easy mode hand holding he should go and run a WoW shard with all the other carebears.
Title: Re: Darkfall "Released" Post by: Surlyboi on May 06, 2009, 12:39:12 AM All this should be done while simultaneously teabagging his game's corpse and looting his bank account.
Title: Re: Darkfall "Released" Post by: Falconeer on May 06, 2009, 02:11:01 AM Someone should point out to Tasos that real life is hardcore and that if he wants easy mode hand holding he should go and run a WoW shard with all the other carebears. Win! Title: Re: Darkfall "Released" Post by: patience on May 06, 2009, 04:36:41 AM Ahahahahahaha! :awesome_for_real: Circle the wagons, lads! THERE'S CAREBEARS EVERYWHERE, EVEN IN THE PRESS! I love the over the top persecution complexes fat pvp nerds have. That's a bit over the top. From my beta experience I knew already the review was off in several ways. The game has a lot of retarded flaws but there's no need to fabricate new shit like the lack of hit detection, missing lore to provide context and everyone going about their business trying to murder you. The only thing he got right worth hearing out was to use your credit card at your own peril. Title: Re: Darkfall "Released" Post by: Shatter on May 06, 2009, 05:05:11 AM I love how the devs come out swinging because of a bad review. If they spent some of that pent up energy on making a good game rather then the poop they had the balls to send out to the world live they might be in a better position. I guess 8 years wasnt enough
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 06, 2009, 06:02:30 AM Rubberneck Chronicles: Darkfall continues with the Eurogamer review! http://www.eurogamer.net/articles/darkfall-online-review HOLY SWEET JESUS! Darkfall developers respond. (http://forums.darkfallonline.com/showthread.php?t=185060) Euro gamer responds back! (http://www.eurogamer.net/articles/editors-blog-darkfall-aftermath-blog-entry) So Taco fires another shot! (http://forums.darkfallonline.com/showthread.php?p=3347184#post3347184) Quote While Eurogamer questions our credibility, we will not go so far as to insinuate that Eurogamer's second attempt at a Darkfall review will only serve to confirm the first one. We will also not insinuate that the situation created by the first review will not affect the second reviewer. LMFAO! I don't think that word means what he thinks it means. Title: Re: Darkfall "Released" Post by: Modern Angel on May 06, 2009, 06:12:21 AM That's a bit over the top. From my beta experience I knew already the review was off in several ways. The game has a lot of retarded flaws but there's no need to fabricate new shit like the lack of hit detection, missing lore to provide context and everyone going about their business trying to murder you. The only thing he got right worth hearing out was to use your credit card at your own peril. That's not over the top. Go check their forums. Or better yet, look at it through the eyes of someone who just checked their forums for the first time in six months. They're borderline goddamned threatening to firebomb the Eurogamer offices. Title: Re: Darkfall "Released" Post by: SnakeCharmer on May 06, 2009, 06:19:58 AM Where's the NO YOU! .jpg when you need it...
Title: Re: Darkfall "Released" Post by: Hawkbit on May 06, 2009, 06:41:53 AM The developer response is the perfect review for me. Not that I had any intention of playing Darkfall to begin with.
What's interesting to me is that two days ago I had a similar situation IRL. Six months ago I hired a business to perform work on my house. They did a half-ass job and slightly damaged my property in the process. I called their offices and they refused to do anything (it was only $120 in damage, so it's easier to suck it up than small claims it). So I did an Angie's List report giving them an F and even posted pictures of how they damaged my property. Last month they finally get around to calling me, saying my issue slipped through the corporate cracks and they want to resolve it. And they did. They gave me my money back and they fixed my property. I agreed to edit my report with an update on the process. Two days ago they call me back and tell me they are upset because I didn't edit the review into an A. In fact, I left it as an F because while they did resolve the issue, it never should have been done improperly in the first place. Not to mention their initial refusal to fix what they broke. She got pretty damn close to a threatening tone in her voice, but she didn't have anything to hold over my head and at the end of the call she was begging me to change it. Advice to those being reviewed: Man up and bring a modicum of professionalism to the table. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 06, 2009, 06:53:27 AM Title: Re: Darkfall "Released" Post by: tmp on May 06, 2009, 07:35:56 AM So Taco fires another shot! (http://forums.darkfallonline.com/showthread.php?p=3347184#post3347184) While it's probably technically true, it's still :awesome_for_real:Quote This isn't a one man operation. There are 40 professional developers here Title: Re: Darkfall "Released" Post by: Nebu on May 06, 2009, 07:38:40 AM Everyone knows that you need to wallow in shit for 100 hours before you can even begin to realize that you're wallowing in shit. :why_so_serious:
Title: Re: Darkfall "Released" Post by: kildorn on May 06, 2009, 07:40:14 AM Quote The majority of our players love the game. Well yes, if you use your fanbase as a litmus test, chances are you'll get a positive score on things you've done. If the majority of your players hated the game, why would they still be players, exactly? Title: Re: Darkfall "Released" Post by: NiX on May 06, 2009, 08:20:28 AM Can we get Haemish to play DF? Convince Taco we're here to give an unbiased review with fraps to make sure he can't claim a whole 3 minutes logged in.
Title: Re: Darkfall "Released" Post by: patience on May 06, 2009, 08:38:19 AM That's a bit over the top. From my beta experience I knew already the review was off in several ways. The game has a lot of retarded flaws but there's no need to fabricate new shit like the lack of hit detection, missing lore to provide context and everyone going about their business trying to murder you. The only thing he got right worth hearing out was to use your credit card at your own peril. That's not over the top. Go check their forums. Or better yet, look at it through the eyes of someone who just checked their forums for the first time in six months. They're borderline goddamned threatening to firebomb the Eurogamer offices. I haven't seen the threats to destroy physical or virtual property but I wouldn't put it past some of them from past observations. What I didn't appreciate was that the reviewer felt he had to make up nonsense to get his point across. That's just poor form on his part and it damages his and now Eurogamer's reputation. They could've stayed above the devs and the community if they hadn't lied repeatedly. Title: Re: Darkfall "Released" Post by: Stormwaltz on May 06, 2009, 08:41:40 AM Tasos' response to this reminds me of the sort of thing I would have done when I was 25 and angry.
Title: Re: Darkfall "Released" Post by: schild on May 06, 2009, 08:42:42 AM Kieron is gonna rip it apart.
Title: Re: Darkfall "Released" Post by: schild on May 06, 2009, 08:46:24 AM Quote We also don’t believe that the 9 hours of MMORPG playtime Eurogamer is satisfied with, is anywhere near enough to review a MMORPG game of this size. It’s not even enough to get first impressions and these say very little about the game experience. Nine hours is more than enough. Sorry. Also, I'd say the first 15 minutes matters more than the other 8 minutes and 45 seconds. Aventurine has an argument to make, sure, but they're not making a good one. Title: Re: Darkfall "Released" Post by: kildorn on May 06, 2009, 09:18:17 AM I'm sure they'd be fine with a 9 hour /played glowing review.
While I think it's okay to be upset at a reviewer just flat out not playing your game much, it's another takeaway that the reviewer flat out didn't want to play your game. You can bust out the "it's not FOR you" thing, but the DF fans seem to be busting out the "the point of the game is to chase away the weak in under a day /played!" card. Which is another way of saying "we didn't want to make money anyways" Title: Re: Darkfall "Released" Post by: patience on May 06, 2009, 10:05:02 AM So much for keeping this under the rug. :awesome_for_real: (http://www.neogaf.com/forum/showthread.php?t=360734)
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 06, 2009, 10:14:05 AM (http://www.reallifecomics.com/comics/2009/20090423_2210.png)
Title: Re: Darkfall "Released" Post by: Hindenburg on May 06, 2009, 10:15:47 AM Shitty comic. The geeks are the jerks, the unwashed masses don't even know what DF is.
Title: Re: Darkfall "Released" Post by: Draegan on May 06, 2009, 10:18:26 AM Quote We also don’t believe that the 9 hours of MMORPG playtime Eurogamer is satisfied with, is anywhere near enough to review a MMORPG game of this size. It’s not even enough to get first impressions and these say very little about the game experience. Nine hours is more than enough. Sorry. Also, I'd say the first 15 minutes matters more than the other 8 minutes and 45 seconds. Aventurine has an argument to make, sure, but they're not making a good one. I agree with this as well. What you're going to find out in the first 9 hours, let alone first hour, is going to give you enough to go on when it comes to an initial review of the game. 100 hours? Pfft for one review? That equivalent to 2.5 weeks of work. Title: Re: Darkfall "Released" Post by: Nebu on May 06, 2009, 10:23:43 AM Shitty comic. The geeks are the jerks, the unwashed masses don't even know what DF is. If you played MUDs in the 80's and were on BBS's you'd readily understand that the general online populous has changed... A LOT! Title: Re: Darkfall "Released" Post by: Hindenburg on May 06, 2009, 10:28:01 AM Back in the 80's? Sure, I'd have to take your word for it, which I'll readily do, but in the 96 quake times the internet already was infested with assholes.
Title: Re: Darkfall "Released" Post by: Draegan on May 06, 2009, 10:29:55 AM We were all shit heads in the 90s in BBS/MUDs.
Title: Re: Darkfall "Released" Post by: HaemishM on May 06, 2009, 11:05:44 AM Quote Most gaming sites understand this and they’re using actual Darkfall players logging 100s of hours before they review our game. We believe that this is the only way to go in writing a complete review of an MMORPG like Darkfall. Fuck right off with that nonsense. What that essentially says is that only someone with such rabid dedication to the game that they play what amounts to a Bioware RPG's worth of time before they can review it pretty much would guarantee that only the most dedicated drooling retard fanboi will ever review the game. Rather than buy a good review, they want to browbeat one out of an obsessive compulsive twat. Title: Re: Darkfall "Released" Post by: Surlyboi on May 06, 2009, 11:08:29 AM The internet always has been and always will be populated in the main by mouthbreathers, retards, bullshit artists and pedos. Almost everyone on this board was and maybe still is one or more of those. The fact that there are patently more asshats on the interbutts now than there were in the 80s or the 90s is just due to the fact that there are indeed just more people in this vast series of tubes; ultimately proving that society in general has always been and always will be populated in the main by mouthbreathers, retards, bullshit artists and pedos. Just because we are slightly more aware of our place on the 'butts, (and hopefully because we've grown out of some of our youthful stupidity) we tend to notice it more. Like the geek in Sixteen Candles, we are "kings of the dipshits".
"Out of the crooked timber of humanity, nothing straight can ever be built", -Immanuel Kant. Title: Re: Darkfall "Released" Post by: HaemishM on May 06, 2009, 11:11:47 AM Can we get Haemish to play DF? Convince Taco we're here to give an unbiased review with fraps to make sure he can't claim a whole 3 minutes logged in. I would offer to play it and review it if someone would buy it for me, the truth is that I'm too goddamn busy watching TV, playing GOOD videogames and writing my novel to piss away time with some crackaddled Eurofag's idea of PLAYZ2CRUSHYO!!!!! Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 06, 2009, 11:12:14 AM Like the geek in Sixteen Candles, we are "kings of the dipshits". Do i get a hat, i want a hat! Title: Re: Darkfall "Released" Post by: Surlyboi on May 06, 2009, 11:29:07 AM Sure, you can have a hat...
(http://www.babble.com/CS/blogs/famecrawler/2008/10/08-15/wyatt.jpg) Title: Re: Darkfall "Released" Post by: Shatter on May 06, 2009, 11:48:23 AM 100 hours? WTF? If the average gamer played 5 hours a day(and most dont) that would take you 20 days or 3 weeks to come to a realistic review? I would think an average gamer plays closer to maybe 3 hours which would be over 1 month lol. As most said here you definitely dont need to play that long to make a review or come to a conclusion. Hell, I played VG and came to a conclusion within 20 minutes. I guess you should say the same for a blind date, as you sit across the table from some fat chick you have to put it to her a few times before you decide daddy no likey...yeah
Title: Re: Darkfall "Released" Post by: jakonovski on May 06, 2009, 12:06:07 PM Why would anyone play a game that requires tens of hours of not fun before having fun?
Title: Re: Darkfall "Released" Post by: Merusk on May 06, 2009, 12:12:06 PM Because they're hardcore, y0.
Title: Re: Darkfall "Released" Post by: Nebu on May 06, 2009, 12:13:46 PM Why would anyone play a game that requires tens of hours of not fun before having fun? In the old days, these people were called MMO gamers. Title: Re: Darkfall "Released" Post by: Falconeer on May 06, 2009, 12:39:26 PM I would offer to play it and review it if someone would buy it for me, the truth is that I'm too goddamn busy watching TV, playing GOOD videogames and writing my novel to piss away time with some crackaddled Eurofag's idea of PLAYZ2CRUSHYO!!!!! Want to borrow my bitch-account for a stroll? I beg you. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 06, 2009, 01:04:29 PM Keen and Graev’s Gaming Blog: Eurogamer says Darkfall is as entertaining as the flu (http://www.keenandgraev.com/?p=2303) Title: Re: Darkfall "Released" Post by: schild on May 06, 2009, 01:07:55 PM Keen and Graev’s Gaming Blog: Eurogamer says Darkfall is as entertaining as the flu (http://www.keenandgraev.com/?p=2303) Who are these people and why are you linking them? Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 06, 2009, 01:15:17 PM Keen and Graev’s Gaming Blog: Eurogamer says Darkfall is as entertaining as the flu (http://www.keenandgraev.com/?p=2303) Who are these people and why are you linking them? Its a blog of some dudes that are generally level headed, play a lot of MMO's, and has spend more time than the Eurogamer reviewer. However, snark aside, his views are inline with that of the reviewer from Eurogamer. I posted it as "a second opinion". As he directly talks about the first review of Darkfall, and agrees, in points, not tone, with them. Title: Re: Darkfall "Released" Post by: schild on May 06, 2009, 05:41:36 PM Quote Its a blog of some dudes that are generally level headed, play a lot of MMO's, and has spend more time than the Eurogamer reviewer. The idea of "generally levelheaded" conflicts with "spent more time [than the Eurogamer guy] in Darkfall." Title: Re: Darkfall "Released" Post by: UnSub on May 06, 2009, 06:11:45 PM I appreciate the fine irony of Darkfall - the game that couldn't keep its servers up, has multiple bugs / exploits on launch, where people couldn't subscribe, and so on - is waving around their server logs like they are some kind of Tome of Truth. And that people are believing them.
Title: Re: Darkfall "Released" Post by: DLRiley on May 06, 2009, 08:25:17 PM Why would anyone play a game that requires tens of hours of not fun before having fun? In the old days, these people were called MMO gamers. Title: Re: Darkfall "Released" Post by: Kageru on May 06, 2009, 11:09:16 PM --have a game play style built around the concept of griefing: turn griefers into actual encounters in your world with a benefit for winning (or even losing, although I personally don't like that idea). Can be anything here, from having players that like this play style spawning as randomly placed mobs, to having "grief quests" where they are given objectives (camp a town for an hour, kill 10x enemy resource gatherers, etc.), and most importantly make sure the "other side" is aware of these quests as well "We have reports of an incoming raid, we have reports of enemy brigands in our mines", etc.). Conflict is mandatory for these games....but there is zero reason to automatically make all of these conflict scenarios negative. You should try Estiah (browser based games) or to a lesser extent the west. They both have reasonably open PvP with the advantage that the attacker has to pay something (action points) and the defender has a chance to at least do some damage (the west) or actually come out ahead from the exchange. I think the trick is to have close to parity so that the attacker always faces some risk, some reward for winning which following the first could go either way and minimal cost for losing. Of course the web based games have the advantage in that the environment is so constrained and abstracted they can shape behaviour. Something like Darkfall where gear, tactics and numbers can be manipulated will always be used by the attacker to stack fights in their favor. Add a loss mechanism and you've got a negative feedback griefing engine. Of course discussing PvP mechanics in the context of a game that has many other more pressing flaws is a bit of a waste. Title: Re: Darkfall "Released" Post by: waylander on May 07, 2009, 06:43:28 AM Post from Bone about losers and the state of DF (http://forums.darkfallonline.com/showthread.php?t=183028)
Honestly, many of us have seen this time and time again. The crushed depart the game because the time investment to stay competitive is too great compared to the time it takes to lose. Just like Shadowbane, the game is too crushing for the defeated, and too grindy to maintain at the top level of play. The elite guilds suffer from boredom and quit, and in the end you have a dead game. So DF is 60 days old, and rapidly descending into a small population of the few who stubbornly remain. I'd be amazed if this game is still around in 12 months. Title: Re: Darkfall "Released" Post by: IainC on May 07, 2009, 06:53:29 AM Someone created a 1 man guild called Eurogamer.net and it seems that everyone has been declaring war on it:
I wonder if the Darkfall ToS forbids trademarked names :why_so_serious: Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 07:02:58 AM Someone created a 1 man guild called Eurogamer.net and it seems that everyone has been declaring war on it: I wonder if the Darkfall ToS forbids trademarked names :why_so_serious: They even made a video that is getting plastered everywhere. (http://www.youtube.com/watch?v=In-dTqGOZ3g) Title: Re: Darkfall "Released" Post by: Nebu on May 07, 2009, 07:11:54 AM That video was as terrible as the game itself.
Those players deserve eachother. Title: Re: Darkfall "Released" Post by: Azaroth on May 07, 2009, 07:14:55 AM Someone created a 1 man guild called Eurogamer.net and it seems that everyone has been declaring war on it: I wonder if the Darkfall ToS forbids trademarked names :why_so_serious: I wouldn't be surprised if it was one of the devs, subsequently announcing the fact in IRC with instructions to declare war. Title: Re: Darkfall "Released" Post by: UnSub on May 07, 2009, 07:24:50 AM Post from Bone about losers and the state of DF (http://forums.darkfallonline.com/showthread.php?t=183028) Honestly, many of us have seen this time and time again. The crushed depart the game because the time investment to stay competitive is too great compared to the time it takes to lose. Just like Shadowbane, the game is too crushing for the defeated, and too grindy to maintain at the top level of play. The elite guilds suffer from boredom and quit, and in the end you have a dead game. So DF is 60 days old, and rapidly descending into a small population of the few who stubbornly remain. I'd be amazed if this game is still around in 12 months. The fact that it I couldn't even see a place to buy DF - that it appears it is still selling limited numbers of copies through its shop - pretty much guarantees its decline. All the early adopters have gotten in and found out that the game is really only for a small percentage of them. The disillusioned quit, leaving the wolves (I love how Bonedancer actually called himself that) bored. Bored players quit. New players are scared off by the reviews and reputation of the game. It's a cycle of death for the game. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 07:25:55 AM Post from Bone about losers and the state of DF (http://forums.darkfallonline.com/showthread.php?t=183028) Honestly, many of us have seen this time and time again. The crushed depart the game because the time investment to stay competitive is too great compared to the time it takes to lose. Just like Shadowbane, the game is too crushing for the defeated, and too grindy to maintain at the top level of play. The elite guilds suffer from boredom and quit, and in the end you have a dead game. So DF is 60 days old, and rapidly descending into a small population of the few who stubbornly remain. I'd be amazed if this game is still around in 12 months. The fact that it I couldn't even see a place to buy DF - that it appears it is still selling limited numbers of copies through its shop - pretty much guarantees its decline. All the early adopters have gotten in and found out that the game is really only for a small percentage of them. The disillusioned quit, leaving the wolves (I love how Bonedancer actually called himself that) bored. Bored players quit. New players are scared off by the reviews and reputation of the game. It's a cycle of death for the game. Not according to the players in that thread. :uhrr: :grin: Title: Re: Darkfall "Released" Post by: tmp on May 07, 2009, 07:50:43 AM Post from Bone about losers and the state of DF (http://forums.darkfallonline.com/showthread.php?t=183028) I love that thread so much.Quote The "sheep" as you so eloquently named them are PvE farmers and gatherers. And, as you mentioned, they are becomming more and more scarce. Why, is the question. Fact is, this game is HORRIBLY unfriendly to the "sheep" making them extremely vulnerble to gankers. Quote Too much grind for a game thats supposed to cater to PVPers. Quote The stuff we wolves need to be talking about is how the fuck do we keep the sheep around, cause as far as I can tell the food supply is running out. you can almost see the little cogs turning.Title: Re: Darkfall "Released" Post by: kildorn on May 07, 2009, 08:23:32 AM Wait, they're understanding that most PVP game models require a pool of people to be abused? How do we keep them around. Hrm. I think the solution starts with a T, and we blame all our lack of PVP game woes on it...
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 09:34:37 AM Wait, they're understanding that most PVP game models require a pool of people to be abused? I do not agree with this. PvP should not mean wolves and sheep by its definition. While there is some, hopefully the roles change player to player as situations change (as in, everyone gets a chance to be the wolf or sheep). If this isn't a case, and your game rules, or balance does not allow for this, you do not have a PvP game, you have a griefing game, And it will die. Title: Re: Darkfall "Released" Post by: Rishathra on May 07, 2009, 09:43:33 AM I do not agree with this. PvP should not mean wolves and sheep by its definition. While this may be true in a general sense, I think it's pretty obvious that Darkfall was designed specifically around the wolf/sheep paradigm.Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 09:55:50 AM I do not agree with this. PvP should not mean wolves and sheep by its definition. While this may be true in a general sense, I think it's pretty obvious that Darkfall was designed specifically around the wolf/sheep paradigm.Yes, i was speaking in the case of a GOOD design. :grin: Title: Re: Darkfall "Released" Post by: Modern Angel on May 07, 2009, 10:04:18 AM Post from Bone about losers and the state of DF (http://forums.darkfallonline.com/showthread.php?t=183028) Honestly, many of us have seen this time and time again. The crushed depart the game because the time investment to stay competitive is too great compared to the time it takes to lose. Just like Shadowbane, the game is too crushing for the defeated, and too grindy to maintain at the top level of play. The elite guilds suffer from boredom and quit, and in the end you have a dead game. So DF is 60 days old, and rapidly descending into a small population of the few who stubbornly remain. I'd be amazed if this game is still around in 12 months. Why oh why wouldn't a prospective developer want to sink serious money into those people? Title: Re: Darkfall "Released" Post by: kildorn on May 07, 2009, 10:15:56 AM Wait, they're understanding that most PVP game models require a pool of people to be abused? I do not agree with this. PvP should not mean wolves and sheep by its definition. While there is some, hopefully the roles change player to player as situations change (as in, everyone gets a chance to be the wolf or sheep). If this isn't a case, and your game rules, or balance does not allow for this, you do not have a PvP game, you have a griefing game, And it will die. Pretty much in any situation involving leveling/crafting/landholding in addition to the pure pvp elements, you introduce a sheep: the underleveled/underequipped/asleep player. It's very hard to have a pure pvp system with, well, an opt out for the people to not be in the position of dealing with flat out superior forces camping them in. Eve's empire space. UO's trammel. Whatever. A starter and recovery area. It's the flaw in open world no protection anything goes design: if anything goes, crushing your enemies into quitting is a legitimate tactic. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 10:20:54 AM Wait, they're understanding that most PVP game models require a pool of people to be abused? I do not agree with this. PvP should not mean wolves and sheep by its definition. While there is some, hopefully the roles change player to player as situations change (as in, everyone gets a chance to be the wolf or sheep). If this isn't a case, and your game rules, or balance does not allow for this, you do not have a PvP game, you have a griefing game, And it will die. Pretty much in any situation involving leveling/crafting/landholding in addition to the pure pvp elements, you introduce a sheep: the underleveled/underequipped/asleep player. It's very hard to have a pure pvp system with, well, an opt out for the people to not be in the position of dealing with flat out superior forces camping them in. Eve's empire space. UO's trammel. Whatever. A starter and recovery area. It's the flaw in open world no protection anything goes design: if anything goes, crushing your enemies into quitting is a legitimate tactic. Your talking about RPG's with gear treadmills (You die++), most with PvP as an add on. I usually talk about PvP games as the kind with horizontal progression, and gains in utility/options, not arbitrary stats or "power". But i understand what you are saying. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 10:39:39 AM Tasos officially declines offer of re-review from Eurogamer (http://forums.darkfallonline.com/showthread.php?t=185733)
Surprised, no. Title: Re: Darkfall "Released" Post by: DLRiley on May 07, 2009, 10:47:58 AM Wait, they're understanding that most PVP game models require a pool of people to be abused? I do not agree with this. PvP should not mean wolves and sheep by its definition. While there is some, hopefully the roles change player to player as situations change (as in, everyone gets a chance to be the wolf or sheep). If this isn't a case, and your game rules, or balance does not allow for this, you do not have a PvP game, you have a griefing game, And it will die. I have to agree with kildorn. The entire point of world pvp in general (open world or rvr) is to remove the ability for the other side's to compete, if you don't believe so if you give the playerbase of these games enough tools (even restricted tools) they will constantly strive to reach that point. When you remove competition you are effectively using the wolf/sheep paradigm and that inherently means a pvp community dead set of cannibalizing itself. You can slow or drastically increase the cannibalism by lowering the amount of weight behind losing, but you ARE losing players regardless at a much faster rate than a game not bothering with world pvp as the real bread and butter of the game. And before someone goes chalking up EvE, EvE is effectively a Pve game, you participate in the world pvp aspect and you can spend 100% of your time on it if your that bored but you can always spend 99% of your time in the pve metagame without fear of the PvP dick waging contest affecting your gameplay. Even ganking is effectively a none issue because the odds are heavily stacked against the ganker by design. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 11:04:08 AM The entire point of world pvp in general (open world or rvr) is to remove the ability for the other side's to compete, No. Title: Re: Darkfall "Released" Post by: DLRiley on May 07, 2009, 11:05:08 AM The entire point of world pvp in general (open world or rvr) is to remove the ability for the other side's to compete, No. Tell that to your playerbase. Title: Re: Darkfall "Released" Post by: jakonovski on May 07, 2009, 11:09:10 AM Tasos officially declines offer of re-review from Eurogamer (http://forums.darkfallonline.com/showthread.php?t=185733) Surprised, no. From my mother basement I stab at thee, Eurogamer! Title: Re: Darkfall "Released" Post by: Vash on May 07, 2009, 11:09:56 AM The entire point of world pvp in general (open world or rvr) is to remove the ability for the other side's to compete, No. Tell that to your playerbase. I'm pretty sure most sane playerbases can understand the fact that if there's nobody for them to fight (or grief) they will get bored pretty quick. Title: Re: Darkfall "Released" Post by: DLRiley on May 07, 2009, 11:22:02 AM The entire point of world pvp in general (open world or rvr) is to remove the ability for the other side's to compete, No. Tell that to your playerbase. I'm pretty sure most sane playerbases can understand the fact that if there's nobody for them to fight (or grief) they will get bored pretty quick. You would think so but that is rarely the type of players world pvp attracts. For example people were making serious complaints about WAR not allowing you to march from your zone to another sides zone easily (geography and high level champions preventing you from making such marches). Basically they didn't consider WAR a true RvR game unless you can have large number of destro or order warbands waiting for you to log on. Protecting the playerbase from its inherent stupidity in a world pvp game has literally been a losing battle since UO because no matter how much common sense you think players should have they will always chose to remove the fun from the game as quickly as possible. Title: Re: Darkfall "Released" Post by: schild on May 07, 2009, 11:23:36 AM Quote So if it’s all the same to Eurogamer we’ll just take it on the chin and stick with the original review. We don’t need their concessions. If they can live with this, so can we. 2/10 from the likes of Ed Zitron is going to be a badge of honor for us. They can keep that fraud up as our memorial contribution to journalistic integrity and to independent games everywhere. At the very least they may think twice before they try doing this to someone else. Haha what? No, that's not how it works. I feel like I should mail them a cluebat. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 11:27:53 AM Quote So if it’s all the same to Eurogamer we’ll just take it on the chin and stick with the original review. We don’t need their concessions. If they can live with this, so can we. 2/10 from the likes of Ed Zitron is going to be a badge of honor for us. They can keep that fraud up as our memorial contribution to journalistic integrity and to independent games everywhere. At the very least they may think twice before they try doing this to someone else. Haha what? No, that's not how it works. I feel like I should mail them a cluebat. Friend of mine makes and sells clue fairies and half clue coins. The fairy has a Clue-by-four. (http://static.zoovy.com/img/amulets/-/clue_fairy1) We can easily turn it into a badge. :grin: Title: Re: Darkfall "Released" Post by: Hindenburg on May 07, 2009, 11:29:43 AM Haha what? No, that's not how it works. I feel like I should mail them a cluebat. I'd say that they did a bit of research on... Kieron, was it? and realized that the rape was imminent. Title: Re: Darkfall "Released" Post by: Bzalthek on May 07, 2009, 11:33:28 AM The entire point of world pvp in general (open world or rvr) is to remove the ability for the other side's to compete, No. Tell that to your playerbase. I'm pretty sure most sane playerbases can understand the fact that if there's nobody for them to fight (or grief) they will get bored pretty quick. Most people are stupid. This is like Theorem 1.1 of life. People like grinding other people in the dirt, and rubbing it in every chance they get. When people leave, it's not the fucktard who systematically set out to make someone quit the game, it's because the carebear is too thin skinned to deal with reality and needs to toughen up. When people leave en masse, it's not the fucktard's fault either, it's poor design by the developers who didn't provide enough incentive for people to stay. And the few who do realize this, are doing it anyway because they've adopted the locust mentality. Feed on the grief and tears while it lasts, and then wait 17 years for the next game like it to come out. Title: Re: Darkfall "Released" Post by: schild on May 07, 2009, 11:42:17 AM Haha what? No, that's not how it works. I feel like I should mail them a cluebat. I'd say that they did a bit of research on... Kieron, was it? and realized that the rape was imminent. Title: Re: Darkfall "Released" Post by: Modern Angel on May 07, 2009, 12:18:50 PM Tasos officially declines offer of re-review from Eurogamer (http://forums.darkfallonline.com/showthread.php?t=185733) Surprised, no. That is some of the most awesome awesome in the history of awesome. I can almost taste the big buttery tears as he typed that out. Title: Re: Darkfall "Released" Post by: WindupAtheist on May 07, 2009, 12:45:06 PM Eurogamer should re-review the game anyway, and give it a 1.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 07, 2009, 12:50:29 PM Eurogamer should re-review the game anyway, and give it a 1. I don't think they care that they declined it. However, i had a thought that perhaps Darkfall deactivated the accounts. Now that, would be funny. Title: Re: Darkfall "Released" Post by: kildorn on May 07, 2009, 01:14:15 PM The entire point of world pvp in general (open world or rvr) is to remove the ability for the other side's to compete, No. Tell that to your playerbase. I'm pretty sure most sane playerbases can understand the fact that if there's nobody for them to fight (or grief) they will get bored pretty quick. The problem is that your bulk playerbase (or even just a plurality) is playing to WIN. Not playing to win fair fights. You get bullshit like the shadowbane play2crush alliance game, Eve-China's apparently instant takeover by a single alliance, yadda yadda. Want to kill someone in a game? Bring 5 people. Want to kill a guild? Bring 5 guilds. It's basic logic, there is some level of safety in numbers. The second you allow for non size limited interaction (aka no BGs/instances), you will get a situation in which people will band together and hunt weaker prey. Sure we can come up with anecdotes here and there about "I love a challenge", but this isn't limited to pvp worlds. Path of least resistance and such, all it takes is a few jackasses who simply want to crush everyone else to completely destroy a game, barring some method of playing without them able to interfere (trammel, empire space, whatever) If PVP players were nothing but the e-honor I only fight those equal to me types, maybe this kind of thing would work. But I still think you'd see a lot of e-honor being thrown to the wayside just to kick someone you don't like in the nuts. Title: Re: Darkfall "Released" Post by: gryeyes on May 07, 2009, 01:31:00 PM Surprised, no. You can decline reviews that you know are going to cock punch you? If only developers have thought of this before. Title: Re: Darkfall "Released" Post by: Surlyboi on May 07, 2009, 01:46:16 PM Quote So if it’s all the same to Eurogamer we’ll just take it on the chin and stick with the original review. We don’t need their concessions. If they can live with this, so can we. 2/10 from the likes of Ed Zitron is going to be a badge of honor for us. They can keep that fraud up as our memorial contribution to journalistic integrity and to independent games everywhere. At the very least they may think twice before they try doing this to someone else. This is what it sounds like when tards cry. Title: Re: Darkfall "Released" Post by: schild on May 07, 2009, 01:49:29 PM This is what it sounds like Heh, you're proud of that one, aren't you?when tards cry. If not, you should be. Title: Re: Darkfall "Released" Post by: Surlyboi on May 07, 2009, 01:59:24 PM I actually rewrote the first two stanzas of the song, but then found that much more succinct.
Title: Re: Darkfall "Released" Post by: patience on May 07, 2009, 02:01:31 PM Quote 14 minutes before the reviewer stopped playing Darkfall altogether he said in global chat: “how do I cast spells…..help”. During his entire time in the game he repeatedly asks: “what do I do?” in public chat. This part goes back to the community issue. In other betas I have gotten and seen others provide a lot of assistance without being jackasses about it. Darkfall's community has been and continues to be a liability for the health of the game. Title: Re: Darkfall "Released" Post by: Surlyboi on May 07, 2009, 02:03:36 PM This goes without saying. Hardc0res, y0! Tend to not want to help the newbs, because helping them is giving them a leg up and possibly preventing you from azzraping them later.
Then again, I tend to reply to shit like that with, "How do I shot web?" But that's not so much because I'm an elitist hardcore, but just because I'm an immature asshole and I think that shit is funny. I'll probably help them in private chat later though, because I'm a fucking carebear. Title: Re: Darkfall "Released" Post by: HaemishM on May 07, 2009, 02:31:44 PM It's the flaw in open world no protection anything goes design: if anything goes, crushing your enemies into quitting is a legitimate tactic. No, it's the ONLY tactic. Everything else is just going to leave you open to attack again. Open PVP worlds without map resets will always lead to the lamentations of the women leading to the cancellation of the subscriptions. Title: Re: Darkfall "Released" Post by: Modern Angel on May 07, 2009, 02:33:00 PM Given that the community is part of a MMO then of course their assholery should tinge the review. I almost said taint but thought better of it.
Title: Re: Darkfall "Released" Post by: tmp on May 07, 2009, 04:11:54 PM This part goes back to the community issue. Think it goes back even further; if the game fails to explain the basics to the player, then i really don't expect the "community" to do it instead. A competent designer should take such case (game reviewer repeatedly asking how to do x and y) as clear sign of their own failure, and that 2/10 as well deserved result of it. Instead, they seem to be under impression somehow this is pinning the blame on the player.Title: Re: Darkfall "Released" Post by: Bzalthek on May 07, 2009, 04:19:10 PM Not to defend, but...
Why is the assumption that the reviewer isn't just a fucking moron? Title: Re: Darkfall "Released" Post by: schild on May 07, 2009, 04:35:44 PM Not to defend, but... At which point did we argue he might not be?Why is the assumption that the reviewer isn't just a fucking moron? Title: Re: Darkfall "Released" Post by: Bzalthek on May 07, 2009, 04:40:48 PM I assumed that was the case when reviewer going noob in public chat suddenly became an indictment against the community and the game for not holding his hand.
Title: Re: Darkfall "Released" Post by: tmp on May 07, 2009, 04:42:57 PM Not to defend, but... Judging from his other review, he had no apparent problems with getting his bearings in LotRO expansion. So to suddenly develop brain tumor as result of exposure to Darkfall... well, that's not entirely unlikely, but a simpler explanation would be, the game just doesn't bother to explain its rather convoluted interface.Why is the assumption that the reviewer isn't just a fucking moron? Title: Re: Darkfall "Released" Post by: Stormwaltz on May 07, 2009, 05:19:47 PM You can decline reviews that you know are going to cock punch you? If only developers have thought of this before. Title: Re: Darkfall "Released" Post by: gryeyes on May 07, 2009, 05:39:30 PM Not to defend, but... Why is the assumption that the reviewer isn't just a fucking moron? He very well may be a moron who played the game for 45 minutes. The funny is the disaster of a response by Tasos. He not only makes himself look like an unprofessional douche but he throws down the gauntlet for a re-review. Which after learning that an established and respected gaming dude is going to be conducting it flees in terror. Title: Re: Darkfall "Released" Post by: Bzalthek on May 07, 2009, 05:44:53 PM Yeah, there's no argument there. I'm not defending this crap, but I read that review, and seriously, it read like he already knew what he was going to say, and merely looked for enough crap to pigeonhole to make it fit.
It's not that he bashed Darkfall, it's that he did such a bad job at it when its already so easy to do. Title: Re: Darkfall "Released" Post by: DLRiley on May 07, 2009, 06:05:14 PM That. Is. Not. Possible.
Title: Re: Darkfall "Released" Post by: UnSub on May 07, 2009, 06:43:45 PM Eurogamer should re-review the game anyway, and give it a 1. Tasos should take the re-review: even if Darkfall scores a 3, it'd be an improvement. You can't bitch that a bad review is wrecking your metascores, then say you'll keep the review as a badge of honour. And yeah, Eurogamer should re-review the game as a matter of their own personal honour. Title: Re: Darkfall "Released" Post by: ashrik on May 07, 2009, 10:05:23 PM Quote from: Ed Zintron MMOs are proof enough as to why I don’t want to have to rely on other people to make my purchases worth the money. For the record, I do think that 2 hours is too short to review the depth of experiences that can be found in an MMO. A 2 hour taste would make you feel that AoC is a great game with wonderful direction, that WAR is a populated PVP world with tons to do, and that WoW is about killing flora/fauna, that EVE is about spreadsheets or some shit. A company can obviously get the "feel" right but so many other things wrong. I'd suggest that the opposite could be right just as easily. heh I just think it was an unfair and inaccurate review. Although it'd probably only get a 4-5 from a more accurate one. "It's not for everyone" is a very nice way of saying "most people would agree that it is shit".Did Aventurine think that people were looking up their game on Metacritic? Give me a break. Enjoy the traffic, Eurogamer. I personally wouldn't use my Madden/FIFA guy to review Microsoft Flight Simulator, but that's just me. Title: Re: Darkfall "Released" Post by: LC on May 07, 2009, 11:40:54 PM I think schild should be forced to review it at gunpoint.
It's a pretty decent game for what it is. I think it will turn into another eve if given time. There has been a steady steam of good patches. And my map is still going: http://map.afraidyet.net Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 08, 2009, 04:03:58 AM If there isn't a safe empire type region, I don't see how it can turn into Eve.
Title: Re: Darkfall "Released" Post by: kildorn on May 08, 2009, 06:32:00 AM I think schild should be forced to review it at gunpoint. It's a pretty decent game for what it is. I think it will turn into another eve if given time. There has been a steady steam of good patches. And my map is still going: http://map.afraidyet.net That map is actually pretty useful to illustrate the problem inherent with open world PVP MMOs. Click political. Notice something? Two giant powerblocs. It's inevitable without a 1.0 space type area or simple regrouping that as time goes on, it will eventually be one giant power bloc and a lot of tiny shattered remnants hoping nobody from that bloc comes over and flattens their shit. The point of the design isn't fair fight, it's Win. EVE has recovery space, and a large enough map to make it a bit easier for a shattered alliance to wander off and reform or create new alliances in other space. But Eve-China was an example of how even if the system has been shown to work once, it can also fail miserably (essentially, a giant NAP formed and anyone who violates the 0.0 rules gets 95% of the playerbase coming down on top of them for it) Games need a rule structure in place to avoid what reality dictates: winning. Essentially if the game doesn't hinder continual victory and griefing, you will bleed players over it. Either by exponentially rising costs for holding more and more territory, 1.0 type space where you can't really go after people for spite without costing a shitload, whatever. You need some built in mechanism for defeated players to not be forced into the "log out, cancel sub, play something fun" mindset. Even if it's horribly unrealistic, it's part of it being a game. Being able to completely dominate the other side is fine in a temporary setting like an RTS or FPS. But when it's MMO, that domination needs to end at some point, because the game doesn't just flash a win screen and reset everything. It would be like queing into an Arathi Basin match but the other team has held the field for three weeks now and is just camping the spawn because the match will never end. That's just not fun for anyone. Title: Re: Darkfall "Released" Post by: tazelbain on May 08, 2009, 07:39:37 AM http://forums.f13.net/index.php?topic=16163.0 (http://forums.f13.net/index.php?topic=16163.0) to point to my idea for dealing with this.
Giving the losers a chance to rebuild is why a good part of the world needs to be -pvp. The problem with safe areas from a player-driven world prospective is that they are static, hard coded locations. Jita is -pvp, it will always be -pvp and there is nothing can players can do. Players are not in control of the EvE world. Obviously that is good because of the wolf/sheep dilemia, but I think you can get past that by giving players the ability to create safe areas in a +pvp world. Title: Re: Darkfall "Released" Post by: LC on May 08, 2009, 08:53:42 AM They have npc cities that are open to the losers. It's not impossible. The stasis alliance was totally defeated, and now they are on the map again.
And lets face it. High sec space in eve was not where losers from 0.0 went to recover. It's where they went to die. The few that did recover went to npc controlled 0.0 space. High-sec's only purpose was to provide a safe environment for lazy carebears to cause inflation without worry. Everyone else uses it as an oversized shopping mall. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 08, 2009, 12:52:06 PM So what's the new game on the horizon for all the people that are unhappy with Darkfall?
Title: Re: Darkfall "Released" Post by: DLRiley on May 08, 2009, 12:53:19 PM So what's the new game on the horizon for all the people that are unhappy with Darkfall? Mortal Online :drill: Title: Re: Darkfall "Released" Post by: sidereal on May 08, 2009, 01:03:55 PM Title: Re: Darkfall "Released" Post by: Redgiant on May 08, 2009, 08:05:41 PM And I thought Tasos has recovered enough for Round 2. Damn it, I was looking forward to that. Oh well.
(http://3.bp.blogspot.com/_BMTbVc-QP0Y/SZofutRc4aI/AAAAAAAAAZ0/oS-Wny9uRQI/S240/Kevin+Bacon.gif) Title: Re: Darkfall "Released" Post by: Surlyboi on May 08, 2009, 08:50:37 PM They have npc cities that are open to the losers. It's not impossible. The stasis alliance was totally defeated, and now they are on the map again. And lets face it. High sec space in eve was not where losers from 0.0 went to recover. It's where they went to die. The few that did recover went to npc controlled 0.0 space. High-sec's only purpose was to provide a safe environment for lazy carebears to cause inflation without worry. Everyone else uses it as an oversized shopping mall. Yeah, keep talking and providing evidence as to why full-on PvP will always remain a niche. Title: Re: Darkfall "Released" Post by: LC on May 08, 2009, 08:59:54 PM Who cares if they are niche. There's nothing wrong with niche. Why do people feel that games have to be watered down enough for everyone?
Title: Re: Darkfall "Released" Post by: AutomaticZen on May 08, 2009, 11:09:10 PM Who cares if they are niche. There's nothing wrong with niche. Why do people feel that games have to be watered down enough for everyone? Mo' money. Perhaps even 'dolla dolla bills y'all'? Sure, you might be get rich off a small, rabid fanbase of angry PVPers who spit at any new player who isn't as hardcore as them, but I generally doubt it. Title: Re: Darkfall "Released" Post by: Falconeer on May 09, 2009, 07:02:01 AM Again bashing on niches?
Not everyone is in the indutry to become rich. Some are there to do what they like, some are there to just live by doing what they like instead of the same money by doing something they do NOT like. Or do you think any writer/director/musician who is not aiming for the masses basically is a failed artist? Any business that doesn't make you filthy rich is worth crap and deserves to die and be mocked? This is not to defend Darkfall, which I don't like. But will we ever get to a point where we can stop bashing whatever is not DaVinci's Code/Titanic/BritneySpears because they dared to try their thing without minding the money? Darkfall's guilt is being Darkfall, not being niche. Title: Re: Darkfall "Released" Post by: Lantyssa on May 09, 2009, 07:14:57 AM Niche is great, but a lot of people seem to have a disconnect between "my gameplay style is niche" and "I want a AAA quality product with enough people around to keep me entertained". Especially when their prefered game is eating sheep.
Title: Re: Darkfall "Released" Post by: UnSub on May 09, 2009, 07:34:46 AM Agree with Lantyssa - niche is fine, but don't expect a AAA budget on such a title. Or huge numbers of players. Given that PvP-oriented games NEED a critical mass of players to be self-sustaining and hard core rule sets make such PvP situations unattractive to a lot of players and drive them from the game, creating a niche title in this area would seem to be a project only fools or the foolhardy would work on.
Niche MMOs have been shown to work out pretty well the developers are realistic about what they can do and work like dogs. Title: Re: Darkfall "Released" Post by: Falconeer on May 09, 2009, 07:44:24 AM Hey, I agree with Lantyssa too!
Title: Re: Darkfall "Released" Post by: DLRiley on May 09, 2009, 07:45:49 AM Again bashing on niches? Not everyone is in the indutry to become rich. Some are there to do what they like, some are there to just live by doing what they like instead of the same money by doing something they do NOT like. Or do you think any writer/director/musician who is not aiming for the masses basically is a failed artist? Any business that doesn't make you filthy rich is worth crap and deserves to die and be mocked? This is not to defend Darkfall, which I don't like. But will we ever get to a point where we can stop bashing whatever is not DaVinci's Code/Titanic/BritneySpears because they dared to try their thing without minding the money? Darkfall's guilt is being Darkfall, not being niche. Darkfall argument for existence, "We are niche leave us alone". Your argument for craptastic niche games "they are niche leave them alone". In the actual game industry NICHE games are NOT inaccessible and have damn near close to zero appeal. Niche games ARE, successful BECAUSE they appeal to whoever is willing to try it. Your typical Mmo niche games (at least the ones you bother defending Falconeer) aren't even appealing to the people willing to install the game, let alone gain any sort of real fanbase outside of the hardcore mouth breather. The ability to attract gamers outside of the initial hardCOrE player base is NOT the hallmark of a mainstream game, its the hallmark of a GOOD game. Title: Re: Darkfall "Released" Post by: Falconeer on May 09, 2009, 07:53:27 AM Your argument for craptastic niche games "they are niche leave them alone". No. Title: Re: Darkfall "Released" Post by: DLRiley on May 09, 2009, 07:57:23 AM Your argument for craptastic niche games "they are niche leave them alone". No. Post history says otherwise. Title: Re: Darkfall "Released" Post by: Falconeer on May 09, 2009, 08:18:45 AM One day someone will tell me why Geldon was sent away and this vampiric trollish buffon is welcome to stay.
Title: Re: Darkfall "Released" Post by: Signe on May 09, 2009, 08:30:12 AM I don't know. Maybe we'll grow to love him? Like a comfy old sock or a terminal disease that gives you cool hallucinations before it kills you? That last is how I want to go!
Title: Re: Darkfall "Released" Post by: rk47 on May 09, 2009, 08:39:12 AM :awesome_for_real:
Not playing it anymore Falcon? Title: Re: Darkfall "Released" Post by: Lantyssa on May 09, 2009, 10:20:02 AM One day someone will tell me why Geldon was sent away and this vampiric trollish buffon is welcome to stay. He doesn't post as much nor as verbosely, and not at all about himself. Geldon on the other hand still posts about his love-hate relationship with this place and it's been, what, a year? When he's wrong, at least Riley is succinct about it and not making twenty posts in a row to emphasize just how wrong he is. Much, much easier to ignore.Title: Re: Darkfall "Released" Post by: HaemishM on May 09, 2009, 10:33:47 AM Niche means fuckall when your playerbase is encouraged by the game's design to DRIVE USERS AWAY FROM YOUR SERVICE AS A CONDITION FOR WINNING. That's the problem with open PVP games in general. They draw in the worst sorts of fucktards whose sole purpose is the lamentation of their enemies' women. Only that lamentation takes the form of forum whining and eventual subscription cancellation. Niche games by their definition will have very thin profit margins. Unlike say a World of Warcraft or even a Warhammer Online or LotRO, they can't take the churn. A loss of 1% in playerbase in a month is a whole lot more damaging when your margins are as thin as something like Darkfall.
Niche means that you have a good business plan that doesn't require a bazillion subs to be profitable. It doesn't mean you can just make any old shit and say "This isn't for you" when people quit or post bad reviews. It means you have to be MORE focused on 1) making your playerbase happy and 2) making sure that you don't have so many people quitting every month. Niche games are better of making all of their playerbase a little unsatisfied than in catering to the worst fucking game-wrecking twats their game design attracts. Also, people like Bone and every one of you "hardcore PVP" mouth-breathing cunts who cheat, lie and exploit your way to victory and then complain about all the "sheep" leaving the game rather than be your helpless fuckdolls, you can all go rot in a fiery, crotch-sizzling hell full of anal-raping weasel demons with spike-covered horse cocks. You are exactly the sloppy cunts who have ruined MMOG PVP from the get go. Title: Re: Darkfall "Released" Post by: Surlyboi on May 09, 2009, 11:01:25 AM Niche means fuckall when your playerbase is encouraged by the game's design to DRIVE USERS AWAY FROM YOUR SERVICE AS A CONDITION FOR WINNING. That's the problem with open PVP games in general. They draw in the worst sorts of fucktards whose sole purpose is the lamentation of their enemies' women. Only that lamentation takes the form of forum whining and eventual subscription cancellation. Niche games by their definition will have very thin profit margins. Unlike say a World of Warcraft or even a Warhammer Online or LotRO, they can't take the churn. A loss of 1% in playerbase in a month is a whole lot more damaging when your margins are as thin as something like Darkfall. Niche means that you have a good business plan that doesn't require a bazillion subs to be profitable. It doesn't mean you can just make any old shit and say "This isn't for you" when people quit or post bad reviews. It means you have to be MORE focused on 1) making your playerbase happy and 2) making sure that you don't have so many people quitting every month. Niche games are better of making all of their playerbase a little unsatisfied than in catering to the worst fucking game-wrecking twats their game design attracts. Also, people like Bone and every one of you "hardcore PVP" mouth-breathing cunts who cheat, lie and exploit your way to victory and then complain about all the "sheep" leaving the game rather than be your helpless fuckdolls, you can all go rot in a fiery, crotch-sizzling hell full of anal-raping weasel demons with spike-covered horse cocks. You are exactly the sloppy cunts who have ruined MMOG PVP from the get go. This. A thousand times, this. Title: Re: Darkfall "Released" Post by: Hindenburg on May 09, 2009, 11:25:41 AM Niche means fuckall when your playerbase is encouraged by the game's design to DRIVE USERS AWAY FROM YOUR SERVICE AS A CONDITION FOR WINNING. That's the problem with open PVP games in general. They draw in the worst sorts of fucktards whose sole purpose is the lamentation of their enemies' women. Only that lamentation takes the form of forum whining and eventual subscription cancellation. Niche games by their definition will have very thin profit margins. Unlike say a World of Warcraft or even a Warhammer Online or LotRO, they can't take the churn. A loss of 1% in playerbase in a month is a whole lot more damaging when your margins are as thin as something like Darkfall. Niche means that you have a good business plan that doesn't require a bazillion subs to be profitable. It doesn't mean you can just make any old shit and say "This isn't for you" when people quit or post bad reviews. It means you have to be MORE focused on 1) making your playerbase happy and 2) making sure that you don't have so many people quitting every month. Niche games are better of making all of their playerbase a little unsatisfied than in catering to the worst fucking game-wrecking twats their game design attracts. Also, people like Bone and every one of you "hardcore PVP" mouth-breathing cunts who cheat, lie and exploit your way to victory and then complain about all the "sheep" leaving the game rather than be your helpless fuckdolls, you can all go rot in a fiery, crotch-sizzling hell full of anal-raping weasel demons with spike-covered horse cocks. You are exactly the sloppy cunts who have ruined MMOG PVP from the get go. Spoken like the pussy carebear that you are. If Darkfall fails, and it isn't showing any signal of going down that path, it'll be because they'll start modifying the great thing that they have right now. There'll always be more wolves to sustain the environment, you just have to respect them. Tasos understands this. :why_so_serious: Title: Re: Darkfall "Released" Post by: pxib on May 09, 2009, 11:46:43 AM There's got to be a certain baseline that acts as a floor to this sort of gaming discussion.
Darkfall is an ugly, awkward, poorly designed, poorly made nightmare that punishes you for not knowing how to play, punishes you while you learn how to play, and then continues to punish you for playing. A vast supermajority of gamers wouldn't play Darkfall for more than two hours if it was FREE. Its screenshots and gameplay videos do not sell it to passing curiosity seekers, and it will receive almost no word of mouth advertising that isn't bad. "Niche" doesn't begin to cover it. Title: Re: Darkfall "Released" Post by: gryeyes on May 09, 2009, 11:54:49 AM Niche apparently encompasses every game that is poorly developed with a dwindling user base. I for one await the day there are a dozen specialized and well developed MMO's with 100k subscriptions.
Title: Re: Darkfall "Released" Post by: Threash on May 09, 2009, 12:41:41 PM Niche means fuckall when your playerbase is encouraged by the game's design to DRIVE USERS AWAY FROM YOUR SERVICE AS A CONDITION FOR WINNING. That's the problem with open PVP games in general. They draw in the worst sorts of fucktards whose sole purpose is the lamentation of their enemies' women. Only that lamentation takes the form of forum whining and eventual subscription cancellation. Niche games by their definition will have very thin profit margins. Unlike say a World of Warcraft or even a Warhammer Online or LotRO, they can't take the churn. A loss of 1% in playerbase in a month is a whole lot more damaging when your margins are as thin as something like Darkfall. Niche means that you have a good business plan that doesn't require a bazillion subs to be profitable. It doesn't mean you can just make any old shit and say "This isn't for you" when people quit or post bad reviews. It means you have to be MORE focused on 1) making your playerbase happy and 2) making sure that you don't have so many people quitting every month. Niche games are better of making all of their playerbase a little unsatisfied than in catering to the worst fucking game-wrecking twats their game design attracts. Also, people like Bone and every one of you "hardcore PVP" mouth-breathing cunts who cheat, lie and exploit your way to victory and then complain about all the "sheep" leaving the game rather than be your helpless fuckdolls, you can all go rot in a fiery, crotch-sizzling hell full of anal-raping weasel demons with spike-covered horse cocks. You are exactly the sloppy cunts who have ruined MMOG PVP from the get go. Spoken like the pussy carebear that you are. If Darkfall fails, and it isn't showing any signal of going down that path, it'll be because they'll start modifying the great thing that they have right now. There'll always be more wolves to sustain the environment, you just have to respect them. Tasos understands this. :why_so_serious: Was this supposed to be green? You honestly think darkfall is anything other than a complete and utter failure? Title: Re: Darkfall "Released" Post by: Rishathra on May 09, 2009, 01:11:04 PM :why_so_serious: is the new green.
Title: Re: Darkfall "Released" Post by: Falconeer on May 09, 2009, 01:41:34 PM (http://farm4.static.flickr.com/3415/3516721172_4103aa156c_o.png) Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 09, 2009, 02:38:08 PM Niche means fuckall when your playerbase is encouraged by the game's design to DRIVE USERS AWAY FROM YOUR SERVICE AS A CONDITION FOR WINNING. That's the problem with open PVP games in general. They draw in the worst sorts of fucktards whose sole purpose is the lamentation of their enemies' women. Only that lamentation takes the form of forum whining and eventual subscription cancellation. It's a darkfall thread, I'd be reluctant to draw any general conclusions, because you know, darkfall. It's a miracle they made release at all. Title: Re: Darkfall "Released" Post by: pxib on May 09, 2009, 02:57:39 PM It's a darkfall thread, I'd be reluctant to draw any general conclusions, because you know, darkfall. It's a miracle they made release at all. I don't think he's drawing conclusions so much as stating them. The majority of EVE's characters spend as much time outside security space as most of UO's characters spend outside Trammel. Just because Darkfall is a buggy, laggy, tedious piece of shit doesn't mean that, were it a AAA product, it would suddenly be popular enough to sustain a population of cannon fodder. It would get more impulse buys, certainly, but they'd clear out as soon as they realized there was nowhere to run. Same bad publicity. Same collapsing community.People like to play with dogs, not wolves. Dogs may be dumber and not as exciting, but they love you. They're less likely than wolves to shit on your carpet, and they are considerably less likely to break your neck, tear your stomach open, and eat you. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 09, 2009, 03:12:43 PM The majority of EVE's characters spend as much time outside security space as most of UO's characters spend outside Trammel. Think about that several times, then take a glance at the eve forum. I couldn't even be arsed to argue with LC, the safe areas issue is a major problem for area control pvp games, but Darkfall has so many problems, why argue about how serious just one of them is? Same thing applies here, it's darkfall, you want to find something to reinforce your own opinions that's fine, it's still a bad example. Title: Re: Darkfall "Released" Post by: DLRiley on May 09, 2009, 03:50:51 PM The majority of EVE's characters spend as much time outside security space as most of UO's characters spend outside Trammel. Think about that several times, then take a glance at the eve forum. I couldn't even be arsed to argue with LC, the safe areas issue is a major problem for area control pvp games, but Darkfall has so many problems, why argue about how serious just one of them is? Same thing applies here, it's darkfall, you want to find something to reinforce your own opinions that's fine, it's still a bad example. You mean the eve forum in the f13 section? Just because people are willing to take pvp seriously, don't mean 90% of the playerbase won't spend their time in the pve only zones. A lesson open world pvp'ers refuse to learn. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 09, 2009, 04:12:01 PM I'm not really interested in getting into this PVE/PVP conversation again at any length so I'll be brief. Darkfall is a bad game, you want to say pvp is unpopular, well it's not, WoW proved that. You want to say world pvp is unpopular, fine, it is, niche you could say, no argument from me. The most interesting Eve thread is the war thread, the war thread is about area control. Even you saying 90% of players only pve in eve doesn't actually conflict with anything I said nor would I see a reason to even dispute that. If you want to disagree with my saying "darkfall is a bad example to draw general conclusion from", go right ahead, I'd have thought that was obvious, but hey go for broke, I'll dig out some Tabula Rasa links to counter you with and we can have a really stupid conversation.
Title: Re: Darkfall "Released" Post by: AutomaticZen on May 09, 2009, 04:18:00 PM I'm not really interested in getting into this PVE/PVP conversation again at any length so I'll be brief. Darkfall is a bad game, you want to say pvp is unpopular, well it's not, WoW proved that. You want to say world pvp is unpopular, fine, it is, niche you could say, no argument from me. The most interesting Eve thread is the war thread, the war thread is about area control. Even you saying 90% of players only pve in eve doesn't actually conflict with anything I said nor would I see a reason to even dispute that. If you want to disagree with my saying "darkfall is a bad example to draw general conclusion from", go right ahead, I'd have thought that was obvious, but hey go for broke, I'll dig out some Tabula Rasa links to counter you with and we can have a really stupid conversation. I believe all they were saying is that PVP taken to it's extreme (which is what the 'hardcores' always want) is not conductive to retaining your playerbase, as not many want to pay to lose everything over a long term. And paying over a long term is the MMO business model. Title: Re: Darkfall "Released" Post by: pxib on May 09, 2009, 04:30:34 PM Come now, Parker, nobody sane would go up against you in a link-dredging fight.
Think about that several times, then take a glance at the eve forum. A tiny minority of MMO players, of any game, ever visit any forums other than to read whether the game is down... an even tinier minority posts. Those that do discuss three things: how to play, why the game sucks, and drama. EVE's single universe and player-controlled space means that drama is almost entirely PvP related. Without raiding guild drama, high-sec PvEers just don't have much worth chatting about. Is world PvP crucial to EVE's success? Absolutely. Just like soloers enjoy soloing in massively-multiplayer games, PvEers enjoy knowing they're a part of that dangerous world they so rarely visit. More importantly, they provide enough revenue to keep the rest of the game operating.WoW didn't prove PvP is popular. It proved that people like playing with dogs. Arf. Run back from the graveyard, stomach intact. EDIT: What AutomaticZen said. The reason this goes in a Darkfall thread isn't because it's some terrific example. It's a dead horse, through and through. This goes in a Darkfall thread because the high expectations and grim collapse of this game is following such a familiar, predictable route. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 10, 2009, 11:43:34 AM I believe all they were saying is that PVP taken to it's extreme (which is what the 'hardcores' always want) is not conductive to retaining your playerbase, as not many want to pay to lose everything over a long term. And paying over a long term is the MMO business model. That depends on safe areas to retreat to and how much looting is involved. AC1 Darktide steadily increased in population size even with the massive disadvantages of no safe areas, part looting and instant gibbing for new players (helped in part by the accidents of a large zoneless world and lack of other games). I personally think it's crazy to solely target hardcore pvp players for a game, as you need to create all the art work and client technology anyway, so the extra work in creating a PVE type ruleset (that's likely to be more popular even with terrible pve) is minor. WoW didn't prove PvP is popular. It proved that people like playing with dogs. Arf. Run back from the graveyard, stomach intact. I didn't disagree really with the rest of your post, my point about drawing general conclusions on pvp using Darkfall as an example, applies again with this quoted part. All WoW servers have pvp, WoW pvp servers have a tiny element of world pvp (that doesn't work very well), despite that, more people pick a pvp server than a pve (even though it's not really a classic sense pve) server. WoW proved pvp is mainstream, all servers offer the choice, it's pvp lite but it's still pvp, so ultimately all we are talking about is how it's implemented. Choice is what should be offered, using Darkfall to say open pvp (area control pvp, looting pvp, or whatever you want to call it) is unpopular misses the point, I could say Vanguard proves PVE is unpopular using the same logic. Edit typo Title: Re: Darkfall "Released" Post by: pxib on May 10, 2009, 01:59:00 PM WoW proved pvp is mainstream, all servers offer the choice, it's pvp lite but it's still pvp, so ultimately all we are talking about is how it's implemented. Choice is what should be offered, using Darkfall to say open pvp (area control pvp, looting pvp, or whatever you want to call it) is unpopular misses the point, I could say Vanguard proves PVE is unpopular using the same logic. I think we agree. Largely to play devil's advocate, I propose that Vanguard did demonstrate the unpopularity of PvE.Vanguard's supporters (and Darkfall's) argue that their game's quality is based on its feature list. They say what's important to players is a particular set of rules. They have armchair discussions about how exactly those features should be implimented. They feel some special rules have been largely abandoned, and by doing so game designers and publishers have somehow betrayed not only an important sub-section of their audience, but their bottom line. Those features "done right" would make robot jesus moneyhats for decades. Trouble is, moneyhats aren't made of feature lists. Players like skinnerbox ding grats. They like to have a lot of reachable goals: completing quests, exploring areas, and gathering crap to fill recipe lists. They like improving their avatars with new abilities, new gear, and new toys. Without these things, they hate PvE, they hate PvP, they hate repetitive quests, they hate travel time, they hate grinding. Every familiar aspect of MMOG gameplay, robbed of ding grats, is box office poison. If the game ever gives the player enough time to stop and wonder why she's doing what she hates, the game will fail. She must always have a small local goal, and must be able to see that goal completed before she gets bored. This need not be a delicate balancing act. Free Realms does it via blunt force trauma. So Vanguard failed because it thought players wanted challenging PvE, player housing, and a vast world to explore. But it provided them with goals that were neither small nor local, and it was stingy with the ding grats. People are investing their monthly fee in character advancment, and if they stop advancing they stop paying. They're not paying for the gameplay. The gameplay sucks. Title: Re: Darkfall "Released" Post by: Redgiant on May 10, 2009, 05:14:58 PM I believe all they were saying is that PVP taken to it's extreme (which is what the 'hardcores' always want) is not conductive to retaining your playerbase, as not many want to pay to lose everything over a long term. And paying over a long term is the MMO business model. That depends on safe areas to retreat to and how much looting is involved. AC1 Darktide steadily increased in population size even with the massive disadvantages of no safe areas, part looting and instant gibbing for new players (helped in part by the accidents of a large zoneless world and lack of other games). I personally think it's crazy to solely target hardcore pvp players for a game, as you need to create all the art work and client technology anyway, so the extra work in creating a PVE type ruleset (that's likely to be more popular even with terrible pve) is minor. WoW didn't prove PvP is popular. It proved that people like playing with dogs. Arf. Run back from the graveyard, stomach intact. I didn't disagree really with the rest of your post, my point about drawing general conclusions on pvp using Darkfall as an example, applies again with this quoted part. All WoW servers have pvp, WoW pvp servers have a tiny element of world pvp (that doesn't work very well), despite that, more people pick a pvp server than a pve (even thought it's not really a classic sense pve) server. WoW proved pvp is mainstream, all servers offer the choice, it's pvp lite but it's still pvp, so ultimately all we are talking about is how it's implemented. Choice is what should be offered, using Darkfall to say open pvp (area control pvp, looting pvp, or whatever you want to call it) is unpopular misses the point, I could say Vanguard proves PVE is unpopular using the same logic. WoW had a very active open world PvP for a while on the server I played on at launch (Tichondrius). The problem was: Blizzard decided they didn't WANT open world PvP to be a big draw due to the spikey demands it kept placing on specific and narrow portions of their world servers which was hard for them to handle the load of in a smooth way. TM/Southshore anyone? City raids were fun when they used to organically occur. So were outdoor spontaneous battles like over the outdoor Azshara dragon and Khazak or whatever he was called in Blasted Lands (I think). I remember being involved in almost DAoC-like fights over them, when suddenly another 40-50 people would swoop in to not only keep us from killing them but try to take them on themselves, and it would go back and forth. Blizzard could easily have promoted and grown open world PvP except for one small detail: they just didn't want to. It had nothing to do with what most PvP-prone people at the time wanted , or what would be the most interesting and dynamic choice. It was just what they wanted to have happen to avoid performance spikes and the usual problems associated with pockets of open world unpredictable load. It is really too bad that they went the way of the instanced, arena PvP instead of a more UoWoW style. Even without full loot drops (which I am sure no matter what they would never do), just having no instances (everyone fighting over the same bosses and loot), and a more Wintergrasp-y effort world-wide, with buildable/upgradeable/controlable/seigable keeps and the like, they would have out-WAR'd WAR and made even the most hardcore DAoC vet admire their efforts. I am convinced that they were fully aware of all this, and decided not to pursue it on purpose. They left the door open for crap like Darkfail to "pretend" to fill a niche that WoW purposely left the vacuum for. Title: Re: Darkfall "Released" Post by: DLRiley on May 10, 2009, 06:23:27 PM You mean blizzard didn't expand on a proven player base sucking idea...but yeah WoW could support if it really wanted to make the investment into server stability but is it worth the 15 minutes of fame before someone dominates the map and everyone leaves? The problem open world pvp'ers have with WoW is that WoW refuses to give them anymore tools then the ability to gank each other outside of towns. Which inherently isn't "good enough".
Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 11, 2009, 02:14:31 AM The problem open world pvp'ers have with WoW is that WoW refuses to give them anymore tools then the ability to gank each other outside of towns. Which inherently isn't "good enough". Maybe, but then most vocal people about open pvp are stupid. I'd have thought the main problems with developing a more involving area control pvp ruleset for WoW would be :- 1. The zones are built for pve advancement. 2. The BOP and purple loot system would make even limited looting really annoying. 3. It's level based advancement I think it would be incredibly hard for them to do and for only 10% of the players, I don't think it's worth the effort. Title: Re: Darkfall "Released" Post by: calapine on May 11, 2009, 03:10:24 AM Players like skinnerbox ding grats. They like to have a lot of reachable goals: completing quests, exploring areas, and gathering crap to fill recipe lists. They like improving their avatars with new abilities, new gear, and new toys. Without these things, they hate PvE, they hate PvP, they hate repetitive quests, they hate travel time, they hate grinding. Every familiar aspect of MMOG gameplay, robbed of ding grats, is box office poison. If the game ever gives the player enough time to stop and wonder why she's doing what she hates, the game will fail. She must always have a small local goal, and must be able to see that goal completed before she gets bored. This need not be a delicate balancing act. As MMORPG player and ex-field marshall I'd like to object to this demeaning description! The way you talk about "giving it the ding-grats" evokes images of lab-rats with wires attached to their pleasure centres that light up every time they complete navigating a maze or press the shiny red button. We can't all be that stupid! :awesome_for_real: Title: Re: Darkfall "Released" Post by: IainC on May 11, 2009, 04:00:35 AM lab-rats with wires attached to their pleasure centres that light up every time they complete navigating a maze or press the shiny red button. That is pretty much the MMO experience in a nutshell yes. Title: Re: Darkfall "Released" Post by: IainC on May 11, 2009, 07:08:01 AM Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 11, 2009, 07:09:07 AM You know, i enjoy reading the noob. But i think she just took a stab at both parties.
Title: Re: Darkfall "Released" Post by: tmp on May 11, 2009, 07:24:54 AM Well, the comic author is (was?) big Darkfall fan, so with that in mind that's a rather fair take from her.
Title: Re: Darkfall "Released" Post by: Surlyboi on May 11, 2009, 07:46:53 AM Well, being a fan of darkfall does qualify you as mentally unstable...
Title: Re: Darkfall "Released" Post by: schild on May 11, 2009, 08:15:24 AM Fuck, Eurogamer pussed out and are having Kieron take a second look. He COULD tear it apart, but I have a feeling he's going to find some sort of redeeming value just to set things straight. I hope he rips it apart. It would be a win for gaming journalism. I'm not big on "second looks," even if the first one was wrong. If you're willing to print something, print that shit in stone and stand behind it.
Title: Re: Darkfall "Released" Post by: IainC on May 11, 2009, 08:21:01 AM Fuck, Eurogamer pussed out and are having Kieron take a second look. He COULD tear it apart, but I have a feeling he's going to find some sort of redeeming value just to set things straight. I hope he rips it apart. It would be a win for gaming journalism. I'm not big on "second looks," even if the first one was wrong. If you're willing to print something, print that shit in stone and stand behind it. This (http://www.antipwn.com/blog/?p=88). Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 11, 2009, 08:22:18 AM Fuck, Eurogamer pussed out and are having Kieron take a second look. He COULD tear it apart, but I have a feeling he's going to find some sort of redeeming value just to set things straight. I hope he rips it apart. It would be a win for gaming journalism. I'm not big on "second looks," even if the first one was wrong. If you're willing to print something, print that shit in stone and stand behind it. Ed Zitron was the original rev reviewer.Becouse Aventurine is attacking Ed's credibility, Kieron Gillen is to do the re review, supposedly because he has more "cred". Title: Re: Darkfall "Released" Post by: tmp on May 11, 2009, 08:31:51 AM Fuck, Eurogamer pussed out and are having Kieron take a second look. Tasos said they didn't want that, though.... there's high potential for some more lulz; hope he chooses to take offense at it.Title: Re: Darkfall "Released" Post by: schild on May 11, 2009, 08:32:03 AM Fuck, Eurogamer pussed out and are having Kieron take a second look. He COULD tear it apart, but I have a feeling he's going to find some sort of redeeming value just to set things straight. I hope he rips it apart. It would be a win for gaming journalism. I'm not big on "second looks," even if the first one was wrong. If you're willing to print something, print that shit in stone and stand behind it. Ed Zitron was the original rev reviewer.Becouse Aventurine is attacking Ed's credibility, Kieron Gillen is to do the re review, supposedly because he has more "cred". Uh, yes. I know. Edit: I suppose I should point out I've chosen to get myself very close to this situation and I'm choosing to not be wordy over it out of respect for the people involved. Title: Re: Darkfall "Released" Post by: sidereal on May 11, 2009, 10:18:30 AM Edit: I suppose I should point out I've chosen to get myself very close to this situation and I'm choosing to not be wordy over it out of respect for the people involved. I've chosen to get myself very close to Kate Beckinsale. I will be very wordy over it if it goes well. Title: Re: Darkfall "Released" Post by: tmp on May 11, 2009, 10:24:46 AM Pictures are worth a thousand words each.
Title: Re: Darkfall "Released" Post by: jakonovski on May 11, 2009, 11:00:39 AM Edit: I suppose I should point out I've chosen to get myself very close to this situation and I'm choosing to not be wordy over it out of respect for the people involved. Dude, that's like dangling a rotting zebra carcass just outside the reach of a pack of starving hyenas. Very, very cruel. Title: Re: Darkfall "Released" Post by: Hutch on May 11, 2009, 12:27:05 PM That was more of a euphemism than it was an analogy.
Title: Re: Darkfall "Released" Post by: HaemishM on May 11, 2009, 12:27:08 PM Choice is what should be offered, using Darkfall to say open pvp (area control pvp, looting pvp, or whatever you want to call it) is unpopular misses the point, I could say Vanguard proves PVE is unpopular using the same logic. Before I read past this quote in the thread, I want to clarify. OPEN PVP is what I was talking about. I SPECIFICALLY SAID OPEN PVP. WoW, no matter how much world PVP is going on, is not open PVP. You cannot destroy ANYTHING. You cannot STEAL anything other than time. Horde will never completely remove the ability for Alliance to log back in and survive 10 seconds from login forever and ever. WoW is sport PVP and it proved a theory of mine quite well - people will PVP but only if you protect their sensitive little bungholes from being repeatedly and maliciously raped over and over by the "hardcore." Darkfall's open PVP design continues to prove that despite all their blustery bravado, open PVP hardcore fanatics are just as much a bunch of whiny pussies as the carebears they deride. It also proves that if you provide the ability for people to completely ruin someone else's gameplay experience, whether by looting their rotting corpses or destroying their guild's city, you will have a steady drain on subscriptions until there is no one left but the whiny hardcore douches who drove everyone else off. Darkfall just accelerated the timeline by being a laggy, syphilis-infested wasteland of all the worst computer programming mistakes ever. As for Vanguard, what it proved is that bone-achingly grindy PVE rife with bugs and system requirements from next year's line of computers and an emphasis on gameplay that requires a solo player to suck up to 39 or the most OCD-challenged cunts on the planet is no more mass market than being a faceless cockgobbler in the PVP Shitheel Brigade. Title: Re: Darkfall "Released" Post by: Nerf on May 11, 2009, 01:22:19 PM OPEN PVP is what I was talking about. I SPECIFICALLY SAID OPEN PVP. WoW, no matter how much world PVP is going on, is not open PVP. You cannot destroy ANYTHING. You cannot STEAL anything other than time. Horde will never completely remove the ability for Alliance to log back in and survive 10 seconds from login forever and ever. You of course already know this, but it's a game, it's all pixels, and the only thing that you could ever steal in any game was time, some games just let you steal more time than others, or make the time stolen a cockstabbing, unfun grind to get back. Title: Re: Darkfall "Released" Post by: HaemishM on May 11, 2009, 01:39:01 PM Not all time is equal. :oh_i_see:
Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 11, 2009, 01:40:47 PM HaemishM you just need to channel that rage that into a Darkfall review. I'd read it.
Title: Re: Darkfall "Released" Post by: sidereal on May 11, 2009, 02:16:30 PM OPEN PVP is what I was talking about. I SPECIFICALLY SAID OPEN PVP. WoW, no matter how much world PVP is going on, is not open PVP. You cannot destroy ANYTHING. You cannot STEAL anything other than time. Horde will never completely remove the ability for Alliance to log back in and survive 10 seconds from login forever and ever. You of course already know this, but it's a game, it's all pixels, and the only thing that you could ever steal in any game was time, some games just let you steal more time than others, or make the time stolen a cockstabbing, unfun grind to get back. And you already know this, but MMO players as a whole tend to invest identity into their characters and take it personally when bad things happen to them. You can cry 'ITS PIXELS ITS PIXELS' all you want, but as long as people are emoting, getting MMO Married, going to virtual dance parties, being proud of weird costume shit that has no effect on gameplay, etc, etc, then they have personal investment, and they will be sad when some nob ganks them. And being sad is not something want to pay money for. This is true to a lesser extent in self-selecting exclusively nob environments like Darkfall, but it's still true. There you're less making them sad because they're being violated and more making them sad because you're whittling their arrogance. But sad is sad and wasted time has nothing to do with it. Title: Re: Darkfall "Released" Post by: ashrik on May 11, 2009, 04:10:18 PM HaemishM you just need to channel that rage that into a Darkfall review. I'd read it. I look forward to reading the Tasos response to that adjective-laden diatribe alreadyTitle: Re: Darkfall "Released" Post by: ashrik on May 11, 2009, 04:16:51 PM Uh, yes. I know. Oh come onEdit: I suppose I should point out I've chosen to get myself very close to this situation and I'm choosing to not be wordy over it out of respect for the people involved. Title: Re: Darkfall "Released" Post by: K9 on May 11, 2009, 04:22:54 PM (http://farm4.static.flickr.com/3415/3516721172_4103aa156c_o.png) TMNT flashback Title: Re: Darkfall "Released" Post by: schild on May 11, 2009, 04:54:54 PM God that wasn't even supposed to be chumming the waters. You people like train wrecks way too much.
Title: Re: Darkfall "Released" Post by: UnSub on May 11, 2009, 06:03:47 PM God that wasn't even supposed to be chumming the waters. You people like train wrecks way too much. Some people are train spotters, others are train wreck spotters. It will be interesting to see what Eurogamer does - are they going to hang their original reviewer out to dry? Or is the new review going to confirm what was said and just get Tasos angry and he'll bring out the server logs again (which would be more entertaining)? Title: Re: Darkfall "Released" Post by: Bzalthek on May 11, 2009, 08:15:30 PM God that wasn't even supposed to be chumming the waters. You people like train wrecks way too much. For some of us, it is the only bright light in this miserable existence. You have the power to walk through the land of the blind and spread that light. Don't waste it! Title: Re: Darkfall "Released" Post by: schild on May 11, 2009, 08:27:14 PM God that wasn't even supposed to be chumming the waters. You people like train wrecks way too much. For some of us, it is the only bright light in this miserable existence. You have the power to walk through the land of the blind and spread that light. Don't waste it!Title: Re: Darkfall "Released" Post by: sidereal on May 11, 2009, 08:46:29 PM God that wasn't even supposed to be chumming the waters. You people like train wrecks way too much. For some of us, it is the only bright light in this miserable existence. You have the power to walk through the land of the blind and spread that light. Don't waste it! Hey, it's like that movie Blindness. We're all wandering around naked and pooping on the floor and schild knows the first aid kit is, but then he stabs Tasos in the neck while Darkfall burns down and Danny Glover says something thoughtful and endearing! Title: Re: Darkfall "Released" Post by: HaemishM on May 12, 2009, 09:00:36 AM HaemishM you just need to channel that rage that into a Darkfall review. I'd read it. I've been very tempted, but I keep thinking I really just don't have time. Or to put it more properly, I don't have time to review a game that I know is complete and utter shit from the get-go. Reviewing a shitty movie takes maybe 3 hours of my time, and in the way there's at least some comedy no matter how unintentional. But my game time - I'd constantly be thinking, I could be playing LotRO or FIFA 09 or BF2 or BF 2142 or TF2 or Empire: Total War or something that didn't try to jam its leprous cock into my eye socket while insulting me for not being manly enough to take it and like it. It would be grand fun to see Tasos's response but in the end, Tasos would be right. I'd be writing the review with the preconceived notion that this game sucks monkey anus through a straw. Title: Re: Darkfall "Released" Post by: Lantyssa on May 12, 2009, 10:54:46 AM You're just not hardcore enough to write a review. ;D
Title: Re: Darkfall "Released" Post by: ashrik on May 12, 2009, 11:04:11 AM Many are called, but few are chosen
Title: Re: Darkfall "Released" Post by: LC on May 12, 2009, 07:44:51 PM Who actually tried the game anyway. I'm too lazy to scroll up.
Title: Re: Darkfall "Released" Post by: ashrik on May 12, 2009, 11:50:43 PM Well very few of us, that goes without saying.
That's part of the problem. I doubt that any person who comes up "off the street" would have an enjoyable experience with this game. I've edited this very much so now. I'm really drunbk. goodnight. Title: Re: Darkfall "Released" Post by: Hawkbit on May 13, 2009, 04:16:49 AM I wanted to play it to see how they approached certain game design areas, even if everyone says it's broken. But I don't trust them with my CC info and I'm not going to hunt down a subscription on a game I know I won't play for more than a few weeks.
Title: Re: Darkfall "Released" Post by: Falconeer on May 13, 2009, 05:28:39 AM I tried it.
Title: Re: Darkfall "Released" Post by: Falwell on May 13, 2009, 05:51:34 AM Ahahahahaahhaahahahahahah
Put your drink down before watching. http://www.youtube.com/watch?v=Aw2-3IiOPA8 (via TTH) Title: Re: Darkfall "Released" Post by: K9 on May 13, 2009, 06:34:59 AM oh
wow Title: Re: Darkfall "Released" Post by: Engels on May 13, 2009, 07:09:27 AM :ye_gods: Well, maybe we should support Darkfall after all. As some form of roach motel for the mentally infirm.
Title: Re: Darkfall "Released" Post by: Surlyboi on May 13, 2009, 07:23:21 AM That's awesome. A bunch of people on a game that nobody else will play, doing something that no one but them cares about.
"From the heart of my parents' poopsock and cheeto-filled basement, I stab at thee!" Title: Re: Darkfall "Released" Post by: Modern Angel on May 13, 2009, 07:28:31 AM I repeat: I can't imagine why a prospective MMO dev house wouldn't want to gear a game toward those people.
Title: Re: Darkfall "Released" Post by: Surlyboi on May 13, 2009, 07:38:34 AM Mostly because said prospective MMO dev house is made up of those same people, only slightly more functional. I guess a million monkeys actually could come up with Shakespeare.
Title: Re: Darkfall "Released" Post by: Modern Angel on May 13, 2009, 07:58:27 AM I think you're missing my point. Want to know why fewer and fewer PvP centric MMOs are coming out, despite it being a chink in WoW's armor and actual decent ideas for PvP being floated on forums and dev blogs everywhere? Watch that video.
There is no fucking way, none, that I would want my playerbase made up of those people. And not just the guy crying big buttery tears in the narration; look at all those fuckers making some protest statement by declaring war on a one person Eurogamer guild. Why would I want the headache of making my niche game for them when I could make a niche carebear game and make just as much money with a tenth of the community related crap? Title: Re: Darkfall "Released" Post by: Surlyboi on May 13, 2009, 08:25:23 AM Nope. I got your point. I think you missed mine.
The makers of Darkfall WANT the mouthbreathers because, "No John, you are teh demons." They think that the stupidity exhibited in that video is a sign that there's a solid following for the game, not what you and I know; that it's a sign that their key demographic is a bunch of fucking nimrods. Title: Re: Darkfall "Released" Post by: ashrik on May 13, 2009, 09:39:38 AM You can't make Youtube videos in green text
Title: Re: Darkfall "Released" Post by: Hawkbit on May 13, 2009, 09:40:35 AM I'm leaning towards this being a good thing overall. If it keeps these mouthbreathers off the streets and in their basements, I'm all for it.
Title: Re: Darkfall "Released" Post by: LC on May 13, 2009, 09:40:41 AM Fewer and Fewer? I can't remember any time when there was more than 1 - 2 pvp centric mmos in production. The average retard likes shiny objects, and some kind of beep to let him know that he did something right. Those people are no better than lab animals that are trained to do something for a reward. You don't really get that in pvp centric games.
Title: Re: Darkfall "Released" Post by: Threash on May 13, 2009, 09:40:44 AM Are there any estimates at all on how many nimrods are actually playing this?
Title: Re: Darkfall "Released" Post by: AutomaticZen on May 13, 2009, 09:45:37 AM What did Darkfall "revolutionize"?
Title: Re: Darkfall "Released" Post by: ashrik on May 13, 2009, 09:47:05 AM There hasn't been any official release about subscriptions or sales since about 2 months ago when Tasos claimed that they were selling over 1000 (4 digits worth of) accounts every day.
The shop is open more and more often now, I just think that many players have left. People are still hoping for some kind of magical EVE upswing in every patch, but I just don't see it coming. Title: Re: Darkfall "Released" Post by: Surlyboi on May 13, 2009, 10:13:53 AM Fewer and Fewer? I can't remember any time when there was more than 1 - 2 pvp centric mmos in production. The average retard likes shiny objects, and some kind of beep to let him know that he did something right. Those people are no better than lab animals that are trained to do something for a reward. You don't really get that in pvp centric games. Yeah, actually you do get that in PvP-centric games. Only the reward is "getting to pwn teh sheep". What's the difference exactly? Oh wait, testing yourself against the "best of the best" and "getting your adrenaline pumping like nothing else". Sure, sparky. Title: Re: Darkfall "Released" Post by: tmp on May 13, 2009, 10:18:30 AM The average retard likes shiny objects, and some kind of beep to let him know that he did something right. Those people are no better than lab animals that are trained to do something for a reward. You don't really get that in pvp centric games. Full loot and perma death of the other guy are just bigger pellets. And the associated electric shock when you push the wrong lever stings a bit more.Title: Re: Darkfall "Released" Post by: Modern Angel on May 13, 2009, 10:27:56 AM Fewer and Fewer? I can't remember any time when there was more than 1 - 2 pvp centric mmos in production. The average retard likes shiny objects, and some kind of beep to let him know that he did something right. Those people are no better than lab animals that are trained to do something for a reward. You don't really get that in pvp centric games. Keep yakking, fatbeards. I'm sure that if you wave your boner around just a little bit more about how e-badass you all are a big studio will swoop down to make a well financed PvP +++ game any second now. They're just waiting for a critical mass of pain in the ass to pass on to their CS and Community staffs to increase their turnover. Hey, maybe if you collectively make it a point of pride to exploit a game as hard as you can to your advantage instead of reporting issues you can cause turnover in QA, too! Wait, no... the PvP +++ crowd already does that. Basically, I'm saying that those 1-2 games in development would probably be 7-10 if you weren't such raging manchildren obsessed with testing yourself against other greasy nerds instead of against a basketball goal. Title: Re: Darkfall "Released" Post by: HaemishM on May 13, 2009, 11:05:16 AM Ahahahahaahhaahahahahahah Put your drink down before watching. http://www.youtube.com/watch?v=Aw2-3IiOPA8 (via TTH) NO, IT IS YOU WHO ARE THE BALLLICKERS!!!!! Holy fucking Flying Spaghetti Monster, how is it someone so damaged is able to upload videos to YouTube? Title: Re: Darkfall "Released" Post by: Jack9 on May 13, 2009, 11:26:59 AM While in an Oculus group last night, I read the chat, and there it was. A party member promoting this great new skillbased MMO he was downloading called DarkFall. Everyone should try it. I didn't ask how or why he thought it was good (maybe he tried a demo, watched a friend, whatever). I didn't bother getting into it. I do have some anecdotal evidence that they are still getting new subs.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 13, 2009, 11:32:38 AM I have a feeling that the only time they open the shop, is to sell the "slots" left by others quitting. Meaning, right now a major source of income for them, is "Digital sales" of the game.
Its kinda brilliant in a catch-22 kind of way. Limited release do to limited slots, creates a scene of exclusiveness, no trial with out paying full price with no refunds means a steady stream of digital sales, due to users quitting. No overhead on distribution, means 98% profit for each sale. Lock out most media outlets from accounts as well, thus no reviews, only word of mouth, if word of mouth is bad, claim they only played the game for a hour or didn't play at all. Brilliant! To tin foil hat? Title: Re: Darkfall "Released" Post by: tazelbain on May 13, 2009, 11:35:51 AM Nothing you said requires a conspiracy.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 13, 2009, 11:36:32 AM Title: Re: Darkfall "Released" Post by: Lantyssa on May 13, 2009, 11:46:56 AM That video represented true nerd rage. I can't recall seeing anything more sad or pathetic.
Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 13, 2009, 12:03:12 PM The video was a joke, how can anyone not see that?
Also LC was right about the "Fewer and Fewer" pvp games comment being bullshit. Given the choice between the ding/grats/purplez camp or the noob/assrape/exploit camp, I'm all in favour of whichever game style results in more deaths. Title: Re: Darkfall "Released" Post by: Falconeer on May 13, 2009, 12:09:35 PM I have a feeling that the only time they open the shop, is to sell the "slots" left by others quitting. Meaning, right now a major source of income for them, is "Digital sales" of the game. Its kinda brilliant in a catch-22 kind of way. Limited release do to limited slots, creates a scene of exclusiveness, no trial with out paying full price with no refunds means a steady stream of digital sales, due to users quitting. No overhead on distribution, means 98% profit for each sale. Lock out most media outlets from accounts as well, thus no reviews, only word of mouth, if word of mouth is bad, claim they only played the game for a hour or didn't play at all. Brilliant! To tin foil hat? You got it 100%, including the induced fake exclusiveness which generates the froth of "damn I can't get in why oh why I wanna this must be so cool!". That is exactly what is happening, I explained it elsewhere a few weeks ago. And that's why they are making money with Darkfall. Unbelievable but real. And yes, brilliant in an business kind of way. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 13, 2009, 12:13:02 PM The video was a joke, how can anyone not see that? Proof? Title: Re: Darkfall "Released" Post by: Cadaverine on May 13, 2009, 12:31:02 PM The mind recoils in horror at the possibility that that is a legitimate video. :ye_gods:
While my time in CS, and on the interwebs, has certainly lowered my opinion of the general populace to all new lows, there are certain nadirs of human behavior which I choose not to accept, so as to keep what feeble faith I have in humankind intact. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 13, 2009, 12:40:11 PM The video was a joke, how can anyone not see that? Proof? "My review 9000 out of 100" was a clue. Voice over guy is Celiah Ailey aka ZtyX (http://forums.darkfallonline.com/member.php?u=49400), he's a comedy genius (I'm not saying all the comedy is intentional) Quote Interests Company Leadership, Alternative Thinking, Creating Win-Win situations, Business Pioneer, Achievement source (http://forums.darkfallonline.com/showthread.php?p=2228793&highlight=legitimate#post2228793) Title: Re: Darkfall "Released" Post by: ashrik on May 13, 2009, 12:59:52 PM Him and Dread OG do the same thing with their videos.
Title: Re: Darkfall "Released" Post by: Modern Angel on May 13, 2009, 01:45:50 PM The video was a joke, how can anyone not see that? Also LC was right about the "Fewer and Fewer" pvp games comment being bullshit. Given the choice between the ding/grats/purplez camp or the noob/assrape/exploit camp, I'm all in favour of whichever game style results in more deaths. It has nothing to do with your preference. Look, I have 50mil dollars. I am going to open a design studio to make a MMO. I have two choices: a) I can make a Diku with maybe some more involved crafting than WoW and get about 200k subs for a couple years. b) I can make a PvP +++ sandbox game where the market is more or less empty. I get about 200k subs for a couple years there, too. Except one is a relatively docile group of people and the other will exploit my game as much as they can, drive my GMs and Community to quit and bolt once they scorch the earth. Now, seriously, I don't care about your preferences or even my preferences. But given that I can make the same amount of money why would I choose the one guaranteed to be retarded? Why in god's name would I ever in a million years want to head up Darkfall or Shadowbane when I could head up EQ2? Title: Re: Darkfall "Released" Post by: pxib on May 13, 2009, 02:11:46 PM Why in god's name would I ever in a million years want to head up Darkfall or Shadowbane when I could head up EQ2? Because you're one of the folks who's been waiting for that sort of game, and the easiest way to exploit is to control the code.Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 13, 2009, 02:24:43 PM Look, I have 50mil dollars. I am going to open a design studio to make a MMO. I have two choices: a) I can make a Diku with maybe some more involved crafting than WoW and get about 200k subs for a couple years. b) I can make a PvP +++ sandbox game where the market is more or less empty. I get about 200k subs for a couple years there, too. I don't see why you would be limiting yourself to two choices. I personally think it's crazy to solely target hardcore pvp players for a game, as you need to create all the art work and client technology anyway, so the extra work in creating a PVE type ruleset (that's likely to be more popular even with terrible pve) is minor. I think it will ultimately end up with more focus on different server rulesets, giving players an informed choice of the amount of interaction they want. But this conversation has been had many times, it's interesting you say it's not about "preferences" then finish that you would rather head up EQ2 rather than DF or SB. Can you please everyone? I don't know, (purples/BOP/% drops) cripple pvp looting, zones designed purely for pve don't consider pvp resource/area control, character levels hurt pvp. Designing a good alternative to WoW that features popular PVE raid type gameplay seems to be impossible for anyone at the moment, so asking them to do it while being careful not to cripple an entirely different play style seems crazy. As for the communities, I don't think DF players are that different from WoW players, people are people. So Darkfall failed, nobody is surprised and the hardcore 10% will move onto the next big thing. Title: Re: Darkfall "Released" Post by: IainC on May 13, 2009, 03:16:24 PM But this conversation has been had many times, it's interesting you say it's not about "preferences" then finish that you would rather head up EQ2 rather than DF or SB. I took that to mean that it wasn't about your game preferences, i.e. the kind of game you'd like to play but about the kind of game you'd like to be running.As for the communities, I don't think DF players are that different from WoW players, people are people. So Darkfall failed, nobody is surprised and the hardcore 10% will move onto the next big thing. I disagree here. There's certainly an overlap between part of the WoW playerbase and the DF one. Likewise there are certainly a lot of objectionable WoW players who aren't in both sets. However WoW doesn't encourage and foster the kind of behaviour that DF does and it doesn't expressly seek to target those who like nothing more than destroying someone's ability to play. Even if they are the same people, the behaviours are likely to be different in each game because WoW has far fewer ways to reward you for being an ass than DF does. Title: Re: Darkfall "Released" Post by: Modern Angel on May 13, 2009, 04:12:10 PM I was painting with extremely broad strokes just as you are with your dichotomy of purplez vs corpse looting. Of course there are other things you could do but a run of the mill millionaire investor isn't going to invest in those other things. He's going to do one of those two in some broad fashion.
And yes, I meant preference to play not what to run. Title: Re: Darkfall "Released" Post by: Ingmar on May 13, 2009, 05:01:03 PM At this point I think the 'hardcore 10%' is probably more like the 'hardcore .1%' in this context. It was once that big a chunk of the market, maybe, but I really don't think it is post-WoW.
Title: Re: Darkfall "Released" Post by: DLRiley on May 13, 2009, 06:25:19 PM The video was a joke, how can anyone not see that? Also LC was right about the "Fewer and Fewer" pvp games comment being bullshit. Given the choice between the ding/grats/purplez camp or the noob/assrape/exploit camp, I'm all in favour of whichever game style results in more deaths. It has nothing to do with your preference. Look, I have 50mil dollars. I am going to open a design studio to make a MMO. I have two choices: a) I can make a Diku with maybe some more involved crafting than WoW and get about 200k subs for a couple years. b) I can make a PvP +++ sandbox game where the market is more or less empty. I get about 200k subs for a couple months. I fixed it for you. Though 50mil for 200k subs is sad, the DIKU WOW/EQ2 is ultimately more profitable for a longer period of time then the sandbox PVP. Title: Re: Darkfall "Released" Post by: ashrik on May 13, 2009, 07:36:53 PM We've seen the diku clones rack up 200+ subscriptions time and time again. Even the uninspired ones tend to do decently.
For the PVP/sandbox? Hmmm Title: Re: Darkfall "Released" Post by: schild on May 13, 2009, 08:04:34 PM Look, I have 50mil dollars. I am going to open a design studio to make a MMO. I have two choices: Option C is what I would do. Which is make 10+ <$5M MMOGs that are RMT based with a free download. None of which are Diku. Except maybe one. Called "Tread Mill." It's about the Scooby Doo gang. Title: Re: Darkfall "Released" Post by: Sheepherder on May 13, 2009, 08:14:48 PM The average retard likes shiny objects, and some kind of beep to let him know that he did something right. Those people are no better than lab animals that are trained to do something for a reward. You don't really get that in pvp centric games. Double Kill Mega Kill Ultra Kill MONSTER KILL Title: Re: Darkfall "Released" Post by: Modern Angel on May 13, 2009, 08:35:07 PM augh
I'm saying that if everything is equal fuck those mouthbreathers I'm going with the comparatively docile PvE crowd that won't shit on my game. Things not being equal, well, different story. Wait, same story. Just more emphatic. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 13, 2009, 11:25:38 PM At this point I think the 'hardcore 10%' is probably more like the 'hardcore .1%' in this context. It was once that big a chunk of the market, maybe, but I really don't think it is post-WoW. There's no evidence for that, it doesn't even make sense logically, initial sales of WAR and Conan were very good, so players are looking for something different. EvE is steadily increasing in subscriptions, 10% was the figure somebody else gave, it's like trying to plan a new game based on what percentage of WoW players experience the high level game, I'm not sure it's relevant. Make the best game/s you can, but appeal to as wide a market as you can with the resources you have. I'm saying that if everything is equal fuck those mouthbreathers I'm going with the comparatively docile PvE crowd that won't shit on my game. You are judging the players in WOW based on the intentional barriers Blizzard put in place to stop people annoying each other. Do you think it would be a good idea to allow inter realm communication in WoW? You don't get looted and trash talked in WoW because you can't be looted and trash talked, not because everyone thinks that would be mean. I don't need to mention exploiting do I? Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 12:03:06 AM Actually, the demos are different.
My hatred for WoW is well known, but those limitations in it are there for a reason. Sure, you're gonna get asshats no matter what, it's the interbutts and people are people. There's that 10% that revels in being a fucktard in any situation. Modern Angel's point (and I think it's a good one) is that making a game that lets anybody do anything, unfettered is tantamount to hanging a sign that says, "hey, you 10% fucktards, come here and get your nimrod on because we're not gonna do a thing to limit your stupidity. If you build it, the nimrods will come. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 14, 2009, 12:20:22 AM So people are people, that's what I said earlier. It looks like a circular argument to me, don't design a game that includes a hardcore pvp ruleset because the people who would be attracted to it, like that type of gameplay. It's only 10% (or whatever) right? Going back to the two choices, make a game like WoW or make a game like SB/DF? How many clones of those games are we going to watch smack face first into the pavement before somebody catches on?
Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 12:29:20 AM You and Modern Angel basically agree then, make a game for the people that aren't going to azzrape each other into oblivion.
Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 14, 2009, 12:52:42 AM It looks like a circular argument to me, don't design a game that includes a hardcore pvp ruleset because the people who would be attracted to it, like that type of gameplay. It's only 10% (or whatever) right? I'm not agreeing with the above, I just wondered if I was correctly stating the position. Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 01:31:52 AM No, don't design a game that caters primarily to that demo. They'll bite you in the ass every time.
You could design a game that has elements that those 10% would find attractive, but don't make those elements the raison d'être of the game or you'll end up with a population that eats itself rather quickly. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 14, 2009, 02:20:28 AM Well Eve's population isn't eating itself so it comes back to having too harsh a penalty for defeat being a bad thing. I'm not pointing out anything new, MA was "painting with extremely broad strokes" in his example, even considering that, I think it's interesting that his example implies that hardcore pvp players are 9 times easier to attract (if we consider them as only 10% of the market).
Would I aim a game at purely that 10%? No, it doesn't make any sense to exclude the 90%. So it comes down to is it possible to make a PVE game that appeals to the 90% but doesn't have fixed rigid level advancement? More skill based with a bell curve advancement (maybe even real time based skill training), zoneless, or if not completely zoneless at least designed to allow zone movement with lots of choke points instead of very few (road into a zone, flight master destination point being the few). Some kind of randomised loot system instead of set percentage drops, a good crafting system with resource nodes. That's a lot of effort just to help make your PVE game more compatible with different PVP ruleset/s, just to have the potential to be attractive to 10% of the population on a different server ruleset. Lots of disadvantages. The advantages ~ maybe you don't need two factions entirely separated, you don't waste half your content on players who only see one side, you can still have factions based on language limited communication (or not). It's different, it's not a WoW clone, is that an advantage or not? Edit, consider this, when talking about WAR in the early days, Mythic said there wouldn't be any levels, no BOP, PaulB recently said they had a career system planned with 256 different careers. Why did they think those things were a good idea at one point? (They were always going to be screwed by the zone layout but I believe a few of us said that when we first saw the zone diagram a couple of years ago). Title: Re: Darkfall "Released" Post by: Modern Angel on May 14, 2009, 04:41:46 AM No, don't design a game that caters primarily to that demo. They'll bite you in the ass every time. You could design a game that has elements that those 10% would find attractive, but don't make those elements the raison d'être of the game or you'll end up with a population that eats itself rather quickly. This. Title: Re: Darkfall "Released" Post by: DLRiley on May 14, 2009, 05:30:00 AM Everyone says EvE population doesn't eat itself but people never mention why. The reason WHY EvE doesn't eat itself is because EvE is not about the War. The War makes a great forum topic, but that's NOT EvE 90% of the time for 90% of the playerbase. EvE works because its a economy sim with just enough open world mechanics to allow a consistent war WITHOUT the side effect of dumping the losers off the server. What people should aim for is exactly what WoW and EvE have done, allow players to participate in world pvp without making them have to worry about world pvp unless they chose to. Basically self containing pve games with just enough world pvp convention but NOTHING MORE. There must be a cut off point somewhere that insist that while your game HAS world pvp it is not ABOUT world pvp. The type of playerbase gained from even having world pvp are by nature parasitic. They need a pve playerbase several times larger then their own in order to survive.
Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 06:34:11 AM Everyone says EvE population doesn't eat itself but people never mention why. The reason WHY EvE doesn't eat itself is because EvE is not about the War. The War makes a great forum topic, but that's NOT EvE 90% of the time for 90% of the playerbase. EvE works because its a economy sim with just enough open world mechanics to allow a consistent war WITHOUT the side effect of dumping the losers off the server. What people should aim for is exactly what WoW and EvE have done, allow players to participate in world pvp without making them have to worry about world pvp unless they chose to. Basically self containing pve games with just enough world pvp convention but NOTHING MORE. There must be a cut off point somewhere that insist that while your game HAS world pvp it is not ABOUT world pvp. The type of playerbase gained from even having world pvp are by nature parasitic. They need a pve playerbase several times larger then their own in order to survive. That man sees the big picture. Title: Re: Darkfall "Released" Post by: waylander on May 14, 2009, 06:53:12 AM Here's a little gem of a write up on Darkfall World War I (http://www.mmorpg.com/blogs.cfm?isapi_rewrite_remap=Paragus1%2F052009%2F3783_Darkfall-Post-World-War-I-Interviews&bhcp=1)
Sounds fun from a top level, but what's missing is all the grind involved in getting to and maintaining that level of combat across the server. Just like Shadowbane, the cost to constantly rebuild is too great and as a result each new City or Nation defeated results in fewer paying subscribers. There has to be a better way to provide PVP that doesn't result in killing off the playerbase. Title: Re: Darkfall "Released" Post by: DLRiley on May 14, 2009, 07:10:17 AM Well, you can kill it slowly or quickly. Pick your poison.
Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 14, 2009, 08:46:58 AM That man sees the big picture. Yeah, do what the only two mmo's not banished to the graveyard do. Meanwhile someone somewhere is working on a WoW clone that's going to end up in the graveyard. It's a bit like watching your dog chase parked cars. Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 09:05:55 AM You continue to miss the point.
And really? Judging the quality of a game by looking at what's in the graveyard on this site full of MMO mayflies? Surely, you fucking jest. But hey, go right ahead and keep positing that catering to the locusts will one day net someone a bunch of moneyhats. Title: Re: Darkfall "Released" Post by: Hindenburg on May 14, 2009, 09:09:41 AM catering to the locusts will one day net someone a bunch of moneyhats. Worked wonders for Cliffyb.Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 14, 2009, 09:18:06 AM You continue to miss the point. I got it the first time ..... years ago. Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 09:20:04 AM catering to the locusts will one day net someone a bunch of moneyhats. Worked wonders for Cliffyb.Different time. Back then, you mentioned the word "internet" and stupid people fell all over themselves to give you cash. Title: Re: Darkfall "Released" Post by: Hindenburg on May 14, 2009, 09:21:17 AM 2006 was a different time?
Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 14, 2009, 10:52:30 AM And really? Judging the quality of a game by looking at what's in the graveyard on this site full of MMO mayflies? Surely, you fucking jest. You call people Wowtards (http://forums.f13.net/index.php?topic=16906.msg643951#msg643951). What's with your post quoting DLRiley saying "do what WoW & Eve did", then smacking WoW in the very next thread? Make your mind up much? Title: Re: Darkfall "Released" Post by: LC on May 14, 2009, 11:13:20 AM To be honest I think wow players are the mouth breathers. I've met too many for anyone to convince me otherwise.
Surlyboi: Are you that Surly guy from Society of the Anvil? If I remember correctly, he quit in a fit of rage after losing a city to us not long ago. Title: Re: Darkfall "Released" Post by: raydeen on May 14, 2009, 11:22:30 AM To be honest I think wow players are the mouth breathers. I've met too many for anyone to convince me otherwise. Well, kinda. WoW did for MMOs what AOL did for the Internet. It brought boatloads of the unwashed masses into what was for a while a pretty exclusive club. WoW was easy to get into, ran on just about everybody's system, was hyped out the wazoo, and had a built in fanbase of pretty much everybody who liked Warcraft, Starcraft and Diablo. Then with word of mouth, much more of the general population got sucked in once they got exposed to the game. Not everyone is a WoWtard, there's just a lot more of them compared to other games due to the insane size of the playerbase. Title: Re: Darkfall "Released" Post by: Bzalthek on May 14, 2009, 12:45:53 PM I'm sorry, sir. Logic is not allowed in this discussion.
Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 02:48:52 PM To be honest I think wow players are the mouth breathers. I've met too many for anyone to convince me otherwise. Surlyboi: Are you that Surly guy from Society of the Anvil? If I remember correctly, he quit in a fit of rage after losing a city to us not long ago. Well, considering the number of people that play WoW, yeah, you're bound to run into mouthbreathers. Raydeen sums it up nicely. The AOL comparison is spot on. And considering I had to look up who the Society of the Anvil was, I'm pretty sure I'm not that guy. In response to Arthur Parker, nice dissembling. Just because I think WoW did something right doesn't mean I don't think the game and the majority of its playerbase sucks as a whole. So yeah, "WoWtards", people content to play that game, because they think it's the fucking robot jesus because they don't know any better. Lastly, 2006 was indeed a different time. That was when everyone saw WoW exceed every expectation for an MMO and just new they could replicate it by doing the exact same thing. SWG had just NGE'd itself, and everybody was suddenly thinking they could make the moneyhats by just shoving their own crap into the same mold. Title: Re: Darkfall "Released" Post by: Hindenburg on May 14, 2009, 02:50:25 PM Very well. Problem is, cliffyb also profited from locusts in 2008.
Also, woosh. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 14, 2009, 03:06:20 PM In response to Arthur Parker, nice dissembling. Just because I think WoW did something right doesn't mean I don't think the game and the majority of its playerbase sucks as a whole. So yeah, "WoWtards", people content to play that game, because they think it's the fucking robot jesus because they don't know any better. Just what game should people be playing to get off your shit list? You dislike WoW players (WoWtards) and Darkfall players (nimrods), yet you said the demographics were different. "They don't know any better", what's better, is it a secret? Title: Re: Darkfall "Released" Post by: gryeyes on May 14, 2009, 03:08:56 PM In response to Arthur Parker, nice dissembling. Just because I think WoW did something right doesn't mean I don't think the game and the majority of its playerbase sucks as a whole. So yeah, "WoWtards", people content to play that game, because they think it's the fucking robot jesus because they don't know any better. How exactly would their opinion of WoW in the hierarchy of MMO's change with experience? If anything knowledge of previous and contemporary MMO's would make them praise WoW more not less. Title: Re: Darkfall "Released" Post by: sidereal on May 14, 2009, 03:21:45 PM Just what game should people be playing to get off your shit list? You dislike WoW players (WoWtards) and Darkfall players (nimrods), yet you said the demographics were different. "They don't know any better", what's better, is it a secret? Of course the demographics are different. You deny that Darkfall went after self-described hardcore p33n-wavers? That's a demographic. It's not like 'idiot' is a monolithic demographic with no subcategories. Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 03:42:32 PM Very well. Problem is, cliffyb also profited from locusts in 2008. Also, woosh. Ah, I see what you did there. A little late, but I see it. And Arthur, nothing would get most gamers off my shit list. And "Nimrods" is a general term. It doesn't apply specifically to Darkfall players (though that's where they happen to be at the moment.) Sidereal elucidates it well. Lastly, knowledge of previous and contemporary MMOs only gives perspective. It could change opinions because maybe they'd realize that all WoW does is recycles the same shit its forebears have, it just polishes it to fucking death. Title: Re: Darkfall "Released" Post by: Ingmar on May 14, 2009, 04:42:09 PM And you don't think it is possible for a thinking, intelligent individual to say, "I like these gameplay elements despite having seen them before" and enjoy them in their polished form?
Title: Re: Darkfall "Released" Post by: DLRiley on May 14, 2009, 04:48:49 PM Wouldn't that be admitting people really enjoy being a rat in a treadmill?
Title: Re: Darkfall "Released" Post by: Ingmar on May 14, 2009, 04:52:44 PM Why is that something that's so completely obvious so hard to admit? If you're enjoying yourself, there's no sense in being embarrassed about it.
Title: Re: Darkfall "Released" Post by: DLRiley on May 14, 2009, 07:06:23 PM Why is that something that's so completely obvious so hard to admit? If you're enjoying yourself, there's no sense in being embarrassed about it. Well in its really hard for developers to admit that, and especially the arm chair devs like everyone in this forum to admit that. Players don't need to admit their stupid and they simply don't care. Its the devs who are racking their brain trying to figure out how to please a playerbase that is perfectly happy running around in circles. Title: Re: Darkfall "Released" Post by: ashrik on May 14, 2009, 07:53:04 PM Enough with the bickering. There's a patch day tomorrow!
Let's take bets on which system gets horrifically savaged I'll go for: Archery skill ups will only occur when the arrow hits a person Reduced rigor gain from magic Earthquake will no longer have controllable damage And, of course, world building updates. Title: Re: Darkfall "Released" Post by: DLRiley on May 14, 2009, 07:55:23 PM But the bickering has given us 78 pages on sarcasm :awesome_for_real:
Title: Re: Darkfall "Released" Post by: Surlyboi on May 14, 2009, 08:08:14 PM And you don't think it is possible for a thinking, intelligent individual to say, "I like these gameplay elements despite having seen them before" and enjoy them in their polished form? Some do. I don't. I did enough of that mechanic in six years of EQ. I'm tired of it, no matter how much you polish it. Title: Re: Darkfall "Released" Post by: NiX on May 14, 2009, 10:00:55 PM Enough with the bickering. There's a patch day tomorrow! Let's take bets on which system gets horrifically savaged I'll go for: Archery skill ups will only occur when the arrow hits a person Reduced rigor gain from magic Earthquake will no longer have controllable damage And, of course, world building updates. Keep us posted. Watching this train explode at the station is awesome. Title: Re: Darkfall "Released" Post by: Sheepherder on May 14, 2009, 11:20:37 PM Some do. I don't. I did enough of that mechanic in six years of EQ. I'm tired of it, no matter how much you polish it. So really what separates you from a WoWtard is that you have slammed your cock with a brick enough to know it hurts. Whereas presumably a WoWtard a) Hasn't slammed their dick enough, b) Likes the feel of slammed dick in the morning, or c) Doesn't doesn't realize they're slamming their dick because Blizzard padded the brick a little bit? Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 14, 2009, 11:33:23 PM Just what game should people be playing to get off your shit list? You dislike WoW players (WoWtards) and Darkfall players (nimrods), yet you said the demographics were different. "They don't know any better", what's better, is it a secret? Of course the demographics are different. You deny that Darkfall went after self-described hardcore p33n-wavers? That's a demographic. It's not like 'idiot' is a monolithic demographic with no subcategories. Sure, but if he's making the point "don't design a game this way because it appeals to a subset of idiots", it's kinda interesting that he thinks pretty much everyone is an idiot. Title: Re: Darkfall "Released" Post by: Vinadil on May 15, 2009, 12:05:03 AM Here's a little gem of a write up on Darkfall World War I (http://www.mmorpg.com/blogs.cfm?isapi_rewrite_remap=Paragus1%2F052009%2F3783_Darkfall-Post-World-War-I-Interviews&bhcp=1) Sounds fun from a top level, but what's missing is all the grind involved in getting to and maintaining that level of combat across the server. Just like Shadowbane, the cost to constantly rebuild is too great and as a result each new City or Nation defeated results in fewer paying subscribers. There has to be a better way to provide PVP that doesn't result in killing off the playerbase. The strange thing is... once a city is built it almost NEVER gets destroyed. I am starting to think that if they had just cut "city buildng" (which means resource grinding) and started the world with fully-built cities that people then fought over; much of the player burn out would have been avoided. People getting into the game now will likely experience much less grind, probably similar to EVE after the economy got going and ships/weapons/ammo began to populate on the market. Fact is this game still has some fun PvP, and once people realize that cities never blow up (like Shadowbane) it may help the whole "we lost our city we might as well just leave the game" syndrome, especially since most new city owners are taking over cities that they did not farm for. Title: Re: Darkfall "Released" Post by: Surlyboi on May 15, 2009, 02:00:29 AM Some do. I don't. I did enough of that mechanic in six years of EQ. I'm tired of it, no matter how much you polish it. So really what separates you from a WoWtard is that you have slammed your cock with a brick enough to know it hurts. Whereas presumably a WoWtard a) Hasn't slammed their dick enough, b) Likes the feel of slammed dick in the morning, or c) Doesn't doesn't realize they're slamming their dick because Blizzard padded the brick a little bit? In a nutshell, yeah. And yet again, AP, the point eludes you. Sidereal said it well, "It's not like 'idiot' is a monolithic demographic with no subcategories." Yes, according to me, everyone's an idiot; but some idiots are more toxic than others. Design your game primarily around the less toxic idiots, because your ROI will be better. Do however, throw the full-on asshats a bone in it though because it does make for interesting gaming at times. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 15, 2009, 04:01:03 AM And yet again, AP, the point eludes you. Sidereal said it well, "It's not like 'idiot' is a monolithic demographic with no subcategories." Yes, according to me, everyone's an idiot; but some idiots are more toxic than others. Design your game primarily around the less toxic idiots, because your ROI will be better. Do however, throw the full-on asshats a bone in it though because it does make for interesting gaming at times. Is the "point" shifting? Seems to me it's that hardcore pvp has very limited appeal, well no shit, that was pointed out on page 1. Or thousands of times over the last ten years. Or is it the other point of the crowd it attracts are idiots but a WoW player is a different kind of idiot. If we still wanted to shoot the shit about pvp games and pve games over 70 pages later in a Darkfall thread we can do that, it's not like it matters. So on the subject of how the "unpopular play style" of hardcore pvp might perform better at attracting or keeping players, I made a few comments. Such as don't make a game purely aimed at such a small section of players, also don't make defeat too harsh. Again no new points there. I could also say, I wonder if guild/clan support in past games would play a factor, maybe actively encouraging larger and larger sized clans/guilds would help with retention. I could support that point by talking about the largest corporation/alliiance in Eve (which I was a member of when I played), I could talk about the allegiance system in AC1 (from when I played on Darktide), I could talk about SB, L2, DAoC, WoW, WAR etc and how they all managed clan/guild support based on my experiences playing. But I guess I'd be missing the point or something again, you'd probably just disagree and talk about your five years spent in EQ as an Elf (http://forums.f13.net/index.php?topic=13276.msg454503;topicseen#msg454503). I'm certainly not saying that your comments aren't just as valid as mine on the subject, (although I might poke fun at your lack of new points), but then I'm not judging people as "tard" based on what they personally find enjoyable to play. Title: Re: Darkfall "Released" Post by: Hindenburg on May 15, 2009, 04:09:39 AM This discussion is now revolving around specific adjectives.
Awesome. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 15, 2009, 04:21:17 AM Maybe so in which case my bad for calling him an Elf. I retract that, he's a half elf, he's probably got a rule "never go full elf".
Title: Re: Darkfall "Released" Post by: ashrik on May 15, 2009, 05:54:56 AM Source (http://forums.darkfallonline.com/showthread.php?p=3386835#post3386835)
Quote from: The God-Tasos Skills Skill gain has increased significantly in all melee skills Skill progression in archery has been increased significantly You are now required to hit a valid target to gain skill in archery Skilling up in magic has been increased significantly Skill progression in spells requires the caster to hit a valid target Number of successful hits required to reach surging mode again with spells has been extremely reduced Knockback, Seize and Whirlwind have been modified and skill gain has increased Gameplay / Fixes Small adjustments made to melee reach depending on character race Corrected spells that would skill up rigor without dealing damage Corrected a problem some players had while buying skills and starter weapons from vendors Corrected an issue in auto optimization Fogginess of environments has been reduced Various client side issues have been corrected Clan Mines/Quarries/Groves/etc now start out at 25% capacity and their regrowth rate has been increased Clan Guard Tower damage had been slightly increased Monsters Monster loot for Demon and Fire Giant has been updated A.I. tactics have been enhanced and improved User Interface Improved worldmap and minimap marker information (You can use the options window to change this) Zoom added to World Map Improved crafting window Improved tooltips for crafting window New tooltip for spells display reagent requirements Display of active weapon under hotbar updated, improved and fixed New chat messages displaying who buffed or debuffed you Vendor icons on minimap now display the vendor name Player Journal and Clan pages now accessible trough external browsers. Go to http://web001.eu1.darkfallonline.com/darkfall and log in with your username and password Trading window confirmation now displays the name of the person wanting to trade with you Various skill descriptions have been improved Various item descriptions have been improved Various problems with Journal and Clan windows have been resolved Weapons Melee Range has increased: * Axes * Clubs * Greataxes * Greatclubs * Knives New Polearms have been added to the game: * Guisarme * Spetum * Imperial halberd * Polehammer * Glaive * Partisan * Dragon tail * Skewer Visual Updates We have made visual updates to: Giant Dragon Skeletons Blacksmith market stands Kobold huts and props. Harbor bases Human keep bases Human skeleton props Minotaur Statues Some player controlled ships Miscellaneous props New Quests ORDER OF THE AXE - DWARVEN FACTION A New Enemy A link to the Leaders Fire Standard Leaders Helping Out The Legendary Blacksmith FIVE BEARDS TRADING COMPANY - DWARVEN FACTION Masters of the Dark Taint A Trading Post in Trouble Protecting the Trading Post Evigvanger is Safe The Miners of Otredale THE RADIANT CIRCLE - ALFAR FACTION Rare Sightings Forgotten Creatures These New Neighbors Castle Obad Materials for Enchantments The Fallen Necromancers Shulgan the Cautious A Matter of Security The Cursed Ones THE HARN MANDEAN - ALFAR FACTION West of Nagast Weak Minds ALFAR CAPITAL Tialanta the Fighter Five Humans Less Hunting Mirdain is Fun True Predators Big, Slow, Ugly and Stupid OTHER ALFAR QUESTS As Strange as they Come Two Eyes Hanthar's Gift Dangerous Gnolls Crafting Crafting ingredients have been reduced for Tribal Pike Cultist Polearm Crafting skill gain has been increased Requirements for getting trueforge armor and trueforge weapon skills have been modified. Improved crafting window Improved tooltips for crafting window World Building There have been area and world building updates to: Carpendale Winterworth Wetstone Thangruk Waterbourne New NPCs have been added in Obad Magic 'Leech' spells no longer work on mounts Mana cost for powerful spells has been reduced Potential maximum damage for spells has been increased Holy/Unholy damage will now drain stamina Bone can now be bought from the arcanist Spell Balancing CHANGES TO A BUNCH OF SPELLS YOU DON'T GIVE A SHIT ABOUT There's some nice stuff in there. I'm glad that all the weapon skill ups were increased "significantly". Just so that people understand, your weapon skill will go from 0-100. With bonuses to weapon damage and/or stamina drain at 25-50-75-100. At 75, you can get that specific weapon mastery which increases the damage you do significantly as you level it. It was one of the bigger differentiators between veteran players/exploiters and newer players or those who didn't spend days hacking away at AFK players. In this city where I hang out, there's this wall we call the Wall of Pain. Against it are around 100 AFK players who sit or stand or cast as their macro directs them to. And we just swing at them up and down the line all day, not killing them, until we run out of stamina. This is probably the quickest way to gain weapon skill and it's pretty fucking brutal. Similarly, people who work on archery get X amount of arrows and typically set an autoclicking macro to just shoot them all off into the sky. Takes a buttload of arrows and time. All in all, generally good things for people who are playing the game. As is typical for MMO patches, nothing really special or interesting for those who are not interested or were on the fence. Title: Re: Darkfall "Released" Post by: K9 on May 15, 2009, 06:32:51 AM And we just swing at them up and down the line all day, not killing them, until we run out of stamina. This is probably the quickest way to gain weapon skill and it's pretty fucking brutal. Sounds pretty fucking dull tbh. Title: Re: Darkfall "Released" Post by: HaemishM on May 15, 2009, 06:54:05 AM Shouldn't it have been instructive to developers a decade ago that if people take the goddam trouble to set up walls of AFK players to get whacked on rather than gaining skills organically, building in skill grinds IS FUCKING STUPID? Tell me why you can't just be given a set pool of points to build a character with and NEVER HAVE TO GAIN SKILL AGAIN in a PVP game that's supposed to be about player skill and not numberincrement++?
Title: Re: Darkfall "Released" Post by: ashrik on May 15, 2009, 07:04:41 AM And we just swing at them up and down the line all day, not killing them, until we run out of stamina. This is probably the quickest way to gain weapon skill and it's pretty fucking brutal. Sounds pretty fucking dull tbh. Quote Shouldn't it have been instructive to developers a decade ago that if people take the goddam trouble to set up walls of AFK players to get whacked on rather than gaining skills organically, building in skill grinds IS FUCKING STUPID? Tell me why you can't just be given a set pool of points to build a character with and NEVER HAVE TO GAIN SKILL AGAIN in a PVP game that's supposed to be about player skill and not numberincrement++? There's pretty much two prevalent schools of thought on the forums. One that believes that this is a game about competition and every edge you can get helps to further your goals, and the other that thinks you don't need to grind at all and those who do are stupid (aka the "all dem skilpointsl wont help u if u cnt dodge my arrow" crowd). That the game world is so large and spread out allows these two groups of thought to somewhat coexist together and greatly helps to mitigate the kill-you-till-you-quit ability of those who excel.Title: Re: Darkfall "Released" Post by: Surlyboi on May 15, 2009, 07:24:34 AM Ok, Since AP feels like sowing his internet detective douche oats, here we go...
No, the point hasn't shifted. There have been a series of points, but you've managed to deftly avoid catching all of them. Point the First: If you make a game aimed chiefly at the self-described "hardcore" subset of MMO players, meaning PvP++, (SB, Darkfall) open world looting, etc, That demographic will devolve into Thunderdome in roughly six months. If you make a game that caters to a wider range of players and takes care of the "carebears" and gives the less-than-hardcore a refuge, your game has a much better chance of lasting longer. Point the Second: Every MMO player is an idiot. But not all idiots are created equal. Therefore, I present the following. Surlyboi's Greater MMO Dipshit Spotter's Guide. (With a little help from Sheepherder) Generic MMOtard: One who plays MMOs. This is obviously a catchall. Mouthbreather, AKA "Nimrod": "Hardcore, yo!" The kind of player that feels the only way to play is to have the experience be as close to a night in Faluja as possible. Because, "there's no better way to play a game than to play one where you're never safe." They play games for the alternately for the adrenaline rush, the challenge and the excuse to be an asshat and fuck up some carebear's day. When not playing MMOs, some of these people can sometimes be found playing shooters on XBox live and teabagging their victims while yelling "eat my dick" into their headsets. True Carebear: The kind of player that finds any sort of PvP abhorrent and would find a game where basket-weaving was the main draw fascinating. EQtard: One who still plays Old skool EQ, trying to find some thrill left in that old world, whether it's because they're still tied to an old guild that hasn't moved on, or they're just trying to walk in the shoes of all the old uberguilds that unlocked all the content years ago and moved on to other games. Vantards: "Hardcores, yo", but not necessarily the same kinds of hardcores as the Mouthbreathers. These hardcores don't particularly need the free-fire zones that the nimrods do. These hardcores pine for the old days of EQ where you were cockblocked at every turn. Where the game punishes you for making the slightest mistake. These guys would be ok if there was a chance that while foresting, you could be killed by a tree falling on you or lose a limb in a freak axe accident. MMO Mayflies: Players who flit from game to game, hoping that this next one will be the one that they settle on. Many of these mayflies are also... Secretly Hopeful Cynics: Players who talk shit about the state of the genre and how every game coming down the pike sucks, but still sign up for every beta in the hopes that they'll be proven wrong. They'll never admit any of this though. WoWtards: Players who want that EQ feel without the cockblocks and with a smooth, user-friendly feel. Players that don't mind that they're slamming their dick with a brick because Blizzard padded the brick a little bit or players new to the genre who have no other frame of reference. Solotards: Players who like the wide-open world the MMOs provide, but don't really like playing with other MMO players. Mainly because they think other MMO players are asshats, but also because they may not have the time to devote to finding a good group or because they just like playing with themselves. Grouptards: Players who feel that the ONLY way to play an MMO is with other people and will gladly tell soloers that they're stupid for soloing because "The second M in MMO is 'multiplayer' so obviously you're doing it wrong if you're not playing with me and my awesome group." I myself fall into at least three of those categories. Yes, I know you're having a hard time wrapping your head around the concept AP, but try. Think of it like this, because someone likes vanilla ice cream doesn't mean they won't eat pistachio. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 15, 2009, 07:45:01 AM Ok, Since AP feels like sowing his internet detective douche oats, here we go... No, the point hasn't shifted. There have been a series of points, but you've managed to deftly avoid catching all of them. Point the First: If you make a game aimed chiefly at the self-described "hardcore" subset of MMO players, meaning PvP++, (SB, Darkfall) open world looting, etc, That demographic will devolve into Thunderdome in roughly six months. If you make a game that caters to a wider range of players and takes care of the "carebears" and gives the less-than-hardcore a refuge, your game has a much better chance of lasting longer. Point the Second: Every MMO player is an idiot. But not all idiots are created equal. Therefore, I present the following. That's two points and a lot of text, not even sure the 2nd point has any relevance. Would I aim a game at purely that 10%? No, it doesn't make any sense to exclude the 90%. Hey already addressed, at length, on harsh penalties for defeat etc etc. Explain again what's the point I keep missing, is it this point that we seem to be in complete agreement on? Just face it you don't like pvp, I'm fine with that. I could say you might not be the most receptive person to change of any form, considering you played a half elf ranger in EQ, EQ2 and in Vanguard for a decade. But you aren't alone in that, just like the hardcore pvp'ers calling you a "carebear" as they move from UO to SB to DF to X, ever unchanging. Title: Re: Darkfall "Released" Post by: ashrik on May 15, 2009, 07:58:34 AM I hope that Blizzard is the one that finally gets the formula right and the sheer cognitive dissonance makes their heads explode.
Title: Re: Darkfall "Released" Post by: Nebu on May 15, 2009, 08:06:54 AM Solotards: Players who like the wide-open world the MMOs provide, but don't really like playing with other MMO players. Mainly because they think other MMO players are asshats, but also because they may not have the time to devote to finding a good group or because they just like playing with themselves. WAR went a long way toward solving this with PQ's. If Blizzard can find a way to encourage grouping in a more streamlined fashion while giving me the tools to come and go at will, then I'll play nice with the other kids. Forced grouping punishes those players that can't devote x hours to a play session. It also punishes those players forced to play in pugs. I'm sick of being punished in games because I have a life but enjoy the type of playing field that an MMO offers. Title: Re: Darkfall "Released" Post by: Surlyboi on May 15, 2009, 08:11:38 AM Just face it you don't like pvp, I'm fine with that. I could say you might not be the most receptive person to change of any form, considering you played a half elf ranger in EQ, EQ2 and in Vanguard for a decade. But you aren't alone in that, just like the hardcore pvp'ers calling you a "carebear" as they move from UO to SB to DF to X, ever unchanging. A global warming denier accusing someone of not being the most receptive to change? Surely you motherfucking jest. You're not a very good internet detective, are you? I don't like pvp because it hasn't been done right. Doing pvp as an all-or-nothing prospect is stupid and ultimately will kill a game, a lot faster than lack of content and a whole list of other sins. It's a bad game mechanic. I played UO. I don't talk about it much, but I played it. And pvped a lot. I pvped a lot in AO as well and I pvp occasionally in EVE as well. So you can take your carebear label and you can shove it up your ass. It's as wrong as the rest of your assumptions. Title: Re: Darkfall "Released" Post by: DLRiley on May 15, 2009, 09:06:06 AM Surlyboi you had time to play EverQuest 1, 2, Vanguard, Anarachy Online, Ultima Online, ANd EvE. Are you just getting out of high school?
There are a few design tenets when it comes to placing pvp in a game. One of which has been proven successful for 2 wildly different niches in the mmo genre (WoW and EvE) and has worked successfully current subscription games ( COH/V, FF11, LotR). Which is the classic, self contained pve game with pvp at the tail end. When I mean self contained, I mean pve game can be played by itself while borrowing very little or nothing at all from the conventions (whether be pvp objects or rule sets) used in a pvp portion of the game. The pve effectively stands alone with very little if not nothing to do with whatever pvp that exist. But people want a pvp game, couldn't we just make a self containing pvp game with pve at the tail end. Well there are 2 general problems, one of them deals with the fact that a self contained pvp game will have very little want for a pve game on the tail end and the second one being that its never been made before as far as mmo's are concerned. There is no such thing as a self contained pvp game in a persistent world and that's not because its never been done its because instances work 100 times better, because in an instance world YOU CAN solve problem 1, which is the not needing pve. Where as in a persistent world you DO NEED pve and while it can be treated as the tail end of the design, you will never created a self contained pvp world, because the conventions of the pve game is shared with your pvp rule sets and objectives by the very nature of design. DaoC, Shadowbane, UO, WAR, AoC, and its ilk are all examples of hybrid systems, Pvp rule sets and objectives married with pve conventions; progression whether through leveling or skill based, environmental dangers IE mobs, economy and by extension crafting for example. Now none of the games I listed I consider good games. In fact the only real successful ones were DaoC and UO, who were successful during the "internet is serious business" phase of mmo history. What was one inherent flaw that even the guys at AoC are coming around to learning? When you make a hybrid you have to account for the fun level of both PvP and PvE. No matter how pvp centric you say your game is if the pvp is not self contained, which is always true by the virtue of having a persistent world in the first place, then you need to account for the fun level of the pve as well. A lot of devs aren't designing these pvp centric games with the understanding that they ARE designing a hybrid game that can not be held up only on the merit of its pvp. This is a lesson AoC is learning but games like Darkfall will never learn. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 15, 2009, 09:23:26 AM You are now required to hit a valid target to gain skill in archery Only late by 10 years! WHO could have predicted that this would be an issue? Those poor trees. Wait, this never happens, its totally overblown by the "haters". Title: Re: Darkfall "Released" Post by: Ingmar on May 15, 2009, 10:08:45 AM And you don't think it is possible for a thinking, intelligent individual to say, "I like these gameplay elements despite having seen them before" and enjoy them in their polished form? Some do. I don't. I did enough of that mechanic in six years of EQ. I'm tired of it, no matter how much you polish it. See, there's a difference between saying "I don't enjoy this, for reasons X, Y and Z," and "all you people who enjoy this are stupid for liking it". One of those statements can actually lead to interesting discussion. Title: Re: Darkfall "Released" Post by: Der Helm on May 15, 2009, 10:46:04 AM Surlyboi you had time to play EverQuest 1, 2, Vanguard, Anarachy Online, Ultima Online, ANd EvE. Are you just getting out of high school? :uhrr:Title: Re: Darkfall "Released" Post by: Ashamanchill on May 15, 2009, 11:43:18 AM Quote Point the First: If you make a game aimed chiefly at the self-described "hardcore" subset of MMO players, meaning PvP++, (SB, Darkfall) open world looting, etc, That demographic will devolve into Thunderdome in roughly six months. Lol. This quote wins the thread. If there's a bad Thunderdome reference, I haven't heard it. Nice list by the way. Title: Re: Darkfall "Released" Post by: Arthur_Parker on May 15, 2009, 12:22:03 PM Just face it you don't like pvp, I'm fine with that. I could say you might not be the most receptive person to change of any form, considering you played a half elf ranger in EQ, EQ2 and in Vanguard for a decade. But you aren't alone in that, just like the hardcore pvp'ers calling you a "carebear" as they move from UO to SB to DF to X, ever unchanging. A global warming denier accusing someone of not being the most receptive to change? Surely you motherfucking jest. You're not a very good internet detective, are you? I don't like pvp because it hasn't been done right. Doing pvp as an all-or-nothing prospect is stupid and ultimately will kill a game, a lot faster than lack of content and a whole list of other sins. It's a bad game mechanic. I played UO. I don't talk about it much, but I played it. And pvped a lot. I pvped a lot in AO as well and I pvp occasionally in EVE as well. So you can take your carebear label and you can shove it up your ass. It's as wrong as the rest of your assumptions. I don't consider myself a "global warming denier", there's an understanding about trying to prevent politics leaking out here, so if you want to bump the politics thread, go ahead, I've see if I can overcome my natural reluctance to discuss the subject. Internet detective is a "grief title", nothing to do with me. I didn't call you a "carebear", you used the term first so I naturally assumed it was of significance to you, obviously I assumed incorrectly as I was unaware of how you "pvped a lot". Title: Re: Darkfall "Released" Post by: Hindenburg on May 15, 2009, 01:11:09 PM I don't like pvp because it hasn't been done right. Not even by capcom? Title: Re: Darkfall "Released" Post by: Surlyboi on May 15, 2009, 01:49:05 PM I don't like pvp because it hasn't been done right. Not even by capcom? Nope. ...Fucking Blanka... :drill: Title: Re: Darkfall "Released" Post by: schild on May 15, 2009, 01:49:35 PM I don't like pvp because it hasn't been done right. Not even by capcom? Title: Re: Darkfall "Released" Post by: Hindenburg on May 15, 2009, 02:12:46 PM I don't like pvp because it hasn't been done right. Not even by capcom? Title: Re: Darkfall "Released" Post by: Modern Angel on May 15, 2009, 05:26:29 PM GUYS I HEAR THERE ARE SOME STUPID RESPONSES HERE WAT?
Title: Re: Darkfall "Released" Post by: Surlyboi on May 15, 2009, 08:35:12 PM WAT WAT? IN THE BUTT?
Title: Re: Darkfall "Released" Post by: K9 on May 16, 2009, 05:25:38 AM Less arguing, more fail please.
Title: Re: Darkfall "Released" Post by: DLRiley on May 16, 2009, 06:23:23 AM I don't know if this thread was about the fail that is darkfall we wouldn't be approaching page 80. :ye_gods:
Title: Re: Darkfall "Released" Post by: Hawkbit on May 16, 2009, 06:59:35 AM I asked everyone to stop posting on page 69. Nobody listened.
Title: Re: Darkfall "Released" Post by: raydeen on May 16, 2009, 03:59:47 PM I asked everyone to stop posting on page 69. Nobody listened. What, you think a trainwreck is gonna just stop on a dime? Nah, you've got to compensate for momentum. You should've asked for it to stop on page 40 in order to have it stop on page 69. Title: Re: Darkfall "Released" Post by: Ashamanchill on May 17, 2009, 12:25:59 AM I asked everyone to stop posting on page 69. Nobody listened. What, you think a trainwreck is gonna just stop on a dime? Nah, you've got to compensate for momentum. You should've asked for it to stop on page 40 in order to have it stop on page 69. Lol. No one listens to that poor naysaying engineer back at the station, insisting the engine is going to blow, and the wheels aren't fastened right, and the whole thing is DOOOOOOMED, and now we have this crash site sprawled over 79 pages. Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 20, 2009, 09:24:21 AM Your city walls, they mean nothing. (http://www.youtube.com/watch?v=zfU2rI5wfaE)
Title: Re: Darkfall "Released" Post by: SnakeCharmer on May 20, 2009, 09:30:47 AM I have no idea what I just watched. I saw lag, lag, crappy anims and char models, lag, lag, a huge freaking sledgehammer being beat on a wierd looking structure.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 20, 2009, 09:36:04 AM I have no idea what I just watched. I saw lag, lag, crappy anims and char models, lag, lag, a huge freaking sledgehammer being beat on a wierd looking structure. ... And everyone walking up an almost 90 degree angle to simply jump over a player city's wall (1:19). Two different spots. Title: Re: Darkfall "Released" Post by: sidereal on May 20, 2009, 01:05:42 PM Coalition of the Chillin is an awesome guild name.
Title: Re: Darkfall "Released" Post by: Nebu on May 20, 2009, 02:40:52 PM Your city walls, they mean nothing. (http://www.youtube.com/watch?v=zfU2rI5wfaE) They spent how many years developing this? Anyone that pays money for this deserves what they get. Title: Re: Darkfall "Released" Post by: ashrik on May 20, 2009, 03:07:46 PM It's okay, we didn't want our $15/month anyways
Title: Re: Darkfall "Released" Post by: palmer_eldritch on May 20, 2009, 05:40:33 PM Your city walls, they mean nothing. (http://www.youtube.com/watch?v=zfU2rI5wfaE) I thought the first bit when they were riding their mounts looked pretty cool. Title: Re: Darkfall "Released" Post by: ashrik on May 20, 2009, 06:38:26 PM It feels pretty awesome too. If they ever fix the issues with the "sound engine" we'll start seeing very large battles that aren't slideshows either and that'll be fun.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 21, 2009, 06:50:45 AM There is no hacking in darkfall. (http://www.youtube.com/watch?v=cPwI-Kq0EVw)
Is it an ant sim now? (http://www.youtube.com/watch?v=fA20ilqdoN4&feature=related) Title: Re: Darkfall "Released" Post by: tmp on May 21, 2009, 07:41:20 AM There is no hacking in darkfall. (http://www.youtube.com/watch?v=cPwI-Kq0EVw) The scent of nerd rage over this one is sweet and overwhelming. We're on the fuckin' boat, man. On the motherfuckin' boat! Look at us, making video of us the badass motherfuckers standing on the deck of our fuckin' boat ... wtf, where the fuck is our motherfuckin' boat now?:awesome_for_real: bonus points for dangling it in front of them like that. Title: Re: Darkfall "Released" Post by: K9 on May 21, 2009, 07:46:56 AM Is it an ant sim now? (http://www.youtube.com/watch?v=fA20ilqdoN4&feature=related) The fuck? Title: Re: Darkfall "Released" Post by: tmp on May 21, 2009, 07:50:22 AM In other news, apparently everyone who's ever wanted to play Darkfall got their copy already. The shop now stays open, here's Lum's chance :drill:
Title: Re: Darkfall "Released" Post by: Surlyboi on May 21, 2009, 08:33:19 AM There is no hacking in darkfall. (http://www.youtube.com/watch?v=cPwI-Kq0EVw) The scent of nerd rage over this one is sweet and overwhelming. We're on the fuckin' boat, man. On the motherfuckin' boat! Look at us, making video of us the badass motherfuckers standing on the deck of our fuckin' boat ... wtf, where the fuck is our motherfuckin' boat now?:awesome_for_real: bonus points for dangling it in front of them like that. I'm on a boat aaaand it's not that fast aaaand. I pwned some stoopid newbies with just my left hand... All they need is T-Pain Title: Re: Darkfall "Released" Post by: gryeyes on May 21, 2009, 12:23:56 PM Can someone remove the music so we can hear the vent rage? You can almost hear the whining a couple times. Unless i am hallucinating.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 21, 2009, 12:31:25 PM http://www.youtube.com/watch?v=4HpLQ54CtWI
Title: Re: Darkfall "Released" Post by: jakonovski on May 22, 2009, 07:30:27 AM http://www.youtube.com/watch?v=4HpLQ54CtWI Emergent gameplay! :why_so_serious: Title: Re: Darkfall "Released" Post by: NiX on May 22, 2009, 10:23:45 AM http://www.youtube.com/watch?v=4HpLQ54CtWI I hate you MBW. I really do.Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 22, 2009, 10:41:02 AM http://www.youtube.com/watch?v=4HpLQ54CtWI I hate you MBW. I really do.What did i do?!?! :sad_red_panda: Title: Re: Darkfall "Released" Post by: rk47 on May 22, 2009, 07:01:55 PM go ninja boat go ninja ninja boat. :drill:
Title: Re: Darkfall "Released" Post by: sidereal on May 22, 2009, 07:10:30 PM http://www.youtube.com/watch?v=4HpLQ54CtWI Double yew Tee Eff. Title: Re: Darkfall "Released" Post by: raydeen on May 24, 2009, 07:15:45 PM That needs Yackity Sax as the soundtrack.
Title: Re: Darkfall "Released" Post by: Hawkbit on May 24, 2009, 07:50:46 PM That needs Yackity Sax as the soundtrack. What, this whole thread? Title: Re: Darkfall "Released" Post by: Redgiant on May 24, 2009, 10:39:13 PM That needs Yackity Sax as the soundtrack. Yes, aka The Benny Hill Show theme. Goes well with speed hacking imo. http://www.youtube.com/watch?v=spz8_rpE0e0 (http://www.youtube.com/watch?v=spz8_rpE0e0) Title: Re: Darkfall "Released" Post by: LC on May 25, 2009, 11:48:39 PM A boat without the hacks:
http://www.youtube.com/watch?v=6mdomDOxVDA&fmt=22 Title: Re: Darkfall "Released" Post by: NiX on May 26, 2009, 01:12:02 AM Very interesting. Unfortunately it's in Darkfall.
Title: Re: Darkfall "Released" Post by: tmp on May 26, 2009, 06:44:45 AM You can despawn your
Title: Re: Darkfall "Released" Post by: Nebu on May 26, 2009, 06:46:27 AM I find it funny that you can build a boat large enough to house their entire subscriber base. Gives new meaning to "sailing a ship to nowhere".
Title: Re: Darkfall "Released" Post by: Draegan on May 26, 2009, 07:11:43 AM Darkfall plans to come to North America this summer! Woohoo
Title: Re: Darkfall "Released" Post by: ashrik on May 26, 2009, 08:10:41 AM Darkfall plans to come to North America this summer! Woohoo No wayTitle: Re: Darkfall "Released" Post by: IainC on May 26, 2009, 08:17:31 AM Darkfall plans to come to North America this summer! Woohoo Is there a new source for that or is it based on the release schedule being thrown around late last year?Title: Re: Darkfall "Released" Post by: jakonovski on May 26, 2009, 08:23:43 AM Darkfall plans to come to North America this summer! Woohoo Cool! Where are they playing? Title: Re: Darkfall "Released" Post by: ashrik on May 26, 2009, 08:59:21 AM Source (http://www.businesswire.com/portal/site/google/?ndmViewId=news_view&newsId=20090526005257&newsLang=en) from GNi (http://www.gni.com/node/147)
Quote Darkfall Comes to Light in North America on GNi’s Game Optimized Hosting Platform Since Draegan is a jerkSAN JOSE, Calif.--(BUSINESS WIRE)--Aventurine SA, a computer games developer located in Athens, Greece has expanded its relationship with GNi to host their groundbreaking game, Darkfall Online, in North America with a launch scheduled for release later this summer. “We’re very happy with our results in Europe with GNi and we continue to add content to the game and rapidly grow the community. GNi’s network has proven to be very fast and robust, allowing us to deliver Darkfall Online in the best possible way to our customers. It is for these reasons as well as GNi’s commitment and dedication to the Darkfall Online franchise, that Aventurine selected GNi as our dedicated hosting partner in North America. We are confident that GNi will continue to deliver the world-class service and unparalleled network performance in North America that we have experienced in Europe,” said Zad Mehdawi, President of Aventurine SA. “Aventurine has seen great growth in Europe and we are excited to have Darkfall Online running on GNi’s platform in both Europe and North America. Darkfall appeals to the serious PVP gamer looking for large-scale combat and, in turn, has a devoted player base that few other games can boast. We are happy to be selected by Aventurine to provide a dedicated hosting solution for Darkfall Online in North America. We know that there is significant demand for the game and we are ready to deploy servers for the upcoming launch,” said Derek Wise, Founder and CTO of GNi, Inc. Darkfall Online Offers Highly Immersive Experience Darkfall Online is a Massive Multiplayer Online (MMO) fantasy role-playing game featuring a fun, fast-paced, real-time combat system, massive battles, clan warfare and empire building. Darkfall combines role-playing, action, and strategic gameplay. Darkfall has been designed to create intensely realistic and highly immersive combat and a challenging, realistic environment for a more immersive experience. With full collision detection, battle lines really matter and well-aimed spell blasts will send opponents flying. Darkfall’s goal is to provide players with a fun and challenging experience through a seamless and zoneless, non-instanced, “sandbox” game world. Game to Be Launched by July in North America The high demand for Darkfall has made a North American server a priority with Aventurine. The company expects the North American server, US1, to launch by July 2009. About Aventurine and Darkfall: Aventurine SA is an independent computer games developer located in Athens, Greece. Aventurine is fueled by passion for gaming and game technologies, which motivates and guides our activities. Aventurine’s main project is Darkfall Online, a groundbreaking MMORPG launched in February 2009. Development of the game, the technology platform, game engine, and tools began in 2003. The Darkfall team consists of thirty five veteran developers. Visit us at www.darkfallonline.com About GNi GNi is the leading dedicated hosting provider for online games, Software-as-a-Service, Web 2.0, and Online Digital Media. GNi’s infrastructure supports more than 12.8 million users, 425,000 concurrent connected users at peak capacity, and more than 27 titles. GNi delivers rapid scalability with uncompromised performance. GNi solutions thrive in the most demanding online environments and offer a variety of smart systems including rapid on-boarding and deployment. GNi is headquartered in San Jose, California with infrastructure facilities located across the globe. For more information please visit www.gni.com. A day late and a dollar short, Aventurine. The store seems to have been permanently opened as of the 20th. Your internet revolution came and went. Title: Re: Darkfall "Released" Post by: Draegan on May 26, 2009, 10:57:24 AM I had a phone call while posting that so I forgot to copy paste the PR. :oh_i_see:
Title: Re: Darkfall "Released" Post by: HaemishM on May 26, 2009, 11:03:48 AM A boat without the hacks: http://www.youtube.com/watch?v=6mdomDOxVDA&fmt=22 Can we see the follow-up video of the teeth-gnashing and wailing that will result when a hack steals that monstrosity? Also, please everyone, stop recording your Ventrillo chats. Title: Re: Darkfall "Released" Post by: patience on May 27, 2009, 09:19:43 AM If this seriously launches in July I should retire from gambling forever.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on May 27, 2009, 09:26:38 AM If this seriously launches in July I should retire from gambling forever. It all ready "launched". :uhrr: Title: Re: Darkfall "Released" Post by: Azaroth on May 27, 2009, 12:23:47 PM European servers don't count.
Plus, you KNOW everyone who wants to play and happens to live in North America is just waiting for the NA release to sign up. Title: Re: Darkfall "Released" Post by: LC on June 06, 2009, 04:51:35 AM Some videos of darkfall cities:
http://www.afraidyet.net/forums/darkfall-general/90172-cities-cairn.html http://www.afraidyet.net/forums/darkfall-general/90218-cities-rubaiyat.html Title: Re: Darkfall "Released" Post by: ashrik on June 06, 2009, 10:10:36 AM Oh we're still doing this one?
Update from the front lines I hope this letter finds you well. The entire "server" has declared war on my guild and alliance. Times are tough and war is hell. Sincerely, Ashrik Title: Re: Darkfall "Released" Post by: Lantyssa on June 06, 2009, 10:13:54 AM Steal their boats. That'll teach 'em.
Title: Re: Darkfall "Released" Post by: ashrik on June 06, 2009, 10:24:08 AM While boats and warhulks are definitely kool and the gang, it seems like they're generally seen as too expensive to be a battlefield asset. Usually only used after the opposing side has been beaten back for ultimate kewl points. "My boat just flew away" is a serious concern, sir!
Title: Re: Darkfall "Released" Post by: Lantyssa on June 06, 2009, 10:38:53 AM It's war! You don't have to wait for an actual battle to mess with them.
Title: Re: Darkfall "Released" Post by: LC on June 06, 2009, 03:20:55 PM "Normal Mines" produce something like 5 - 10 leenspar ingots per day. It takes 10 of those to build a warhulk construction module. I think you need 50 modules to build the good warhulk. So 50 days of mining minimum to get one. If you lose connection for any reason, you lose the warhulk.
Title: Re: Darkfall "Released" Post by: K9 on June 06, 2009, 05:41:11 PM leenspar Darkfall is a definite contender in the "stupidest named resource" category. Title: Re: Darkfall "Released" Post by: tmp on June 06, 2009, 06:30:00 PM So 50 days of mining minimum to get one. If you lose connection for any reason, you lose the warhulk. :awesome_for_real:Title: Re: Darkfall "Released" Post by: gryeyes on June 06, 2009, 06:32:50 PM The hardest of the hardcore.
Title: Re: Darkfall "Released" Post by: UnSub on June 06, 2009, 07:46:43 PM So 50 days of mining minimum to get one. If you lose connection for any reason, you lose the warhulk. :awesome_for_real:Player-driven economy! Meaningful crafting experience! Player actions impact the world! ... sorry, just vomiting up MMO buzz-phrases that seem relevant. Title: Re: Darkfall "Released" Post by: Rake on June 06, 2009, 11:34:52 PM If I was the one losing connection during this crafting, I'd be vomiting blood.
Title: Re: Darkfall "Released" Post by: Falconeer on June 07, 2009, 03:39:48 AM I heard vomiting blood is a side effect of the Darkfall experience, not necessarily related to disconnections. Me, it's when I realized I was scratching my ears to the point of flaming pain that I decided four hours were more than enough. Darkfall is like taking expired antibiotics to cure the wrong illness.
Title: Re: Darkfall "Released" Post by: schild on June 07, 2009, 03:51:43 AM Quote Darkfall is like taking expired antibiotics to cure the wrong illness. So, it's like Friday night. Noted. Title: Re: Darkfall "Released" Post by: patience on June 07, 2009, 10:30:44 AM Something I came across in FOH.
"one of the big guilds gets caught endorsing exploiting/hacking and it gets posted on the forums... then the amateur hour volunteer mods who are in said accused guild delete every single thread about it and ban people from the forums, justifying it by saying its against a new rule that they made up and posted a few minutes after the story broke. Games lvl of unprofessionalism is just comedy gold at this point." I was amused when someone alluded to Aventurine being anything like CCP (http://files.filefront.com/20090531+195047vrf/;13854129;/fileinfo.html) with this latest incident. CCP pr sucks in certain ways but Aventurine they are not. And I was seriously thinking this game would be a good alternative to EvE. I was wrong and I'm ok with admitting you lot were right. Title: Re: Darkfall "Released" Post by: UnSub on June 07, 2009, 07:12:39 PM That's what you get when you play on private servers. :oh_i_see:
Title: Re: Darkfall "Released" Post by: LC on June 07, 2009, 07:30:40 PM http://www.youtube.com/watch?v=IeUoOWRFa4g
Is the hacking endorsement chat. Title: Re: Darkfall "Released" Post by: gryeyes on June 08, 2009, 03:03:49 AM Excellent was hoping for more cursing and crying tho.
Title: Re: Darkfall "Released" Post by: NiX on June 08, 2009, 08:36:34 AM I was wrong and I'm ok with admitting you lot were right. I've requested you be banned for admitting we were right.Title: Re: Darkfall "Released" Post by: tazelbain on June 08, 2009, 11:40:17 AM I was wrong and I'm ok with admitting you lot were right. I've requested you be banned for admitting we were right.Title: Re: Darkfall "Released" Post by: NiX on June 08, 2009, 12:03:44 PM Poppycock!
Title: Re: Darkfall "Released" Post by: patience on June 08, 2009, 01:05:31 PM Poppycock! (http://img522.imageshack.us/img522/1482/fellowvs9.jpg) Title: Re: Darkfall "Released" Post by: cmlancas on June 13, 2009, 03:15:00 PM Nix, what the fuck is Seacrest Gentle doing as your avatar?
What do you call what he's doing? A doucheclap? Title: Re: Darkfall "Released" Post by: LC on June 18, 2009, 07:56:11 AM Looks like things might be going bad for Aventurine. As of this morning all negative posts being made in the forums are being deleted. I've been watching threads vanish for the last hour. I have had 3 of my posts deleted. None of my posts violated any of their forum rules.
Title: Re: Darkfall "Released" Post by: Falconeer on June 18, 2009, 08:06:44 AM I think they made enough money out of that mudpile to be utterly satisfied. They probably settled on having a nice cool summer somewhere fancy while leaving the server on just in case someone feels like dropping them a few more bucks.
Title: Re: Darkfall "Released" Post by: SnakeCharmer on June 18, 2009, 08:18:23 AM Looks like things might be going bad for Aventurine Gee. Ya think? Title: Re: Darkfall "Released" Post by: Mrbloodworth on June 18, 2009, 08:40:54 AM Looks like things might be going bad for Aventurine. As of this morning all negative posts being made in the forums are being deleted. I've been watching threads vanish for the last hour. I have had 3 of my posts deleted. None of my posts violated any of their forum rules. You get what you pay for? (MOD wise) Title: Re: Darkfall "Released" Post by: ashrik on June 18, 2009, 01:53:47 PM The general forums have been absolute crap there for the past few weeks.
Mind you, not the same type of absolute crap we've witnessed there for years now. It's just that every other thread is some variation of "this game is dying and Aventurine DOESN'T CARE" The direction in which you're circling the drain likely depends on which hemisphere you're in. Title: Re: Darkfall "Released" Post by: WayAbvPar on June 18, 2009, 02:59:54 PM Shocked. Shocked I am that this house of
Title: Re: Darkfall "Released" Post by: UnSub on June 18, 2009, 07:15:21 PM I think they made enough money out of that mudpile to be utterly satisfied. They probably settled on having a nice cool summer somewhere fancy while leaving the server on just in case someone feels like dropping them a few more bucks. I don't for one minute think this was some kind of scam. The people who worked on Darkfall truly wanted to make a MMO that harkened back to UO and a style of gameplay that didn't coddle players. The end result isn't surprising and - even if all server / engine issues didn't exist - ignores the fact that for a hardcore game to succeed you need a population of sheep for the wolves to prey on. There is a very small minority of players who are looking to be sheep and a lot of wannabe wolves who found out the hard way that there are others more hardcore than them. Now, someone somewhere might have made money out of DF, but I don't think the entire company is walking away with teh moneyz from this. Title: Re: Darkfall "Released" Post by: gryeyes on June 18, 2009, 07:18:11 PM Isn't the entire company like 4 guys?
Title: Re: Darkfall "Released" Post by: DLRiley on June 18, 2009, 07:38:15 PM Taso, Taso, Taso, code monkey :awesome_for_real:
Title: Re: Darkfall "Released" Post by: Falconeer on June 19, 2009, 05:41:14 AM I think they made enough money out of that mudpile to be utterly satisfied. They probably settled on having a nice cool summer somewhere fancy while leaving the server on just in case someone feels like dropping them a few more bucks. I don't for one minute think this was some kind of scam. [...] Now, someone somewhere might have made money out of DF, but I don't think the entire company is walking away with teh moneyz from this. No that's not what I meant. My point being more like: they made money right out of the box (am I wrong or they got money from the Greek government too?), but they knew Darkfall had no real future, other than people staying even if you beat them in the nuts. Since those guys aren't leaving anyway, there's no need to spend too much energy on the game anymore. So, summertime! Fuck it, let's spend those money we have worked the last 7 years for! Basically, I could be wrong and they could be sweating their asses off, but my take is they got (and did) what they could. Now it's slowly dying and they are taking it easier. Title: Re: Darkfall "Released" Post by: IainC on June 19, 2009, 05:51:26 AM No that's not what I meant. My point being more like: they made money right out of the box (am I wrong or they got money from the Greek government too?), but they knew Darkfall had no real future, other than people staying even if you beat them in the nuts. Since those guys aren't leaving anyway, there's no need to spend too much energy on the game anymore. So, summertime! Fuck it, let's spend those money we have worked the last 7 years for! Basically, I could be wrong and they could be sweating their asses off, but my take is they got (and did) what they could. Now it's slowly dying and they are taking it easier. I don't know. I'm not sure that you could amortise the cost of development from what? A few tens of thousands of box sales and a smaller number of subs? I know the team wasn't very big for most of the development cysle and probably isn't very big even now but still I don't see that they are going to be recouping their costs as fast as that. Title: Re: Darkfall "Released" Post by: Mrbloodworth on June 19, 2009, 08:06:16 AM AFAIK, the only verifiable number. Is 10 million $ That, is at least a baseline cost of this game (if not more of the 8 years it took to make).
Anyway: This was rather interesting. (http://www.mmorpg.com/blogs/beauturkey/062009/4052) (MMORPG.com warning) Title: Re: Darkfall "Released" Post by: ashrik on June 19, 2009, 08:44:31 AM The forums are near-apocalyptic with their musings over Darkfall's future. The replies of every "I quit" post used to be a lively mix of 'go back 2 wow carebear' and 'good fucking riddance'. Now there is a very strong streak of "we're all going to be playing alone in an empty world, soon" mixed in with there.
heh but I don't think you hounds will see the failure bomb drop on this one for several more months, yet. Title: Re: Darkfall "Released" Post by: Mrbloodworth on June 19, 2009, 09:07:31 AM I am more than willing to take them over the river to the graveyard.
(http://i72.photobucket.com/albums/i169/Who_cares_67/Reaper/HellsCaretaker.jpg) I feel the time is soon. Title: Re: Darkfall "Released" Post by: gryeyes on June 19, 2009, 01:09:18 PM So that re-review never materialized?
Title: Re: Darkfall "Released" Post by: Merusk on June 19, 2009, 05:22:43 PM I don't know. I'm not sure that you could amortise the cost of development from what? A few tens of thousands of box sales and a smaller number of subs? I know the team wasn't very big for most of the development cysle and probably isn't very big even now but still I don't see that they are going to be recouping their costs as fast as that. Unless they were personally financing it, why would they worry about recouping the costs? Company becomes insolvent, declares bankrupcy and the liquidation pays the creditors whatever it can. They walk away with whatever they saved from their last 7 years of salary. So long as they can prove they wanted to be a solvent company, and didn't try to tank it how can this backfire on them? Title: Re: Darkfall "Released" Post by: Typhon on June 20, 2009, 07:58:48 AM Who works for 7 years to have one crappy failure on their resume? Who thinks that is a 'win'? I'm clearly missing your point.
Title: Re: Darkfall "Released" Post by: Merusk on June 20, 2009, 12:09:57 PM Who works for 7 years to have one crappy failure on their resume? Who thinks that is a 'win'? I'm clearly missing your point. Oh, I'm sorry, were we being serious about this failure now? I thought we were doing random speculation and top of the head bullshitting because that's about three times the brainpower analysis of it deserves. Title: Re: Darkfall "Released" Post by: patience on June 21, 2009, 10:35:50 AM Who works for 7 years to have one crappy failure on their resume? Who thinks that is a 'win'? I'm clearly missing your point. Oh, I'm sorry, were we being serious about this failure now? I thought we were doing random speculation and top of the head bullshitting because that's about three times the brainpower analysis of it deserves. *Blinks at avatar and sig line* :drill: Title: Re: Darkfall "Released" Post by: NiX on June 21, 2009, 02:50:56 PM So that re-review never materialized? Cause everyone believed them when they said the reviewer logged in for a whole 2 minutes. Title: Re: Darkfall "Released" Post by: ashrik on June 24, 2009, 12:58:22 PM Source (http://forums.darkfallonline.com/showthread.php?t=198228)
Quote from: Father Tasos, the Creator and Destroyer On the American server: The American server will launch on July 7th. Characters from the European server can be cloned and moved without their possessions 3 months after the American launch. Certain restrictions and charges will apply, to be announced at a later date. In the meanwhile if you want to play on the American server at launch you need to buy the American Darkfall client. More information on the American server will be available in a few days. Darkfall will launch a massive free expansion update the first week of July, something that the Darkfall team has been working on for a while now. This expansion includes major new features and major content, PvE, and PvP updates. In the last few patches we had implemented several major optimizations making it possible to support even larger battles and sieges and more concurrent users than ever before. As a result, massive battles now run smoother than ever. We’ve seen some of the largest and the highest frequency of massive battles this past month, which has helped us find even more ways to optimize the Darkfall experience. As a result of these optimizations we’ve also been able to keep sales open most of the time. We’re still being careful because Darkfall resubscription rates remain very high even though this is a time for exams and/or vacations. It’s still difficult to buy Darkfall but we hope that after the US servers have launched it will be easier for new players to learn about and to buy Darkfall. To that effect, a new site is coming, along with new forums for Darkfall players only. These forums will be readable by the public and only players with active accounts will be able to post in them. The current public forums will remain active for anyone to post in, but moderation will be stronger. This because we’re getting people from other communities with the sole intention of disrupting our forums. The Darkfall community has always been a source of good feedback, constructive criticism, and inspiration for the Darkfall developers and we'll keep it that way by doing away with the non-constructive elements. Our next major patch will be included in the Darkfall expansion the first week of July. Thank you for reading The Darkfall Team Darkfall Account Management and Sales (https://accounts.eu.darkfallonline.com/) Darkfall Support and Help Desk (http://support.darkfallonline.com/) Player Journal and Clan Pages (http://app001.eu1.darkfallonline.com/sf/fwd) __________________ Darkfall, much like herpes, is the gift that keeps on giving. Title: Re: Darkfall "Released" Post by: RhyssaFireheart on June 24, 2009, 01:24:33 PM Well, I'm not so sure they'll get the response they want with opening up a US server. I could be wrong though. My guild had been doing fine in DF, right up to the announcement of said US server and the rules around it. From our guild board:
Quote Quote I don't want to be the cynic here, but if Darkfall didn't last more than a couple months (about as long as either AoC or WAR), what chance does any game have? Things were going fine in Darkfall. We had 2 cities, 20+ new recruits, member of a great allaince, active leadership, and more. But when they announced there would be a North American server and that server transfers would not be open for months afterwards, alot of members were torn. Do we go to NA server and start over? Do we stay on EU server? Do we wait for transfers to open to NA server? If we do go to NA server and start over why bother to continue leveling a toon on EU server? Why even bother building up our cities if we cant take it with us? They couldnt even say what would or would not transfer when the opened transfers up. We had a vote on it and there was a split. Some wanted to go, some wanted to stay. Understand, Darkfall more than any other MMO to date is a massive grind. Skills takes months, even years to reach let alone max out. They should have just not said anything about a NA server until a week before. Then let people transfer skills only and not gold. So player interest plummeted and people stopped showing up /playing anymore. And another game falls by the wayside like so much chaff. Personally, after dealing with the beta and then hearing about their sales plan for subs.. I decided it wasn't worth it. I thought the gameplay was horrid and much too punishing for what I'm looking for in a game. And reading the comments from guildmates who did choose to play didn't make me wish I'd chosen differently at all. Title: Re: Darkfall "Released" Post by: LC on June 24, 2009, 01:30:52 PM The best part is how they ninja edited all the old posts on their forum. Every instance where tasos promised free transfers to NA (when it launches) from EU if you went ahead and bought it at EU launch has been removed.
Title: Re: Darkfall "Released" Post by: LC on June 24, 2009, 01:31:26 PM i suck at edit.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on June 25, 2009, 08:12:24 AM Title: Re: Darkfall "Released" Post by: patience on June 25, 2009, 10:56:12 AM Well, I'm not so sure they'll get the response they want with opening up a US server. I could be wrong though. My guild had been doing fine in DF, right up to the announcement of said US server and the rules around it. From our guild board: Quote Quote I don't want to be the cynic here, but if Darkfall didn't last more than a couple months (about as long as either AoC or WAR), what chance does any game have? Things were going fine in Darkfall. We had 2 cities, 20+ new recruits, member of a great allaince, active leadership, and more. But when they announced there would be a North American server and that server transfers would not be open for months afterwards, alot of members were torn. Do we go to NA server and start over? Do we stay on EU server? Do we wait for transfers to open to NA server? If we do go to NA server and start over why bother to continue leveling a toon on EU server? Why even bother building up our cities if we cant take it with us? They couldnt even say what would or would not transfer when the opened transfers up. We had a vote on it and there was a split. Some wanted to go, some wanted to stay. Understand, Darkfall more than any other MMO to date is a massive grind. Skills takes months, even years to reach let alone max out. They should have just not said anything about a NA server until a week before. Then let people transfer skills only and not gold. So player interest plummeted and people stopped showing up /playing anymore. And another game falls by the wayside like so much chaff. Personally, after dealing with the beta and then hearing about their sales plan for subs.. I decided it wasn't worth it. I thought the gameplay was horrid and much too punishing for what I'm looking for in a game. And reading the comments from guildmates who did choose to play didn't make me wish I'd chosen differently at all. But people are quitting because they are considering on transferring to a different server. Not a big deal considering the nature of the game. I'm really shocked that not only are they still claiming this server will launch in July but that they gave a specific date and mentioned they are releasing an expansion at the same time. :uhrr: This may turn it around for Title: Re: Darkfall "Released" Post by: RhyssaFireheart on June 26, 2009, 04:20:37 PM Except that you can't transfer for another 3 months or so, reportedly.
So once again, why bother hanging around leveling up your character and doing anything for the next few months if the only thing you can transfer with are your skills and.. your skills? No gold, no armor, no weapons, no nothing, while those who bought the US edition now have a 3 month head start in a game that is, by all accounts, incredibly and horribly grindy in order to gain anything. Title: Re: Darkfall "Released" Post by: UnSub on June 26, 2009, 09:56:56 PM Adventurine must be bleeding money badly to consider this option.
Title: Re: Darkfall "Released" Post by: LC on June 27, 2009, 02:53:01 AM They insist that we have to pay again because another unnamed company will be running the game in North America. I'm willing to bet nobody has ever heard of this company if it is ever named.
Title: Re: Darkfall "Released" Post by: Severian on June 27, 2009, 03:00:10 PM They insist that we have to pay again because another unnamed company will be running the game in North America. I'm willing to bet nobody has ever heard of this company if it is ever named. Not GNi (http://www.gni.com/node/147), from the original news of a NA server? Granted, hosting and "running" are not the same thing. Title: Re: Darkfall "Released" Post by: Triforcer on June 28, 2009, 10:59:38 AM They insist that we have to pay again because another unnamed company will be running the game in North America. I'm willing to bet nobody has ever heard of this company if it is ever named. Depends. How many Haitian drug syndicates have you heard of? Title: Re: Darkfall "Released" Post by: NiX on June 28, 2009, 03:28:11 PM I think even Haitians know better than to invest in Darkfall.
Title: Re: Darkfall "Released" Post by: Senses on June 28, 2009, 05:58:32 PM I got a fax from a Nigerian Prince asking me to help him deposit his Darkfall earnings for a sizeable percentage of his profit.
Title: Re: Darkfall "Released" Post by: Nija on June 29, 2009, 10:33:40 AM Fax? Sounds pretty legit!
Title: Re: Darkfall "Released" Post by: LC on June 29, 2009, 02:55:29 PM So we are 1 week from North American launch, and the mystery publisher is still a mystery.
But accounts.na.darkfallonline.com was up and ready to accept 1 out of 10 credit cards for a short time over the weekend. Title: Re: Darkfall "Released" Post by: ashrik on June 29, 2009, 09:03:15 PM I think even Haitians know better than to invest in Darkfall. I bought the EU version so, I guess not hahahaTitle: Re: Darkfall "Released" Post by: patience on June 30, 2009, 07:29:56 AM So we are 1 week from North American launch, and the mystery publisher is still a mystery. I don't see what you were expecting. Their official publisher for the European version has been AWOL since a couple of weeks prior to launch. Even though they signed a deal where they would roughly get over 60% of the revenue made, even though they didn't have to do anything to make and fund the game prior to launch, it seems they want to have nothing to do with DF anymore. Title: Re: Darkfall "Released" Post by: LC on June 30, 2009, 01:17:48 PM So we are 1 week from North American launch, and the mystery publisher is still a mystery. I don't see what you were expecting. Their official publisher for the European version has been AWOL since a couple of weeks prior to launch. Even though they signed a deal where they would roughly get over 60% of the revenue made, even though they didn't have to do anything to make and fund the game prior to launch, it seems they want to have nothing to do with DF anymore. Well their justification for charging NA players a second time for the game was that another company will be handling the game in North America. Title: Re: Darkfall "Released" Post by: ashrik on July 06, 2009, 11:55:26 AM It's Darkfall Expansion News Day!
http://www.darkfallonline.com/expansion/ Title: Re: Darkfall "Released" Post by: K9 on July 06, 2009, 11:58:39 AM So we can expect it to be released onto live servers some time in 2016?
Title: Re: Darkfall "Released" Post by: tmp on July 06, 2009, 12:06:19 PM Quote We've added a compass to Darkfall which should provide to be a great tactical addition to the game. :awesome_for_real:Title: Re: Darkfall "Released" Post by: ashrik on July 06, 2009, 12:06:23 PM heh Tomorrow
I hadn't played the game for a few weeks, and would have cancelled my sub yesterday if I weren't so lazy. But I think I'll start playing again. Any other f13'ers still have this inglorious piece of shit installed? Title: Re: Darkfall "Released" Post by: Redgiant on July 06, 2009, 12:11:54 PM It's Darkfall Expansion News Day! http://www.darkfallonline.com/expansion/ That's not an expansion. That's reworking major parts of the game after a paid year-long Alpha. Maybe a paid Beta will come from it ... :awesome_for_real: Title: Re: Darkfall "Released" Post by: schild on July 06, 2009, 12:31:09 PM It's Darkfall Expansion News Day! That's not an expansion. That's reworking major parts of the game after a paid year-long Alpha.http://www.darkfallonline.com/expansion/ Maybe a paid Beta will come from it ... :awesome_for_real: Not that they'll do it right: Quote Random Treasure Chests Explorers can now find random treasure chests scattered all over Agon. They may hold rare loot like house deeds, spell books, gold, runestones, sithras, rare ores, keys, attribute consumables and much more. But this is how games should be rewarding exploration. Title: Re: Darkfall "Released" Post by: Azaroth on July 06, 2009, 12:57:34 PM Isn't that just more of a random chance reward not truly worth exploring for, an incredibly boring and nonsensical carpel-tunnel-of-the-brain hunt, or a bunch of free shit scattered randomly depending on how it's balanced?
Title: Re: Darkfall "Released" Post by: schild on July 06, 2009, 12:59:15 PM Isn't that just more of a random chance reward not truly worth exploring for, an incredibly boring and nonsensical carpel-tunnel-of-the-brain hunt, or a bunch of free shit scattered randomly depending on how it's balanced? Like I said, they won't do it right. It would take some real time and love to make that sort of thing worth chasing after.Title: Re: Darkfall "Released" Post by: Azaroth on July 06, 2009, 01:06:54 PM In their defense, rewarding exploration correctly would take skill, innovation and money, yes.
Title: Re: Darkfall "Released" Post by: WayAbvPar on July 06, 2009, 02:12:38 PM A real MMO development house should take that idea and flesh it out. Anything to feed my exploration jones.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 06, 2009, 02:14:22 PM A real MMO development house should take that idea and flesh it out. Anything to feed my exploration jones. Games already have this. Title: Re: Darkfall "Released" Post by: WayAbvPar on July 06, 2009, 05:40:21 PM Which? None of the ones I have played have ever given anything other than completely insignificant amounts of XP.
Title: Re: Darkfall "Released" Post by: Xurtan on July 06, 2009, 10:11:55 PM Free Realms. :oh_i_see:
Title: Re: Darkfall "Released" Post by: LC on July 07, 2009, 04:28:07 AM It's a nice looking patch. I'm not sure it's enough to pull them out of the nosedive they are in.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 07, 2009, 05:59:47 AM Which? None of the ones I have played have ever given anything other than completely insignificant amounts of XP. LOTRO has randomly spawning chests with things inside (some times its a corps, chest, or other container) with items, potions, crafting supply and always a good chink of coin. I believe the longer it is not found the more items inside. Title: Re: Darkfall "Released" Post by: patience on July 07, 2009, 06:44:22 AM It's a nice looking patch. I'm not sure it's enough to pull them out of the nosedive they are in. Agreed that it is a very nice set of features. If they don't get a good retention rate after making this and launching in NA then they won't grow like Eve did. Title: Re: Darkfall "Released" Post by: calapine on July 07, 2009, 07:55:56 AM Quote Sithra (http://www.darkfallonline.com/expansion/photos/new_sithras.jpg)The sithra is a powerful and awesome looking elemental weapon. It will strike fear in your enemies and will be the envy of your friends and clan-mates. With their long blades of pure elemental energy they can cut through most living things with ease. Swooosh! Swooosh! Darkfaill is already aiming to eat into SWTORs playerbase! :awesome_for_real: Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 07, 2009, 09:13:25 AM So much for player skill mattering?
Title: Re: Darkfall "Released" Post by: DLRiley on July 07, 2009, 11:56:00 AM So much for player skill mattering? It ever did? Title: Re: Darkfall "Released" Post by: Nebu on July 07, 2009, 12:47:34 PM Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 07, 2009, 01:00:55 PM So much for player skill mattering? It ever did? I thought it was in the title name, right after dark and before fall. The developers would have you believe this. Title: Re: Darkfall "Released" Post by: LC on July 07, 2009, 10:42:12 PM So the servers have been down all day (Not really though, they have been up and down dozens of times for admin access.) for the big patch.
Quote We'd like to explain the long delay we're experiencing with the expansion: We knew this was going to be a long process, but it's taking even longer than anticipated. It's due to the procedure for building the expansion which is a time consuming and repetitive operation. We've experienced a few setbacks during the process which have added to the building time. This needs to be done right in order to minimize any further issues and we appreciate your patience while we're grinding away at this. As for an ETA, it could take a few more minutes or several more hours before we're done, it's impossible to estimate precisely. We're on the verge of being ready for hours now, and this is why we haven't posted anything until now. Thanks again for your patience. So much for their claims of thoroughly testing it over the last few weeks. Title: Re: Darkfall "Released" Post by: WayAbvPar on July 09, 2009, 11:42:42 AM Which? None of the ones I have played have ever given anything other than completely insignificant amounts of XP. LOTRO has randomly spawning chests with things inside (some times its a corps, chest, or other container) with items, potions, crafting supply and always a good chink of coin. I believe the longer it is not found the more items inside. That is pretty cool. Wish they would have had that in beta. Might have been enough to get me to play. Title: Re: Darkfall "Released" Post by: ashrik on July 10, 2009, 07:52:14 AM http://www.eu.darkfallonline.com/default.php
whoa, it looks like there's actually a real game out there Title: Re: Darkfall "Released" Post by: Threash on July 10, 2009, 08:49:59 AM This recent fad of calling patches free expansions is really pissing me off.
Title: Re: Darkfall "Released" Post by: patience on July 10, 2009, 10:18:03 AM http://www.eu.darkfallonline.com/default.php whoa, it looks like there's actually a real game out there *groans* Even their poll is in need of a patch. This recent fad of calling patches free expansions is really pissing me off. An article I read pointed out that this was not a recent thing. Mythic were pioneers for this trend. Title: Re: Darkfall "Released" Post by: tmp on July 10, 2009, 12:33:27 PM http://www.eu.darkfallonline.com/default.php Looks they're officially out of beta now.whoa, it looks like there's actually a real game out there Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 13, 2009, 06:52:13 AM Apparently the new chests are completely exposed to the client (http://forums.darkfallonline.com/showthread.php?t=202243), allowing people to filter the location, and teleport to them using client side hacks, or simply beeline over to them.
That went well. As a study, I looked at the list of features for one of the more popular hacking clients. Good lord, the feature list is LONG and Extensive. More so than any other MMO they have clients for.... The new weather system is 100% client side, and not synced. So, it could be dark and rainy for you, but not the other guy. Perhaps its a bug, but, um, yeah... Title: Re: Darkfall "Released" Post by: kildorn on July 13, 2009, 09:23:56 AM Oh dear lord, they're just trusting the client to do everything. Oh god.
Title: Re: Darkfall "Released" Post by: Nebu on July 13, 2009, 09:47:45 AM Oh dear lord, they're just trusting the client to do everything. Oh god. In a pvp game, no less. Darkfail indeed. Title: Re: Darkfall "Released" Post by: tmp on July 13, 2009, 11:08:13 AM from a thread about the weather effects, on the official forums:
Quote Well what to you expect from Darkfall? They also claim to have a "sophisticated and secure trading system" which turns out to be just a chat window. pretty much sums it up. :why_so_serious:Title: Re: Darkfall "Released" Post by: Feverdream on July 14, 2009, 12:36:32 AM Hey, wasn't today supposedly official DF release day in North America?
Game available for official N.A. purchase, servers open, all that... I wasn't expecting anything earth-shattering, but you'd think this would create just a slight ripple somewhere in the fabric of the MMO universe. Surely someone out there...cares. Or was their website 'attacked' again? Title: Re: Darkfall "Released" Post by: Surlyboi on July 14, 2009, 12:46:46 AM Quote Or was their website 'attacked' again? Yeah, the server became self-aware and tried to jump out the window of their offices rather than be party to such a shitfest. Title: Re: Darkfall "Released" Post by: Lum on July 14, 2009, 12:59:16 AM According to their website (which finally has been updated to denote that the game is actually out of beta), they went live today. No word on who their NA publisher is; people are saying their cards are being billed from "Aventurine".
Quote Stop complaining about buy the game again, its fun and way better lag Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 17, 2009, 06:45:40 AM eurogamer.net second review. (http://www.eurogamer.net/articles/darkfall-online-second-review)
:popcorn: Title: Re: Darkfall "Released" Post by: jakonovski on July 17, 2009, 07:13:04 AM eurogamer.net second review. (http://www.eurogamer.net/articles/darkfall-online-second-review) :popcorn: :uhrr: incoming! Title: Re: Darkfall "Released" Post by: Nebu on July 17, 2009, 09:36:16 AM eurogamer.net second review. (http://www.eurogamer.net/articles/darkfall-online-second-review) Step 2: Darkfall changes its name. :awesome_for_real: Title: Re: Darkfall "Released" Post by: Shatter on July 17, 2009, 09:54:27 AM Yeah but you need to play at least a month to properly review it, so setup your macros, afk and come back in a month to let us know what you really think!
Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 17, 2009, 11:58:56 AM More from the reviewer of the second review. (http://www.rockpapershotgun.com/2009/07/17/darkfallout/)
Title: Re: Darkfall "Released" Post by: Draegan on July 17, 2009, 12:50:17 PM Some or most of it, is just plain bad. Maybe I can be a professional MMOGs reviewer and get paid too.
Title: Re: Darkfall "Released" Post by: sidereal on July 17, 2009, 01:31:43 PM Some or most of it, is just plain bad. Maybe I can be a professional MMOGs reviewer and get paid too. Not with those comma splices you can't. Title: Re: Darkfall "Released" Post by: HaemishM on July 17, 2009, 02:06:20 PM You must not have read the referenced article. The man is a King of the Grammar Snake Dodgers.
Title: Re: Darkfall "Released" Post by: ashrik on July 17, 2009, 04:11:33 PM Some or most of it, is just plain bad. Maybe I can be a professional MMOGs reviewer and get paid too. What was so bad about it? From a content standpoint, I rather liked his review as well as his writing.Title: Re: Darkfall "Released" Post by: Draegan on July 17, 2009, 07:02:22 PM Some or most of it, is just plain bad. Maybe I can be a professional MMOGs reviewer and get paid too. Not with those comma splices you can't. I can not be judged by my posts from my G1! What was so bad about it? From a content standpoint, I rather liked his review as well as his writing. I just got the whole feeling that he/she was trying to hard to be funny or clever. Title: Re: Darkfall "Released" Post by: HaemishM on July 17, 2009, 07:34:03 PM Some or most of it, is just plain bad. Maybe I can be a professional MMOGs reviewer and get paid too. What was so bad about it? From a content standpoint, I rather liked his review as well as his writing.The first page was unbearably badly written. It got better after that, but I gave up and started skimming about 3 pages in. Way too long to say this game really does suck except for that very tiny minority of lunatics who will like this sort of game. Title: Re: Darkfall "Released" Post by: UnSub on July 18, 2009, 01:34:54 AM The review was over long but fine.
Good on Eurogamer for doing it, especially since the reviewer indicates that people were trying to get the editor fired from his non-gaming review job as a result. Title: Re: Darkfall "Released" Post by: LC on July 18, 2009, 06:05:38 AM The first page was unbearably badly written. It got better after that, but I gave up and started skimming about 3 pages in. Way too long to say this game really does suck except for that very tiny minority of lunatics who will like this sort of game. I'm waiting for your review. Only then will I be able to decide if I should like darkfall. Title: Re: Darkfall "Released" Post by: patience on July 18, 2009, 08:06:11 AM When I clicked that spoiler tag I was hoping for something like this.
Title: Re: Darkfall "Released" Post by: HaemishM on July 18, 2009, 02:07:04 PM The first page was unbearably badly written. It got better after that, but I gave up and started skimming about 3 pages in. Way too long to say this game really does suck except for that very tiny minority of lunatics who will like this sort of game. I'm waiting for your review. Only then will I be able to decide if I should like darkfall. The game is shit and you are a drooling retard for paying some Greek cunt to play it. Also, the developers are mouthy twats who should shut their spreck holes. Title: Re: Darkfall "Released" Post by: gryeyes on July 18, 2009, 08:01:14 PM Sooo 6/10? :awesome_for_real:
Title: Re: Darkfall "Released" Post by: Surlyboi on July 18, 2009, 11:38:32 PM The first page was unbearably badly written. It got better after that, but I gave up and started skimming about 3 pages in. Way too long to say this game really does suck except for that very tiny minority of lunatics who will like this sort of game. I'm waiting for your review. Only then will I be able to decide if I should like darkfall. The game is shit and you are a drooling retard for paying some Greek cunt to play it. Also, the developers are mouthy twats who should shut their spreck holes. Plus it's got a beat and you can dance to it. Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 31, 2009, 06:42:31 AM MMORPG.Com - Darkfall Online Review. (http://www.mmorpg.com/gamelist.cfm/game/4/view/reviews/load/89/page/1)
Title: Re: Darkfall "Released" Post by: Draegan on July 31, 2009, 07:09:36 AM They really gave WAR an 8.4?
Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 31, 2009, 07:16:57 AM Title: Re: Darkfall "Released" Post by: Draegan on July 31, 2009, 07:37:32 AM Hmm yeah, well T1 was fun.
Title: Re: Darkfall "Released" Post by: Sky on July 31, 2009, 08:25:29 AM EQ2 got a lower score than EQ? That's a credible site.
Title: Re: Darkfall "Released" Post by: Lantyssa on July 31, 2009, 10:27:45 AM Before Hartsman it isn't exactly unexpected.
Title: Re: Darkfall "Released" Post by: Threash on July 31, 2009, 10:46:38 AM EQ2 got a lower score than EQ? That's a credible site. The reviews happen when games are launched, not in hindsight. EQ was a much better game for its time than EQ2 ever was, by a very long shot. Title: Re: Darkfall "Released" Post by: Hayduke on July 31, 2009, 11:43:00 AM EQ2 got a lower score than EQ? That's a credible site. The reviews happen when games are launched, not in hindsight. EQ was a much better game for its time than EQ2 ever was, by a very long shot. I'm not certain when mmorpg.com first reviewed EQ, but it couldn't have been a launch review. It would have had to include several expansions, or the benefit of hindsight looking back on a product that hadn't existed for years. Title: Re: Darkfall "Released" Post by: Sky on July 31, 2009, 12:28:16 PM EQ was a much better game for its time than EQ2 ever was, by a very long shot. I'd have to disagree with that one, but I prefer EQ2 for traditional pve mmo.Title: Re: Darkfall "Released" Post by: Mrbloodworth on July 31, 2009, 01:01:27 PM They tend to do a review at launch, or with expansions.
Title: Re: Darkfall "Released" Post by: gryeyes on August 01, 2009, 12:09:59 AM Are people trying to imply this game does not match the general consensus of reviews?
Title: Re: Darkfall "Released" Post by: Cheddar on August 04, 2009, 08:35:25 AM EQ2 at launch was NOTHING like it is today. Very non-solo friendly, death penalty that lasted a week (iirc), insta-gib if you turned the wrong corner to fast (see death penalty), complete pwnage if you fell into a pit of mobs you could not handle, etc.
Oh, and crafting took hours upon hours to master due to the base component requirements. Did I mention the death penalty? Title: Re: Darkfall "Released" Post by: Simond on August 04, 2009, 01:05:01 PM And you could die while crafting as well. :awesome_for_real:
Title: Re: Darkfall "Released" Post by: Hindenburg on August 04, 2009, 01:45:39 PM Seriously? How?
Title: Re: Darkfall "Released" Post by: Simond on August 04, 2009, 02:14:33 PM Fail one of the reaction thingies, and instead of the minor "Oi! Pay attention" love tap you get now, it took a fairly sizeable bite of hp. Fail too many in a row (or - horrors! - too many critical failures) and you'd end up dead, slumped in front of a forge.
No, really. Title: Re: Darkfall "Released" Post by: tazelbain on August 04, 2009, 02:20:49 PM They should have keep it and just not let you go below 1 hp (like a duel) and add nice cartoony explosion. I swear developers these days have no sense of fun.
Title: Re: Darkfall "Released" Post by: IainC on August 04, 2009, 02:58:22 PM Fail one of the reaction thingies, and instead of the minor "Oi! Pay attention" love tap you get now, it took a fairly sizeable bite of hp. Fail too many in a row (or - horrors! - too many critical failures) and you'd end up dead, slumped in front of a forge. No, really. I remember the death spam in crafting centres just after Spellcrafting was introduced to DAoC. Title: Re: Darkfall "Released" Post by: DLRiley on August 04, 2009, 09:04:32 PM And you could die while crafting as well. :awesome_for_real: DarkFall: Why bad design pays for itself. Title: Re: Darkfall "Released" Post by: Senses on August 04, 2009, 09:18:57 PM Not that you ever actually read threads before posting nonsense, but he was referring to EQ2's crafting system, not Darkfall.
Title: Re: Darkfall "Released" Post by: DLRiley on August 05, 2009, 08:12:45 AM Not that you ever actually read threads before posting nonsense, but he was referring to EQ2's crafting system, not Darkfall. Darn. But I already knew EQ2 is a bad game so... Title: Re: Darkfall "Released" Post by: Redgiant on August 05, 2009, 10:25:55 AM They should have keep it and just not let you go below 1 hp (like a duel) and add nice cartoony explosion. I swear developers these days have no sense of fun. And map them a dirty face for, say, 2 minutes. Title: Re: Darkfall "Released" Post by: LC on August 11, 2009, 01:09:26 AM Apparently the developers all took a vacation after the last patch, and the game is on autopilot. At least that's what I have heard from several members of their volunteer staff. That includes one volunteer GM.
Title: Re: Darkfall "Released" Post by: DLRiley on August 11, 2009, 12:21:19 PM Apparently the developers all took a vacation after the last patch, and the game is on autopilot. At least that's what I have heard from several members of their volunteer staff. That includes one volunteer GM. So the developers are busy snorting coke off hookers asses :oh_i_see: Title: Re: Darkfall "Released" Post by: Shatter on August 11, 2009, 01:30:08 PM Apparently the developers all took a vacation after the last patch, and the game is on autopilot. At least that's what I have heard from several members of their volunteer staff. That includes one volunteer GM. Id have to say that type of action blends well with the fact it took them over 8 years to produce the game Title: Re: Darkfall "Released" Post by: ashrik on September 02, 2009, 12:52:23 PM O happy day, new patch notes!
http://www.darkfallonline.com/patch/090209.html Title: Re: Darkfall "Released" Post by: NiX on September 02, 2009, 12:55:20 PM Quote Added first person animations for bows, grenades and magic staffs when running and walking. You can now see what you're wielding. :uhrr:Title: Re: Darkfall "Released" Post by: ashrik on September 02, 2009, 12:56:51 PM Yeah, when you were moving but not actively using a staff or bow, the weapon would drop below your perspective and wouldn't been seen until you either stopped moving or activated it. Thing was annoying
Title: Re: Darkfall "Released" Post by: Nebu on September 02, 2009, 01:07:31 PM Quote * Fighting against monsters will now approximately triple the skill gain compared to that against player characters * Getting hit by monsters will approximately triple the skill gain (i.e. resistance) compared to getting hit by player characters * There have been several upgrades to AI tactics and monster behavior making them less likely to be exploited. * If you attack a mount you could go rogue depending on the status between you and the player controlling it. Is this saying that you gain skills faster, in a pvp game, by fighting against mobs pve style? If so, I don't get it. Title: Re: Darkfall "Released" Post by: ashrik on September 02, 2009, 01:13:15 PM It's to encourage more people to move to, and fight over, resources/places/spawns in the world. As opposed to training alone in town all day.
Title: Re: Darkfall "Released" Post by: UnSub on September 02, 2009, 07:14:09 PM Quote * Fighting against monsters will now approximately triple the skill gain compared to that against player characters * Getting hit by monsters will approximately triple the skill gain (i.e. resistance) compared to getting hit by player characters * There have been several upgrades to AI tactics and monster behavior making them less likely to be exploited. * If you attack a mount you could go rogue depending on the status between you and the player controlling it. Is this saying that you gain skills faster, in a pvp game, by fighting against mobs pve style? If so, I don't get it. Players would set up training farms where they would hit each other all day using macros. Easiest and safest way to skill up. Title: Re: Darkfall "Released" Post by: Shatter on September 03, 2009, 08:25:54 AM So PvP will now be runnign around looking for AFK macrors killing mobs?
Title: Re: Darkfall "Released" Post by: Nebu on September 03, 2009, 08:27:26 AM It's to encourage more people to move to, and fight over, resources/places/spawns in the world. As opposed to training alone in town all day. Players would set up training farms where they would hit each other all day using macros. Easiest and safest way to skill up. Both of these comments tell me something. Players are manufacturing ways to bypass their system. It's a symptom of a larger issue. So PvP will now be runnign around looking for AFK macrors killing mobs? That would be my guess. Title: Re: Darkfall "Released" Post by: tazelbain on September 03, 2009, 08:36:53 AM *insert armchair game design to fix it*
Title: Re: Darkfall "Released" Post by: Nebu on September 03, 2009, 08:40:20 AM They should have keep it and just not let you go below 1 hp (like a duel) and add nice cartoony explosion. I swear developers these days have no sense of fun. You mean something like this? Title: Re: Darkfall "Released" Post by: tazelbain on September 03, 2009, 08:51:45 AM No.
Title: Re: Darkfall "Released" Post by: ashrik on September 03, 2009, 11:09:26 AM Both of these comments tell me something. Players are manufacturing ways to bypass their system. It's a symptom of a larger issue. The "larger issue" is simply that players will look for the most efficient way to level their characters that they can. I join the battleground with the most honor/hour, the heroic with the most badges/run, the skill up method with the most return/least risk. It's something that takes place in just about every game. PVP should now start migrating towards groups fighting over, camping, and protecting resources such as monster spawns.So PvP will now be runnign around looking for AFK macrors killing mobs? That would be my guess. Title: Re: Darkfall "Released" Post by: Nebu on September 03, 2009, 11:41:02 AM I must be a psycho. I played DAoC for the best fights. We'd roam the island for hours just to get 3 or 4 good, balanced fights rather than farming noobs for gobs of rp's. Similarly in WoW, I do the BG's I enjoy the most rather than the ones giving the most honor.
Different things provide fun for different people. This is why I support more gaming variety and fewer mega-titles trying to be everything for everyone. Title: Re: Darkfall "Released" Post by: sidereal on September 03, 2009, 12:38:15 PM The problem comes when the fun part and the leveling part aren't the same part. People do the leveling part.
In Counterstrike, the leveling part (getting money) and the fun part (shooting motherfuckers) were the same part. Title: Re: Darkfall "Released" Post by: LC on September 22, 2009, 03:18:37 PM The servers have emptied out with the release of Aion. I think darkfail will be joining SB and AC2 very soon.
Title: Re: Darkfall "Released" Post by: Malakili on September 22, 2009, 03:37:56 PM The servers have emptied out with the release of Aion. I think darkfail will be joining SB and AC2 very soon. Aion doesn't strike me as really offering the same thing as Darkfall. I can see why people from DF might flood Aion for a bit, but if they really are playing Darkfall because it offers something unique, i doubt Aion is going to fill that same spot. Granted, I'm talking out my ass, I haven't played either game. Title: Re: Darkfall "Released" Post by: raydeen on September 22, 2009, 04:01:55 PM The servers have emptied out with the release of Aion. I think darkfail will be joining SB and AC2 very soon. Aion doesn't strike me as really offering the same thing as Darkfall. I can see why people from DF might flood Aion for a bit, but if they really are playing Darkfall because it offers something unique, i doubt Aion is going to fill that same spot. Granted, I'm talking out my ass, I haven't played either game. The wolves are starving. There are now fresh sheep. Title: Re: Darkfall "Released" Post by: Threash on September 22, 2009, 06:36:30 PM The servers have emptied out with the release of Aion. I think darkfail will be joining SB and AC2 very soon. Aion doesn't strike me as really offering the same thing as Darkfall. I can see why people from DF might flood Aion for a bit, but if they really are playing Darkfall because it offers something unique, i doubt Aion is going to fill that same spot. Granted, I'm talking out my ass, I haven't played either game. Darkfall doesn't actually offer a damn thing. Title: Re: Darkfall "Released" Post by: DLRiley on September 22, 2009, 08:43:02 PM The open world pvp crowd generally wants full servers. Darkfall doesn't have full servers. Aion does. The only reason why Darkfall got any love was because WAR didn't turn out to be 2002 DAoC but with 10 full servers instead of 3 like all those idiots thought it would be. You can make the open world kids happy by making 1 pvp server in any of the "carebear amusement park" games.
Title: Re: Darkfall "Released" Post by: Von Douchemore on September 23, 2009, 09:32:30 AM The servers have emptied out with the release of Aion. I think darkfail will be joining SB and AC2 very soon. Aion has drained people from every MMO, I think the first casualty should be WAR. I doubt that the people enduring Darkfall this far would switch ships for a game where you can PvE Abyss Points :uhrr: Title: Re: Darkfall "Released" Post by: NiX on September 23, 2009, 09:40:36 AM ...where you can PvE Abyss Points :uhrr: Darkness Falls was extremely popular in DAoC and I get the impression that the Abyss is just the Korean take on it. Title: Re: Darkfall "Released" Post by: LC on September 23, 2009, 11:18:17 AM The servers have emptied out with the release of Aion. I think darkfail will be joining SB and AC2 very soon. Aion has drained people from every MMO, I think the first casualty should be WAR. I doubt that the people enduring Darkfall this far would switch ships for a game where you can PvE Abyss Points :uhrr: I still have an active subscription. The population has dropped a lot this week. Title: Re: Darkfall "Released" Post by: Zzulo on September 23, 2009, 06:53:18 PM WAR is down to 6 servers and most of them are at "medium" during primetime with a few dipping into the lows.
Title: Re: Darkfall "Released" Post by: Malakili on February 24, 2010, 02:40:19 PM Yeah, thats right, I bumped it.
Darkfall is now offering a one week trial for one dollar (or one euro if you want to play on the EU server). http://forums.darkfallonline.com/showthread.php?t=236450 I know this game is basically a joke to a lot of people here, but I've also heard a lot of people musing about wanting to try it if there was a trial, and while this isn't a free trial, it might be worth it anyway. I recommend people who are interested give it a shot. I ended up playing for a while, and the game is actually pretty decent and worth a look for anyone who is curious. (I don't play anymore, simply because it does demand a lot of time if you want to get into it long term, but not really because of any of the game mechanics or community or anything chasing me away). Title: Re: Darkfall "Released" Post by: LC on February 24, 2010, 03:04:26 PM It's pretty good if you aren't looking for pve raids, giant golden exclamation marks, or color coded items. The sandbox is still missing a lot of it's sand though.
Title: Re: Darkfall "Released" Post by: Cheddar on February 24, 2010, 04:35:26 PM Is it out of Beta yet?
Title: Re: Darkfall "Released" Post by: Malakili on February 24, 2010, 04:44:21 PM Title: Re: Darkfall "Released" Post by: Shatter on February 24, 2010, 07:05:26 PM Arent they putting in some buff that protects you in the newb areas for a while because people will just gank the F out of you? Also, dont people still grind out their skills afk?
Title: Re: Darkfall "Released" Post by: ashrik on February 25, 2010, 01:19:48 PM Yeah I believe they put in the newbie buff in advance of the (near) free trials they are now offering
Trial (http://forums.darkfallonline.com/showthread.php?p=4086211#post4086211) Accelerated Character Guide (http://forums.darkfallonline.com/showthread.php?t=229815) If anyone is interested Title: Re: Darkfall "Released" Post by: Malakili on February 25, 2010, 01:51:04 PM Arent they putting in some buff that protects you in the newb areas for a while because people will just gank the F out of you? Also, dont people still grind out their skills afk? From what I read, they are giving you a 3 hour no-PvP grace period of play time where you can't take place in PvP, though I guess you can end it early if you want. I didn't have the problem of "getting the F ganked out of me" when I played, I did get killed a few times when I was just a few days old, but there was noone camping the newbie area or anything like that. I mean, its possible that it could be done, but its just totally not worth anything in terms of in game reward, and the games been out a year now, so I doubt people that like that sort of thing are still hanging around to be honest, at least in any sort of numbers worth mentioning. I think AFK grinding in terms of skills has been cracked down on a bit. I think people probably still do it if/when they can, but I think they've 1) put some mechanics in place to discourage it/make it harder to do and 2) have DMs in game checking for it. Title: Re: Darkfall "Released" Post by: Hawkbit on February 25, 2010, 02:25:48 PM Pssst. Your game is a year old and you're still charging $50 for the box. Oh wait, there's no box. :uhrr:
Title: Re: Darkfall "Released" Post by: Malakili on February 25, 2010, 03:07:53 PM Pssst. Your game is a year old and you're still charging $50 for the box. Oh wait, there's no box. :uhrr: If this is your biggest gripe with Darkfall, the game really has come a long way. Title: Re: Darkfall "Released" Post by: Hawkbit on February 25, 2010, 05:20:10 PM I never played it, but might if the box/1st month is around $20 on a DD.
Title: Re: Darkfall "Released" Post by: Bzalthek on February 25, 2010, 08:23:49 PM Pssst. Your game is a year old and you're still charging $50 for the box. Oh wait, there's no box. :uhrr: If this is your biggest gripe with Darkfall, the game really has come a long way. Title: Re: Darkfall "Released" Post by: Malakili on February 26, 2010, 05:08:48 PM Pssst. Your game is a year old and you're still charging $50 for the box. Oh wait, there's no box. :uhrr: If this is your biggest gripe with Darkfall, the game really has come a long way. White Knight nothing, I played the game for a month, I enjoyed it, I quit because I didn't have the time to devote to play it the way I wanted to. I just think people that ARE actually interested in the game should try it, if thats white knighting, I definitely misunderstand the term. Title: Re: Darkfall "Released" Post by: Nightblade on February 27, 2010, 05:15:25 PM The newbie buff schtick neglects to mention that you still need to grind the shit out of gathering in order to increase your stats. Hoo boy, there's nothing like chopping a tree naked for an hour and a half just to get 0.9 Strength.
The game purports itself from being different in this regard (grind) but in the end, it's even worse than anything on the market right now... And that's only a taste of the many, many issues this game has. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on February 28, 2010, 10:06:15 AM you gain stats faster PvE'ing (in melee for STR and VIT)
Gathering doesn't improve stats as quickly, but the advantage of gathering is you can do it semi-afk, so you can do it while you are busy working on something else (web browsing, housework, homework, eating, etc.). Also gathering is a good way for a newbie to earn chunks of cash, a metal node of 40 ore smelts to 16 ingots, which are worth about 350-400 gold. There is a bit of a grind though, but if you you can get decent archery and melee skills up quickly and contribute to group PvP, maybe in a month or so. You'll still probably get owned 1v1 for a long time tho. The worst grind is to get a couple of essential healing spells that are in advanced magic schools. They've already taken steps to reduce the grind over the past few patches, still heavy lobbying for them to do it further so I wouldn't be surprised to see it done again soon. Title: Re: Darkfall "Released" Post by: Shatter on February 28, 2010, 01:37:46 PM Bonus for anyone that started the game at launch when you could afk / macro your skills up and they wouldnt ban you. Enter today, now they ban or suspend people that try this so you have to do it the hard way. Id try the game but this pretty much kills it for me. Reminds of of SWG when I was afk macroing different professions to unlock my jedi.
Title: Re: Darkfall "Released" Post by: Nebu on February 28, 2010, 02:08:19 PM The longer it takes a player to become competitive in a pvp game, the worse your chances for success are. New players have no incentive to join your world knowing that they will be sheep for the first few months that they are giving you money. Vertical enhancement is the death of pvp games, particularly when the grind is both long and tedious. It took Mythic 5 years to realize this and by then it was too late. Shame they didn't learn this lesson with WAR. WAR had a fantastically fun pvp experience that was marred by both a long grind and a power curve that only allowed you to feel like a contributor 3 of every 11 levels.
Title: Re: Darkfall "Released" Post by: Malakili on February 28, 2010, 02:50:15 PM The longer it takes a player to become competitive in a pvp game, the worse your chances for success are. New players have no incentive to join your world knowing that they will be sheep for the first few months that they are giving you money. Vertical enhancement is the death of pvp games, particularly when the grind is both long and tedious. It took Mythic 5 years to realize this and by then it was too late. Shame they didn't learn this lesson with WAR. WAR had a fantastically fun pvp experience that was marred by both a long grind and a power curve that only allowed you to feel like a contributor 3 of every 11 levels. Honestly, as long as you join a clan, you are contributing right away. Sure, it might not be contributing by killing people, but clan cities need resources, boats require resources, siege weapons, you get the point. You can be doing a lot of stuff that is adding to the player driven aspects of the game. That to me is part of the PvP. I mean, sure, the combat is fun and exciting, but I've never been of the opinion that actual combat is the most important part of a PvP game, otherwise you might as well just play a shooter. Title: Re: Darkfall "Released" Post by: Shatter on February 28, 2010, 06:43:41 PM The longer it takes a player to become competitive in a pvp game, the worse your chances for success are. New players have no incentive to join your world knowing that they will be sheep for the first few months that they are giving you money. Vertical enhancement is the death of pvp games, particularly when the grind is both long and tedious. It took Mythic 5 years to realize this and by then it was too late. Shame they didn't learn this lesson with WAR. WAR had a fantastically fun pvp experience that was marred by both a long grind and a power curve that only allowed you to feel like a contributor 3 of every 11 levels. Honestly, as long as you join a clan, you are contributing right away. Sure, it might not be contributing by killing people, but clan cities need resources, boats require resources, siege weapons, you get the point. You can be doing a lot of stuff that is adding to the player driven aspects of the game. That to me is part of the PvP. I mean, sure, the combat is fun and exciting, but I've never been of the opinion that actual combat is the most important part of a PvP game, otherwise you might as well just play a shooter. Might as well tie the newbs to the boats Title: Re: Darkfall "Released" Post by: DLRiley on March 01, 2010, 05:47:03 AM Honestly, as long as you join a clan, you are contributing right away. Sure, it might not be contributing by killing people, but clan cities need resources, boats require resources, siege weapons, you get the point. You can be doing a lot of stuff that is adding to the player driven aspects of the game. That to me is part of the PvP. I mean, sure, the combat is fun and exciting, but I've never been of the opinion that actual combat is the most important part of a PvP game, otherwise you might as well just play a shooter. So if I'm a new player I can look forward to grinding my ass off in order for my guild to do all the fun stuff (that I won't do and still be to lowbie to participate). So basically you've made a proposition that sounds less lame than "come Title: Re: Darkfall "Released" Post by: KallDrexx on March 01, 2010, 05:58:24 AM I feel underwhelmed and kinda sad. I expected this to be more of a disaster. So far it's lasted longer than Fury lol
Title: Re: Darkfall "Released" Post by: Malakili on March 01, 2010, 06:03:53 AM Honestly, as long as you join a clan, you are contributing right away. Sure, it might not be contributing by killing people, but clan cities need resources, boats require resources, siege weapons, you get the point. You can be doing a lot of stuff that is adding to the player driven aspects of the game. That to me is part of the PvP. I mean, sure, the combat is fun and exciting, but I've never been of the opinion that actual combat is the most important part of a PvP game, otherwise you might as well just play a shooter. So if I'm a new player I can look forward to grinding my ass off in order for my guild to do all the fun stuff (that I won't do and still be to lowbie to participate). So basically you've made a proposition that sounds less lame than "come Maybe I'm the odd one out for liking to be a part of something bigger than myself. I enjoy games in which I can do something small that has an impact on the big picture. Then again, I liked mining in EVE too, so people probably shouldn't listen to anything I have to say about MMOs. Title: Re: Darkfall "Released" Post by: Grimwell on March 01, 2010, 11:46:57 AM There isn't anything wrong with it in spirit Malakili, the problem though is that this kind of "Help" being the only way that is viable for new players really kills the fun for folks who are there to PvP. It's great for the people who are into virtual worlds -- seeing their in-game work pay off for their guild; but it's absolutely not what someone who's in it for the PvP came for.
So the game has a split audience appeal, but it limits which audience you can actively play in from the start due to that very appeal. Great for a niche, bad for even moderately good population numbers. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on March 01, 2010, 01:45:41 PM Malakili is underestimating what a newbie can do in combat.
Archery raises really fast vs mobs (a few days to 75 if you focus on it), and in clan PvP with a clan supplied rank 40 bow (very cheap, only cost like 300 gold, clans will give them away like candy) you can do nice damage to vets. Get "mage killer" specialization (extra damage to casters), hang back and sniper mages in soft armour and you will be hitting them for 40+ damage, very respectable. Anyone with decent FPS aim can do this very quickly. Title: Re: Darkfall "Released" Post by: ashrik on March 07, 2010, 04:33:38 AM Honestly, as long as you join a clan, you are contributing right away. Sure, it might not be contributing by killing people, but clan cities need resources, boats require resources, siege weapons, you get the point. You can be doing a lot of stuff that is adding to the player driven aspects of the game. That to me is part of the PvP. I mean, sure, the combat is fun and exciting, but I've never been of the opinion that actual combat is the most important part of a PvP game, otherwise you might as well just play a shooter. So if I'm a new player I can look forward to grinding my ass off in order for my guild to do all the fun stuff (that I won't do and still be to lowbie to participate). So basically you've made a proposition that sounds less lame than "come Title: Re: Darkfall "Released" Post by: Cheddar on March 07, 2010, 11:59:18 AM Hmmm. I think I may give this a whirl. :ye_gods:
Title: Re: Darkfall "Released" Post by: LC on April 20, 2010, 02:41:03 PM I guess darkfail is nearing the end of it's life. The devs are about to start reactivating canceled accounts (http://forums.darkfallonline.com/showthread.php?t=243167). The official forums are flooded with threads like this one (http://forums.darkfallonline.com/showthread.php?t=243700). As the current leader of the largest clan on the NA server, I can say things can't be going well for Aventurine.
Title: Re: Darkfall "Released" Post by: Threash on April 20, 2010, 04:05:27 PM I'm sure they've more than recouped their investment.
Title: Re: Darkfall "Released" Post by: Nebu on April 20, 2010, 05:12:16 PM As the current leader of the largest clan on the NA server, I can say things can't be going well for Aventurine. Do you really need to mention this for your latter statement to be true? Title: Re: Darkfall "Released" Post by: LC on April 20, 2010, 05:14:59 PM Probably not, but I should have added that 85% of my clan consists of cancelled accounts.
Title: Re: Darkfall "Released" Post by: Nebu on April 20, 2010, 05:16:48 PM As someone that likes pvp mmo's this is kind of a shame. I'd really like to see an indie bring a playable and fun pvp title to the table. When Aion and WAR are the best new options, that's a pretty low bar to get over.
Title: Re: Darkfall "Released" Post by: LC on April 20, 2010, 05:18:28 PM I've been messing around with Mortal Online for the last few days. It might not be as terrible as I once thought. Especially when you compare it to darkfail.
Title: Re: Darkfall "Released" Post by: Malakili on April 20, 2010, 05:47:47 PM I've been messing around with Mortal Online for the last few days. It might not be as terrible as I once thought. Especially when you compare it to darkfail. I actually think Darkfall was pretty close to being a solid game, but it was doomed from the start more by the PR than anything in my opinion. Years of being labeled vaporware and forumfall basically meant that it was not going anywhere. I did play for a month, and think it was worth the money just to have tried it. There were a lot of things I'd like to see in a more polished game. Also, I didn't realize it was doing so badly lately, I follow Syncaine's blog, and he sings the praises of the game non stop. (syncaine.wordpress.com). Oh well. Title: Re: Darkfall "Released" Post by: LC on April 20, 2010, 06:02:51 PM I'm pretty sure the server peaks at about 500 users during prime time.
Title: Re: Darkfall "Released" Post by: Grimwell on April 20, 2010, 10:17:34 PM PVP MMO's have all been doomed from inception to date.
They are either made in the West by a small studio that is doing it for the first time (and doomed to make many game killing mistakes) or they are made in the East and don't offer true free for all PVP (and have that nasty cash shop where you can pay to win). I'm absolutely certain that there are a solid 100K people in the West who would gladly pick up a sub to a PVP MMO if it actually launched as well as the average PVE MMO does these days. The problem is that the big studios consider 100K to be unattractive (despite being very real even for many PVE games), and the small studios tend to fuck it up royally before they can launch and recoup their investment. Title: Re: Darkfall "Released" Post by: jakonovski on April 21, 2010, 12:35:17 AM I'd go for one where the controls aren't like a drunk Luke Skywalker with a blind helmet. :uhrr:
Title: Re: Darkfall "Released" Post by: Stabs on April 21, 2010, 06:53:06 AM PVP MMO's have all been doomed from inception to date. Is Eve not a pvp mmo? I realise that there's more to Eve than just shooting other players but it seems to me that everything in the game leads up to pvp. Mining, day trading, manufacturing, mission grinding it's all ultimately so you can one day jump in your big ship of doom and own everyone. Also all of those except station trading are designed to allow wolves occasional access to the sheep. Someone who runs high sec missions for years in a super-expensive ship will one day lose it to chortling suicide gankers. Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 21, 2010, 07:03:06 AM PVP MMO's have all been doomed from inception to date. Is Eve not a pvp mmo? I realise that there's more to Eve than just shooting other players but it seems to me that everything in the game leads up to pvp. Mining, day trading, manufacturing, mission grinding it's all ultimately so you can one day jump in your big ship of doom and own everyone. Also all of those except station trading are designed to allow wolves occasional access to the sheep. Someone who runs high sec missions for years in a super-expensive ship will one day lose it to chortling suicide gankers. Eve had to climb out of the pit to become what it is today, its an exception, not a rule. Eve very much in its youth was proving his statement. I would go so far as to say its larva stage was longer than most, if not the longest. Title: Re: Darkfall "Released" Post by: Shatter on April 21, 2010, 07:51:40 AM I'm sure they've more than recouped their investment. Dunno, it took them what 8 years to even launch the game? Granted they were smaller but I dont think their "sales" were all that great...ever. I think its pretty safe to say that Darkfall hasnt turned into a Goldmine Title: Re: Darkfall "Released" Post by: Grimwell on April 21, 2010, 08:44:14 AM I'm going to have to grant that EVE has evolved into the exception, but as bloodworth notes, it had to fight to get there. Plus it has 0.5 space where you can (in theory) hide from the pirates and enjoy NPC protections.
I've yet to see free for all PVP done well, on purpose, and in a profitable manner out the gates by any company. EVE is mostly a PVP mmo and the best case to reference. A damn good one really. Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 21, 2010, 08:51:40 AM I'm going to have to grant that EVE has evolved into the exception, but as bloodworth notes, it had to fight to get there. Plus it has 0.5 space where you can (in theory) hide from the pirates and enjoy NPC protections. I've yet to see free for all PVP done well, on purpose, and in a profitable manner out the gates by any company. EVE is mostly a PVP mmo and the best case to reference. A damn good one really. Having said that, hows planetside two coming :) Title: Re: Darkfall "Released" Post by: eldaec on April 21, 2010, 10:05:45 AM If you count EVE then you have to count UO since EVE might as well be UO2.
Also Guild Wars called to ask why you never join the weekly poker game with countless Korean mmogs; and I ran into DAOC last week, she sends her regards and was asking if you are still in touch with PS. Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 21, 2010, 10:13:44 AM What? No.
Title: Re: Darkfall "Released" Post by: Grimwell on April 21, 2010, 10:20:31 AM I can't comment on the next Planetside. I have no inside information and know as much as you.
Guild Wars (which I'm playing with my kids right now) has that entire PVE campaign that you can play eldaec, it has a PVP component, but is not a PVP game in it's entirety. It's a damn good game though. Dark Ages of Camelot? Also, since when when was Korea not in the East? I see you trying to find examples that fit my unfilled requirements, but missing by a long shot. Let me be more specific about the keystones required for the game to fit my personal definition. (Yes, your definition(s) may differ, I don't care. :drill: ) Free For All PVP: There are no safe zones. There are no enforced zones. Every digital inch of your game's landscape is accessible by all other players, and they can kill you without a systemic penalty or the cyber-enforcement-drones attacking. No safety nets. No level restrictions on who you can fight and kill. Nada. Yes, this is hardcore. Yes, this is what the 100K people I feel are out there waiting for a true PVP game are looking for. Nobody has been able to simultaneously attempt to deliver the hardcore PVP MMO and actual quality at launch. Either the quality is shit and the game is hardcore, or the quality is high and the game is blended PVP with something softer and more gentle in order to try for the "millions" of people out there who are not playing WoW and are ready for something else. (Yes, I can't find them either). Asian MMO's, to my experience, make PVP formalized. Arenas, or declared guild/nation/town battles that happen on a timer. They are not free for all. I have tried dozens of them. Eve, Guild Wars, UO, and DAOC all offer some form of safe zone where you either can't kill at all, or you are punished by the system (guards, enforcers, etc.) severely. Bloodworth's Wurm Online might have the definition fit, on the normal servers, but it didn't run on my PC so I can't tell you yet. I'll try on the next one (soon!). It's not going to pull in the 100K folks though. Too late. I'm not trying to be an Internet jerk, but these examples don't fit the definition that the hardcore folks are looking for. They fit other definitions - all valid ones - but not the hardcore. Wow, I just did it in one point. Title: Re: Darkfall "Released" Post by: KallDrexx on April 21, 2010, 10:25:04 AM Free For All PVP: There are no safe zones. There are no enforced zones. Every digital inch of your game's landscape is accessible by all other players, and they can kill you without a systemic penalty or the cyber-enforcement-drones attacking. No safety nets. No level restrictions on who you can fight and kill. Nada. Yes, this is hardcore. Yes, this is what the 100K people I feel are out there waiting for a true PVP game are looking for. That counts out games like Shadowbane as well though. Having zero safe zones is bad. You need a minimal number of safe zones to at least help tackle newbie griefing issue readily apparent in these type of games. Title: Re: Darkfall "Released" Post by: RhyssaFireheart on April 21, 2010, 10:44:23 AM Free For All PVP: There are no safe zones. There are no enforced zones. Every digital inch of your game's landscape is accessible by all other players, and they can kill you without a systemic penalty or the cyber-enforcement-drones attacking. No safety nets. No level restrictions on who you can fight and kill. Nada. Yes, this is hardcore. Yes, this is what the 100K people I feel are out there waiting for a true PVP game are looking for. That counts out games like Shadowbane as well though. Having zero safe zones is bad. You need a minimal number of safe zones to at least help tackle newbie griefing issue readily apparent in these type of games. Maybe it's just nostalgia on my part, but nothing has really come close to the experience of playing AC1-DT back when I started. Sure other games have had PvP and some aspects of it were really good, but for overall experience I've not had anything that gave the same sense of exploration, danger and fights that game did. Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 21, 2010, 10:44:58 AM I can't comment on the next Planetside. I have no inside information and know as much as you. I was just taking the opportunity. :grin: As far as Wurm, yes. The wild server fits your definition, however its hard to compare to other games, as our combat system is more of a slow graphical MUD where occasionally the avatar moves and ofcourse we use a damage system much more something from Whitewolf than traditional RPGs. I can add to that though, our PvE server is much more popular and our greatest strength is the terraforming and crafting, our combat is barely a draw for a number of reasons, mostly visuals and feedback. Title: Re: Darkfall "Released" Post by: KallDrexx on April 21, 2010, 10:55:16 AM And yet starting in AC1-Darktide server was possible and the server had a healthy population for a long while. No safe zones, but you did have a short period of immunity immediately after death from all attacks. It worked. One huge seamless world where you could explore and hide out if you found that secret lifestone on some distant beach that took you multiple deaths to run to. Maybe it's just nostalgia on my part, but nothing has really come close to the experience of playing AC1-DT back when I started. Sure other games have had PvP and some aspects of it were really good, but for overall experience I've not had anything that gave the same sense of exploration, danger and fights that game did. I'd argue though that what works then doesn't work now. You did not have nearly as many PvP games then, so if you wanted any PvP your options were pretty limited. I would also argue that people are much more finicky about game experiences now and people were much more hardcore then. Obviously you have to be hardcore to play a pure PvP FFA game, however I think that you have to be able to show enough of the game to players to make them want to leave their current game and become hardcore in your game. Title: Re: Darkfall "Released" Post by: AmericanMcGeesBambi on April 21, 2010, 12:27:36 PM One thing to remember is that AC1 didn't launch with a general chat channel. Smack talk was primarily on the forums rather than in-game. In modern MMOs, if you're anywhere other than at the top of the 'haves', it's hammered home to you that you're in essence a 'have not'.
For open PvP, the world has to be big enough to accommodate many smaller groups at least feeling like a 'have' in their little corner of the world. From what I understand, Darkfall has gone in the opposite direction since release; the mechanics have enabled more and more of the server controlled by fewer and fewer people, and the world's gotten smaller such that everyone and their mother shows up within 5 minutes whenever there's a battle. (One other lesson from early AC1 PvP was that all control was 'soft', i.e. the only territorial control was simply you killing the other guy if he wanted to use the resources of 'your' town. Such a system is much more porous than Darkfall's 'hard control', and makes defeat feel far less final and crushing.) Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 21, 2010, 12:34:33 PM I don't want to go about speaking crazy talk.
But the games current population issues were predicted..... in 1995. They player base they cater to, will leave if you finally: balance the game, fix exploits and smooth out wonky features. Not to mention, if there are no sheep.......They are off to the next promised land of the most hard core, core of hardcoreness game. (AKA, the next big buggy exploitable game). That's not to say they won't have a part of the population left that isn't like that, but its going to be TINY in comparison, some people do want a polished hardcore game, nothing wrong with that, its just not marketable. Title: Re: Darkfall "Released" Post by: AmericanMcGeesBambi on April 21, 2010, 12:41:56 PM Blood, that debate is essentially the longest back-and-forth ever.
"Wolves just want sheep and they'll leave if there aren't any sheep." "....No?" "Yes, you do!" and so on, and so forth. From what I can see, there are specific reasons -- related to game mechanics and polish -- that have driven people away from Darkfall. Not simply a 'lack of sheep'. Hell, there's a whole new player guild in-game, but from what I'm reading they don't get griefed very much. Title: Re: Darkfall "Released" Post by: Grimwell on April 21, 2010, 01:20:17 PM If games didn't allow wolves to exist, the wolves vs. sheep problem wouldn't be there.
The Darktide server for Asheron's Call was perfect from the Free For All perspective, but it was a beautiful accident. Turbine built a PVE game (that was damn good in it's day and still under respected) and opened up a PVP server with a hands off approach. It worked well, but had two core problems (that are not PVE problems IMO). 1. Levels = Power 2. Time = Levels In PVE, no matter what the jealous types say, power imbalance through levels is meaningless. Some dude being 90 levels above you and 90X more powerful is irrelevant in most cases. In PVP, it's the death of a game. You either get in early, get in with a power group, or you feed corpses to those who did. That's a problem. It's easy to solve. Move advancement off the character and onto something the player can impact. From what little I read about Love, it's got an idea that could apply, but I need to play it a little later this week and see if that holds true. Guild Wars has hints of it. More levels equate to more and better choices, but not a huge imbalance of power... so I do think people have touched on the needs... but nobody has addressed them perfectly or in a pure PVP environment. I just checked my lottery ticket, it says I won't either anytime soon. :) Title: Re: Darkfall "Released" Post by: AmericanMcGeesBambi on April 21, 2010, 01:36:03 PM At least from what I remember of Darktide, the nice thing was that time didn't just = levels.... friends (powerful friends, at least) = levels too, thanks to rapid twinking. So the new players who made friends and didn't scream obscenities at your mother every time you one-shotted them quickly made higher-level friends who in turn helped them level up quickly.
On a related note, I still wish someone less niche than Turbine would steal AC's allegiance system. It's a fucking beauty. Title: Re: Darkfall "Released" Post by: Arthur_Parker on April 21, 2010, 01:43:01 PM The Darktide server for Asheron's Call was perfect from the Free For All perspective, but it was a beautiful accident. Turbine built a PVE game (that was damn good in it's day and still under respected) and opened up a PVP server with a hands off approach. It worked well, but had two core problems (that are not PVE problems IMO). 1. Levels = Power 2. Time = Levels I believe that AC1 was originally designed for all servers to be like Darktide, the change to make all the servers but one PVE (PVP opt in) came later, possibly during beta I don't remember. It's also worth remembering that levels in AC1 were not like normally levels, as with skills it was all done on a bell curve. So it was very possible to kill well over your level, I remember killing a level 42 & a level 57 during a lucky couple of days while being about level 28. The total lack of protection for newbies at birth on Darktide was a mistake, it caused a lot of bad feeling in the player base, quite often when other servers were down, people would try Darktide out. Despite that terrible flaw, I believe the server steadily increased in population for the first few years. Title: Re: Darkfall "Released" Post by: Arthur_Parker on April 21, 2010, 01:48:12 PM On a related note, I still wish someone less niche than Turbine would steal AC's allegiance system. It's a fucking beauty. It made a bad situation worse once people figured out how to game it. Open pvp already encourages large clans, the allegiance system really screwed up the smaller clans. Title: Re: Darkfall "Released" Post by: IainC on April 21, 2010, 02:00:14 PM Blood, that debate is essentially the longest back-and-forth ever. "Wolves just want sheep and they'll leave if there aren't any sheep." "....No?" "Yes, you do!" and so on, and so forth. From what I can see, there are specific reasons -- related to game mechanics and polish -- that have driven people away from Darkfall. Not simply a 'lack of sheep'. Hell, there's a whole new player guild in-game, but from what I'm reading they don't get griefed very much. Hardcore PvP games are all about wolves and the harsh reality is that most people who think they're a wolf simply aren't. They're just meaner sheep. So the wolves eat the sheep and the sheep quit because being a sheep in a world full of wolves is no fun. Now the weakest wolves become sheep and they get to find out why the last lot of sheep quit. The bar to being a wolf raises all the time, everyone becomes a sheep eventually it's just a matter of where on the food-chain you are. Finally you're left with an ultra-hardcore of wolves who are bitching that there are no sheep to eat. Hi2u Camlann. Title: Re: Darkfall "Released" Post by: AmericanMcGeesBambi on April 21, 2010, 02:45:24 PM Hardcore PvP games are all about wolves and the harsh reality is that most people who think they're a wolf simply aren't. They're just meaner sheep. So the wolves eat the sheep and the sheep quit because being a sheep in a world full of wolves is no fun. Now the weakest wolves become sheep and they get to find out why the last lot of sheep quit. The bar to being a wolf raises all the time, everyone becomes a sheep eventually it's just a matter of where on the food-chain you are. Finally you're left with an ultra-hardcore of wolves who are bitching that there are no sheep to eat. Hi2u Camlann. To be fair, you're analogizing to DAoC now. In terms of supporting open-world PvP, DAoC and AC1 couldn't possibly be more different (ironically, this happened pretty much solely by accident). Tons of crowd control vs no crowd control Tiny world with few bind points vs Huge world with an insane number of out-of-the-way bind points Level makes a huge difference vs level makes much less of a difference WoW level of player skill required vs Something approaching CounterStrike levels of player skill required (In AC1, if you step out of the path of an arrow, it simply doesn't hit you, no dice rolls there.) Uber-gear is more important vs uber-gear is less important Retreating runners are almost always caught and killed vs Retreating runners almost always get away Class-based, rock paper scissors system vs Class-less, amorphous system without nukers or healers All of these things really matter, and they make a huge difference for the ability of people who aren't top-tier wolves to find a place in your open-PvP world. You weren't still at Mythic when WAR was in development by any chance, were you? Title: Re: Darkfall "Released" Post by: Grimwell on April 21, 2010, 02:45:53 PM I believe that AC1 was originally designed for all servers to be like Darktide, the change to make all the servers but one PVE (PVP opt in) came later, possibly during beta I don't remember. I remember the beta being PVE only until one of the very last weeks when they opened Beta Server Red which was the precursor to Darktide. :) Title: Re: Darkfall "Released" Post by: IainC on April 21, 2010, 03:31:36 PM I never was at Mythic. I worked for GOA in Europe on DAOC and WAR.
None of the things you mentioned as differences matter to my overall point. Yes AC1 was a different game to DAoC but game rules like CC abundance or class design aren't the issue. Player attitudes are the same regardless of the particular sandpit that they find themselves in. It's not about ganking noobs so much (although that is part of the equation) it's more about the relative wolfiness of the protagonists - I'd describe myself for example as having about 650 millilupines regardless of my level of skill or veterancy in a game which means to anyone <500 ml I'd be a wolf while to those of >800ml I'm firmly in sheep territory. Title: Re: Darkfall "Released" Post by: Stabs on April 21, 2010, 03:50:59 PM being a sheep in a world full of wolves is no fun This is a truism and I think it's wrong. Let me tell you the role I want. I want to be the armorsmith for a mean clan of badasses. I want armorsmith to be demanding enough that I can't fight very well because I took up smithing instead of killing (SWG-style). I want a genuine economy with regional resources (eg the Dwarves in the mountains have the iron and the Elves in the Magical Forest have the silver) and slow travel. No centralised banking, no teleports. I want to be a sheep in a clan full of wolves who know that without me they're toast. It can only work if crafted loot is critical to success and crafters are rare and stuff is slow to make. Of course that's the opposite direction from the direction VWs have been heading since UO. But I can still hope. I do agree with the truism where it pertains to games like WAR and DF. Who wants to be a sheep in a game that's all about pvp? Title: Re: Darkfall "Released" Post by: Arthur_Parker on April 21, 2010, 03:55:06 PM I believe that AC1 was originally designed for all servers to be like Darktide, the change to make all the servers but one PVE (PVP opt in) came later, possibly during beta I don't remember. I remember the beta being PVE only until one of the very last weeks when they opened Beta Server Red which was the precursor to Darktide. :) Yeah could well have been, I was talking about the original design was for it all to be pk+ or whatever the term was at that time. Can't find the interview now, was years ago when I read it. Title: Re: Darkfall "Released" Post by: AmericanMcGeesBambi on April 21, 2010, 04:02:32 PM None of the things you mentioned as differences matter to my overall point. Yes AC1 was a different game to DAoC but game rules like CC abundance or class design aren't the issue. Player attitudes are the same regardless of the particular sandpit that they find themselves in. I'm sorry, but I think this is just a re-assertion of your original point, rather than answering the reasons why I think that point is totally wrong. Some game mechanics make it easy for wolves to chase sheep -- other game mechanics make it easy for sheep to get away from wolves, find their own niche, and fend off the wolves when necessary. And so on, and so forth. I think it's fairly obvious that these things can have a major impact on a game's sheep retention rates. You're asserting that it's not, but you're not offering any reasons other than saying "players have the same attitude all the time no matter what the context", and the two games that form your 'core' frame of reference (even if you weren't on the developer side) just so happen to be games that failed to learn any of these lessons when implementing world PvP. Title: Re: Darkfall "Released" Post by: Merusk on April 21, 2010, 04:05:29 PM In your Scenario, Stabs, you'd find most would just have an alt account that crafts instead of jumping through some craftard's hoops and paying him what he demands for his items "because they're rare."
My extra $15 a month is nothing compared to the inconvenience of relying on some puffed-up ass' inflated sense of self-importance. Title: Re: Darkfall "Released" Post by: IainC on April 21, 2010, 04:12:34 PM Those two games aren't my main PvP references. My game of choice at the moment is Eve which has a markedly different approach to PvP than either of the two Mythic MMOs. Any game which is all PvP all the time will quickly demonstrate to most of it's players that they are not as hardcore as they'd like to think they are. Again, none of the differences that you mentioned matter in this context. You can argue whether they make for a better game or not or a purer vision of PvP but they don't change the underlying social dynamic.
Title: Re: Darkfall "Released" Post by: squirrel on April 21, 2010, 04:14:43 PM Endie alt.
Title: Re: Darkfall "Released" Post by: AmericanMcGeesBambi on April 21, 2010, 04:19:57 PM Any game which is all PvP all the time will quickly demonstrate to most of it's players that they are not as hardcore as they'd like to think they are. Again, none of the differences that you mentioned matter in this context. Actually, they do. In a large, spread-out world with many obscure bind-points, the fact that PvP is always an option doesn't mean you're always PvPing. You can go days without seeing another player if you so desire, and the ones you run into out in the boonies are more likely to be fellow sheep rather than the 'hardcore'. The wolves can't 'quickly demonstrate' to you that you're a sheep if they rarely come across you, and you can easily escape them in most cases when they do see you. From what I remember of the early days of Darktide, to use someone's earlier example, the sheep ended up in obscure cities, some of them not even on the map, and to the extent they had real wars going on they tended to be against one another. Claiming that game mechanics don't impact the social dynamic is... novel. Title: Re: Darkfall "Released" Post by: Sheepherder on April 21, 2010, 04:33:45 PM Some game mechanics make it easy for wolves to chase sheep -- other game mechanics make it easy for sheep to get away from wolves, find their own niche, and fend off the wolves when necessary. And so on, and so forth. Anything you give to the sheep to allow them to evade the wolves will only result in the wolves carrying around a few sheepdogs to herd or corral the sheep. Snares, run speed boosts, CC, stealth, radar tracking - it all can be used equally against the sheep and it's always available to the wolves if you have one guy willing to roll/spec/build that way. If you give nothing special to anybody, then it's a matter of who has superior tactics, and the wolves win by ambush and encirclement. Who dares, wins. Title: Re: Darkfall "Released" Post by: AmericanMcGeesBambi on April 21, 2010, 04:45:04 PM Anything you give to the sheep to allow them to evade the wolves will only result in the wolves carrying around a few sheepdogs to herd or corral the sheep. Snares, run speed boosts, CC, stealth, radar tracking - it all can be used equally against the sheep and it's always available to the wolves if you have one guy willing to roll/spec/build that way. If you give nothing special to anybody, then it's a matter of who has superior tactics, and the wolves win by ambush and encirclement. Who dares, wins. Examples of things you can give to the sheep that don't help the wolves just kill them quicker: 1. Powerful attacks that you can't be using as you're actively running and chasing after someone, making it much quicker to kill someone if he wants to stay and fight you. 2. Portal abilities that allow people to easily flee combat at the outset rather than engage. 3. A wide, vast world that makes it easy to find your own spots that others don't necessarily know or care about. You can't ambush/encircle a person you can't find. Some spots should, of course, be better than others to give the wolves something to fight over, but those spots don't have to be 5x better, they can simply be 20% better. 4. Run-speed boosts that nerf your offensive capabilities, useful only for fleeing. Title: Re: Darkfall "Released" Post by: Sheepherder on April 21, 2010, 05:07:41 PM 1. Powerful attacks that you can't be using as you're actively running and chasing after someone, making it much quicker to kill someone if he wants to stay and fight you. 2. Portal abilities that allow people to easily flee combat at the outset rather than engage. 3. A wide, vast world that makes it easy to find your own spots that others don't necessarily know or care about. You can't ambush/encircle a person you can't find. Some spots should, of course, be better than others to give the wolves something to fight over, but those spots don't have to be 5x better, they can simply be 20% better. 4. Run-speed boosts that nerf your offensive capabilities, useful only for fleeing. 1. So they won't use these attacks, five of them will just run you down. Unless you disable attacking while moving completely. 2. So they'll find your where you escaped to, and gank you there. If you can bind more than one place, so can they. If they need to one of them will track you through social networking tools built into the game (like WoW's /who), or by rolling alts all over the place so they can watch the portal areas. 3. This game would instantly collapse at launch due to lack of player interaction. 4. Sheepdogs. A few wolves will roll a sheep characters with the speed boosts, and after the sheep get away from the initial beating the sheepdogs will run the wounded sheep down. Title: Re: Darkfall "Released" Post by: Grimwell on April 21, 2010, 05:32:27 PM Let me tell you the role I want. I want to be the armorsmith for a mean clan of badasses. I want armorsmith to be demanding enough that I can't fight very well because I took up smithing instead of killing (SWG-style). I want a genuine economy with regional resources (eg the Dwarves in the mountains have the iron and the Elves in the Magical Forest have the silver) and slow travel. No centralised banking, no teleports. This.I want to be a sheep in a clan full of wolves who know that without me they're toast. It can only work if crafted loot is critical to success and crafters are rare and stuff is slow to make. I want to make this game, but the lottery continues to stop me. PVP is combat. PVP is economy. PVP is reliance upon others if you are going to thrive. Even if that reliance is facilitated so five of you can sheep dog someone into a corner and gut them. I also like permadeath, so don't try to convince me that I'm having a bad idea there. I'm beyond that rationale. :) Title: Re: Darkfall "Released" Post by: AmericanMcGeesBambi on April 21, 2010, 07:54:20 PM 1. Powerful attacks that you can't be using as you're actively running and chasing after someone, making it much quicker to kill someone if he wants to stay and fight you. 2. Portal abilities that allow people to easily flee combat at the outset rather than engage. 3. A wide, vast world that makes it easy to find your own spots that others don't necessarily know or care about. You can't ambush/encircle a person you can't find. Some spots should, of course, be better than others to give the wolves something to fight over, but those spots don't have to be 5x better, they can simply be 20% better. 4. Run-speed boosts that nerf your offensive capabilities, useful only for fleeing. 1. So they won't use these attacks, five of them will just run you down. Unless you disable attacking while moving completely. 2. So they'll find your where you escaped to, and gank you there. If you can bind more than one place, so can they. If they need to one of them will track you through social networking tools built into the game (like WoW's /who), or by rolling alts all over the place so they can watch the portal areas. 3. This game would instantly collapse at launch due to lack of player interaction. 4. Sheepdogs. A few wolves will roll a sheep characters with the speed boosts, and after the sheep get away from the initial beating the sheepdogs will run the wounded sheep down. #4 is the only one of those I thought up on the spot. The other 3 are precisely how AC1 Darktide works, and your descriptions of how they'd play out are completely, unequivocally wrong. With #1, the attacks they can do while moving don't outpace your own personal ability to heal. Each hit of theirs takes ~5% of my health, I can heal 50% of my health in 2 seconds if I'm standing still, 10-15% of my health if I'm running. The attacks that really smack you down cause the guy to stand still and lose the chse. With #2 doesn't happen in a world with a ton of options for where to go. Nobody, and I mean nobody, actually gives a shit to track you like that. It simply never happens. And there isn't any way to trace/track people when they portal away, if they're portaling somewhere unpopular. #3 is exactly how AC1 Darktide works, and it didn't collapse in the slightest. Players interact when they want to, on their own terms. This is the same bullshit behind the idea that if you can solo the way to the PvE cap the game will collapse because there's no forced interaction, which WoW thankfully put to bed. Title: Re: Darkfall "Released" Post by: Merusk on April 21, 2010, 08:24:01 PM Hi there Hyu.
Title: Re: Darkfall "Released" Post by: Sheepherder on April 21, 2010, 09:26:12 PM With #1, the attacks they can do while moving don't outpace your own personal ability to heal. Each hit of theirs takes ~5% of my health, I can heal 50% of my health in 2 seconds if I'm standing still, 10-15% of my health if I'm running. The attacks that really smack you down cause the guy to stand still and lose the chse. Or, they just put more guys on you. FFA means griefing, and anyone who wants to will do what they need to to kill you. If you could heal yourself to full every second while running you'd just have all of fucking Goonswarm chasing you. Quote With #2 doesn't happen in a world with a ton of options for where to go. Nobody, and I mean nobody, actually gives a shit to track you like that. It simply never happens. And there isn't any way to trace/track people when they portal away, if they're portaling somewhere unpopular. Cool, it's still there. (http://forums.worldofwarcraft.com/thread.html?topicId=98706070&sid=1&pageNo=11) Quote #3 is exactly how AC1 Darktide works, and it didn't collapse in the slightest. Players interact when they want to, on their own terms. This is the same bullshit behind the idea that if you can solo the way to the PvE cap the game will collapse because there's no forced interaction, which WoW thankfully put to bed. Making the world big either means you have to separate friends from each other, force them to all roll the same race if they want to level together, or have incredibly fast transportation. Fast transportation makes the big world small again for sheep and wolves alike. You either kill the game by making the world too big, or you trivialize the very thing you were aiming for in the first place. Games collapse at an exponential rate, now that other options exist and people go where their friends are. Welcome to 2005, enjoy your stay. EDIT: Damn you Schild! :tantrum: EDIT2: Oh well, probably would have been more :uhrr: anyways. Title: Re: Darkfall "Released" Post by: Falconeer on April 22, 2010, 12:49:48 AM Free For All PVP: There are no safe zones. There are no enforced zones. Every digital inch of your game's landscape is accessible by all other players, and they can kill you without a systemic penalty or the cyber-enforcement-drones attacking. No safety nets. No level restrictions on who you can fight and kill. Nada. Yes, this is hardcore. Yes, this is what the 100K people I feel are out there waiting for a true PVP game are looking for. If you excuse the three major cities being safe zones (similarly to being docked in a station in EVE), seems to me that Age of Conan PvP servers stand by your definitions, 100k users included. What Funcom doesn't seem to be able to get right is a proper PvP endgame, but everyone is kind of happy with the freedom to slaughter each other for the lulz or the pvp rewards anyway. EDIT: Shadowbane was definitely that game too, and I am pretty sure it failed the 100k mark for sb.exe reasons, not gameplay ones. Especially after they fixed the "lose everything overnight" idiocy. Shadowbane done right could work. But I guess that's what the whole argument is about: lots of small developers got the idea of PvP right and ended up not having the tools or the skills or the money to pack it up finished and working. Title: Re: Darkfall "Released" Post by: eldaec on April 22, 2010, 01:24:56 AM being a sheep in a world full of wolves is no fun This is a truism and I think it's wrong. Let me tell you the role I want. I want to be the armorsmith for a mean clan of badasses. I want armorsmith to be demanding enough that I can't fight very well because I took up smithing instead of killing (SWG-style). I want a genuine economy with regional resources (eg the Dwarves in the mountains have the iron and the Elves in the Magical Forest have the silver) and slow travel. No centralised banking, no teleports. Someone has probably already mentioned it - but EVE is exactly like this. Title: Re: Darkfall "Released" Post by: Sheepherder on April 22, 2010, 01:31:00 AM I was actually expecting AoC to crash and Mythic to cannibalize it's player base, rather than the other way around. I didn't reckon with how much Mythic hates fun and money.
Title: Re: Darkfall "Released" Post by: WindupAtheist on April 22, 2010, 01:40:33 AM From what I can see, there are specific reasons -- related to game mechanics and polish -- that have driven people away from Darkfall. Not simply a 'lack of sheep'. Yes, there's always some other reason, isn't there? *Shovels yet another "EA were fools for not wanting UO to be this!" super hardcore PVP game into it's early grave* *Smugly waltzes back to Trammel* :oh_i_see: Title: Re: Darkfall "Released" Post by: Stabs on April 22, 2010, 05:04:52 AM Someone has probably already mentioned it - but EVE is exactly like this. Yes it is but it's sci fi. I'd like to be a smith in fantasy Eve. Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 22, 2010, 06:29:38 AM Let me tell you the role I want. I want to be the armorsmith for a mean clan of badasses. I want armorsmith to be demanding enough that I can't fight very well because I took up smithing instead of killing (SWG-style). I want a genuine economy with regional resources (eg the Dwarves in the mountains have the iron and the Elves in the Magical Forest have the silver) and slow travel. No centralised banking, no teleports. This.I want to be a sheep in a clan full of wolves who know that without me they're toast. It can only work if crafted loot is critical to success and crafters are rare and stuff is slow to make. I want to make this game, but the lottery continues to stop me. PVP is combat. PVP is economy. PVP is reliance upon others if you are going to thrive. Even if that reliance is facilitated so five of you can sheep dog someone into a corner and gut them. I also like permadeath, so don't try to convince me that I'm having a bad idea there. I'm beyond that rationale. :) *Cough* wurm online *hack* Do da dooo... :popcorn: *I am fully aware of all the reasons not to play it, but it does fit the above definition* Title: Re: Darkfall "Released" Post by: Grimwell on April 22, 2010, 08:30:10 AM EDIT: Shadowbane was definitely that game too, and I am pretty sure it failed the 100k mark for sb.exe reasons, not gameplay ones... ...Shadowbane done right could work. But I guess that's what the whole argument is about: lots of small developers got the idea of PvP right and ended up not having the tools or the skills or the money to pack it up finished and working. Pretty much this. Some of the advancement in SB was moved off the character (and onto the town, etc.). If the game was better at launch, and didn't have the wonky UI it would have been a winner. It wasn't.Though some of those folks went off to make Wizard 101 proving my point - to make a good game you need folks who have done it before and learned a few lessons about what not to do. Bloodworth -- I agree on paper from viewing your site, but I'm also reading that combat is a dogs ass. Wurm lacks the polish to go mainstream and hit the core I'm talking about for PVP. I look forward to playing it, but I don't think it's the grail. Title: Re: Darkfall "Released" Post by: Nebu on April 22, 2010, 08:38:40 AM Bloodworth -- I agree on paper from viewing your site, but I'm also reading that combat is a dogs ass. Wurm lacks the polish to go mainstream and hit the core I'm talking about for PVP. I look forward to playing it, but I don't think it's the grail. Wurm falls into the ATitD category. I like it for what's it's trying to be far more than for what it really is. Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 22, 2010, 08:44:43 AM Bloodworth -- I agree on paper from viewing your site, but I'm also reading that combat is a dogs ass. Wurm lacks the polish to go mainstream and hit the core I'm talking about for PVP. I look forward to playing it, but I don't think it's the grail. Never claimed it was, and your preaching the choir about the polish :) Please don't take me talking about wurm as if its the second coming, its not. Heh. I'm not crazy, I just work there. But I thought it an interesting tidbit to bring up given the conversation. I knew full well you were talking about larger budget mainstream endeavors. Hence my mini-text. We hit all the marks of the two posts I quoted, we even have alpha classes and perma-death. Title: Re: Darkfall "Released" Post by: Stabs on April 23, 2010, 04:10:17 AM Thanks Mr Bloodworth I'll give it a try at some point.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on April 23, 2010, 08:09:42 AM Darkfall's problems are not really sheep-wolf related right now. With the population thinning out PvE'ing has gotten pretty easy. The biggest complaints really seem to be game mechanics/content related.
Darkfall has a solid PvP shell, combat is pretty difficult, the pace is closer to an older school hardcore FPS like quake/tribes than Call of Duty, player skill definitely trumps stat #s in advanced pvp, but this isn't a problem. The problem with Darkfall is two-fold: 1) There's a pretty tough grind to get the point where you are able to compete against advanced characters, to boost your HP from starting 200 or so to 300-350, get necessary healing spells, archery/melee/magic up to respectable levels, etc. Can easily take 6 months playing maybe 25 hours a week. In a normal MMORPG 5-6 months for a newb to get an advanced character is reasonable, but in Darkfall the problem is it's frustrating getting you're ass handed to you the whole time for the most part. It's true you're weaker character CAN kill "advanced" characters, but the problem is that these vets are also usually a lot better at the game than a new guy anyways (Like I said, the action PvP itself takes a high degree of skill, which is welcome, but means it will take even a good FPS player a while to learn the styles, and ins-and-outs). If they cut this initial grind down it would be a lot less discouraging for many players and lead to more retained subs, they would take less time to acquire necessary end-game PvP skills, and then more time to learning how to fight effectively, which is a challenge in itself. 2) Endgame sandbox content is lacking. Too many advanced characters go inactive due to lack of things to do. Like I said the PvP shell is great, but the MMORPG parts are lacking. Since you are competing for action gamers, you need to give them some good reasons to be paying for a monthly sub, and be playing a game with an open worldmap instead of just arenas. When the action in DF is too sparse and lacking depth, the FPS crowd doesn't have much compelling reason to stick around and can just get their fix playing Bad Company 2. The FPS types play DF cuz they want more meat than just counterstrike style gaming, and DF at the moment is struggling to deliver on this sandbox aspect. 2010 will be the crucial year, they've been hyping up their new content for this year, including a a few free expansions (they've said 3, but 2 looks more realistic, cumilating in a very large Q4 one) and other patches (most recently regarding a reduction of the grind). The playerbase is small but hanging in there, DF can recover but they need to come up with some good content to attract back former players and then build up momentum for future growth. At it's core DF is a very good and stable game, just needs more content, and to come out with this content before it completely loses it's core playerbase, at which point it would have nothing left to build on. Title: Re: Darkfall "Released" Post by: Tuncal on April 24, 2010, 05:50:36 PM PVP MMO's have all been doomed from inception to date. Is Eve not a pvp mmo?Title: Re: Darkfall "Released" Post by: Malakili on April 24, 2010, 06:17:29 PM PVP MMO's have all been doomed from inception to date. Is Eve not a pvp mmo?Sure, if you count PvP as more than only combat PvP. The fact that I could play an "economic" pvp game in high sec space was nice for a while. I guess my point is, "PvP" in the context of EVE is a lot more than ships shooting at each other. Title: Re: Darkfall "Released" Post by: Grimwell on April 24, 2010, 11:20:37 PM Can you attack my economy while I sit in high security space?
Title: Re: Darkfall "Released" Post by: NiX on April 25, 2010, 12:44:14 AM Can you attack my economy while I sit in high security space? He'll PK your Title: Re: Darkfall "Released" Post by: Stabs on April 25, 2010, 03:53:16 PM Player v player combat can happen in high sec through War Decs, Faction Warfare and suicide ganking. It's also possible to trick or irritate people into flagging themselves or aggroing the game's police sometimes.
I think of Eve as a pvp game because while I may spend a lot of time in high sec my goal is killing players effectively. Soldiers spend 99.9% of their working lives not shooting people but their job is still shooting people. The rest is waiting/prep. Title: Re: Darkfall "Released" Post by: IainC on April 25, 2010, 04:10:25 PM Can you attack my economy while I sit in high security space? Yes and in a number of ways. Most immediately by shooting at you or any assets you might have parked in space. The fact that you're in hi-sec doesn't prevent me from shooting at you, it just changes the hoops I need to jump through or the cost I need to be prepared to pay to do so. I can also interdict your logistics and make it much harder for you to operate. If I have enough financial power then I can also engage in economic warfare against you. Either by using my money to buy military force or by attacking your profitability through market manipulation. Title: Re: Darkfall "Released" Post by: Malakili on April 25, 2010, 07:19:16 PM Can you attack my economy while I sit in high security space? If I have enough financial power then I can also engage in economic warfare against you. Either by using my money to buy military force or by attacking your profitability through market manipulation. This is what I was referring to initially. Title: Re: Darkfall "Released" Post by: Tuncal on April 25, 2010, 09:37:57 PM AH playing in WoW can also be considered PvP under the same criteria, no? The end result is used for PvE or useless money sinks rather than financing ships and territorial expansion, but the principle of market manipulation is the same.
Title: Re: Darkfall "Released" Post by: Malakili on April 25, 2010, 09:46:33 PM AH playing in WoW can also be considered PvP under the same criteria, no? The end result is used for PvE or useless money sinks rather than financing ships and territorial expansion, but the principle of market manipulation is the same. If WoW head anywhere near as robust and diverse a crafting system, reliance on player crafted goods, item loss/deterioration, and local markets, then sure. Title: Re: Darkfall "Released" Post by: Rasix on April 25, 2010, 10:29:47 PM Can you attack my economy while I sit in high security space? Don't ask people questions (even rhetorical) about EVE. They'll answer. :awesome_for_real: AH playing in WoW can also be considered PvP under the same criteria, no? The end result is used for PvE or useless money sinks rather than financing ships and territorial expansion, but the principle of market manipulation is the same. If WoW head anywhere near as robust and diverse a crafting system, reliance on player crafted goods, item loss/deterioration, and local markets, then sure. You don't get to equivocate. He got you. When you keep applying "PVP" to different types of non-direct player confrontation, you'll start veering off into ridiculous stretch scenarios. Pretty soon you end up with big shoulder pads and some guy calling me a "fag" in trade chat as PVP. Title: Re: Darkfall "Released" Post by: Stabs on April 26, 2010, 01:48:14 AM While undercutting someone by 0.01 isk isn't really pvp I think economic pvp is possible. If you managed to buy out all of the jump fuel and then only supply it to your side while strangling the enemy's supply of it that would be pvp.
Eve of course doesn't really allow for this because just about everything can be accessed by everyone (with the exception of pirate loyalty rewards). Title: Re: Darkfall "Released" Post by: tmp on April 26, 2010, 04:06:52 AM AH playing in WoW can also be considered PvP under the same criteria, no? The end result is used for PvE or useless money sinks rather than financing ships and territorial expansion, but the principle of market manipulation is the same. Isn't AH play in WoW pretty much handled by automated UI mods, though?Title: Re: Darkfall "Released" Post by: Shatter on April 26, 2010, 05:12:46 AM AH playing in WoW can also be considered PvP under the same criteria, no? The end result is used for PvE or useless money sinks rather than financing ships and territorial expansion, but the principle of market manipulation is the same. Isn't AH play in WoW pretty much handled by automated UI mods, though?Doesnt that apply to almost every part of WOW? Title: Re: Darkfall "Released" Post by: Malakili on April 26, 2010, 05:13:41 AM You don't get to equivocate. He got you. When you keep applying "PVP" to different types of non-direct player confrontation, you'll start veering off into ridiculous stretch scenarios. Pretty soon you end up with big shoulder pads and some guy calling me a "fag" in trade chat as PVP. I think there's a pretty clearly defined difference between EVE trading, WoW auctionhousing, and calling someone a fag in chat. If you want to play a semantic game go ahead, but I'm not interested in joining you. Title: Re: Darkfall "Released" Post by: UnSub on April 26, 2010, 08:26:02 AM Economic PvP is certainly possible in a lot of MMOs; however, most MMOs have extremely broken economic systems. EvE, who has that dedicated economist working on the game, has probably the most viable and balanced form of economic PvP since it also has the economy as a core part of the game.
Title: Re: Darkfall "Released" Post by: Shatter on April 26, 2010, 09:48:27 AM Aion is one of the first MMO's where Ive played the broker to make money. People often dont realize that armor, weapons, etc are often worth more on the vendor then what they auction them for. That or they severely sell crafting mats for way below standard value. The easiest way to make money in Aion is when dbl xp weekends come and the broker gets flooded with stuff for sale which pushes prices down, buy stuff that weekend and resell it for "normal" prices mid week. chaching!
Title: Re: Darkfall "Released" Post by: Tuncal on April 26, 2010, 04:06:18 PM AH playing in WoW can also be considered PvP under the same criteria, no? The end result is used for PvE or useless money sinks rather than financing ships and territorial expansion, but the principle of market manipulation is the same. Isn't AH play in WoW pretty much handled by automated UI mods, though?My point, I guess, is that I personally wouldn't consider Eve a PvP MMO. I would classify it as an excellent blend of PvE and PvP activities, most carefully designed to aim you towards unrestricted PvP. However it is not contained to said unrestricted PvP and therefore cannot be used as a successful example of a pure PvP MMO. Makes a great example of an end-game PvP oriented MMO, though, if that makes sense. Title: Re: Darkfall "Released" Post by: Malakili on April 26, 2010, 08:26:23 PM My point, I guess, is that I personally wouldn't consider Eve a PvP MMO. I would classify it as an excellent blend of PvE and PvP activities, most carefully designed to aim you towards unrestricted PvP. However it is not contained to said unrestricted PvP and therefore cannot be used as a successful example of a pure PvP MMO. Makes a great example of an end-game PvP oriented MMO, though, if that makes sense. Now we are just arguing over what exactly "PvP" means, and that is really besides the point. I don't have any stake in what is "PvP" and what isn't. We could call EVE a "Massively Multiplayer Game in which thousands of people directly and indirectly influence themselves, the game world and other players through both combative and non combative competition" (aka MMGiwToPDaIITTGWaOPtBCaNCC") The point being, whether or not you consider actually combat to be the only true "PvP" isn't what I mean when I say PvP MMO, I think "Player Driven" is probably a much closer approximation to what a lot of us (I don't presume to speak for everyone, but I think I do at least speak for some subsection of this debate on this particular issue) mean. I think about it more like the real world: If someone goes up and buys all the X out of the local store, no one else is going to be able to buy any X. Is that "person v person" behavior? Its just an "emergent" property of a world with limited resources that people want. Title: Re: Darkfall "Released" Post by: Threash on April 27, 2010, 09:54:59 AM Aion is one of the first MMO's where Ive played the broker to make money. People often dont realize that armor, weapons, etc are often worth more on the vendor then what they auction them for. That or they severely sell crafting mats for way below standard value. The easiest way to make money in Aion is when dbl xp weekends come and the broker gets flooded with stuff for sale which pushes prices down, buy stuff that weekend and resell it for "normal" prices mid week. chaching! Hah for me it's the other way around. When double exp weekend comes potion prices go through the roof, i save up mats for two weeks and make a killing during those two days selling. Title: Re: Darkfall "Released" Post by: Malakili on June 02, 2010, 10:09:41 AM So, Darkfall has a free trial now. So, nows finally the time to get your lulz in. http://forums.darkfallonline.com/showthread.php?t=248123
Title: Re: Darkfall "Released" Post by: Mrbloodworth on June 02, 2010, 10:33:40 AM oh really?
Quote The free trial offer is limited to one trial per computer. I'm not sure I want to install whatever will enforce that. Title: Re: Darkfall "Released" Post by: Cadaverine on June 02, 2010, 10:50:18 AM I'm pretty sure it's self enforcing. Once you install it once, and try it, you never want to install it again.
Title: Re: Darkfall "Released" Post by: Nebu on June 02, 2010, 10:51:06 AM Free trial? Me thinks the wolves are running short on sheep.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on June 02, 2010, 10:51:41 AM Why enforce one install per machine though, isn't this a account based game?
Title: Re: Darkfall "Released" Post by: Malakili on June 02, 2010, 11:10:42 AM Why enforce one install per machine though, isn't this a account based game? To discourage using free trial accounts as spies/scouts/whatever meta game thingy you can imagine from the main playerbase rather than being used as...trials? I have no idea if thats the real justification, its one I just made up. Title: Re: Darkfall "Released" Post by: Soln on June 02, 2010, 12:42:29 PM welp, I guess those trees aren't going to attack themselves
Title: Re: Darkfall "Released" Post by: patience on June 04, 2010, 09:31:45 PM I was interested in seeing how the game developed now that has the trial and I wanted to see how much they lived up to their aspirations of making newbie friendly but the forums aren't encouraging so far :grin:
Quote A good friend of mine is probably going to join me in playing this game this summer,.... ...I thought i might make a new char on a new account and shelf this toon for a while, just so i can start out fresh with him and we can both face this world together and figure out our own way of surviving and growing without the backing of pre-built characters or a strong alliance.... ...I wanted to know what everybody else thought of this idea -- could this be fun? Or will it be super demoralizing and should i just try and guide him into this game with a character that can already defend itself? Quote I can't see why anyone would ever reroll a toon in this game. You're either bat shit crazy or you plan on using player auction. Quote 'd say, stay on your toon and show him the good parts of the game. Take him PvPing and make him contribute, get him some fat lewt and stuff. Its all about the lewt Title: Re: Darkfall "Released" Post by: Chinchilla on June 05, 2010, 07:58:45 AM I was interested in seeing how the game developed now that has the trial and I wanted to see how much they lived up to their aspirations of making newbie friendly but the forums aren't encouraging so far :grin: Quote A good friend of mine is probably going to join me in playing this game this summer,.... ...I thought i might make a new char on a new account and shelf this toon for a while, just so i can start out fresh with him and we can both face this world together and figure out our own way of surviving and growing without the backing of pre-built characters or a strong alliance.... ...I wanted to know what everybody else thought of this idea -- could this be fun? Or will it be super demoralizing and should i just try and guide him into this game with a character that can already defend itself? Quote I can't see why anyone would ever reroll a toon in this game. You're either bat shit crazy or you plan on using player auction. Quote 'd say, stay on your toon and show him the good parts of the game. Take him PvPing and make him contribute, get him some fat lewt and stuff. Its all about the lewt I'd ignore those ppl and just try it out yourself. Screw what ppl think since we all know that more than 85% of the intarweb d00dz out there are morons. Title: Re: Darkfall "Released" Post by: Cheddar on June 17, 2010, 08:06:57 PM I'd ignore those ppl and just try it out yourself. Screw what ppl think since we all know that more than 85% of the intarweb d00dz out there are morons. Don't. Worst 180 seconds of your life. Actually, 300. The entire interface is going to piss you off into running around, then you will die. Title: Re: Darkfall "Released" Post by: Chinchilla on August 11, 2010, 09:21:05 PM Anyone playing this game? How does it play now after all the patches? I'm just looking for something to play while I wait for my new PC in about ~2 months. Can't do APB at the moment so looking for a fun RPG MMO for now.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 12, 2010, 08:44:52 AM I play this, it's a very solid game if you want a MMO RPG/FPS and a really challenging game too.
The core mechanics of the game are really shaping up, decent game balance, sophisticated & fun physic engine, very little latency or client stability problems (especially with windows 7). Beautifuly designed gameworld (easily the most interesting I've ever seen in a MMO, lots of excellent artistic detail work). Adventurine is planning on releasing a couple of large free expansions over the next 4-5 months, one in a month or so that includes a major graphical and sound update, and one around the new year with a ton of other content. For the challenge part it has a very steep player skill curve, combat being fully twitch based, no automations, everyone is a "hybrid" that utilizes magic, archery and melee (you dont need offensive magic but you still need some utility magic like heals) so fights are very fluid & dynamic. There is a lot of timing, maneuvering and other experience based tricks, even if you are a pretty skilled at video games and were given a maxed out character it would be months before you could challenge some of the best players in small scale combat. Newbies won't be competing against vets 1 vs 1 for a while, but they can be pretty useful in larger scale PvP right away if they focus on getting archery (which raises quickly) and heal other magic (the best heal other in game doesn't take long to get if you focus on it), they can make significant contributions in support fire and healing. The other challenge part if you are up for it is the unrestricted combat and looting nature of the game. Having to constantly watch your back, listen closely to sound, a little constant fear adds lots excitement. Getting killed and looted can suck true, and is demoralizing on a bad night where it happens 2-3 times, but the important thing to remember is until you are a vet your basic gear is basically crap anyways and little loss (as I explain further down, your clan will be happy to hook up a newbie with plenty of decent gear). Overall though, there is an amazing andreline rush in darkfall PvP because it is so signifcant (your gear on the line) and intense, sometimes I forget to breath! This is something I don't get from normal video games, only in competitive action game leagues during clutch moments. Add to that a pretty serious layer of politics at both the personal and clan level. Starting as a newbie is not a constant beat down as you might think or hear from some of the anti-PvP reactionairies around here. Yes there are some griefers, as in any game, but they are relatively few in number (altho their impact can be outsized on their targets) and are frowned upon and hunted down whenever they come out of their spider holes. You'll find many more helpful people than trouble makers. If you are worried about this I would recommend an Ork character (or a wolfman and move him to Ork land). Ork lands are less popular and have a bit more of a steady anti-PK presence. I would join a clan as soon as you get your bearings, clans will be more helpful in giving you advice than public chats, give you access and will dump a lot of medium quality gear on newbies (stuff that would be out of your budget range for a month or two but chump change to vets). Just be a bit discerning and find an established clan that accepts newbies (there's plenty), not a fly by night scrubby one that's more likely to have bad reputations with leadership, these ones are usually bigtime spam recruiting and suck in a lot of newbies. Darkfall is not for everyone, it is like a normal MMO set to "very hard" difficulty mode. cope. If you are interested in a very challenging (rewarding), and now somewhat polished MMORPG-FPS 18 months post-release, and looking for something beyond the WoW mould of ding level up and watching counters during autocombat, Darkfall is worth checking out. PS I see some complaints about the interface on this page, AV announced they will have it completely re-done for one of the upcoming expansions. Title: Re: Darkfall "Released" Post by: Nebu on August 12, 2010, 08:53:02 AM Darkfall is not for everyone, it is like a normal MMO set to "very hard" difficulty mode. cope. If you are interested in a very challenging (rewarding), and now somewhat polished MMORPG-FPS 18 months post-release, and looking for something beyond the WoW mould of ding level up and watching counters during autocombat, Darkfall is worth checking out. I'm going to call bullshit here. 1) How is this game "very hard" difficulty? If you mean adjusting to the shitty interface, then I can give you a little. WoW has as steep a learning curve as I've seen in an MMO if you really want to play the game at its full potential. Don't believe me? Check out the theory crafting on Elitest jerks. 2) The only reward in a game is fun. If you find it fun, then you win. Beyond that, games offer no reward unless your life is so empty that it somehow validates you. I've played just about every pvp MMO released to date and found Darkfall to be a flawed mess. If the game being a hindrance to itself is hard-mode, then you can have it. Title: Re: Darkfall "Released" Post by: Shatter on August 12, 2010, 09:02:17 AM I think I'll pass on a game where being ganked and stripped of gear is basically a right of passage to the point that you are forced to move characters to less active zones and rely on a guild to give you shit everytime it happens(2-3 times a night) spending months in this environment until you reach some kind of less-newb status.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 12, 2010, 09:04:45 AM I'm going to call bullshit here. 1) How is this game "very hard" difficulty? If you mean adjusting to the shitty interface, then I can give you a little. WoW has as steep a learning curve as I've seen in an MMO if you really want to play the game at its full potential. Don't believe me? Check out the theory crafting on Elitest jerks. The interface is mediocre but everything is adjustable, you just have to customize it to your liking. If you never even bothered to fix your controls then you don't sound very qualified to be reviewing the game. I said it was hard cuz there is a steep learning curve for PvP, lots of tricks, knowledge, experience and ability to adjust on the fly given the moves of your opponents, this is both of the level of personal fights and strategic fights. Just 2 days ago my clan was helping our allies defend a hamlet, the battle lasted 2 hours with 2 major engagements and a lot of tactical maneuvering for advantages in positioning while the siege timers played out. I call this a rewarding and unique gaming experience you wont find in a typical MMORPG, pitting your wits against other players in a highly action & twitch based game. Title: Re: Darkfall "Released" Post by: Nebu on August 12, 2010, 09:13:12 AM Here's my point: A truly hardcore pvp fan wants two things
1) A level playing field where skill is the factor determining outcome. 2) Limited PvE influence on outcome determination. It takes a pretty serious investment in Darkfall and a clan before both are realized. I said it was hard cuz there is a steep learning curve for PvP, lots of tricks, knowledge, experience and ability to adjust on the fly given the moves of your opponents, this is both of the level of personal fights and strategic fights. Just 2 days ago my clan was helping our allies defend a hamlet, the battle lasted 2 hours with 2 major engagements and a lot of tactical maneuvering for advantages in positioning while the siege timers played out. I call this a rewarding and unique gaming experience you wont find in a typical MMORPG, pitting your wits against other players in a highly action & twitch based game. I'm going to guess that you never played pre-Trammel UO, Shadowbane, DAoC, Aion, Lineage, WAR, Planetside, EvE, or any of a host of other MMO's with a pvp component. Darkfall doesn't really offer anything that hasn't already been done better in other titles. I'm glad that you are enjoying the game. I'm guessing it's either that you're new to the experience or you have a good group of clan mates to play it with. Both factors will help the appeal of Darkfall greatly. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 12, 2010, 09:17:04 AM I think I'll pass on a game where being ganked and stripped of gear is basically a right of passage to the point that you are forced to move characters to less active zones and rely on a guild to give you shit everytime it happens(2-3 times a night) spending months in this environment until you reach some kind of less-newb status. If you sit on a highway you can't complain when you are run over. Dispersing yourself into a less populated and more remote area to train, away from areas considered hot spots, and accepting the ready and willing help of clans in an extremely clan focused game, is hardly a flaw. You can easily be making significant PvP contributions to a clan in a few weeks if you focus on archery and healing. Darkfall is a game of street smarts and cunning, you have to approach it a bit differently than a WoW clone. You are not coddled and protected everywhere, there are genuine bad areas where you will be making your life a lot more difficult by being in, but there are a lot of ways to make things smoother for yourself as a newbie (and as a vet) if you play smart and are willing to move around a bit. You have to do it by your own initiative tho, it's not a ride's rail pushing you around. Title: Re: Darkfall "Released" Post by: Shatter on August 12, 2010, 09:20:29 AM Isnt Darkfall the game that implemented some buff that allowed new players to walk around and not get ganked so they could learn new areas, etc since it was basically impossible to do without becoming everyones bitch?
Title: Re: Darkfall "Released" Post by: Nebu on August 12, 2010, 09:30:14 AM Darkfall is a game of street smarts and cunning, you have to approach it a bit differently than a WoW clone. You are not coddled and protected everywhere, there are genuine bad areas where you will be making your life a lot more difficult by being in, but there are a lot of ways to make things smoother for yourself as a newbie (and as a vet) if you play smart and are willing to move around a bit. You have to do it by your own initiative tho, it's not a ride's rail pushing you around. Darkfall is your typical pvp MMO faire. It's a group of people using their invested time in the game to prey on lower level toons that are obviously weaker while simultaneously proclaiming that it makes them hardcore in the process. Levels in a pvp game is an idiotic concept and only provides sheep for shitty players with a lot of time to prey upon. A truly hardcore pvp game would abolish the level = power paradigm, the gear = power paradigm, and instead focus on giving players versatility to determine creative ways to win. Darkfall fails along these lines unless you're willing to grind to the endgame where things slowly begin to equalize. DAoC began to realize this at the release of the classic servers where you could level to the endgame and become competitively equipped within about 24h of play time. Unfortunately the still screwed up by implementing IWIN buttons with realm abilities and RR5 skills. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 12, 2010, 09:33:41 AM Here's my point: A truly hardcore pvp fan wants two things 1) A level playing field where skill is the factor determining outcome. 2) Limited PvE influence on outcome determination. It takes a pretty serious investment in Darkfall and a clan before both are realized. Depends on a lot of things, like if you feel like you need to be able to beat the best & most hardcore players 1 v 1? If you can accept the RPG part where not everyone is equal you don't need to be super hardcore. The game was not completely designed around 1 v 1 anyways (tho the 1 v 1 combat is very good, between two equal opponents a duel can last 10 minutes, or it can last 30 seconds, highly variable), in group PvP the character stats threshold to contribute is even lower, group tactics, discipline and coordination generally trump combined character stats unless there is a serious mismatch. I don't play too much btw, maybe 20 hours a week, and am quite content with a decent & decently wealth, but not maxed character. I'm going to guess that you never played pre-Trammel UO, Shadowbane, DAoC, Aion, Lineage, WAR, Planetside, EvE, or any of a host of other MMO's with a pvp component. Darkfall doesn't really offer anything that hasn't already been done better in other titles. I'm glad that you are enjoying the game. I'm guessing it's either that you're new to the experience or you have a good group of clan mates to play it with. Both factors will help the appeal of Darkfall greatly. I was a perma-red pre-trammel UO (and played on Siege Perilous server after), played SB beta and maybe 2-3 years total, and dabbled in those others. They've all had decent PvP I agree, I am also an action game fan and what is unique about DF (besides planetside) is that there is no auto targetting, it's all pure aim. The physics engine is also a lot of fun, almost tribes-esque. This is why I call Darkfall a MMORPG-FPS, which makes it quite unique from the the games you listed. So not new at all, and I found my clan in Darkfall (a very enjoyable one), and it was formed in Darkfall, not an old trans-MMO clan. I agree that a good clan is a huge factor in enjoyment of the game. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 12, 2010, 09:36:53 AM Isnt Darkfall the game that implemented some buff that allowed new players to walk around and not get ganked so they could learn new areas, etc since it was basically impossible to do without becoming everyones bitch? Yeah 24 hours, time counted as you are logged in, so it should last you a week. Gives you time to figure out basics, maybe find a clan, while in a safe bubble. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 12, 2010, 09:45:18 AM Darkfall is your typical pvp MMO faire. It's a group of people using their invested time in the game to prey on lower level toons that are obviously weaker while simultaneously proclaiming that it makes them hardcore in the process. Levels in a pvp game is an idiotic concept and only provides sheep for shitty players with a lot of time to prey upon. A truly hardcore pvp game would abolish the level = power paradigm, the gear = power paradigm, and instead focus on giving players versatility to determine creative ways to win. Darkfall fails along these lines unless you're willing to grind to the endgame where things slowly begin to equalize. DAoC began to realize this at the release of the classic servers where you could level to the endgame and become competitively equipped within about 24h of play time. Unfortunately the still screwed up by implementing IWIN buttons with realm abilities and RR5 skills. I agree that DF could use some boosts to skill gain speed, it's too slow. If you polled most players they would agree. AV has been taking some baby steps in this direction, a few months ago skill gain was boosted in PvE (doubled and trippled in most cases), also in the last patch the hit point curve was adjusted so you gain quite a bit faster at low level. There's also been talk of an EVE like system where you train skills while AFK/logged out. Anyways like I said, you have to take into account this is still a RPG, you can make significant contributions in PvP in a few weeks as long as you are willing to accept more of a support role (archery, healing, scouting & other intelligence roles). If you can be content with that, while your character gets stronger, you will find the game very enjoyable. Title: Re: Darkfall "Released" Post by: Shatter on August 12, 2010, 10:07:53 AM Point is Darkfall takes too long to reach some form of balanced pvp and most people wont wade through the mud to reach that. This is a problem in many MMO's with PvP, Aion included which is what I play.
Title: Re: Darkfall "Released" Post by: Rendakor on August 12, 2010, 11:05:19 AM I think I'll pass on a game where being ganked and stripped of gear is basically a right of passage to the point that you are forced to move characters to less active zones and rely on a guild to give you shit everytime it happens(2-3 times a night) spending months in this environment until you reach some kind of less-newb status. This is one of the reasons why I couldn't get into Eve. Title: Re: Darkfall "Released" Post by: Chinchilla on August 12, 2010, 02:53:10 PM I'm gonna try and get another trial account before I commit to it. I did have 1 trial but school got nuts and I didn't get to play as much as I liked. Gonna see if I can install it one more time. Last time I really enjoyed it. Is crafting worth a damn in the game or is it mostly dropped (or no-drop) shit being the best?
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 13, 2010, 06:28:17 AM I'm gonna try and get another trial account before I commit to it. I did have 1 trial but school got nuts and I didn't get to play as much as I liked. Gonna see if I can install it one more time. Last time I really enjoyed it. Is crafting worth a damn in the game or is it mostly dropped (or no-drop) shit being the best? Crafting is of medium importance. Mob drop armour is garbage but mob drop weapons are decent, they've added more rare ore to game recently so prices have fallen which has been a boost to crafters since it ups demand for high end gear by lowering costs (especially vs. crummier mob drop equivalent). It's always nice to be able to supply yourself and is pretty easy to get crafting up to a level where you can craft most gear besides high end (which is a major investment). I don't bother since most clans/alliances will have crafters who will make your gear at cost. They've talked about making most new items crafter only to boost the professions. Title: Re: Darkfall "Released" Post by: Soulflame on August 13, 2010, 11:12:23 AM That's a brilliant idea.
1. It'll force everyone to be a crafter in order to be competitive. 2. It'll be yet another barrier to entry to new players, as they won't be able to wield the best weapons until they grind their crafting, on top of whatever other grinding is involved with becoming combat-ready. Title: Re: Darkfall "Released" Post by: Malakili on August 13, 2010, 12:08:59 PM 2. It'll be yet another barrier to entry to new players, as they won't be able to wield the best weapons until they grind their crafting, on top of whatever other grinding is involved with becoming combat-ready. Yes, the game isn't for people who want to play an MMO solo, we get it. You guys are all effectively arguing that football sucks because you can't play by yourself. Title: Re: Darkfall "Released" Post by: jakonovski on August 13, 2010, 12:14:25 PM Yes, the game isn't for people who want to play an MMO solo, we get it. You guys are all effectively arguing that football sucks because you can't play by yourself. But in football you're not dropped into the field alone and naked, needing to find equipment and a friendly team before bunch of guys in armor come beat you up. Title: Re: Darkfall "Released" Post by: Shatter on August 13, 2010, 12:16:24 PM Yes, the game isn't for people who want to play an MMO solo, we get it. You guys are all effectively arguing that football sucks because you can't play by yourself. But in football you're not dropped into the field alone and naked, needing to find equipment and a friendly team before bunch of guys in armor come beat you up. Sounds like a plot for some gay prison pron Title: Re: Darkfall "Released" Post by: jakonovski on August 13, 2010, 12:33:45 PM Sounds like a plot for some gay prison pron Gay prison pron, pvp mmos, what's the difference? Title: Re: Darkfall "Released" Post by: patience on August 13, 2010, 01:31:45 PM One set of actors already realize they are homos.
Title: Re: Darkfall "Released" Post by: Chinchilla on August 13, 2010, 03:17:22 PM That's a brilliant idea. 1. It'll force everyone to be a crafter in order to be competitive. 2. It'll be yet another barrier to entry to new players, as they won't be able to wield the best weapons until they grind their crafting, on top of whatever other grinding is involved with becoming combat-ready. So would I rather camp or do raids fr hours on end in hopes of better gear? I personally wouldn't. Why does it always have to be about using the best? Title: Re: Darkfall "Released" Post by: Merusk on August 13, 2010, 03:18:24 PM Because being #2 just means you're the #1 loser.
Title: Re: Darkfall "Released" Post by: Vinadil on August 13, 2010, 06:10:23 PM I was in a clan most of my DFO days... so my experience was not quite the normal noob experience. But, I DID spend time in noob areas as you almost have to in order to sell stuff on the market. Making enough money to buy good armor and weapons was about a 2-3 hour prospect at worst. Sure its not the BEST armor and weapons you can ever have, but I have never used that metric for any game I have played. I will never fly the "best" fitted ship in EVE, but I still enjoy the game, even the PvP aspects.
Whether enjoyable for certain people or not, the noob experience in DFO has definitely gotten better since launch. The biggest things missing (in my opinion) are things that EVE got right long ago... things like a channel for noobs, and putting new players into a NPC Corp or doing something to try to connect them and get them hunting/mining/questing together. Title: Re: Darkfall "Released" Post by: WayAbvPar on August 13, 2010, 08:25:46 PM Looks like there is a 14 day trial for this. I am downloading the client now. If it wasn't skill-based advancement I wouldn't bother, but I am gonna give it a shot and see how I feel.
Title: Re: Darkfall "Released" Post by: ashrik on August 14, 2010, 01:24:32 PM Do you have a clan ready for you?
Title: Re: Darkfall "Released" Post by: WayAbvPar on August 15, 2010, 06:03:56 PM Not at the moment. I will probably join up with the goons if they are still active.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 16, 2010, 10:19:13 AM You don't need great gear to compete in DF so making gear player crafted is hardly another curbstomp newbies. The difference between mob dropped higher end stuff and super elite crafted stuff is marginal, you are talking 10-30% more effective with really high end crafted weapons/armour full of enchants, and it's about 10-15 times more expensive to run around like that. Yes the super gear can bring you a nice edge in 1v1 fights but you are risking a lot of cash (we are talking guys equipped with gearsets of value equal to a small warship), and you will go down generally just as quickly in any kind of larger engagement, especially since guys will probably be focused on you since they can see you are decked out and basically a walking high end treasure chest.
This weekend I spent maybe 4 hours of PvEing and collected enough high end mob dropped bows (rank 50 and 60) to last me weeks, a good number of axes too, last me a while. My clan brings newer guys along with us on these hunts too and they get equal shares. Standard combat armour and weapons are very easy to acquire, and decent clans will make sure newer guys are hooked up, it's very embarrassing for any decent clan to have members in the field using ghetto newbie gear, even newbies shouldn't be using less than rank 40 weapons. Now if you don't want to find a clan, and instead want to play the game in the most frustrating way possible, then come back to forums and complain about how bad it is, and crack gay jokes about it, go ahead, DF probably isn't for you anyways stick to WoW where you don't have to aim, think or deal with any negative consequences to actions while you play. Title: Re: Darkfall "Released" Post by: Nebu on August 16, 2010, 11:51:54 AM Now if you don't want to find a clan, and instead want to play the game in the most frustrating way possible, then come back to forums and complain about how bad it is, and crack gay jokes about it, go ahead, DF probably isn't for you anyways stick to WoW where you don't have to aim, think or deal with any negative consequences to actions while you play. Was this even necessary? Seriously. I think you may be taking this whole gaming stuff a wee bit too personally. Title: Re: Darkfall "Released" Post by: Nightblade on August 16, 2010, 11:57:35 AM Quote Now if you don't want to find a clan, and instead want to play the game in the most frustrating way possible, then come back to forums and complain about how bad it is, and crack gay jokes about it, go ahead, DF probably isn't for you anyways stick to WoW where you don't have to aim, think or deal with any negative consequences to actions while you play. http://www.youtube.com/watch?v=HET1ITJLROI Repeat above seven thousand times and maybe you can look at a veteran player without exploding. Sign me up. Title: Re: Darkfall "Released" Post by: Chinchilla on August 16, 2010, 03:12:42 PM Quote Now if you don't want to find a clan, and instead want to play the game in the most frustrating way possible, then come back to forums and complain about how bad it is, and crack gay jokes about it, go ahead, DF probably isn't for you anyways stick to WoW where you don't have to aim, think or deal with any negative consequences to actions while you play. http://www.youtube.com/watch?v=HET1ITJLROI Repeat above seven thousand times and maybe you can look at a veteran player without exploding. Sign me up. I honestly didn't mind doing the crafting or gathering while I was doing the trail. Generally I would go AFK while I was mining or whatever. Does that make that style of gathering OK? Not really, but every game I have played has been the same with gathering so it is pretty much a standard thing. If you don't like it... then don't do it. Title: Re: Darkfall "Released" Post by: Nightblade on August 16, 2010, 03:26:18 PM Quote I honestly didn't mind doing the crafting or gathering while I was doing the trail. Generally I would go AFK while I was mining or whatever. Fun Fact: You could have actually been banned for that. Quote Does that make that style of gathering OK? Not really, but every game I have played has been the same with gathering so it is pretty much a standard thing. If you don't like it... then don't do it. To be fair, the above just looks like an average crafting/gathering video; but what that video doesn't tell you is the fact that gathering is directly tied to how strong your character is. Not only that, but the rate at which mining / chopping / glass blowing / dildo practice raises whatever skill it raises is "too fucking slow" to be put it charitably. Title: Re: Darkfall "Released" Post by: Hawkbit on August 16, 2010, 04:10:36 PM By dildo practice, you mean combat?
Title: Re: Darkfall "Released" Post by: Rishathra on August 16, 2010, 04:22:42 PM I'm missing the context here. To me it looks like this dwarf mined a rock for a few seconds and then enjoyed the scenery for a few seconds. I haven't played Darkfall so I honestly don't know.
Title: Re: Darkfall "Released" Post by: Malakili on August 16, 2010, 05:33:20 PM I'm missing the context here. To me it looks like this dwarf mined a rock for a few seconds and then enjoyed the scenery for a few seconds. I haven't played Darkfall so I honestly don't know. You gain stats (like Strength) by doing stuff, including mining. The issue he was bringing up was that even if you odn't like crafting you end up doing a lot of mundance tasks like mining in order to raise your stats. Title: Re: Darkfall "Released" Post by: WayAbvPar on August 16, 2010, 05:59:27 PM Welp, looks like the goons are only 11 strong (at least in the clan name I knew). Anyone else want a n00b?
Title: Re: Darkfall "Released" Post by: Malakili on August 16, 2010, 06:10:08 PM Welp, looks like the goons are only 11 strong (at least in the clan name I knew). Anyone else want a n00b? I don't play anymore but when I was playing there was a clan called NEW (New Born on Agon) that accepted newbies for 30 days to let them get their feet wet in a clan environment while they found a more permanent home. Not sure if they still exist, but worth looking for if you can't find another option quickly. Title: Re: Darkfall "Released" Post by: Lantyssa on August 16, 2010, 06:30:02 PM Welp, looks like the goons are only 11 strong (at least in the clan name I knew). Anyone else want a n00b? The Goons can only muster eleven people for a game? Ouch.Title: Re: Darkfall "Released" Post by: WayAbvPar on August 16, 2010, 06:50:45 PM They may have splintered into a few more clans...still investigating. Last post in the thread was in April though, so I am not terribly hopeful.
Title: Re: Darkfall "Released" Post by: Vinadil on August 16, 2010, 09:34:37 PM Not sure the Goons survived the EU/NA server split... at least not in any force. They were the main "evil" force on the first server (EU), and did their normal forum/in-game warfare in full effect with hundreds of players. I have never seen them in that kind of light on the NA server.
I would suggest NEW also, I think they exist on NA as well as EU, and much like EVE, Darkfall is just a completely different experience when you are in an active clan rather than running around solo doing quests and such. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 17, 2010, 08:05:57 AM There is some stat grinding in Darkfall, harvesting being one method, no you will not be banned for AFK harvesting, only for 3rd party program macroing. A good way to raise a bunch of stats quickly is just to auto-swim into a wall all night and day while at work, you wont be banned, maybe just kicked by a GM. Personally I like the harvesting system in Darkfall it is pretty chill. When you are semi-afk watching TV, movie, browsing web, or just doing some other work or chores around house you can go to an area with a lot of metal, wood, herbs, fish, etc. and just leave your guy hitting a node and check back every 10-15 minutes. Nice for when you are hungover or just feeling too lazy to do anything intense. You might get killed depending on where you are and if you are unlucky but easy come easy go, just bank often if you are worried.
The Goons splintered on NA, some leadership fractures. Most of their best players were in “Awful Company Part Deux“ which was kicking around with VAMPs alliance. I cannot seem to find them anymore so maybe they have completely folded into one of the larger clans in that alliance. NEW is a decent option to get you started if you dont know what you are doing. Title: Re: Darkfall "Released" Post by: Lantyssa on August 17, 2010, 08:54:51 AM There is some stat grinding in Darkfall, harvesting being one method, no you will not be banned for AFK harvesting, only for 3rd party program macroing. A good way to raise a bunch of stats quickly is just to auto-swim into a wall all night and day while at work, you wont be banned, maybe just kicked by a GM. Personally I like the harvesting system in Darkfall it is pretty chill. When you are semi-afk watching TV, movie, browsing web, or just doing some other work or chores around house you can go to an area with a lot of metal, wood, herbs, fish, etc. and just leave your guy hitting a node and check back every 10-15 minutes. Nice for when you are hungover or just feeling too lazy to do anything intense. You might get killed depending on where you are and if you are unlucky but easy come easy go, just bank often if you are worried. What you described sounds like a fun and exciting PvP action! Why aren't we all playing this game!?Title: Re: Darkfall "Released" Post by: Vinadil on August 17, 2010, 08:59:22 AM Eh, harvesting is harvesting... compare it to killing rocks in EVE and it is pretty similar, just a bit more dangerous if you are out in the wild as you don't have a nice system window to tell you when someone comes into the area with intent to kill.
You raise stats by fighting as well as harvesting... and the ability to "auto-harvest" sure beats a system where you actively attack a rock... As for the swimming/running stuff... personally I think it is cheesy, but guys do it and the code allows it. I suppose the stat gain gives people an advantage, but if you actually play the game then your stats will go up quickly enough. Title: Re: Darkfall "Released" Post by: WayAbvPar on August 17, 2010, 09:01:45 AM Awful Company Part Deux was the one that had 11 members. Looks like there are more in Reds, so I hooked up with them.
Finally started getting the hang of the game last night. Was wandering around the goblin village near Stonebrook and got jumped by several goblins. Died horribly, so had to hike back to loot my corpse. Died again. Got a bit smarter and managed to partially loot my corpse the 3rd trip, but died again. Then I smartened up and started using hit and run tactics, which helped crank up my Lesser Magic stats (since it was the only way I could do ranged damage). Killed a few gobs, then got all my corpses looted. Backed off, re-equipped, and spent the next hour murdering goblins. Of course, I forgot to skin any of them, so I still need to go back to get some teeth for a quest, but I am definitely more confident/capable now. Title: Re: Darkfall "Released" Post by: Mrbloodworth on August 17, 2010, 10:33:59 AM Hows performance and what settings are you using?
Title: Re: Darkfall "Released" Post by: Nija on August 17, 2010, 11:37:41 AM Hows performance and what settings are you using? If you can run quake 2 you can run DF. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 17, 2010, 11:56:16 AM Shadows are a big hog, also this odd graphical feature called "post process effect" which doesn't seem to do much besides outline models a little. If your machine is struggling you should disable both of those and gain around a solid 50 fps.
it's funny I got my butt kicked by goblins too the first time I logged in, something you don't expect in a MMO at the first mob you encounter. Once you figure out what you are doing it's fine tho. Title: Re: Darkfall "Released" Post by: WayAbvPar on August 17, 2010, 12:28:10 PM My machine is about a year old and I am running it on high settings with no problems.
Title: Re: Darkfall "Released" Post by: WindupAtheist on August 17, 2010, 01:26:09 PM A good way to raise a bunch of stats quickly is just to auto-swim into a wall all night and day while at work, you wont be banned, maybe just kicked by a GM. Personally I like the harvesting system in Darkfall it is pretty chill. When you are semi-afk watching TV, movie, browsing web, or just doing some other work or chores around house you can go to an area with a lot of metal, wood, herbs, fish, etc. and just leave your guy hitting a node and check back every 10-15 minutes. Pfffffbwaahahahaha... Yeah I'll be in a WoW battleground lamenting the fact that I'm playing an easy game that doesn't make me work/think/whatever the hell you said instead of enjoying the intense and awesome world of Darkfall. Title: Re: Darkfall "Released" Post by: Malakili on August 17, 2010, 01:57:17 PM A good way to raise a bunch of stats quickly is just to auto-swim into a wall all night and day while at work, you wont be banned, maybe just kicked by a GM. Personally I like the harvesting system in Darkfall it is pretty chill. When you are semi-afk watching TV, movie, browsing web, or just doing some other work or chores around house you can go to an area with a lot of metal, wood, herbs, fish, etc. and just leave your guy hitting a node and check back every 10-15 minutes. Pfffffbwaahahahaha... Yeah I'll be in a WoW battleground lamenting the fact that I'm playing an easy game that doesn't make me work/think/whatever the hell you said instead of enjoying the intense and awesome world of Darkfall. Yeah, I even think Darkfall was a pretty good game, but that wasn't exactly a ringing endorsement. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 18, 2010, 06:16:28 AM Comparing harvesting to PvP? Cuz WoW has no tedious tradeskills or other grindy, boring crap like raising faction alignment?
Title: Re: Darkfall "Released" Post by: Malakili on August 18, 2010, 08:13:01 AM Comparing harvesting to PvP? Cuz WoW has no tedious tradeskills or other grindy, boring crap like raising faction alignment? Hes making fun of that fact that you feel compelled to go AFK while "playing" your game. Title: Re: Darkfall "Released" Post by: WayAbvPar on August 18, 2010, 09:52:29 AM It is a nice change of pace to settle in for 10=15 minutes of harvesting/fishing every couple of hours or so. I like the fact that once I find a place to harvest, I can stay there and really add to my stock. Most other games had just a few crumbs and then it is off to find another one, making dedicated harvest time a serious pain in the ass.
Title: Re: Darkfall "Released" Post by: Nebu on August 18, 2010, 09:57:04 AM It is a nice change of pace to settle in for 10=15 minutes of harvesting/fishing every couple of hours or so. I like the fact that once I find a place to harvest, I can stay there and really add to my stock. Most other games had just a few crumbs and then it is off to find another one, making dedicated harvest time a serious pain in the ass. I thought the point of offering many small nodes was to keep harvesting something you do in bits while enjoying more combat-focused gameplay. Well, that and to minimize the use of macro software to keep the player more engaged in the tasks at hand. I may need to give Darkfall another try. The first time through it made me want to resub to DAoC for my pvp fix. In DAoC I could enjoy the endgame competitively in about 30 hour of play time after starting. Darkfall required a significantly larger up front investment to be more than target practice for someone. Title: Re: Darkfall "Released" Post by: WayAbvPar on August 18, 2010, 10:02:42 AM The grind to PvP viability is definitely a long one. However, I am actually enjoying learning the game bit by bit. The 24 play hours of n00b protection is really nice for that. As for gathering- I do my crafting/gathering in bursts. When I get the urge, I like to have as many mats as possible on hand. Being able to go out and gather 50+ in 15 minutes is really nice for that. It is also great for one of the quests i am currently working on- gathering 200-300 of fish, rock, wood, and ore. Should only take a couple of hours of game time to do (I have almost half the fish already!). I am wondering how long it will take me to walk from the bank to the quest giver with all that shit in my inventory though...I will be ridiculously overencumbered.
Title: Re: Darkfall "Released" Post by: Lantyssa on August 18, 2010, 01:15:42 PM Sounds like a great quest giver to lurk near. "Hahahaha. Look at this sucker walking at a snails pace. Ready?"
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 18, 2010, 01:35:41 PM People actually get jumped a lot turning in that quest, walking from bank to quest giver (or after, when they have all their gold). Be aware of who is around you when you are in NPC cities, watch out for suspicious looking characters if you are doing a lot of crafting (craft in smaller batches). You are not invincible in NPC cities, especially if you are overburdened it's a big bullseye on your back (that you have a big load of potentially valuable stuff on you, and can't even dodge or defend yourself from any attackers). You should be fine if you are under newbie protection though unless there is a big pool of lava or acid that someone could knock you into.
Title: Re: Darkfall "Released" Post by: WayAbvPar on August 18, 2010, 01:46:56 PM I have a few hours of newb left, so I should be able to finish it off before then. I am trying to get myself into the habit of banking more often now in prep for being repeatedly ganked soon. :oh_i_see:
Title: Re: Darkfall "Released" Post by: Nightblade on August 18, 2010, 04:46:30 PM People actually get jumped a lot turning in that quest, walking from bank to quest giver (or after, when they have all their gold). Be aware of who is around you when you are in NPC cities, watch out for suspicious looking characters if you are doing a lot of crafting (craft in smaller batches). You are not invincible in NPC cities, especially if you are overburdened it's a big bullseye on your back (that you have a big load of potentially valuable stuff on you, and can't even dodge or defend yourself from any attackers). You should be fine if you are under newbie protection though unless there is a big pool of lava or acid that someone could knock you into. ...Wait, so you can actually still be knocked around despite having a newbie bubble? Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 19, 2010, 08:21:08 AM People actually get jumped a lot turning in that quest, walking from bank to quest giver (or after, when they have all their gold). Be aware of who is around you when you are in NPC cities, watch out for suspicious looking characters if you are doing a lot of crafting (craft in smaller batches). You are not invincible in NPC cities, especially if you are overburdened it's a big bullseye on your back (that you have a big load of potentially valuable stuff on you, and can't even dodge or defend yourself from any attackers). You should be fine if you are under newbie protection though unless there is a big pool of lava or acid that someone could knock you into. ...Wait, so you can actually still be knocked around despite having a newbie bubble? Yeah you can it's kind of funny, the bubble neutralizes the damage part of a knockback swing or spell but can't stop the kinetic force of it. Usually this wouldn't have any consequences. Falling damage is capped at 90 hp and can't be a killing blow so knocking people off cliffs is pointless besides for giggles, hell players regularly "ski" (tribess tyle) down hills and even flat terrain using DF's cool physics engine. Maybe you could kill someone in lava or acid pools but it would be really difficult unless they were overburdened which you should really try and avoid being unless at a very safe location. The only example of serious protected newbie griefing I've heard of were some guys who spawned a schooner in that large navigable river in elf lands right beside a newbie city and lured some newies onto the ship. They got them to check out the fore cannon room (which is enclosed on schooners) and then blocked them in, sailed the ship out of newbie lands so the protection got stripped off, then killed them. Although mean, it is pretty funny to imagine them freaking out as they got the warnings regarding leaving protected land while be jammed into a small room. Title: Re: Darkfall "Released" Post by: Stabs on August 22, 2010, 08:19:09 AM Bet they cried all the way to the Account Management page.
Title: Re: Darkfall "Released" Post by: jakonovski on August 22, 2010, 09:15:23 AM I can kind of see why the Darkfall community sucks.
Title: Re: Darkfall "Released" Post by: Chinchilla on August 23, 2010, 07:35:32 PM I signed up yesterday. Made a Dwarf. Anyone else ingame?
Title: Re: Darkfall "Released" Post by: WayAbvPar on August 25, 2010, 08:48:17 AM Tough night last night. Ganked while farming kobolds (I had just gotten a portal shard drop too :heartbreak: ). Back to town, hear the same guy hit someone's miner out front. Wait 20-30 minutes. Go to the edge of town. Get attacked ON THE WALL and die from the same guy. Did a bit of harvesting in the farm, scraped some crap together from my bank and sold it for arrow money, then loaded up again. Found my unlooted grave at the edge of town (someone mentioned killing the guy in clan alliance chat, so I was pretty sure he was gone for good).
Loaded up, went over to farm some skeletons for bone/arrows and for a quest. Spawn was dead. Waited a few minutes, then swam to an island to farm some more kobolds. Still have trouble with the strongmen unless I am at full health, so I spent a lot of time running and diving into the water to escape. Too sleepy to keep alert, I finally logged. Lesser Magic is getting near the magic 75% plateau, and I started working on Greater Magic too (bought Rend, and then bought a damage upgrade for it). Slow grind, but I am still having fun. the AI on the mobs really keeps me on my toes. I am noticing things slowly getting easier, so I must be doing something right. Title: Re: Darkfall "Released" Post by: Chinchilla on August 25, 2010, 01:22:03 PM What's a portal shard?
What race are you playing as WayAbvPar? I started a dwarf not knowing what would be a good choice and they just looked nifty. Was that a pretty decent choice? Title: Re: Darkfall "Released" Post by: WayAbvPar on August 25, 2010, 01:47:24 PM Portal shard is something that can be used to teleport to certain spots in game. Haven't used one yet, but they sell like hotcakes and I am broke.
I am human. From what I have heard, either human or Alfar is preferable since they are harder to hit in PvP due to being smaller. I have heard it said that dwarves were the worst overall race, but I don't know exactly why (other than their width). FWIW I see all races in my clan, so it probably doesn't matter much at all in the long run. Title: Re: Darkfall "Released" Post by: Chinchilla on August 25, 2010, 06:54:24 PM Do ppl tend to do more overhead swings or wide arc swings in PvP?
Title: Re: Darkfall "Released" Post by: Malakili on August 25, 2010, 06:57:06 PM Do ppl tend to do more overhead swings or wide arc swings in PvP? [/quote Depends on the situation, watch for out wide arc swings and friendly fire. Title: Re: Darkfall "Released" Post by: Chinchilla on August 25, 2010, 07:18:05 PM Do ppl tend to do more overhead swings or wide arc swings in PvP? [/quote Depends on the situation, watch for out wide arc swings and friendly fire. I most just asked that because if its mostly wide arc then I can see why dwarves would be worse. Title: Re: Darkfall "Released" Post by: WayAbvPar on August 26, 2010, 08:32:22 AM Wide arcs are awesome when you are soloing, but not so much when friends are nearby (you can switch to vertical swings by hitting T). Two handed weapons are king unless you do all your fighting mounted.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 26, 2010, 11:10:53 AM You're not going to be using overhead swings in PvP it's to hard to land. It's used in PvE if you are with multiple people PvEing stuff that needs to be ganged up on, so you don't hit your groupmates.
A wide arc can be pretty important in PvP, swords for example are more popular than axes because they have a much wider arc (slightly longer range too) even though their damage is lower and their power attack is weaker. In any PvP situation where you will be hitting your allies, you probably shouldn't be meleeing in the first place. Melee is most effective when you are outnumbered, and least effective when you outnumbered someone. If you are fighting say 3 vs. 2 and your 2 allies are both meleeing, the last thing you should do is melee as well. Sit back and take out your bow, aim carefully and try to pick away at one of the enemies, or charge a heal spell and try and get your buddy when the opportunity presents itself. My clan fought a siege last week where our (allied) leadership's (ridiculously bad) strategy was to use superior numbers to overwhelm the defenders through a single gate. Well it didn't work, we got stalled outside the choke, and hours of (fun) stalemate fighting ensued. One thing the defenders did well was to send out 1-2 heavily armoured guys at a time to charge into our massed ranks and run around randomly through the crowd meleeing, in the confusion our own people would hit each other 5 times as much as these enemies and then they'd run back to their line, a few of these sorties in a row thinned us out and setup a successful counter attack for them. Title: Re: Darkfall "Released" Post by: WayAbvPar on August 26, 2010, 11:13:18 AM Remind me again- which clan/alliance are you with?
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 26, 2010, 12:47:13 PM I'm in Ruff Necks, we're building a new alliance along with Necessary Evil & TFK + a few smaller clans.
Title: Re: Darkfall "Released" Post by: Chinchilla on August 26, 2010, 08:40:55 PM I am having alot of fun figuring out the controls. Some dude today said in Race Alliance "Any newbies out there contact me." He then proceeds to try and get me in vent, but I didn't feel like ALT Tabbing on my laptop. He told instead of waiting told me in /whisper he wants to sell me an account that's very decked out. He keeps goin gon and on. Even gives me his personal phone number to call him or text him if I'm interested since I told him I don't make decisions like that so quickly. Was offering it to me for like $100. Those kind of things make me leery. I know how ppl used to sell their accounts and do then do a account recovery and get it bac k (that was back in the day).
Title: Re: Darkfall "Released" Post by: Rendakor on August 26, 2010, 08:47:15 PM I know things like that still happen in WoW at least.
Title: Re: Darkfall "Released" Post by: WayAbvPar on August 27, 2010, 09:22:23 AM Heh- I was wondering why that guy wanted to help newbies so badly. What a fucking tool. Basic rule of thumb- everyone is trying to find a way to fuck you over until proven otherwise. You can probably trust most of your clanmates if/when you join one, but that is about it.
Title: Re: Darkfall "Released" Post by: Lantyssa on August 27, 2010, 09:47:51 AM Buying a well established character seems like it defeats the point anyways. And if the game isn't fun to get in to, why play in the first place?
Title: Re: Darkfall "Released" Post by: WayAbvPar on August 27, 2010, 10:02:54 AM Some people absolutely must get to the end game ASAP. That is a fairly long journey in DF, so I can see the appeal. Not something I would ever do though- I like to work my way up and learn how to play my own character. I wouldn't mind if they bumped up the skill gain speed a bit though...it is definitely on the Korean side of grindy. I am still having fun though, which is the whole point.
Title: Re: Darkfall "Released" Post by: Nebu on August 27, 2010, 10:44:48 AM Some people absolutely must get to the end game ASAP. That is a fairly long journey in DF, so I can see the appeal. Not something I would ever do though- I like to work my way up and learn how to play my own character. I wouldn't mind if they bumped up the skill gain speed a bit though...it is definitely on the Korean side of grindy. I am still having fun though, which is the whole point. First of all, you're right about having fun first. Sadly, I have found that pvp play at the endgame of MMO's is very different than the play to the endgame. That being the case, the time spent leveling often does little to prepare you for endgame pvp beyond just getting you used to dying a lot. If it turns out to be different in Darkfall, I'd be both amazed and impressed. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 27, 2010, 11:33:39 AM If you are involved with your clan's end game PvP (city attacks/defence, or just general maurauding around) you will be participating in & learning the PvP endgame from early on. Yes you will be pretty weak and need to hang back or you will just die a lot, but you can be contributing nicely by focusing on archery (levels up quickly, bows are cheap) and heal magic (sacrifice, best heal other spell in game even at 1 skill point). You could have decent archery and that spell in a couple of weeks.
Yes the game is too grindy if your immediate goal is to become a badass champion who can beat anyone and any situation 1 vs 1, maxing out all the magic spells and melee mastery is a long slog, but you hardly have to do that to enjoy the game. Starting at squad level PvP battles and up, the importance of having tons of maxed magic spells and 100 melee mastery scales down significantly, being able to focus fire vulnerable targets with precision archery, cross heal friendlies with heal is MUCH more important at that level of PvP along with being able to follow orders in a disciplined manner. These are learned player skills you can begin to pickup at the beginning, not acquired character stats. Title: Re: Darkfall "Released" Post by: Nebu on August 27, 2010, 11:46:20 AM Are you suggesting that a level 30 can have meaningful impact on endgame pvp? I kind of doubt that's the case. I also feel that while you can learn strategy and organizational skills early, that your endgame playstyle will depend heavily on the skills that you find most useful. This is exactly what I meant when I stated that endgame pvp is often VERY different from your playing cycle while leveling.
I agree that you can learn a bit about game strategy and mechanics by being involved early, but you really only begin to become proficient in endgame pvp when your actions have a meaningful impact on outcomes. Sadly, this won't happen until you're at cap, with skills, and reasonably well geared. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 27, 2010, 12:57:01 PM level 30? huh?
-Archery to 75 takes maybe 1 week for a newbie or so depending on how much you play. Listen to targetting in battle and help pop arrows into him, you are doing decent damage and contributing not insignificantly. -Lesser magic to 50, you get greater magic, greater magic to 25, you get spellchanting, spellchanting to 30, you get sacrifice spell (heal other ray). Again easily achievable in first week or two with a bit of clan support to buy reagents (any sane clan would readily help an eager newbie power level up basic magic for that heal). At 1.0 skill that spell is very powerful. Clans who are able to heal teammates efficiently who are taking fire is what distinguishes the rabble from the elite. Learn to do these things properly and you will be welcome to roll around in battlegroups of elite clans, because you will be contributing more than even the most pimped out character who can't follow simple instructions, and runs around a furball trying to duel people, oblivious to anything else (there are plenty of these terrible players out there). Yes the grind is harsher in a lot of areas than it should be, but you can start contributing to your clan from the beginning and have a lot of endgame fun while you develop your character in more standard MMO ways (hunting, gathering & crafting). Title: Re: Darkfall "Released" Post by: Malakili on August 27, 2010, 01:06:22 PM Are you suggesting that a level 30 can have meaningful impact on endgame pvp? I kind of doubt that's the case. I also feel that while you can learn strategy and organizational skills early, that your endgame playstyle will depend heavily on the skills that you find most useful. This is exactly what I meant when I stated that endgame pvp is often VERY different from your playing cycle while leveling. I agree that you can learn a bit about game strategy and mechanics by being involved early, but you really only begin to become proficient in endgame pvp when your actions have a meaningful impact on outcomes. Sadly, this won't happen until you're at cap, with skills, and reasonably well geared. Are you talking about Darkfall? I ask seriously, it almost seems like you are posting about a different game. Title: Re: Darkfall "Released" Post by: Nebu on August 27, 2010, 01:11:17 PM Are you talking about Darkfall? I ask seriously, it almost seems like you are posting about a different game. I got my wires crossed. Speedy managed to correct me. It's almost enough to make me consider giving the game another try. I need a pvp fix and the thought of going back to WAR or DAoC makes me cry. Title: Re: Darkfall "Released" Post by: Lantyssa on August 27, 2010, 02:33:50 PM If you decide to risk WAR, remember refer a friend. ;D
Title: Re: Darkfall "Released" Post by: Chinchilla on August 28, 2010, 06:12:37 PM Well so far it is going greag. Loving learning the game and all the little discoveries I am making. Newb protection isn't over yet. Now I just gotta start researching for a guild/clan. I'm a pretty casual gamer, but I love to get serious once I'm in and do some PvP and such :)!
Title: Re: Darkfall "Released" Post by: Chinchilla on August 29, 2010, 03:26:40 AM Has anyone seen the TFK map that they talk about on their recruit post on the forums? Its supposed to be really good. Is it?
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on August 29, 2010, 08:48:39 AM Never seen it but judgeing by the picture it is their own clan proprietary DF atlas. There's a few public ones around:
http://www.feylines.net/yourmom/ (limited badnwidth for non-members, worth it to get a membership if you're sticking around) http://darkfallsage.com/ (no map, but lots of data) There's a few non-updated maps that are partially obsolete but still OK (google "Sinister Map" and "darkfall atlas"). TFK is a very solid clan if you are looking for one, they've been around a long time, have a strong core and support new guys well. My clan is allied with them and lives with them. Title: Re: Darkfall "Released" Post by: Chinchilla on August 29, 2010, 03:07:56 PM Awesome! Thank u for that info!
Title: Re: Darkfall "Released" Post by: Nightblade on August 30, 2010, 01:38:50 PM If anyone is
I was almost bored enough to give it another shot. Almost. http://www.impulsedriven.com/darkfallus Title: Re: Darkfall "Released" Post by: UnSub on August 30, 2010, 11:52:51 PM Dark Fallus is a heck of a name.
Title: Re: Darkfall "Released" Post by: Chinchilla on August 31, 2010, 11:00:58 AM If anyone is I was almost bored enough to give it another shot. Almost. http://www.impulsedriven.com/darkfallus Looks like it went back up to its normal price. I'm really enjoying Darkfall. I love the combat system as it really makes ya work and think. Hell... I like how even though I can do really well killing goblins. If I don't watch what I'm doing and try the normal old -- run in, auto attack, and just do my thing because these guys are trivial -- I can get killed. I can't slack off. Title: Re: Darkfall "Released" Post by: Nightblade on August 31, 2010, 03:00:19 PM Dark Fallus is a heck of a name. Dark Fall (US) :awesome_for_real: Title: Re: Darkfall "Released" Post by: WayAbvPar on September 01, 2010, 11:29:23 AM I am starting to realize just how far I have to go before I am more than a speedbump. It is daunting, but each small bit of progress gets me closer. Am learning (the hard way) not to get attached to any material goods- at this point it is all about stat gains. Decided to move away from my clan/alliance's main city since the n00b spawns were all like 20 minutes away. Living out of Charybdis atm.
Title: Re: Darkfall "Released" Post by: Chinchilla on September 01, 2010, 02:52:40 PM I am starting to realize just how far I have to go before I am more than a speedbump. It is daunting, but each small bit of progress gets me closer. Am learning (the hard way) not to get attached to any material goods- at this point it is all about stat gains. Decided to move away from my clan/alliance's main city since the n00b spawns were all like 20 minutes away. Living out of Charybdis atm. Is your clan a good clan? Do they take newbies? I have been searching for a clan as I have 6 hours of newbie protection time left and I didn't know who I should use as everyone portrays such a good image of wanting to help, but the question is.... how much can they really?!?!? So I figured I'd ask you. Title: Re: Darkfall "Released" Post by: WayAbvPar on September 01, 2010, 04:03:38 PM I am running with the goons, so unless you have an active SA account you would probably be out of luck. May check with Speedy though.
Title: Re: Darkfall "Released" Post by: Chinchilla on September 01, 2010, 05:37:07 PM I am running with the goons, so unless you have an active SA account you would probably be out of luck. May check with Speedy though. I was hoping to hear from Speedy too. SA account? What's that? Title: Re: Darkfall "Released" Post by: Malakili on September 01, 2010, 05:53:21 PM I am running with the goons, so unless you have an active SA account you would probably be out of luck. May check with Speedy though. I was hoping to hear from Speedy too. SA account? What's that? Something Awful Title: Re: Darkfall "Released" Post by: Chinchilla on September 02, 2010, 05:42:27 AM I am running with the goons, so unless you have an active SA account you would probably be out of luck. May check with Speedy though. I was hoping to hear from Speedy too. SA account? What's that? Something Awful I've gone to Something Awful alot to read up on Darkfall and Mortal Online. I was thinking of making an account as I have found those forums to be useful at times. How many goons (as I see everyone refer to them as) are there in Darkfall? Edit: Oh they charge for you to setup an account. I read some more on MO and DF. Looks like I made the right choice to go to DF and not MO. I'll register when I get home because those forums have been pretty useful in the past. Title: Re: Darkfall "Released" Post by: Chinchilla on September 03, 2010, 05:59:54 AM Oh and what's that SA clan name? I just wanted to take a look at it. They use Vent and such? Just trying to find out info so I know where I should go.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 05, 2010, 04:39:16 PM Hey guys was out of town. If you can't join the goon clan with WayAbvPar and are looking for a good clan, mine own (Ruff Necks, ork & wolf race only) or our allies (TFK and Necessary Evil take all races) take in newbies and assist them. We use vent and are mature member clans (no kids), active (our alliance population is usually about 40-60 each night), and have multiple holdings.
Title: Re: Darkfall "Released" Post by: LC on September 05, 2010, 05:09:56 PM There's a few non-updated maps that are partially obsolete but still OK (google "Sinister Map" and "darkfall atlas"). Sinister Map isn't updated because I don't play anymore. If anyone here wants to update it, I will give you access to the admin page. Title: Re: Darkfall "Released" Post by: WayAbvPar on September 07, 2010, 09:40:32 AM I didn't know that was you! Can you take a quick snapshot of the YourMoms map for one last update? :grin: If I had the time, I would totally update it for you.
Reds is the goon clan, btw. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 07, 2010, 12:14:23 PM I wouldn't update anything right now, this chronically delayed x-pac contains a major PvE overhaul so a lot of mob spawns will be re-done.
Title: Re: Darkfall "Released" Post by: LC on September 07, 2010, 06:22:31 PM I didn't know that was you! Can you take a quick snapshot of the YourMoms map for one last update? :grin: If I had the time, I would totally update it for you. Reds is the goon clan, btw. Yourmom copied their data from my map originally. As far as I know, there's no way to rip them off easily. It would have to be copied manually. I don't have time or care enough about df to do it. The offer for admin access is still open though if anyone else wants to. Title: Re: Darkfall "Released" Post by: Chinchilla on September 09, 2010, 09:39:14 AM Hey Speedy - are they pretty active in PvP as well?
I've been contacted by multiple clans for membership, but wasn't sure who to go with so I didn't commit anywhere. The one that made lotsa promises for good mob spawns / mining / other stuff was Vigilantes. I spoke to one of the members some last night, but never did anything solid on joining as I was hoping to hear more from 1st hand experience. I will take a look at those clans you suggested Speedy. My newb protection is gone and I got my first taste of PvP yesterday :). It was a RUSH and fun! Some bastard (Marlboro man) did the trade/guild invite trick on me and I wasn't paying attention as I was fishing for Wisdom gain and I joined. He got to loot my whole 20 fish and fishing pole. Then because I was annoyed of what happened I went on a killing spree of killing all the members of that clan while I waited for my 45 min timer. Got some newb loot and little gold from those other ppl. Never was able to kill Marlboro as his character is currently better developed. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 09, 2010, 11:22:13 AM Hey Speedy - are they pretty active in PvP as well? I've been contacted by multiple clans for membership, but wasn't sure who to go with so I didn't commit anywhere. The one that made lotsa promises for good mob spawns / mining / other stuff was Vigilantes. I spoke to one of the members some last night, but never did anything solid on joining as I was hoping to hear more from 1st hand experience. I will take a look at those clans you suggested Speedy. My newb protection is gone and I got my first taste of PvP yesterday :). It was a RUSH and fun! Some bastard (Marlboro man) did the trade/guild invite trick on me and I wasn't paying attention as I was fishing for Wisdom gain and I joined. He got to loot my whole 20 fish and fishing pole. Then because I was annoyed of what happened I went on a killing spree of killing all the members of that clan while I waited for my 45 min timer. Got some newb loot and little gold from those other ppl. Never was able to kill Marlboro as his character is currently better developed. We're pretty active PvP wise usually have a raid party or two running around the world most nights plus our capital city is getting the reputation as a PvP hotspot since it is decently populated most of the day so it attracts enemy raiders. Vigilante is a well established clan with a sizeable vet core and are pretty active, they have holdings all over the map so you would have decent PvE spawns, they don't have the best reputation but not the worst either. A couple of months ago they tried to siege one of our hamlets at 3am saturday which was a dick move (we won anyways), I also see that in their new recruit sub clan "Migilantes" they have recently added a few characters of lesser repute. One of their hamlets, Vellenyth is about 50 feet outside a Maharim NPC town and there's usually a non-stop clusterfuck there, kind of the gaza strip of darkfall (not very fun pvp IMO unless you are a fan of playing cat and mouse NPC zap tower tag), like Britain cemetrary was back in early UO. Not familiar with this Marlboro Man guy but seems like he is a scrubby griefer wannabee who hangs around human land. These guys are usually a joke and once you join a proper clan you won't have to worry about them again but it is unfortunate they can use some loopholes in the game's weak alignment system to harass newbies. My clan maintains a presence in ork land and we've cleared most of these guys out but there aren't similar clans who are capable of "policing" the other racial areas. Anyways PvP is quite a rush in DF I was surpised, really gets the adrenaline pumping something I have not experienced in video games besides in a few league matches for some action games, certainly not in other MMOs (besides maybe UO) or casual FPS play. Combat is intense and the potential loss (or gain!) of gear adds some nice stakes to battles. Title: Re: Darkfall "Released" Post by: WayAbvPar on September 09, 2010, 11:48:39 AM My only PvP kill to date is on some dude who attacked me in town. The towers went to work on him, and then he turned back to blue JUST as I loosed my first arrow. I said fuck it and killed him anyway. Towers killed me and he and his buddy split my shit loot. It was still kind of satisfying.
AFK swimming my life away today. They really do need to mitigate the grind a bit. It is really pretty punitive. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 09, 2010, 12:40:35 PM Looking back I'd have to say the first 1-3 months are probably the most overwhelming because you want to get stuff like weapon mastery, advanced archery skills, greater magic then elemental magic, a fairly big list of skills that can make you decently competitive. Stuff like getting weapon skill from 50 to 75 can take a few days but feels like forever, same for getting witchcraft from 50 to 75, especially when you are new to the game and aren't the most efficient PvEer yet.
If you are joining a clan asap (which you should), focus on archery and magic. Archery goes up quickly and is effective in PvE and you can add damage in PvP while stay safe, and also aim to get sacrifice spell in spellchanting school (along with the essential lesser magic spells, up to launch to get into player cities). With archery and sacrifice you can make solid contributions to clan pvp while hanging back and avoid the heavy hitters with 100 melee mastery. Listen to you commanders and help add damage to focus targets or targets caught in wall of force, and keep an eye out for partymates in trouble who needs heals (solid cross healing with sacrifice is the main difference between good PvP units and a rabble), learn to do this decently well and you will be appreciated by any good clan. Title: Re: Darkfall "Released" Post by: WayAbvPar on September 09, 2010, 01:03:14 PM My biggest problem is affording reagents. I have been rolled a couple times while I was out gathering, so I have just about dick for regs to level my Spell Chanting and Witchcraft. Finally got archery over 75 so could start on Sharpshooter and Spirited Archer (I can already see the difference there, so that is helpful). Next step is to get my wisdom to 40 so I can craft some gear and not have to raid the clan bank or use inferior shit all the time. 2.3 points to go there, which will probably go quickly when I do some more fishing and then cook the metric fuckton of fish I have in the bank.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 09, 2010, 01:48:07 PM Shoot at casting mobs that drop regs, push up to 90 archery and you could pickup "mage killer" +20% dmg vs mobs with a staff equipped. Build up a nice stock up regs and gold then start training magery.
You can get by with crummy armour if you are just using archery and casting (you get archery penalty over 50 encumberence, over 10 is a magery penalty), you only need heavy armour for melee. Title: Re: Darkfall "Released" Post by: Chinchilla on September 09, 2010, 09:15:57 PM Ok I must say - Fuck Migilantes. I have spoken to this one guy That I was told to contact and it had been two days now and he hasn't told me whether yes or no. Annoying ass dude. Don't feel like waiting forever for just a simple clan invite. Gonna check out the clan u guys talked about as they sound fun w/ the PvP action and such.
Title: Re: Darkfall "Released" Post by: Chinchilla on September 11, 2010, 09:23:52 PM Which of those 2 would u say is the better one? TFK or Necessary Evil? When I looked at the clan info Necessary has 1 holding. What does that mean? They have a town?
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 12, 2010, 07:33:06 AM They have one but it's basically abandoned (and it's considered one of the worst cities in the game), both TFK and Necessary Evil live in the Ruff Neck holdings (3). It's beneficial to have your alliance's holdings under one clan tag so you can portal between them. I would say TFK at this point is a more organized clan with stronger leadership, though both are active and full of nice people.
Title: Re: Darkfall "Released" Post by: Chinchilla on September 13, 2010, 09:37:11 AM I will contact TFK then tonight or tomorrow night (working late here at work) to see about recruitment.
Title: Re: Darkfall "Released" Post by: DarkSign on September 14, 2010, 01:44:41 PM I'm thinking of trying this...but am still on the fence? I've read bits and pieces of this thread, but am still not sure.
Thoughts? Title: Re: Darkfall "Released" Post by: Chinchilla on September 14, 2010, 03:02:36 PM Its hard for me to say to be honest. I really enjoyed it, but I also really enjoyed Ultima Online back in the day. Some players have become fairly (for lack of a better term) CareBearish. Now not saying that to be non-carebear you need to like grinding and such. Not saying that. What I'm talking about is if you can take maybe being killed multiple times in 1 night. Like on Sunday night I got killed 3 times. I had a fairly OK chance of escaping, but it would have been tough as my character is fairly newbie and my computer lags like a MOFO. If I wasn't so newbie and laggy PC (new one coming soooooonnnn!!!) I could have put up a nice fight against those guys.
I ended up actually getting some pretty decent gear from 1 of the PK guys who contacted me after killing me. He was very nice and gave me some of the gear he got off of other people he had killed. This game reminds me tremendously of UO. I honestly love the free for all PvP, the crafting mechanics I am enjoying so far even though I hear it will take alot of resources to work the skills up (this reminds me of UO as well), I love the combat mechanics where you have to aim and such... not just hit auto attack. And various other things that I can't get into right now as I need to go home :). Work is over! Title: Re: Darkfall "Released" Post by: DarkSign on September 15, 2010, 08:31:01 AM Hey, I played UO pre-Trammel and loved the beginning of SB when it was semi-UOish. Actual aiming sounds like a win. Grinding simply has to be done in any current MMO...so I supposed I'll resign myself to that.
Title: Re: Darkfall "Released" Post by: Ghambit on September 15, 2010, 08:51:23 AM Wtf, is this game "good" now or something?? I've been ignoring this thread for months and months... here I come back and there's all this koombaya shit now.
Title: Re: Darkfall "Released" Post by: WayAbvPar on September 15, 2010, 10:17:53 AM It is fucking brutal and unforgiving, but I love it.
Title: Re: Darkfall "Released" Post by: Chinchilla on September 16, 2010, 05:51:30 AM Wtf, is this game "good" now or something?? I've been ignoring this thread for months and months... here I come back and there's all this koombaya shit now. I can't speak for anyone else, but for me this game is beyond good. Yes its brutal as WayAbvPar put it, but it is freaking awesome. There is so much to do with crafting and such that its insane. I haven't even learned yet about this shadecraft/bloodcraft/whatever,whoever else. There's so much crap its not even funny. Game has HUGE potential and it seems like they are starting to tap more and more into that potential. For example... they are releasing in this expansion (that sounds like a FREE expansion) a Treasure Map hunting system. Kinda like what UO had. Hey, I played UO pre-Trammel and loved the beginning of SB when it was semi-UOish. Actual aiming sounds like a win. Grinding simply has to be done in any current MMO...so I supposed I'll resign myself to that. Sounds like you will fit right in man. You will see alot of complaining about the grinding on the forums. I personally don't focus on grinding because those ppl tend to be the Min/Max type people and all they want to do is compete w/ the hardcore vets. I just focus on playing and I know the rest will work its way out. I have been PKed like 5 times so far and none of the people who have PKed me were what people talk about on the forums as killing you in seconds. Most of the time I had an opportunity to run, but due to my slow laptop lagging sometimes and my character still being fairly newb they were able to pick me off using arrows and such. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 16, 2010, 07:14:02 AM The aiming part makes it pretty unique, if you have decent twitch skills and want a MMO that tests them, DF is basically the only decent option.
The game overall is pretty solid if rough edged, sophisticated physics engine, no crash bugs, a few server network problems came up over the summer but they seem to be mostly taken care of, overall the game at it's core is very playable. The grind is a problem, which they need to reduce, and have been slowly over the last 18 months (skill/stat gain multipliers added when fighting mobs, hitpoint gain curve adjusted so faster at lower levels). They have talked about "prestige classes" they are working on also that will lessen the grind by reducing the amount of skills necessary by having more specialized characters: an archer class that loses a lot of magic but gains a lot of neat archery powers, heavy melee, light melee, magery specializing (only can have 1 or 2 advanced schools, but they are a lot better), etc. The playerbase has been consistently complaining about the grind, and the devs have been reducing it, so expect it to continue trending in this direction, which will be healthier for the game. Like Chinchilla said, a significant part of it is overstated by the min/maxer types who come in with the attitude of needing to be able to win ELITE 1 v 1 tournements asap. This attitude is completely wrong and it's funny when you have some clans who tend to spend all day in their cities dueling but have fairly mediocre real world clan PvP performances. Even if you gave these guys a fully developed character it would still be months before they were really good because there's a ton of player skill involved in victory in terms of tactical experience with attacks and counters, timing, situational awareness, etc. And that's just 1 v 1, once you start getting into group combat the bar goes up for good teamwork, coordination and discipline. The real meat of the game is clan related, so not 1v1, and you can join a good clan and have a contributing character by getting archery high & heal other/sacrifice heal spells, both of which come from fairly fast raising skills and can be done in a few weeks. Your clan will hook you up with decent gear too. Darkfall is a game where you have to have the right attitude to enjoy, and have to be able to make your own fun by taking intiative when you are in a situation that is not fun...Gee I have been PK'd at this spot 3 times in an hour, some players either give up and quit, smarter ones realize maybe they are sitting on a highway or hotspot and decide to explore and find a more isolated spot a few minutes away, or this game is boring cuz I'm lonely and only have superficial interactions, many players quit instead of you know, finding a good or better clan. The ability to handle defeat is necessary also, it can be demoralizing when you are ambushed and have little chance to win (happens to vets as well as newbies), or you are killed and drylooted a few times in a night, these are balanced by the rush of victory which is very rewarding, although for a newbie it will seem to be more defeat than victory (which is why joining an active clan helps a lot!). In a lot of ways fun is earned through initiative and competition, according to your own tastes. Important to remember that most of your gear is crap and basically worthless, and later when you are better and know more about the game a vet can make 20-40k in gold and material per hour PvEing and your bank will be overflowing with good gear that you'll end up dumping on newer guys just to clear up space. Without these attitudes and approaches to the game you will probably just get frustrated and quit, if you can handle it, it is a very deep and unique game and will provide the kind of gaming experiences you can only get in an unrestrictive, sandboxy game like pre-trammel UO (but with more twitch action). Title: Re: Darkfall "Released" Post by: Malakili on September 16, 2010, 07:19:12 AM Wtf, is this game "good" now or something?? I've been ignoring this thread for months and months... here I come back and there's all this koombaya shit now. The game was always pretty decent, its just that most people here saw the ForumFall and stayed away like the plague. People are finally getting the nerve to try it and finding out its solid in most respects. Title: Re: Darkfall "Released" Post by: LC on September 16, 2010, 07:23:56 AM For example... they are releasing in this expansion (that sounds like a FREE expansion) a Treasure Map hunting system. Kinda like what UO had. A while back Claus asked me what I thought was wrong with the game, and what I thought they needed to add. That was one of the suggestions I made in my reply. I'm glad he was listening. I just hope it's more involved than their gathering system. If they keep it up, I might be convinced to give the game another try. Claus also reads f13 and this thread pretty often. It's too bad he never responds to anything. Title: Re: Darkfall "Released" Post by: Mrbloodworth on September 16, 2010, 07:28:02 AM I always figured, if they could keep going, and get over the initial launch issues, and perhaps cull some of the undesirable users from the game (the snotty l337 ones that like to tell people to go back to wow and such, you know the type), it would be a decent title in a year or more as long as they made sensible additions.
Title: Re: Darkfall "Released" Post by: Draegan on September 16, 2010, 07:49:57 AM The only thing that turns me off is the need to swim into a wall to gain stats. I would ask for things to be a bit more organic.
Actually playing the game is not bad at all, but you need to do it with some friends. People, like in EVE, make this game better. Title: Re: Darkfall "Released" Post by: LC on September 16, 2010, 08:10:13 AM The only thing that turns me off is the need to swim into a wall to gain stats. I would ask for things to be a bit more organic. Actually playing the game is not bad at all, but you need to do it with some friends. People, like in EVE, make this game better. Skill and Stat gains are one of the major things they need to work on. Spending 4 hours shooting fireballs at skeletons to increase my skill from 60.1 to 63.3 is not my idea of a good time either. It might be ok if I only had to do it once, but you have to do it for like 80 different magic spells. At least 20 of those being mandatory spells that are needed to be a competitive pvper. Title: Re: Darkfall "Released" Post by: Nebu on September 16, 2010, 08:14:12 AM Skill and Stat gains are one of the major things they need to work on. Spending 4 hours shooting fireballs at skeletons to increase my skill from 60.1 to 63.3 is not my idea of a good time either. It might be ok if I only had to do it once, but you have to do it for like 80 different magic spells. At least 20 of those being mandatory spells that are needed to be a competitive pvper. I just had a Wish flashback. Similar system, but pve. Ugh. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 16, 2010, 08:55:45 AM They've mention an offline skill gain system like EVE that could replace the need for crap like afk-swimming and macroing magic like buffs. Hopefully this can make it to the big DF2010 expansion planned for sometime in next 6 months (well late 2010 but let's be realistic here).
You'd still gain more actively PvEing, but could choose a skill that would rank automatically while offline at roughly the same rate a macroer could get, eliminating the need to do that. Something like a power hour could be nice too. Title: Re: Darkfall "Released" Post by: Draegan on September 16, 2010, 09:06:57 AM If they did that, AND it worked, I'd give this game a shot again... maybe.
Title: Re: Darkfall "Released" Post by: WayAbvPar on September 16, 2010, 09:20:11 AM What they really need to do is accelerate the rate at which skills are gained at the low end...make the skill gains 15x vs mobs for the first 50 points of the skill, then 10x to 80, 6x to 100 or something like that. Make self buffs level spell schools quicker. Make at least one Greater Magic spell take no reagents, or make one that takes *any* reagent to help skill it up faster (since it is the key to unlocking the rest of the magic schools). Basic skills like Run, Sprint, Jump, Swim, Diving, etc should level MUCH faster, and should raise the base attriubutes faster. Basically do as much as possible to make the first 250 hours /played really lay a solid foundation for character development.
That being said, it is really a fun game. I love the wide open zoneless world. Terrain is really varied, there are all sorts of ruins and other cool stuff hidden, and there are some DANGEROUS spots, even on major roads! Being roasted alive by a red dragon doesn't do much for your bank total, but I love the fact that you have to be on your toes at all times. PvE isn't just mindless button pushing- you have to aim, move around, etc. The only thing that bugs me about dying in PvP any more is having to give up a decent PvE spot for a few hours in fear that they might hang around/come back. Last PvP death I had was really annoying- was duoing with a guy in my clan farming mobs that were pretty tough even with both of us fighting/healing. We overpulled and died about a good ten minute walk away from our bindstone. He re-geared and went to a new PvE spot; I went to get our gear from our graves and planned to meet him (I wanted my gear back since I didn't have as big a surplus stowed as he did). When I walked all the way back to the graves, I got jumped by a couple of guys who must have noticed the graves and figured we would be back soon. Argh. Title: Re: Darkfall "Released" Post by: Draegan on September 16, 2010, 11:19:47 AM make the first 250 hours /played really lay a solid foundation for character development. :awesome_for_real: By the way did they fix the shitty looting mechanism or are people still using loot macros? Title: Re: Darkfall "Released" Post by: Malakili on September 16, 2010, 11:26:46 AM make the first 250 hours /played really lay a solid foundation for character development. :awesome_for_real: By the way did they fix the shitty looting mechanism or are people still using loot macros? Is that really too much to ask for an MMO? My first 250 hours of WoW got me to level 40 or so (granted, I levelled really slow and did a lot of mulling around). Title: Re: Darkfall "Released" Post by: Draegan on September 16, 2010, 11:30:10 AM It took you 250 hours to hit level 40? You did something wrong. Or you suck at video games.
It should not take you 10 days of playing time to get a "good base" for a character. Title: Re: Darkfall "Released" Post by: Arthur_Parker on September 16, 2010, 12:52:02 PM Ok, I'm not reading 92 pages, I suspect this guy might already be famous and these posted already, but I only found them today and laughed my ass off.
Here's his Darkfall PvP First Impressions (http://www.youtube.com/watch?v=4_Z2HUX9TEQ) video. Quote 1.51 I'm also posting these videos to establish that I was in beta, that I matter, because years from now, you know if you didn't play beta then you can't become a legend, playing in beta in these games is mandatory if you want to become a legend. 3.29, Actually they wouldn't have killed me because I would have logged out.. I never died actually, a few times my brother got on got my ass killed but I didn't die once, because I don't fucking die in games. 5.55 On Charles Darwin, this is like my Origin of Species 6.30 (fighting somebody) As you can see he sucks and I'm absolutely awesome... but really it's just that he's naked and I have armour, shows it's it's not entirely skill based, levels 1 with no gear aren't going to touch you... Bonus - I approach a girl (http://www.youtube.com/watch?v=HasmPwNNNe0) Real or epic troll, I can't decide which would be funnier. Title: Re: Darkfall "Released" Post by: Nightblade on September 16, 2010, 01:36:03 PM Ok, I'm not reading 92 pages, I suspect this guy might already be famous and these posted already, but I only found them today and laughed my ass off. Here's his Darkfall PvP First Impressions (http://www.youtube.com/watch?v=4_Z2HUX9TEQ) video. Quote 1.51 I'm also posting these videos to establish that I was in beta, that I matter, because years from now, you know if you didn't play beta then you can't become a legend, playing in beta in these games is mandatory if you want to become a legend. 3.29, Actually they wouldn't have killed me because I would have logged out.. I never died actually, a few times my brother got on got my ass killed but I didn't die once, because I don't fucking die in games. 5.55 On Charles Darwin, this is like my Origin of Species 6.30 (fighting somebody) As you can see he sucks and I'm absolutely awesome... but really it's just that he's naked and I have armour, shows it's it's not entirely skill based, levels 1 with no gear aren't going to touch you... Bonus - I approach a girl (http://www.youtube.com/watch?v=HasmPwNNNe0) Real or epic troll, I can't decide which would be funnier. My perceptions of reality were destroyed by that video. I just don't fucking know anymore. Title: Re: Darkfall "Released" Post by: Malakili on September 16, 2010, 02:25:09 PM It took you 250 hours to hit level 40? You did something wrong. Or you suck at video games. It should not take you 10 days of playing time to get a "good base" for a character. I told you, I was mulling around a lot, I was RPing back in those days. I think my very first character took 17 days played to 60 because of it. Then again, my second character I didn't RP took well under half that time. More to the point, I think getting to level 80 now from level 1 probably takes in the range of a week played possibly more? I haven't leveled any characters 1-80. My point being that 250 hours is not a terribly huge amount of time in an MMO. Title: Re: Darkfall "Released" Post by: WayAbvPar on September 16, 2010, 02:38:59 PM That how I meant it too...250 hours is coming with no prior knowledge of the game, lots of wandering around and exploring, learning mechanics, etc. You could just powerlevel everything much more quickly. I was trying to extrapolate about how long after my 24 hours /played of newbie protection it would be before I was more than a minor threat in PvP. Since I was a mewling babe after 24 hours, I just multiplied by 10 and rounded to 250 :grin:
Title: Re: Darkfall "Released" Post by: LC on September 16, 2010, 02:43:40 PM That how I meant it too...250 hours is coming with no prior knowledge of the game, lots of wandering around and exploring, learning mechanics, etc. You could just powerlevel everything much more quickly. I was trying to extrapolate about how long after my 24 hours /played of newbie protection it would be before I was more than a minor threat in PvP. Since I was a mewling babe after 24 hours, I just multiplied by 10 and rounded to 250 :grin: I think I had around 60 - 70 hours invested when I hit cap in wow the first time. Title: Re: Darkfall "Released" Post by: Malakili on September 16, 2010, 02:45:42 PM That how I meant it too...250 hours is coming with no prior knowledge of the game, lots of wandering around and exploring, learning mechanics, etc. You could just powerlevel everything much more quickly. I was trying to extrapolate about how long after my 24 hours /played of newbie protection it would be before I was more than a minor threat in PvP. Since I was a mewling babe after 24 hours, I just multiplied by 10 and rounded to 250 :grin: I think I had around 60 - 70 hours invested when I hit cap in wow the first time. That strikes me as insanely fast 3 days /played in vanilla WoW to cap was maybe done by a few people who specifically went for cheese builds and planned on their XP gain painstakingly in advance. Title: Re: Darkfall "Released" Post by: LC on September 16, 2010, 02:52:08 PM No special build. It was a shaman. I got lots of groups.
Title: Re: Darkfall "Released" Post by: LC on September 16, 2010, 02:55:05 PM Real or epic troll, I can't decide which would be funnier. He is a troll. We had him in our alliance (maybe clan as well) for a while. He's a bit of a whiny bitch in person. He was a decent pvper, but we had guys that were a lot better. Title: Re: Darkfall "Released" Post by: Rasix on September 16, 2010, 03:01:35 PM No special build. It was a shaman. I got lots of groups. Doesn't really matter for WoW, fella. But knowing you, these groups likely provided certain exploitational advantages. edit: Of course, it depends when you started as well. I don't remember when they revamped the zones and cut the XP. Late BC maybe? Title: Re: Darkfall "Released" Post by: Vinadil on September 16, 2010, 03:09:55 PM DF suffers from much of the same issues WoW did in early release. If you were not part of the crew that went SUPER fast and levelled up together then you were stuck doing lots of solo stuff. Solo PvE in Darkfall makes for slow skill gains (at least compared to grouping). DF could use about 10 times the soloable content it currently has (or had a few months ago when I last logged in).
Still, like most games, this one is a completely different experience if you even have 3-4 people you can log in and play with on a consistent basis, even if all of you are newbs. Title: Re: Darkfall "Released" Post by: LC on September 16, 2010, 03:14:20 PM No special build. It was a shaman. I got lots of groups. Doesn't really matter for WoW, fella. But knowing you, these groups likely provided certain exploitational advantages. We were just discussing you and jachyra on irc not long ago. You know I would never condone or participate in any cheating/exploitation. Especially if the goal was to bypass boring shit I've been doing in every mmo since UO. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 16, 2010, 06:52:45 PM DF suffers from much of the same issues WoW did in early release. If you were not part of the crew that went SUPER fast and levelled up together then you were stuck doing lots of solo stuff. Solo PvE in Darkfall makes for slow skill gains (at least compared to grouping). DF could use about 10 times the soloable content it currently has (or had a few months ago when I last logged in). Still, like most games, this one is a completely different experience if you even have 3-4 people you can log in and play with on a consistent basis, even if all of you are newbs. At the high end of the game there's not enough group content, most gold/material harvesting is done efficiently solo vs. medium-hard mobs, 2-4 vets mow down most spawns to the point where it's inefficient to pve with multiple people. And the super hard boss stuff like Dragons/Devils/Krakens dont have enough loot really for 5-8 people. the xpac has a pve revamp which includes new dungeons with more group challenge, and world spawns, etc. that are worth killing for 2-10 people. Will add more world pvp if there's more groups running around to pve hotspots. Title: Re: Darkfall "Released" Post by: Arthur_Parker on September 17, 2010, 12:15:57 AM Real or epic troll, I can't decide which would be funnier. He is a troll. We had him in our alliance (maybe clan as well) for a while. He's a bit of a whiny bitch in person. He was a decent pvper, but we had guys that were a lot better. Got to give him credit for effort, 13,160 posts (http://club.ign.com/b/about?username=Dread_Og&which=boards) Title: Re: Darkfall "Released" Post by: Draegan on September 17, 2010, 06:12:34 AM It took you 250 hours to hit level 40? You did something wrong. Or you suck at video games. It should not take you 10 days of playing time to get a "good base" for a character. I told you, I was mulling around a lot, I was RPing back in those days. I think my very first character took 17 days played to 60 because of it. Then again, my second character I didn't RP took well under half that time. More to the point, I think getting to level 80 now from level 1 probably takes in the range of a week played possibly more? I haven't leveled any characters 1-80. My point being that 250 hours is not a terribly huge amount of time in an MMO. I don't know how long 1-80 takes these days if you're fresh, but with some knowledge, i.e. this isn't your first MMOG, it probably takes 2-4 days played. Title: Re: Darkfall "Released" Post by: Malakili on September 17, 2010, 07:45:15 AM It took you 250 hours to hit level 40? You did something wrong. Or you suck at video games. It should not take you 10 days of playing time to get a "good base" for a character. I told you, I was mulling around a lot, I was RPing back in those days. I think my very first character took 17 days played to 60 because of it. Then again, my second character I didn't RP took well under half that time. More to the point, I think getting to level 80 now from level 1 probably takes in the range of a week played possibly more? I haven't leveled any characters 1-80. My point being that 250 hours is not a terribly huge amount of time in an MMO. I don't know how long 1-80 takes these days if you're fresh, but with some knowledge, i.e. this isn't your first MMOG, it probably takes 2-4 days played. That honestly strikes me as pretty fast. Maybe you can get away with that if you have full heirlooms though. Title: Re: Darkfall "Released" Post by: tmp on September 18, 2010, 05:25:11 AM I don't know how long 1-80 takes these days if you're fresh, but with some knowledge, i.e. this isn't your first MMOG, it probably takes 2-4 days played. And well, 4 days /played is still ~2-3 months if you play it 1-2 hours a day. Title: Re: Darkfall "Released" Post by: Threash on September 18, 2010, 12:49:13 PM It took you 250 hours to hit level 40? You did something wrong. Or you suck at video games. It should not take you 10 days of playing time to get a "good base" for a character. I told you, I was mulling around a lot, I was RPing back in those days. I think my very first character took 17 days played to 60 because of it. Then again, my second character I didn't RP took well under half that time. More to the point, I think getting to level 80 now from level 1 probably takes in the range of a week played possibly more? I haven't leveled any characters 1-80. My point being that 250 hours is not a terribly huge amount of time in an MMO. I don't know how long 1-80 takes these days if you're fresh, but with some knowledge, i.e. this isn't your first MMOG, it probably takes 2-4 days played. 70-80 took me about that long with a hunter in full black temple epics. Title: Re: Darkfall "Released" Post by: Chinchilla on September 19, 2010, 11:13:09 AM So I on Friday got indirectly hooked up with this guy. He was mining and I came up to share in the ore. Now I had read in the forums that each node is instanced so u don't take from others. Well seems I might have misread. So he turns around and starts attacking me (melée). I run away and few seconds later come back. He then starts in on me with arrows. I them notice his public chat saying "don't be a prick". More to be contined food time...
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 19, 2010, 11:53:05 AM yeah they arent instanced, they have a finite amount of resources (51 or 52) and respawn every 2 or 3 hours I forget.
Title: Re: Darkfall "Released" Post by: Draegan on September 19, 2010, 11:53:26 AM It took you 250 hours to hit level 40? You did something wrong. Or you suck at video games. It should not take you 10 days of playing time to get a "good base" for a character. I told you, I was mulling around a lot, I was RPing back in those days. I think my very first character took 17 days played to 60 because of it. Then again, my second character I didn't RP took well under half that time. More to the point, I think getting to level 80 now from level 1 probably takes in the range of a week played possibly more? I haven't leveled any characters 1-80. My point being that 250 hours is not a terribly huge amount of time in an MMO. I don't know how long 1-80 takes these days if you're fresh, but with some knowledge, i.e. this isn't your first MMOG, it probably takes 2-4 days played. 70-80 took me about that long with a hunter in full black temple epics. I took you 80 hours to from 70-80? At the worst it should take you 3-4 hours per level. That's only 40 hours. Title: Re: Darkfall "Released" Post by: Chinchilla on September 20, 2010, 08:29:20 PM So to continue my story for those that are curious. After he attacks me with arrows and I them walk up and we start fighting a little. He is more blocking than anything else and isn't fighting back. I eventually get little tired of hitting him using my newbie 2h sword and instead I go off to harvest my own ore and a vein that is eye ... More later. Interrupted again.
Title: Re: Darkfall "Released" Post by: Nija on September 20, 2010, 08:31:16 PM The hell is wrong with you? Put it in notepad.
Title: Re: Darkfall "Released" Post by: Chinchilla on September 21, 2010, 06:48:04 AM The hell is wrong with you? Put it in notepad. Girlfriend keeps interrupting me. I have been typing this on my IPhone while she plays slots or Roulette at the casino but each time she has had to go or something. She has won some pretty decent cash though. I'll continue it and post it all as one msg. This broken up stuff is annoying. Title: Re: Darkfall "Released" Post by: Brogarn on September 21, 2010, 03:23:15 PM :facepalm:
Title: Re: Darkfall "Released" Post by: Ghambit on September 21, 2010, 03:52:01 PM :popcorn:
Title: Re: Darkfall "Released" Post by: Rasix on September 21, 2010, 03:57:10 PM The hell is wrong with you? Put it in notepad. Girlfriend keeps interrupting me. I have been typing this on my IPhone while she plays slots or Roulette at the casino but each time she has had to go or something. She has won some pretty decent cash though. I'll continue it and post it all as one msg. This broken up stuff is annoying. The hell is wrong with you? Title: Re: Darkfall "Released" Post by: Chinchilla on September 22, 2010, 01:06:46 AM Didn't mean broken up as we are broken up. Meant it as that the message/post being broken up is annoying.
Title: Re: Darkfall "Released" Post by: Stabs on September 22, 2010, 03:19:06 AM That's a relief. We were on the edge of our seats here. Really.
Title: Re: Darkfall "Released" Post by: K9 on September 22, 2010, 07:02:50 AM This reminds me of those bash quotes where someone posts something like "wow, my house is on fire".
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 22, 2010, 07:44:20 AM Uhg they really need to hurry up with this expansion. They had some major technical hurdles with some of the engine tweaks, so it's been delayed since it's original ETA in July. People can live with that since no one wants some buggy pos released, but the game is definitely stagnating with basically no updates since when there was a major game balance patch mid-June which has proven to not be very successful over the long term (nerfed AOE nuke spamming mages & mounted combat, and replaced it with overpowered insta-hit ray spell bursting which also added a new min/maxer grind to get all 7 rays high), and the last new content patch was at the beginning of April, it was fairly minimal too.
The game has a lot of changes planned for the next 6 months that it really needs, but these technical delays (supposedly they are in their final testing now) for months really have the population stagnating. A month ago my alliance would have 45-60 players online at peak on a good night, now we are down to 20-30. AV is really at a critical juncture here. It's been a very long summer between lack of patching between June and now, poor dev communication, June balance changes that blunted some of the dynamism of high level PvP combat, and network/hardware problems on both the Euro and American servers, resulting in the active population levels noticibly suffering. The good news the players who left are still fans who will come back once they see positive results and the game is still very solid at it's core and oozes potential. Now AV needs to bring it to the next level out of it's arguably current betaish state, and need to deliver some very solid balance and content expansions in the next 4 months, starting with a major xpac in the next 2 weeks. Title: Re: Darkfall "Released" Post by: Draegan on September 22, 2010, 08:23:48 AM I don't think you should be surprised at all that.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 22, 2010, 11:28:53 AM Well, they are doing it properly by making sure everything works and it is a positive addition to the game, lots of games botch this sort of major expansion (Eve players dont sound thrilled with CCP's latest offerings). It is just tough to wait and play the game through these delays while your buddies are checking out in the meantime.
Title: Re: Darkfall "Released" Post by: WayAbvPar on September 23, 2010, 09:52:09 AM They need to hurry. I have NHL 11 and Civ V clamoring for attention already, and FIFA 11 comes out next week. I am going to have a hard time justifying $15 a month for a game I log in to afk swim a couple of times a week.
Title: Re: Darkfall "Released" Post by: Chinchilla on September 24, 2010, 05:44:39 PM So give me your opinion on this gaming rid I put together. Seriously considering ordering it. Going to order from IBuyPower because I don't have the time nor really want to bother with tech supporting my own stuff and they come with it for 3 years included. So what you guys think?
Back2School Intel X58 Special Case ( NZXT Tempest EVO Gaming Case - Black ) Case Lighting ( None ) iBUYPOWER Labs - Noise Reduction ( None ) iBUYPOWER Labs - Internal Expansion ( None ) Processor ( Intel® Core™ i7 950 Processor (4x 3.06GHz/8MB L3 Cache) ) iBUYPOWER PowerDrive ( None ) Processor Cooling ( Liquid CPU Cooling System [SOCKET-1366] - [Free Upgrade] Standard 120mm Fan ) Memory ( 6 GB [2 GB X3] DDR3-1600 - A-DATA Gaming Series ) Video Card ( NVIDIA GeForce GTX 460 - 1GB - Single Card ) Video Card Brand ( Major Brand Powered by ATI or NVIDIA ) Motherboard ( [SLI] ASUS P6X58D-E ) Motherboard USB / SATA Interface ( Motherboard default USB / SATA Interface ) Power Supply ( 750 Watt -- Corsair CMPSU-750TX ) Primary Hard Drive ( 1 TB HARD DRIVE -- 64M Cache, 7200 RPM, 6.0Gb/s - Single Drive ) Data Hard Drive ( None ) Optical Drive ( 24X Sony Dual Format/Double Layer DVD±R/±RW + CD-R/RW Drive - Black ) 2nd Optical Drive ( None ) Flash Media Reader/Writer ( 12-In-1 Internal Flash Media Card Reader/Writer - Black ) Meter Display ( None ) Sound Card ( Creative Labs Sound Blaster Audigy SE ) Network Card ( Onboard LAN Network (Gb or 10/100) ) Operating System ( Microsoft Windows 7 Home Premium + Office Starter 2010 (Includes basic versions of Word and Excel) - 64-Bit ) Keyboard ( iBUYPOWER USB Keyboard - Black ) Monitor ( None ) 2nd Monitor ( None ) Speaker System ( None ) Power Protection ( None ) Headset ( None ) Video Camera ( None ) Advanced Build Options ( Tuniq TX-2 High Performance Thermal Compound - The best interface between your CPU and the heatsinks ) Warranty ( Standard Warranty Service - Standard 3-Year Limited Warranty + Lifetime Technical Support ) Rush Service ( Rush Service Fee (not shipping fee) - No Rush Service, Estimate Ship Out in 5~10 Business Days ) Title: Re: Darkfall "Released" Post by: Chinchilla on September 24, 2010, 05:50:46 PM The above spec is $1,300. The original was $1,600. Are the changes worthwhile to lower the price?
My original setup was this... Back2School Intel X58 Special Case ( Antec Nine Hundred Two Gaming Case - Black ) Case Lighting ( None ) iBUYPOWER Labs - Noise Reduction ( None ) iBUYPOWER Labs - Internal Expansion ( None ) Processor ( Intel® Core™ i7 950 Processor (4x 3.06GHz/8MB L3 Cache) ) iBUYPOWER PowerDrive ( None ) Processor Cooling ( Liquid CPU Cooling System [SOCKET-1366] - [Free Upgrade] Standard 120mm Fan ) Memory ( 6 GB [2 GB X3] DDR3-1600 - A-DATA Gaming Series ) Video Card ( NVIDIA GeForce GTX 460 - 1GB - SLI Mode (Dual Cards) ) Video Card Brand ( Major Brand Powered by ATI or NVIDIA ) Motherboard ( [SLI] ASUS Sabertooth X58 ) Motherboard USB / SATA Interface ( Motherboard default USB / SATA Interface ) Power Supply ( 750 Watt -- Corsair CMPSU-750TX ) Primary Hard Drive ( 30 GB Kingston SSDNow V Series MLC SSD - Single Drive ) Data Hard Drive ( 1 TB HARD DRIVE -- 64M Cache, 7200 RPM, 6.0Gb/s - Single Drive ) Optical Drive ( 24X Sony Dual Format/Double Layer DVD±R/±RW + CD-R/RW Drive - Black ) 2nd Optical Drive ( None ) Flash Media Reader/Writer ( 12-In-1 Internal Flash Media Card Reader/Writer - Black ) Meter Display ( None ) Sound Card ( Creative Labs Sound Blaster Audigy SE ) Network Card ( Onboard LAN Network (Gb or 10/100) ) Operating System ( Microsoft Windows 7 Home Premium + Office Starter 2010 (Includes basic versions of Word and Excel) - 64-Bit ) Monitor ( None ) 2nd Monitor ( None ) Speaker System ( None ) Power Protection ( None ) Headset ( None ) Video Camera ( None ) Advanced Build Options ( Tuniq TX-2 High Performance Thermal Compound - The best interface between your CPU and the heatsinks ) Warranty ( Standard Warranty Service - Standard 3-Year Limited Warranty + Lifetime Technical Support ) Rush Service ( Rush Service Fee (not shipping fee) - No Rush Service, Estimate Ship Out in 5~10 Business Days ) Sub Total: $1,642.00 Title: Re: Darkfall "Released" Post by: Rendakor on September 24, 2010, 06:10:27 PM We have a thread for this. :oh_i_see:
Title: Re: Darkfall "Released" Post by: Rasix on September 24, 2010, 10:23:08 PM Here too? Jesus fucking christ.
The hell is wrong with you? Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 25, 2010, 10:32:54 AM Not a hardware expert or anything but I bought an iBuypower 937i a few months ago and it runs DF perfectly.
http://www.tigerdirect.ca/applications/SearchTools/item-details.asp?EdpNo=5395929&Sku=I455-93700 Title: Re: Darkfall "Released" Post by: Chinchilla on September 26, 2010, 11:28:38 AM Here too? Jesus fucking christ. The hell is wrong with you? I posted it here first, but figured since no one looks in here it wouldn't be noticed. That "thread" for this isn't all that great. Which thread is that because the oen I posted it in is from another poster and not clearly labeled as "all PC questions or builds go here". No one really answers much and what the conversatinos are all about is about something else. Title: Re: Darkfall "Released" Post by: tgr on September 26, 2010, 02:48:08 PM Well, they are doing it properly by making sure everything works and it is a positive addition to the game, lots of games botch this sort of major expansion (Eve players dont sound thrilled with CCP's latest offerings). It is just tough to wait and play the game through these delays while your buddies are checking out in the meantime. The main problems we've had with the last major expansions were that CCP made the SOV system suck absolute ass to attack, and they made the whole "attacking" (or for a long while even just "travelling") also suck ass. I haven't seen much bitching about it the last month or so, so I suppose they've finally fixed the worst issues.Title: Re: Darkfall "Released" Post by: WayAbvPar on September 30, 2010, 11:12:15 AM Expansion set for Tuesday (http://forums.darkfallonline.com/showthread.php?p=4531590#post4531590)
Hope this breathes some life into the game. Doesn't sound like they addressed the grind much, which is really a shame. Title: Re: Darkfall "Released" Post by: Nebu on September 30, 2010, 11:44:25 AM Hope this breathes some life into the game. Doesn't sound like they addressed the grind much, which is really If they removed the grind, I know a decent number of DAoC/WAR players that would hop on the bandwagon. Apparently the devs don't want new players. Title: Re: Darkfall "Released" Post by: Draegan on September 30, 2010, 12:23:21 PM Are there some cliffnotes on what's changing?
Title: Re: Darkfall "Released" Post by: pxib on September 30, 2010, 05:53:08 PM If they removed the grind, I know a decent number of DAoC/WAR players that would hop on the bandwagon. Apparently the devs don't want new players. Yeah but then they'd lose their established base. As WoW demonstrates, it's only okay to remove the grind once new grind renders it obsolete. If the grind is still determining present day epeen, the folks who wasted time doing it tend to be upset when they're getting beaten up by cheap upstarts with a little gameplay finesse. In Darkfall's case, that proud old guard is all they have left.Offending their entire current player base to attract bandwagon jumpers is a risk I'm not sure they can afford. A Planetsidesque breadth vs. depth focus would have served them well. Copying UO PvP was unwise. Title: Re: Darkfall "Released" Post by: Chinchilla on September 30, 2010, 08:21:34 PM I still don't see all this "grind" talk. I have been viable in PVP enough with no grinding. My only maybe "technical" grind I guess is AFK swimming. Sure I don't kill vet/experienced players yet. I'd be stupid to expect that. But I have been able to stand my ground fairly decent.
Title: Re: Darkfall "Released" Post by: Rendakor on September 30, 2010, 09:52:30 PM AFK swimming is the purest definition of grind: something so obnoxious and annoying that you have to automate it. :uhrr:
Title: Re: Darkfall "Released" Post by: Nebu on October 01, 2010, 06:30:58 AM Sure I don't kill vet/experienced players yet. I'd be stupid to expect that. Why would you be stupid to expect that? Shouldn't the winner of pvp be the player with the greatest skill? This is the core problem. Title: Re: Darkfall "Released" Post by: Malakili on October 01, 2010, 08:16:33 AM Sure I don't kill vet/experienced players yet. I'd be stupid to expect that. Why would you be stupid to expect that? Shouldn't the winner of pvp be the player with the greatest skill? This is the core problem. This is more or less why PvP in RPGs is doomed to mediocrity in my mind. No matter how good it is, its never as compelling for me long term as say, Quake or Starcraft. Something that is highly player skilled based but has the giant open world mechanics of an MMO is the holy grail for me, but I haven't seen much outside of World War 2 Online, and while I do love that game, the pace is incredibly slow, I generally play it in couple month spurts. Darkfall does better than most RPGs though, don't get me wrong. The key is that its group based, not 1v1 based (largely like EVE). Even if you can't kill people one v one, you can be doing things that are helping your side win in a very immediate way. Compare to the other extreme like WoW where on day one you'd die to one tick of incidental AoE from a max level character. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on October 01, 2010, 08:36:53 AM If they removed the grind, I know a decent number of DAoC/WAR players that would hop on the bandwagon. Apparently the devs don't want new players. Yeah but then they'd lose their established base. As WoW demonstrates, it's only okay to remove the grind once new grind renders it obsolete. If the grind is still determining present day epeen, the folks who wasted time doing it tend to be upset when they're getting beaten up by cheap upstarts with a little gameplay finesse. In Darkfall's case, that proud old guard is all they have left.Offending their entire current player base to attract bandwagon jumpers is a risk I'm not sure they can afford. A Planetsidesque breadth vs. depth focus would have served them well. Copying UO PvP was unwise. The majority of the playerbase has been petitioning for less grind for as long as I've been playing. Only a small sub-sect of mega-RPG achievers are definitely not in favour of a huge grind. It's quite clear AV loses players over this. Though they've taken some small steps to reduce the grind over the past year but I think AV is using a longish skill grind as a substitute for content to at least keep the more hardcore focused while they add content to give people more stuff to do. They've really talked up their "Darkfall 2010" content expansion (of which Tuesday's xpac is a part of) as being a whole new game, tons of sandbox content (along with more specialization sub classes that will reduce necessary skills). At that point I think they'll reduce the grind and launch a marketing campaign to bring people in. ------------------------------- Had one of my most fun nights ingame so far last night. Dominion & friends (FU alliance) raided our city (Frostcoast) with about 13 people, we only had 6 or so ready (another 10 couldn't get geared in time or were recalling in) in the city right then. Our small group managed to rally across a defensive canyon that divides the city and hold them off for about 10 minutes but we were too outnumbered to draw them fully off the bank so the rest of our guys couldn't gear or get in and we were eventually swarmed when they organized a push across the bridges. Once they left the city about 5 minutes later we had 1 scout tail them while everyone else geared up and we rolled out a few mins later with about 16-17 people. Caught up with them a few minutes later on an open field, they took up a position around a large rock formation that had about a 30 foot radius base about 5 feet off the ground (so jumpable) and then a large rock in the middle with a flat top (maybe 20 feet high, 4 foot radius). They had overall some higher skilled players (one dude for example, the SG of Dominion, Fspy, was wearing dragon and infernal armour, they had some other well known and well geared players), but we outnumbered them (again maybe 12 vs 17). We had some newer guys in there with 2-3 month old characters, and they were not just deadweight so overall it was pretty even. The battle lasted 30 minutes, both sides kept a disciplined formation with lots of cross healing, excellent battle communication and teamowork on our end (something our alliance has really been focusing on the past months and we've really seen a massive improvement in our competitiveness). Both sides picked off a few until in the end I think some of their guys got a bit too aggressive and they started dropping faster, they probably stayed on their defensive rock formation too long while we slowly circled them, when presented with openings they sometimes partially attacked but seemed overall unsure how what to do and their attacks were mostly contained with solid mutual support. I managed to get 3 kills, including a really sweet one where I sniped one of our clan's longtime personal enemies off a ledge with magic kinetic pull spell (come hither) into the middle of 5 of us and we raped him. Overall non-stop action, long drawn out battle, sides evenly matched, solid teamwork both sides, really ebbed and flowed, all varieties of combat employed, archery, melee, support magic, direct magic, laying down big AOEs for suppression (they aren't very damaging, but pretty intimidating, really gets people scrambling when you drop a large ice cloud or tocix rainstorm on them). After we looted the battlefield and rode home we were attacked not 10 mins later by Sick Bastards and friends (MEX alliance). They brought 10 and we still had about 10 around geared and ready so we again rallied on the south side (across canyon) of our city and got ready. A few of their leaders came across rambo style while they rest goofed around killing naked by our bank, we killed two of their top dogs and the rest just melted away and routed, it became a general chase but half of them rallied a bit north of the city and a bunch of mini-fights broke out as our chase was spread out. Me and another guy basically 2 v 2'd two of them, including one of the most famous players in the game (Ogre SKG), he went after my buddy (a very strong mage who likes to fight in robes, so he looks weak dressed like that even though his cursed bolt spell hits like a truck), I took some bowshots at him and threw some heals on my wingman (this kind of support even a 2-3 week old character can do) and Ogre broke off too heal but his dodgeing pattern was too predictable and I kept pegging him in hte back. He tried to cast a blind but I saw him charging and looked away to dodge it then turned around and finished him. Got the gank off right as 2-3 of his friends came up and I was getting hit by a few spells as I got my axe down into his neck. Another furball ended up as a 2v2 as our reinforcements chased off theirs, I saved my mage friend again when the guy tried to melee him, he tried to blind, dodged it, then tried to shrap jump away (basically the DF version of quake rocket jumping/tribes skiing), but I pegged him twice in the back with my bow and the second shot killed him midair, sick kill and I got to watch his corpse fly 50 feet then I casually walked up and ganked him. Overall super fun night with over 60 mins of non-stop fighting where we beat all comers but not due to our superior vet characters (we only have maybe 3 guys with 75 int & archmage skill), but better squad tactics, teamwork and discipline, human skills that even newer guys can be a part of. ------- Darkfall can be an amazingly fun game, combing RPG and FPS in a much superior manner than even Planetside, I just hope AV can successfully complete their 2010 expansion, adding the positive content additions that the game needs, and then lure the players back with marketing and grind reduction, this game could be a huge hit by summer 2011 if they pull it off, just oozes potential. Title: Re: Darkfall "Released" Post by: Chinchilla on October 05, 2010, 12:02:53 PM Well the clan I was originally part of went away. The leader of the clan who was my buddy disbanded it and his reason was fairly goofy, but he did get us in on another clan. Originally we were setup with Combat Looters and NME. They both have nice cities (Zag and whatever that other one is called) with alot of mining nodes and you can for the most part mine in peace. Well after he disbanded we got us setup with NoX. Now NoX and their alliances are alot more aggressive and active than the Combat Looters alliance, but their city (Ymne or whatever it is) is located in what seems to be a not so mining node populated area. There are alot more fights there though so that is good in a way. In the few days we have been there, there has been like at least 1 raid on the city done daily or every other day at the very least. Their city is pretty good and using those cannons is a complete blast (which the Zag city does not have).
So what info do you guys know about those clans I have mentioned? I'm just curious because I don't really hear much info. I just play and do my best to kick ass. One of these days when my new job calms down I'll be able to get more involved in the policital scene. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on October 05, 2010, 04:16:07 PM I lived in Zag for a while there are 2 cannons overlooking the bridge to the city and they can be murder if you are ready for people who are coming, plus the crog is nice to train magic on. We ended up selling Zag cuz it's not a great city. We were also allied with Combat Looters but they were kind of idiots so we dropped them. Their leader is a good guy but there's a bunch of morons in the clan. Not very familiar with NoX, or their alliance they dont have much presence where we are.
Title: Re: Darkfall "Released" Post by: Cheddar on October 05, 2010, 07:59:23 PM I know what Chinch is looking for, love the guy. World.
Its dead, Jim. Everyone wants a game. DIKU FOREVER!!! Title: Re: Darkfall "Released" Post by: Nightblade on October 06, 2010, 01:39:36 PM Darkfall, now with actual content!
"expansion" patch notes: http://www.darkfallonline.com/expansion/0910.html It's named Hellfreeze by the way. Yeah. :oh_i_see: Title: Re: Darkfall "Released" Post by: Speedy Cerviche on October 06, 2010, 01:54:09 PM Looks like a pretty solid content addition.
I hope all the tweaks and such that are mentioned but haven't been posted are equally positive. Also now that they have this hurdle out of the way, hopefully they can get on a more regular schedule with less multi-month delays... :uhrr: Looks like we're about to get a shitload of action up in Frost Coast since Niflheim just got a lot of attention. Title: Re: Darkfall "Released" Post by: WayAbvPar on October 06, 2010, 02:10:57 PM Darkfall, now with actual content! "expansion" patch notes: http://www.darkfallonline.com/expansion/0910.html It's named Hellfreeze by the way. Yeah. :oh_i_see: Where are the DETAILED patch notes, ffs? They are holding onto them like a Puritan's virginity. Also- they obviously named it after its expected release date. Title: Re: Darkfall "Released" Post by: WayAbvPar on October 06, 2010, 02:16:11 PM I knew if I posted about it they would post them!
http://forums.darkfallonline.com/showthread.php?t=263048 6GB! Jeebus. Of course, 90% of that is the new textures. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on October 06, 2010, 02:58:07 PM Haha the disclaimer at bottom
Quote from: notes *The name of the expansion is not inspired in any way by the time it took to finally launch it. Like the Wall of force and ray nerf. Healing changes could be interesting too. Haha I just realized the ice dragon is gonna be basically on the DOORSTEP on my city if it's at Mount Eyrklas. Sweet! It's gonna be chaos on south-central Niflheim! I like the toggle switch to first person view in melee. As an ork it was terrible fighting a small race inside a house or corridor, my 3rd person camera would be bouncing around and I couldn't track them. All the new pve stuff seems great. Title: Re: Darkfall "Released" Post by: Nightblade on October 06, 2010, 03:49:10 PM League of legends has been boring me since I got to level 20, so I'm going to give this trial a shot... unless they revoked the trial offer in celebration of new players returning ala Global Agenda.
Title: Re: Darkfall "Released" Post by: WayAbvPar on October 06, 2010, 04:40:00 PM No fucking chance 1 hour is long enough for n00b protection. Maybe when the next expansion comes out and they unfuck the Byzantine UI, but now? It took me several times that just to figure out how to use half my abilities.
I like the consolidation of the loot on the lowbie mob corpses. Still gonna autoloot though =) Title: Re: Darkfall "Released" Post by: CaptainNapkin on October 06, 2010, 06:43:37 PM League of legends has been boring me since I got to level 20, so I'm going to give this trial a shot... unless they revoked the trial offer in celebration of new players returning ala Global Agenda. Free trial is still there. I finally decided to give it a go with the combo of the trial and GamersGate had the client for 15 bucks a few days ago. Not sure what I think so far, or if I'll have any real time to play. More likely I just threw more money away like I do every Steam sale. I'm a sucker for a game sale.Title: Re: Darkfall "Released" Post by: Chinchilla on October 08, 2010, 11:31:39 AM No fucking chance 1 hour is long enough for n00b protection. Maybe when the next expansion comes out and they unfuck the Byzantine UI, but now? It took me several times that just to figure out how to use half my abilities. I like the consolidation of the loot on the lowbie mob corpses. Still gonna autoloot though =) You use a script for autoloot? Is it a G15 or AutoIt script? Just wondering because I haven't messed around with that stuff much yet and I'd like get that kind of stuff setup once my desktop comes in. My current laptop as it is has a rough time playing the game to have another program in the background. Title: Re: Darkfall "Released" Post by: CaptainNapkin on October 08, 2010, 02:14:50 PM No fucking chance 1 hour is long enough for n00b protection. Maybe when the next expansion comes out and they unfuck the Byzantine UI, but now? It took me several times that just to figure out how to use half my abilities. I like the consolidation of the loot on the lowbie mob corpses. Still gonna autoloot though =) You use a script for autoloot? Is it a G15 or AutoIt script? Just wondering because I haven't messed around with that stuff much yet and I'd like get that kind of stuff setup once my desktop comes in. My current laptop as it is has a rough time playing the game to have another program in the background. Title: Re: Darkfall "Released" Post by: Nightblade on October 11, 2010, 12:36:18 AM So I lasted about an hour and a half through the trial before /uninstalling.
I'll say this, Darkfall sure as hell makes you appreciate games that are actually fun. ' Didn't help that I had to download a shitty updated driver that killed my TF2 performance just to get this game to work properly with my dual monitor setup. Title: Re: Darkfall "Released" Post by: Malakili on October 11, 2010, 04:38:58 AM I'll say this, Darkfall sure as hell makes you appreciate games that are actually fun. ' What was it you didn't like? Was it the game's lack of direction? The mechanics? Title: Re: Darkfall "Released" Post by: Hawkbit on October 11, 2010, 05:03:39 AM It's not my bag of chips, but it's got fun in it. Like EVE, it is nearly 100% dependent on getting in with a decent group of other people right from the start. Without other people, it's just an empty experience.
Title: Re: Darkfall "Released" Post by: WayAbvPar on October 11, 2010, 09:47:46 AM I play it solo while listening to my clanmates on TS :awesome_for_real:
I didn't play at all for a couple of weeks, and then took a couple of days finding the right way to download the patch :facepalm: ). Played a bit over the weekend and got hooked again. Finally got my wisdom to 40, so I started crafting. Now that I can make armor to grind/farm in, losing it won't be nearly as painful. As for the autoloot- I use an auto-it script- Code: Global $wTitle = "Darkfall Online"; Also have one for gathering that has a rest cycle built in. There are tons of others, but i don't have the skills/spells yet for most of them. Title: Re: Darkfall "Released" Post by: Nightblade on October 11, 2010, 08:43:49 PM I'll say this, Darkfall sure as hell makes you appreciate games that are actually fun. ' What was it you didn't like? Was it the game's lack of direction? The mechanics? Let's start with the mechanics. If you're sitting down in an MMORPG and you're prompted with "Your mastery of REST has increased!" something is seriously wrong. Why does a basic skill like "rest" need a mastery? Why does RUNNING and SPRINTING, basic functions need mastery? I mean crap, if there was a way to attach grind to the act of crouching Im sure they would have thrown that in too. Does it add to the depth of the game? No. Why is it there? Who the hell knows. I had tried this game earlier, so I pretty much knew my away around a few of the newbie areas. I started off as a human and wandered the monkfield area looking for this new supposedly grind reducing dungeon after doing a few of my starter quests. I was greeted with the usual desolate world and population... Well wait; that's not entirely true. I did see one person; who proceeded to ride around me mounted for about 4 minutes slashing away at me in vain (new player protection). Eventually, I reached some... place of interest. An area populated largely by zombies that I've never seen before. I found a chest that had a pair of knives inside, having nothing else I put them on and tried them out to discover that my newbie weapon out performed it dramatically. I killed a few zombies and fled from the oncoming adds by exploiting their poor ai. (Standing behind a wall as the zombie just shot magic missles at the wall seperating us). After doing a bit of research, I discovered that buff stacking was still there, so before every "real" fight, you need to have a requisite 18 rows of buffs(exaggeration) in order to be up to par. Stat grinding was still there, and the game at it's most fundamental level was still broken and unfun. Population issues aside, I can't say much else that the game is just a boring, hamfisted attempt at making a coherent RPG. I can't help but think, as I'm waddling very slowly through this giant empty world of theres "You know, if I fired up ____ right now, I could be having fun". The game could be interesting, all it needs is a better engine, a better regen system, consolidated buffs, consolidated skills, balanced skillsets that allow people this "freedom" that they harp on about all of the time, a non retarded interface, an alignment system that actually worked, an interesting world... There's probably more. Really, I love the idea of an open world FPS ish rpg, but in practice within this game... Chasing around a goblin whos running around in random jagged lines isn't a step up from fighting scripted mobs. Title: Re: Darkfall "Released" Post by: Sheepherder on October 12, 2010, 12:09:44 AM Sounds like a Bethesda game.
Title: Re: Darkfall "Released" Post by: patience on October 12, 2010, 02:53:27 AM You have gained level 11 in acrobatics.
Title: Re: Darkfall "Released" Post by: Rendakor on October 12, 2010, 07:51:01 AM Glad I'm not the only one thinking this sounds like Elder Scrolls: Full Retard.
Title: Re: Darkfall "Released" Post by: WayAbvPar on October 12, 2010, 08:33:45 AM I think that is what I like about it. Everything I do levels something remotely useful. Gathering and crafting actually help your attributes. I can choose to work toward whatever goal I want. It is the very opposite of most games where leveling is basically a ride through a theme park.
Title: Re: Darkfall "Released" Post by: DLRiley on October 12, 2010, 08:50:37 AM Darkfall reminds me of the good old days when online gamers didn't bathe.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on October 12, 2010, 10:36:56 AM The skill thing is a copy of UO, there was a skill in that game for stuff like lighting campfires. Is it a bit silly to have a run skill? maybe. But some people like that sort of thing.
The AI is decent, PvE is nothing special but it's entertaining enough with manual aim and the AI is a bit random but not completely braindead. The AI will NOT repeatedly shoot at you with no line of sight so that sounds wrong, can dodge behind obstacles but it wont try range attacks if it has no shot. The one dumb thing about the AI is what causes it to run from a player, it gets stuck in "ranged" mode and tries to avoid a player when its got its bow or staff out, and doesnt take out it's melee weapon. You can either keep running it around and backshotting it with a bow/spells or just stop, let it shoot a couple of times (parry) and then close again and it shouldnt run this time. There's only 5 buffs that are very strong (spell/melee/arrow haste, and iron skin, arrow ward, and I guess specific elemental damage too if know you're about to face that magic), any others are just marginal stat boosts and not a big deal. Of those 5, 4 are pretty tactical, buff others with shortish (2 minute) durations, so you try and hit a guy with them right before jumping into combat. You dont always have time, they can cost you a lot of mana, and it takes some teamwork to make sure your whole squad is buffed, so they are hardly on the level of the buff bots of some games. Yes you can stack 15 self buffs, all stats and a bunch of protections but self buffs are only adding like 10 stat points and maybe 2 protection points, a very marginal gain. It's been said many times, join a good clan, that is the fun part of the game, that's where the rewarding battles happen, where DF shines. You're not seeing much of DF wandering around a newbie area for 90 minutes, scoffing at your few AI encounters, then uninstalling. Obviously the game still needs a lot of work but if you are looking for a challenging MMO RPG/FPS and are willing to deal with the game's rough edges, Darkfall is the only decent option out there and can be a very fun & exciting game. Title: Re: Darkfall "Released" Post by: Nightblade on October 12, 2010, 01:05:31 PM The skill thing is a copy of UO, there was a skill in that game for stuff like lighting campfires. Is it a bit silly to have a run skill? maybe. But some people like that sort of thing. The AI is decent, PvE is nothing special but it's entertaining enough with manual aim and the AI is a bit random but not completely braindead. The AI will NOT repeatedly shoot at you with no line of sight so that sounds wrong, can dodge behind obstacles but it wont try range attacks if it has no shot. The one dumb thing about the AI is what causes it to run from a player, it gets stuck in "ranged" mode and tries to avoid a player when its got its bow or staff out, and doesnt take out it's melee weapon. You can either keep running it around and backshotting it with a bow/spells or just stop, let it shoot a couple of times (parry) and then close again and it shouldnt run this time. There's only 5 buffs that are very strong (spell/melee/arrow haste, and iron skin, arrow ward, and I guess specific elemental damage too if know you're about to face that magic), any others are just marginal stat boosts and not a big deal. Of those 5, 4 are pretty tactical, buff others with shortish (2 minute) durations, so you try and hit a guy with them right before jumping into combat. You dont always have time, they can cost you a lot of mana, and it takes some teamwork to make sure your whole squad is buffed, so they are hardly on the level of the buff bots of some games. Yes you can stack 15 self buffs, all stats and a bunch of protections but self buffs are only adding like 10 stat points and maybe 2 protection points, a very marginal gain. It's been said many times, join a good clan, that is the fun part of the game, that's where the rewarding battles happen, where DF shines. You're not seeing much of DF wandering around a newbie area for 90 minutes, scoffing at your few AI encounters, then uninstalling. Obviously the game still needs a lot of work but if you are looking for a challenging MMO RPG/FPS and are willing to deal with the game's rough edges, Darkfall is the only decent option out there and can be a very fun & exciting game. The game should be interesting enough from the start and be able to stand on it's own. I didn't mention this earlier, but I also played this game previously for about a week and a half; I was an Orc. Hiding and running from players I could do nothing against was admittedly a bit exciting at first, but began to wear thin when they started shooting Dragon Ball Z style fireballs at me despite me being in the safety of towers. Another favorite pass time of theirs was standing just outside of town and letting the 4/5 newbies who were trying to leave town shoot low level projectiles at him/them. Anyone who tried to leave was cut down quickly. For PVE, I found the novelty of manual aim wore off quickly as I found myself hacking away at goblins (and it's always goblins in every new area) instead of having the game aim for me. My favorite thing about every single newbie area is the three time of generic enemies that are littered around each one: 1 - The weak goblin you're a actually a match for 2 - The slightly stronger goblin that puts up a better fight, but not impossible. 3 - The Goblin Shaman who's inexplicably stronger in all aspects and will tear out your soul and floss with it. Can only be killed with arrows early on and will frequently add and mix in with mobs you can actually kill / need for a quest... Not really something you want to put against someone who's naked, wielding a starter sword and still trying to figure out the ass backwards UI. I don't know, I think I've given the game a fair shot between this and my last try months ago. If not: how much do I need to play a game I don't like in order to actually have a valid opinion on it? It's the game's job to entertain or pull in the player. The game's site makes constant claims of freedom, but I guess you need to 1 - Join a clan 2- Build your character like this, oh btw this this and this is useless don't do it 3 - Go harvest and craft even if you don't usually craft in these games 4 - OH YEAH do this title quest where you need to kill 100 of this 75 of that 45 of this and so on. Admittedly, I didn't get to the real pvp combat, but from what I've seen and actually practiced in, there's a lot of sprinting, and since sprinting doesn't inhibit your ability to change direction; I found it effective to just sprint around in random directions whilst running from my many attackers. It probably gets a bit more interesting once you put in the necessary 40+ hours of chopping wood and spell grinding though, but the mechanics are already so loose and shoddy; I can't see myself liking even the high end stuff. Title: Re: Darkfall "Released" Post by: waffel on October 12, 2010, 01:18:09 PM The PvP videos I watched on youtube that were "cool" "awesome" and "well done" based on replies on the Darkfall forum involved:
-Running all over the places being chased by people spamming fireballs/arrows at you. -While running away you I guess spam cast a heal spell over, and over, and over, and over, and over. -Maybe cast some rocketjump-and-then-bunnyhop-with-the-momentum spell to get further away/closer to people -Maybe cast a mount and ride around until it died Melee combat involved: -Randomly swing weapon while spinning in circles hoping you hit -Jumping, running, and using LoS exploits/geometry to avoid hits -Casting a heal spell a bunch Needless to say, it didn't look fun in any way. Title: Re: Darkfall "Released" Post by: DLRiley on October 12, 2010, 04:29:46 PM Darkfall is 40% nostaglia, 20% e-peen, and 60% arm chair.
Title: Re: Darkfall "Released" Post by: WayAbvPar on October 13, 2010, 10:02:39 AM Have you actually played it?
Title: Re: Darkfall "Released" Post by: Zzulo on October 13, 2010, 10:56:12 AM I agree, the game looks incredibly unappetizing. I love PvP but I just couldn't justify spending money on a game looking like that.
Title: Re: Darkfall "Released" Post by: Nija on October 13, 2010, 11:12:21 AM I mean crap, if there was a way to attach grind to the act of crouching Im sure they would have thrown that in too. When I last played in beta, crouching = sneaking, and I went afk auto running, while crouched, in water, against a wall. To raise swimming and sneaking. Shit is retarded. I made it about 2 days in beta at a point when the server was only up like 2-3 hours a day. Title: Re: Darkfall "Released" Post by: Paelos on October 14, 2010, 07:19:31 AM I mean crap, if there was a way to attach grind to the act of crouching Im sure they would have thrown that in too. When I last played in beta, crouching = sneaking, and I went afk auto running, while crouched, in water, against a wall. To raise swimming and sneaking. Shit is retarded. I made it about 2 days in beta at a point when the server was only up like 2-3 hours a day. Yep that's definitely MMOG Bethesda shit right thur. Title: Re: Darkfall "Released" Post by: Chinchilla on October 17, 2010, 07:02:20 PM I play it solo while listening to my clanmates on TS :awesome_for_real: I didn't play at all for a couple of weeks, and then took a couple of days finding the right way to download the patch :facepalm: ). Played a bit over the weekend and got hooked again. Finally got my wisdom to 40, so I started crafting. Now that I can make armor to grind/farm in, losing it won't be nearly as painful. ..... Also have one for gathering that has a rest cycle built in. There are tons of others, but i don't have the skills/spells yet for most of them. Thank you for that script! I have tried a few AutoIt's, but never had any luck with them running. Not sure if its my crappy PC or soemthing. I'll try them again. I would have responded sooner, but I just got back from a 5 day cruise. Did you find those other scripts you mention on the AutoIt Forums? Title: Re: Darkfall "Released" Post by: WayAbvPar on October 18, 2010, 09:42:50 AM I got them from my clan. I imagine there are tons on the autoit forums or elsewhere though.
Title: Re: Darkfall "Released" Post by: Chinchilla on October 21, 2010, 04:47:14 PM I got them from my clan. I imagine there are tons on the autoit forums or elsewhere though. Are you in the Goon squad? I don't remember so figured I'd ask. Title: Re: Darkfall "Released" Post by: WayAbvPar on October 22, 2010, 09:58:04 AM Aye. I am a member, but I run solo atm while I am trying to make myself useful. Getting close to maxing archery (it is at 90 or 89. something), and then I will work on grinding up some of the magic skills. GM is at like 44 or 45 so I am close to being able to get all the elementals, plus the runestone marking skill (which I desperately want). Will probably invest a few grand in leveling tailoring too, so I can make myself some bone armor to wear while I level magic.
Once I get to 350 HP, get witch's brew and level it a bit, max out archery, and get my crafting skills high enough to replace my losses, I will start PvPing in earnest. Thanksgiving or so, if I get enough play time in. The funny thing is I don't feel the need to play every day, and I still don't mind being way behind. It is an interesting journey, imo. Title: Re: Darkfall "Released" Post by: WayAbvPar on October 27, 2010, 11:56:09 AM Got Greater Magic to 50! Now I have all kinds of new spells and schools to level. N00b trick for leveling GM and Witchcraft- grab a couple hundreds regs and go into one of the capital city dungeons. The scumlings in there are not too dangerous (bring a melee weapon for backup in case you get swarmed though), so you can hit them with Rend and Needles over and over again. Fast leveling ftw.
Title: Re: Darkfall "Released" Post by: Shatter on October 27, 2010, 12:27:05 PM Reading your journey to trying to attain some level of pvpable avatar makes me want to kill a kitten
Title: Re: Darkfall "Released" Post by: Rasix on October 27, 2010, 12:28:10 PM Don't ruin it, we're all waiting for the moment of clarity.
Title: Re: Darkfall "Released" Post by: Shatter on October 27, 2010, 12:31:44 PM Don't ruin it, we're all waiting for the moment of clarity. It will be similar to realizing you just had sex with your sister Title: Re: Darkfall "Released" Post by: WayAbvPar on October 27, 2010, 12:55:05 PM Unless you have played it, don't knock it. It is a hell of a lot of fun. Apparently there is more achiever in my profile than I first figured. Or maybe the Killer part just wants power so it can get to work.
Title: Re: Darkfall "Released" Post by: Shatter on October 27, 2010, 01:08:48 PM Unless you have played it, don't knock it. It is a hell of a lot of fun. Apparently there is more achiever in my profile than I first figured. Or maybe the Killer part just wants power so it can get to work. Yes, I need to play it to appreciate how you have to grind out a bunch of skills and shit in order to participate in pvp and not be cannon fodder. Where can I signup for your newsletter, Im curious as to your thoughts on why FFXIV is futuristic thinking. As for your unless you played it shit, its getting old. Title: Re: Darkfall "Released" Post by: Nebu on October 27, 2010, 01:26:43 PM I need to give Darkfall an honest shot. I can tolerate a lot of grinding and shit pve mechanics if the endgame turns out to be worth the pain. I did play DAOC for 5+ years afterall.
Title: Re: Darkfall "Released" Post by: Der Helm on October 27, 2010, 02:06:54 PM I did play DAOC for 5+ years afterall. I never made it past level 20. I am reluctant to give Darkfall a try. :awesome_for_real:Title: Re: Darkfall "Released" Post by: Malakili on October 27, 2010, 05:00:32 PM I need to give Darkfall an honest shot. I can tolerate a lot of grinding and shit pve mechanics if the endgame turns out to be worth the pain. I did play DAOC for 5+ years afterall. The number one thing, as has been said, is that if you can go in with a guild that you can enter right away, the experience is just vastly superior. Title: Re: Darkfall "Released" Post by: Rendakor on October 27, 2010, 08:34:42 PM Everyone says that about Eve too, but despite a full F13 twinkage I didn't last more than a week.
Title: Re: Darkfall "Released" Post by: WayAbvPar on October 28, 2010, 09:29:56 AM Unless you have played it, don't knock it. It is a hell of a lot of fun. Apparently there is more achiever in my profile than I first figured. Or maybe the Killer part just wants power so it can get to work. Yes, I need to play it to appreciate how you have to grind out a bunch of skills and shit in order to participate in pvp and not be cannon fodder. Where can I signup for your newsletter, Im curious as to your thoughts on why FFXIV is futuristic thinking. As for your unless you played it shit, its getting old. Go troll somewhere else. It is tiresome. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on November 08, 2010, 11:20:37 AM I was on vacation 2 weeks but it looks like they will be adding an offline skill gain system (like Eve) in the next few weeks.
Skill gains should be on par with what you could achieve via afk macroing, but less than through active play (actually fighting mobs). I really like this as it will eliminate the messy macroing element of the game that avantages hardcore players. Even as someone who has macroed, I welcome this as setting up complicated macro programs is a pain, plus it wears on my computer, wastes bandwidth, to have to leave DF running at night and while I'm at work. Title: Re: Darkfall "Released" Post by: Nebu on November 08, 2010, 11:22:07 AM Why not just pay for stats? If a 3 month sub costs $45, then you should be able to just buy your way there for a similar price.
I know... I know... they can't do that because the wolves would be cheated out of 3 months worth of sheep. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on November 08, 2010, 11:36:44 AM Tolling aside, I don't know what would be a better solution for the problem of macroing in skill based games.
A"power hour" type deal could work. Oher games have historically just avoided it, AC with experience points, EVE with no active skill games. I never played SWG, what did they do? Title: Re: Darkfall "Released" Post by: Nebu on November 08, 2010, 11:52:27 AM It wasn't a troll. I'm dead serious as I'd play Darkfall were it not for the grind.
How about making the game fun out of the gate? It's a pvp game. Let people pvp without having to macro or afk skills. The days of requiring stupid cockblocks as a barrier to play are 5 years gone. WAR had the right idea but really screwed up by having a) too much cc, b) too many pve requirements, and c) too many class imbalances. Darkfall should be looking at WAR, grabbing the good bits, and adding to them. All of the components for making a decent pvp MMO are out there. Someone just needs to set aside the pointless dick-punching and allow players to spend their time fighting each other. Title: Re: Darkfall "Released" Post by: WayAbvPar on November 08, 2010, 12:08:06 PM Even if they 'charged' reagents and equipment wear for the equivalent skill gains that would occur from macroing it would be a win, since you wouldn't have those 'had 10k regs on me and accidentally killed myself because I mistimed my macro setup' situations, nor would you have to worry about getting killed and looted while AFK macroing. Cranking up skill gains on active mobs would be nice too, especially at skill levels below like 75. That would allow newer players access to more schools/spells/skills far sooner which would make them at least competent.
Title: Re: Darkfall "Released" Post by: Malakili on November 08, 2010, 12:32:46 PM Someone just needs to set aside the pointless dick-punching and allow players to spend their time fighting each other. I'm hoping for Tribes Universe to be honest. To try and keep this a little on topic though, I have to say that Darkfall is actually REALLY close to being a game I'd play regularly. In the end I just didn't have the time to play the way I wanted to though. World War 2 Online is seriously probably the best example of a PvP MMO out there right now in my opinion. Granted, its really for sim fans, so it isn't accessible for casual shooter fans for the most part. HOWEVER, their model of a giant war that goes to completion and resets the map when its over is fantastic, even campaign lasts anywhere from a month to a few months, the fighting is consistent and always "important" Title: Re: Darkfall "Released" Post by: Speedy Cerviche on November 08, 2010, 01:12:45 PM Even if they 'charged' reagents and equipment wear for the equivalent skill gains that would occur from macroing it would be a win, since you wouldn't have those 'had 10k regs on me and accidentally killed myself because I mistimed my macro setup' situations, nor would you have to worry about getting killed and looted while AFK macroing. Cranking up skill gains on active mobs would be nice too, especially at skill levels below like 75. That would allow newer players access to more schools/spells/skills far sooner which would make them at least competent. Yeah I still think the grind is a bit much, though this change will be another step toward reducing since it creates more skill gains for anyone who isn't macroing 24/7 (I'd say only 20% of players marco THAT much, so net gain for the other 80% of mostly newer & more casual players). If you draw a trendline from grindiness 18 months ago at release till now, there is a steady decline in the grind and this will further it. Title: Re: Darkfall "Released" Post by: Nebu on November 08, 2010, 01:42:02 PM If you draw a trendline from grindiness 18 months ago at release till now, there is a steady decline in the grind and this will further it. In DAoC I could level from 1-50 and be geared and ready for pvp in 24 hrs played. When Darkfall approaches this, I'll sign up. Title: Re: Darkfall "Released" Post by: WayAbvPar on November 08, 2010, 01:59:03 PM That is if you know exactly what you are doing. DF definitely takes longer, but I think it is a lot more fun to play.
Title: Re: Darkfall "Released" Post by: DLRiley on November 08, 2010, 07:50:32 PM It wasn't a troll. I'm dead serious as I'd play Darkfall were it not for the grind. How about making the game fun out of the gate? It's a pvp game. Let people pvp without having to macro or afk skills. The days of requiring stupid cockblocks as a barrier to play are 5 years gone. This is not a pvp game. It is a fantasy sim that just happens to allow you to skullfuck the player next to you in the slowest way possible. Title: Re: Darkfall "Released" Post by: Chinchilla on November 09, 2010, 11:55:58 AM I don't know. Last time I checked it does have open non-restricted Player vs. Player so doesn't that make it a PvP game?
Title: Re: Darkfall "Released" Post by: DLRiley on November 09, 2010, 12:01:22 PM I don't know. Last time I checked it does have open non-restricted Player vs. Player so doesn't that make it a PvP game? Let people pvp without having to macro or afk skills. Title: Re: Darkfall "Released" Post by: WayAbvPar on November 09, 2010, 04:05:43 PM This thread is for discussion of the game. If you haven't played it, have no desire to play it, and are in fact just here to piss in everyone's Cheerios, I highly suggest you fuck off to another thread or another website.
Title: Re: Darkfall "Released" Post by: Nebu on November 09, 2010, 04:27:22 PM It would have been interesting had I gone further back than a week... but...
From the Wurm thread: Aren't there any Amish NPCs that can pitch in and help? From the LotRO thread: It is like syphilis! Fun when you acquire it, but it goes downhill from there. :drill: People that live in glass houses and all that jazz. Title: Re: Darkfall "Released" Post by: Chinchilla on November 09, 2010, 04:49:52 PM I wonder how many ppl that post on this thread actually gave the game a decent go. And decent in mean like 2 weeks to maybe 1 month. Not a few hours.
Title: Re: Darkfall "Released" Post by: Nebu on November 09, 2010, 04:53:12 PM I wonder how many ppl that post on this thread actually gave the game a decent go. And decent in mean like 2 weeks to maybe 1 month. Not a few hours. I gave up rather quickly. So quickly in fact that I mistook another game for it in an earlier reply. When they remove even more of the grind I'll give it an honest shot. I am really wanting to play a pvp game, I just don't want it to feel like a job. That's a part of the reason why I've been following this thread. I want to try it... just not quite yet. Title: Re: Darkfall "Released" Post by: Malakili on November 09, 2010, 05:12:07 PM I wonder how many ppl that post on this thread actually gave the game a decent go. And decent in mean like 2 weeks to maybe 1 month. Not a few hours. I played it regularly for the month that came with the "box", was in a clan from the beginning. It was enjoyable, but by the end I felt like I'd rather spend that 15 bucks towards trying something else out. Title: Re: Darkfall "Released" Post by: Shatter on November 10, 2010, 03:58:40 AM This thread is for discussion of the game. If you haven't played it, have no desire to play it, and are in fact just here to piss in everyone's Cheerios, I highly suggest you fuck off to another thread or another website. So you going to delete every post from people who havent played it? Im pretty sure every game posted under the MMOG discussion has posts from people who havent played the game in fact I know it since a bunch of them arent even out yet. Take your overinflated mod e-peen and get over yourself. Title: Re: Darkfall "Released" Post by: Paelos on November 10, 2010, 07:19:44 AM This thread is for discussion of the game. If you haven't played it, have no desire to play it, and are in fact just here to piss in everyone's Cheerios, I highly suggest you fuck off to another thread or another website. So you going to delete every post from people who havent played it? Im pretty sure every game posted under the MMOG discussion has posts from people who havent played the game in fact I know it since a bunch of them arent even out yet. Take your overinflated mod e-peen and get over yourself. So instead of paying attention to the idea of staying on topic, you're going to poke the bears with a stick. Good luck to you sir. F13 may not be for you. Title: Re: Darkfall "Released" Post by: WayAbvPar on November 10, 2010, 10:03:08 AM It would have been interesting had I gone further back than a week... but... Part of my gig here is reading through as many threads as I can stomach/have time for. The first quote was just a silly joke that didn't come at the expense of the game or the people playing it. For the 2nd quote, I subscribed to LotRO for several months, so I speak from experience. From the Wurm thread: Aren't there any Amish NPCs that can pitch in and help? From the LotRO thread: It is like syphilis! Fun when you acquire it, but it goes downhill from there. :drill: People that live in glass houses and all that jazz. This thread is for discussion of the game. If you haven't played it, have no desire to play it, and are in fact just here to piss in everyone's Cheerios, I highly suggest you fuck off to another thread or another website. So you going to delete every post from people who havent played it? Im pretty sure every game posted under the MMOG discussion has posts from people who havent played the game in fact I know it since a bunch of them arent even out yet. Take your overinflated mod e-peen and get over yourself. Reading comprehension ftw. I am just tired of the drive by bullshit from DLRiley (who does it in pretty much every thread in which he participates) and his ilk. If you want to discuss the game, go right ahead. But making little snide comments do not a discussion make. Title: Re: Darkfall "Released" Post by: Trippy on November 10, 2010, 11:34:13 AM This thread is for discussion of the game. If you haven't played it, have no desire to play it, and are in fact just here to piss in everyone's Cheerios, I highly suggest you fuck off to another thread or another website. So you going to delete every post from people who havent played it? Im pretty sure every game posted under the MMOG discussion has posts from people who havent played the game in fact I know it since a bunch of them arent even out yet. Take your overinflated mod e-peen and get over yourself. Title: Re: Darkfall "Released" Post by: WayAbvPar on December 10, 2010, 12:03:28 PM New patch out today. Notes-
Quote 1. Offline skill meditation has been added. More information on this can be found on the Darkfall Blog. 2. Sea fortresses will only go vulnerable during peak hours. 3. If you have a stack of ammo equipped on your Paperdoll (for example arrows), and click on a stack of arrows in your backpack, it will merge that stack with the one on the paperdoll. 4. Fixed a bug where you would sometimes lose buffs from enchantments after entering gank mode and then being revived. 5. Fixed an issue regarding blood effects and spells where their behaviour would be different depending on spell hitting the back/front of a player. 6. The names of players who are entering/leaving your clan city will now be displayed with colors corresponding to their political status towards your clan. 7. Raised the limit of active quests from 10 to 15. 8. When a system message notifies you that a friend is online, you can now click on his name to open up a private chat window. 9. Pressing Alt-Use on a player (default "G"), now gives you the option to send him a whisper. 10. Getting encumbered while performing any kind of Recall, will no longer interrupt the Recall's animation and sound. 11. By popular demand, NPC vendors will now accept Composite Clubs from players who wish to sell them. 12. Added roll commands to the chat system: /roll , /roll_party , /roll_clan. If you issue a simple /roll command, it will roll a standard 6-sided die. You can choose the number of sides of the die if you wish by doing (for example) /roll D20. This will roll a 20 sided die. 13. Face lifts, using the amazing no.15 face in the Barber shop is now available to Dwarves and Alfars as well. Details on meditation - Quote you all know, today’s patch will add the already announced meditation system to the game. Here is some basic information about the system. In order to use the meditation system you need to purchase meditation points from your journal while being in game. You can buy up to a maximum of 100,000 points which are non-refundable. The gold is taken straight from your bank. To set up skills to meditate on you can either use the in-game journal page or the out of game Darkfall External Web Interface Tool (D.E.W.I.T). Depending on your server you can access the tool from the following links: EU D.E.W.I.T – NA D.E.W.I.T On the meditation page in your journal, you can select the skill that you want to meditate on. Keep in mind that you must have already purchased the skill in game. You will be able to see how many meditation points a skill needs to get to 100 and if you start meditating on it you will also see how much time it will take. The meditation system is subject to diminishing returns. You can abort meditation at any point without losing any of the skill points you have already gained. Meditation will stop if you run out of meditation points, if you disable it yourself, if the skill you are meditating on reaches 100 or if your subscription runs out. Meditation will also pause when you log in the game and resume when you log back out. There is also an Auto meditation feature that will randomly select another skill once your current one gets to 100. Any changes you do to your meditation options needs to be verified by pressing the Save Changes button. If you do not save your changes the meditation options will revert to their last saved state. As we have already announced, this is the first implementation of the system. Additional skills will be added at regular intervals and the mechanics might change based on player feedback and our own observations. As soon as the patch is applied a help section entry will be added that will offer more detailed information on the feature. This seems of really limited use. It will be ok for a couple of schools (like Spell Chanting, which I just spent 2 days and about 1000 regs leveling to 26.72!) to get to the 'main' spells, but most other schools you are going to want to level the spell and subskills (intensify etc) along with the school. If/when this gets applied to melee skills it will be a lot more useful. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on December 10, 2010, 12:56:24 PM The meditation thing is useless right now cuz it is inferior to macroing (self buffs, or casting debuffs/buff others on players).
It is significantly more expensive, slower, and you don't get subskill or stat gains. Spellchantring is ridiculously slow to raise (by far the worst school), but some guy posted that to get it from 87 to 100 would cost 87,000 gold using the meditation system...That is really expensive, I'm pretty sure it would not cost anywhere close to 90k gold to buy mandrake and macro casting adept to gain those 13 points (plus you would gain sub-skills and INT). I hope AV is just live testing this before the actually make it competitive to macro skill gains, otherwise it was just a waste of time haha. On the plus side, as a member of a clan who holds our alliance's cities in our name, I really like the system message fix. It will make watching for hostiles a lot easier (we don't bot it). The sea tower change is nice too. Overall a pretty minor patch, tho if they fix the meditation system so it can replace the need to macro that will be nice. Title: Re: Darkfall "Released" Post by: Chinchilla on December 13, 2010, 02:10:33 PM I feel kinda bad to say it, but I think I'm getting kinda tired of this game. It just feels like everyone is basically the same build or same setup. I think what they should have done is like what UO had where you can only get 7xGM. Not have it where everyone can have 100 in everything. Or let there be like atrophy or something. There is no paper, rock, scissors feel to it. Its just all the same. I guess in one hand that isn't too bad, but I really miss seeing like healers, rangers, wizards, tanks, dps.
Overall the game really isn't bad, but I do have to say... I really suck at PvP. I am much better at PvP in other games, but in Darkfall... holy crap do I suck. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on December 14, 2010, 01:34:04 PM Those complaints are definitely valid. The playerbase has been bringing this up for a while, and AV announced is planning on adding "prestige classes" in the big DF201X expansion.
We don't have many details, but from what's been heard is that they're like current specializations but more fleshed out and more class-like. Basically you will be specializing in some areas, gaining unique skills and powers, but losing the ability to use other ones. Some current specializations are actually pretty good, like Destroyer. You are a little weak in 1 v 1, but you basically rape face in group PvP if you can get into the enemy lines while they are focused on launching AOEs into the enemy force. If done well they'll cut down on the grind (less skills needed in a prestige class), and add some of that rock-paper-scissors that allows weaker players to be very effective in more specialized roles. We'll see if AV can pull it off, but it's something the game could really use. Title: Re: Darkfall "Released" Post by: Chinchilla on December 15, 2010, 01:55:28 PM You still playing Speedy?
One of the major things I am encountering that is also causing me issues is finding a good clan. I thought I had one, but then no one ever really cared about doing anything. I would try and organize groups, but they were like "ummm yeah.... sure..." *cricket cricket*. Are you in a clan? I haven't logged on in awhile, but I really do want to get back into it, but the most enjoyable thing to me about the game is other player interaction. I really want some other players to play w/ so I can hone my skills because I am absolutely terrible at PvP. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on December 16, 2010, 11:26:41 AM Clans make a huge difference in the amount of fun you can have. Check your messages.
Pretty disappointed with the new patch. Jacking up the price on rank 70 bows by over 50% was retarded without any other accompanying archery/magery cost imbalance changes (a good bow already cost 8k gold, while a high ranked mage could be effective naked and with a 100 gold). Between this and the meditation patch failure it's not inspiring much confidence that they will be able to deliver all the stuff they are talking up that's coming down the pipeline. Title: Re: Darkfall "Released" Post by: WayAbvPar on December 17, 2010, 12:07:37 PM Yeah the 'hey at least they are patching regularly' excitement has faded and I realize they aren't advancing nearly as quickly as one would hope. More portal shard drops is good though.
Title: Re: Darkfall "Released" Post by: LC on July 01, 2011, 02:13:53 PM So apparently the darkfail devs have hatched a new scheme in recent months. They are planning to relaunch the game as darkfail 2, and then somehow fool everyone into paying again.
Quote Development should be completed sometime in August and we should know around that time when we’re going to release it and we’ll give out a release date and all the details. This relaunch is not an expansion. It’s a new game we’ve been developing in parallel with the current version of Darkfall. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 01, 2011, 10:16:18 PM Speaking as probably the only person here who plays Darkfall, I wasn't going to say anything until they actually update the damn game but since this was brought up, I will comment...
You have to understand any "darkfall 2" hype in the context of passing through the following prism: 1) The devs don't speak english very well, 2) they are Greek, 3) they haven't had any decen't content releases in the past 1.5 years and are going got an all-or-nothing marketing strategy of releasing all this pent up development as a "re-launch" Taking all this into account, Darkfall players have basically been playing a paid beta these past 2 years. Now the game itself is a fairly playable if spartan MMORPG/FPS (stable client, decent depth, fairly well balanced). Darkfall's playerbase though through 1.5 years of poor updating has been distilled into a very cynical core of fans. Aventurine, the aformentioned GREEK devs at some point in 2010 abandoned an ambitious tri-annual update strategy instead opting to just "re-launch" ("darkfall 2") the game with 1.5 years of development crammed into one x-pac, basically the ultimate jesus patch. At this point, speaking as someone who really likes this game but is very cynical about the competance of it's greek devs, I think I echo a large segment of it's current playerbase when I say "show me the money". We have put up with it for this for a long ass time now, and the "re-launch" is basically around the corner. It will either be everything the devs have talked it up to be, both in content additions and nirvana balances, or it will bomb horribly and Darkfall will die. The game oozes potential, just this aftenoon at a "sea tower" battle (massive fortress in the middle of the ocean that becomes vulnerable to capture every 10 days) there was a fairly spectacular 8 way ship battle that lasted about 2 hours, a shitload of cannon-blasting twitch-action fun you couldn't get in any other MMO, but even the most dedicated player is fairly fed up with the greek delays at this point between these highlight battles. We'll see what Aventurine can come up with in August, it's make or break for Darkfall since they've gone for this all-or-nothing marketing/content strategy, but it's not completely inaccurate to term it "Darkfall re-launch" (but "Darkfall 2" is a stretch). Title: Re: Darkfall "Released" Post by: Amaron on July 01, 2011, 11:12:22 PM Are they going to wipe servers? Or have the new game use new servers?
Not sure what the point of a relaunch in any game is without a fresh server to start on. Title: Re: Darkfall "Released" Post by: Xuri on July 01, 2011, 11:40:51 PM [snip]... 2) they are Greek They are "Greek". Lead design/producer is Norwegian. Art Director is Norwegian. Lead 3D/Client coder? Norwegian. Lead server coder? Yep. Norwegian. Basically Aventurine was originally a Norwegian company called Razorwax which moved to Greece for economical reasons, and presumably merged with some Greek company there or created a new one from scratch with some Greek input. That's not to say there aren't any Greek people working there, though. =PTitle: Re: Darkfall "Released" Post by: LC on July 02, 2011, 05:50:35 PM They seemed pretty clear when they stated that it is a new game and not an expansion.
Title: Re: Darkfall "Released" Post by: Sheepherder on July 02, 2011, 07:50:05 PM I don't have the words to express how retarded this sounds.
It sounds like they figured a NGE would be insufficient, so they decided to split their playerbase simultaneously as well... Unless they shut down Darkfall 1 completely. I imagine that would also go over well. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 03, 2011, 12:30:33 AM [snip]... 2) they are Greek They are "Greek". Lead design/producer is Norwegian. Art Director is Norwegian. Lead 3D/Client coder? Norwegian. Lead server coder? Yep. Norwegian. Basically Aventurine was originally a Norwegian company called Razorwax which moved to Greece for economical reasons, and presumably merged with some Greek company there or created a new one from scratch with some Greek input. That's not to say there aren't any Greek people working there, though. =PProbably like 3/4 of them are greek now, and the norwegians have most definitely adapted to the med "culture". We really don't know if them saying "re-launch/new game" is a wipe or not, it could be just the metaphor for the 1.5 years of content development they have stacked up. this is a company that takes 2 months to release what anyone else would call a hotfix, and they call it a patch so you have to take everythign they say with a grain of salt. Between english not being their first language and their half baked marketing strategies nobody can really say for sure. They have previously said there are no plans to wipe, but really who knows. Their stupid ambiguity is not helpful, it's still just wait and see 'till August-October and see what they do. Now a wipe wouldn't really be the end of the world, but it would piss off a lot of a smallish but dedicated playerbase, something maybe not wise. IMO all they really need to do is keep coming up with stuff that closes the power gap between plateaud vets and newbies, something they have been steadily doing for the past 2.5 years. It should only take a month or two for a newb to be decently competitive with a high powered vet, currently it's still 4-6. Title: Re: Darkfall "Released" Post by: Der Helm on July 03, 2011, 06:12:23 AM It should only take a month or two for a newb to be decently competitive with a high powered vet, currently it's still 4-6. :ye_gods::uhrr: :facepalm: Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 03, 2011, 09:11:22 AM straight up 1v1...
Even right now a newb can be fairly useful in larger scale clan battles in about a week or two (playing casually) if he knows which spells to go for. Title: Re: Darkfall "Released" Post by: Nija on July 03, 2011, 09:12:07 AM Why don't they apply whatever updates they are talking about to the existing server and open another server if people want a fresh start? Best of both worlds.
Title: Re: Darkfall "Released" Post by: K9 on July 03, 2011, 09:19:56 AM Even right now a newb can be fairly useful in larger scale clan battles in about a week or two (playing casually) if he knows which spells to go for. How many months of hardcore play and following the forums will it take for them to know which ones those spells are though? Title: Re: Darkfall "Released" Post by: Malakili on July 03, 2011, 09:38:00 AM Even right now a newb can be fairly useful in larger scale clan battles in about a week or two (playing casually) if he knows which spells to go for. How many months of hardcore play and following the forums will it take for them to know which ones those spells are though? Title: Re: Darkfall "Released" Post by: sinij on July 03, 2011, 12:36:41 PM The game oozes potential I can't agree more. Game has so much potential and all of it is botched. Examples: Game has mounted combat, but you can bunnyhop (think rocket jump) away easily to escape anyone on a war rhino making it trivial. Game has naval combat, but you are better off boarding ships than shooting cannons at it. Game has open skill system, but you can't specialize and have to master nearly all of it. Game has full loot system, but top-notch gear is so expensive that only veterans could afford it. As a result gear gap is ever-present. If, and it is HUGE IF, devs can balance the game it has potential to be Holy Grail of open PvP. Title: Re: Darkfall "Released" Post by: sinij on July 03, 2011, 12:40:24 PM It should only take a month or two for a newb to be decently competitive with a high powered vet, currently it's still 4-6. Yep 4 month @ 4+ hours a day, this is assuming you are doing everything right and don't get too unlucky with getting rolled, otherwise it will take much, much longer. Your average player is looking at 6-8 months. This is not to "equal", but to "has a chance to run away". Meanwhile you are walking lootbag for any veteran out there, to the point that escape is not physically possible and no amount of skill could bridge gear/power gap. Most new players when simply approached by a vet will open trade and give you all their gold and regs. I have seen A LOT of this behavior when I was leveling my crafting and was giving away lootbags to any newbies that I could find. Quote Even right now a newb can be fairly useful in larger scale clan battles in about a week or two (playing casually) if he knows which spells to go for. This is 100% GRADE-A BULLSHIT and you know it too. You could be useful in about a month of heavy play if you know game in and out and (this is big AND) have unlimited budget to macro 24/7 AND have a safe place to macro overnight AND have couple people helping you macro by being targets/healing your target. It also takes millions of gold to get "useful", while new player generally can expect to make 500-1000 gold per hour before "getting PKed" tax kicks in. If you have all of this available to you, YOU ARE NOT NEW PLAYER. Even with this you are still "free kill" in small scale fights, and that is clear majority of all fights in this game. This also means that you can't defend yourself while farming. Quote How many months of hardcore play and following the forums will it take for them to know which ones those spells are though? Too many, nearly 9/10 of new players quit during first month and in two month it is nearly 100%. One statistic posted by a guild that briefly existed to help new players is that out of 50 they recruited only 2 stayed (rumor has it, both purchased accounts), that is with guild actively helping and mentoring all these players. I can imagine that "in the wild" numbers are much worse. This is well-known in the community, so nobody invests in new players - they simply don't stick around. For people who don't play DF - veteran would have access to CC, mobility and good self-healing on top of having more health and dealing 50-100% more damage than your typical mid character. It isn't damage, health or self-healing that makes group of new vs one vet such one sided fight, it is CC and mobility. Someone who has begone, explosion and wof (3 magic schools to grind to high level, then spells to macro to 75+, around 4 month of work just to get it) simply can chose to leave combat at any moment and there is nothing you can do to stop it. Someone who has blind, eye rot and pungent mist can (again different schools of magic) can easily shut down 2-3 people at a time for long enough to kill someone. Someone who maxed fire magic and has 2-3 raysl becomes immune to melee (no way to close in) due to knock-up and ray cycle macros. As it stands right now fully developed character can kill UNLIMITED number of newer players at the same time, regardless of how good they are. There are videos kicking around vets taking on 5+ competent mid-level people at the same time and effortlessly winning fights. TL;DR Bunnyhopping, bubble, knock-ups and feathered/keened R60 are the main reasons new player retention is not happening. Title: Re: Darkfall "Released" Post by: Der Helm on July 03, 2011, 03:09:18 PM So we are finally going to find out what happens when there are no sheeps left for the wolves ?
Title: Re: Darkfall "Released" Post by: DLRiley on July 03, 2011, 07:14:11 PM We kinda already know no, its either cannibalism until player community collapses and whats left is a handful of rp oriented folks who give two shits about "owning the server", but more than happy to gib newbs because there is nothing better to do. Or stalemate into spiraling decline, where factions trade minor loses and players leave gradually due to boredom.
Title: Re: Darkfall "Released" Post by: sinij on July 03, 2011, 07:31:39 PM Title: Re: Darkfall "Released" Post by: sinij on July 03, 2011, 07:36:53 PM We kinda already know no, its either cannibalism until player community collapses and whats left is a handful of rp oriented folks who give two shits about "owning the server", but more than happy to gib newbs because there is nothing better to do. Or stalemate into spiraling decline, where factions trade minor loses and players leave gradually due to boredom. How is that functionally different from traditional mmorpg? Yes, its a bit trickier to hit "stalemate into spiraling decline" compared to your typical DIKU, but all games get eventually old unless you keep updating them and PvP titles are not unique in this regard. If anything, once you hit "stalemate into spiraling decline" in a PvP title it takes longer to decline than your typical DIKU. DF have not released any new content for 1.5 YEARS and is still around, do you think DIKU would survive for as long? Plus you are trying to make "cannibalism" sound as a bad thing, when entire player base signed up just for that kind of ride. Your moral righteousness showing. Title: Re: Darkfall "Released" Post by: DLRiley on July 03, 2011, 07:49:19 PM Thats more due to the players who invested years into the game and have political power, influence, and a kickass character that can smite noobs in the legions, than due to the inherent advantage of being a pvp title. The vets are too invested to actually leave (at least before they reach rock bottom) and the devs are still promising the miracle patch that will fill the streets with the blood of noobs once again. Diku's tend to not be made entirely of that type of players and need to release content to remind the playerbase why they should play their game as oppose to the half a trillion other diku's out on the market.
Title: Re: Darkfall "Released" Post by: sinij on July 03, 2011, 08:04:57 PM Quote The vets are too invested to actually leave (at least before they reach rock bottom) and the devs are still promising the miracle patch that will fill the streets with the blood of noobs once again Again, you could be describing any mmorpg out there if not for your misguided "blood of noobs" snide remark. Get over yourself, kind of people who play DF would rather compete with each other than hunt accidental misinformed victim that somehow managed to overlook warning signs on the door. I actually somewhat agree with pixb from this thread (http://forums.f13.net/index.php?topic=20963.35) when he states that griefing ("blood of noobs") is in large part result of boredom. Yes, you know boredom that comes with 1.5 years of NO FUCKING CONTENT and NO BUG/BALANCE FIXES. Even with this in mind, its not getting PKed but UN-FUCKING-ENDING GRIND that makes new people quit. Ask anyone to grind the same couple spawns for 6 months before they can get into end game and you will have retention issues regardless of type of PvP rules your game uses. Again, you are putting me into ugly position where I have to defend AV devs engaged in rampaging stupidity and mis-management of the game. Whatever DF faults are, being open PvP is not one of them. Here is analogy to help you understand flaw of your views - you are preaching that hitting others is abusive to a room full of people clad in leather holding whips and paddles. Title: Re: Darkfall "Released" Post by: DLRiley on July 03, 2011, 09:11:16 PM I think you just jumped down my throat cause i mentioned ganking. The main point of my post and not the 6 words you singled out is that anyone who spent enough time being a "vet" in darkfall isn't quitting anytime soon by virtue of losing importance, admitting they wasted time, having to start from scratch in another mmo (how many mmo's like darkfall again?) where they may not last long enough to be a significant enough faction to stalemate this time around. The devs don't need new content or frequent patches, as long as there is unreleased vaporware funking up the message boards, the players aren't likely to pick up and leave for greener pastures.
Title: Re: Darkfall "Released" Post by: Der Helm on July 04, 2011, 04:19:31 AM Still stuck in UO days? Interesting. Just yesterday or the day before, I noticed that you made some insightfull, coherent and interesting posts in some other threads and I said to myself: "Wow, sinij is not the frothing maniac everybody thinks him to be..." You go, girl. Title: Re: Darkfall "Released" Post by: WindupAtheist on July 04, 2011, 04:32:06 AM So we are finally going to find out what happens when there are no sheeps left for the wolves ? Much as I hate to say anything that might possibly be construed as sticking up for Sinij, I have to point out that there aren't really any "sheep" in Darkfall and never were. Not in the classical "It's 1998 and I'm quitting UO because I can't leave town" sense. Title: Re: Darkfall "Released" Post by: Der Helm on July 04, 2011, 04:55:18 AM Ok, I see now that it was a loaded questing.
Let me rephrase. Quote So we are finally going to find out what happens when there are only wolves and no sheep ? Title: Re: Darkfall "Released" Post by: Malakili on July 04, 2011, 05:28:11 AM Ok, I see now that it was a loaded questing. Let me rephrase. Quote So we are finally going to find out what happens when there are only wolves and no sheep ? This isn't the actual problem with Darkfall, the actual problem is that it has some mechanics with punch you in the nuts so hard that most people quit, even if they are a "wolf." Remember, CoD sells 15 million copies a year or whatever, and they have "only wolves" too. My point being that even casual players will play PvP games even when they die a lot. But most MMORPGs with a PvP focus seem to think the only way to differentiate themselves is to add horrible grinds everywhere. No one would play CoD either if they had to play 4 hours a day for 4 months so that they could "actually" play. Title: Re: Darkfall "Released" Post by: UnSub on July 04, 2011, 05:39:20 AM I've always wondered why PvP MMOs don't look at sports as an example of how develop a PvP system. It's probably because a lot of MMO devs find it hard to see a sports oval from the safety of their basement, but still...
PvP needs to nurture their new players. It needs to provide them with training grounds, safe havens and bunch of other training wheels so that you can learn to play and start having fun. Instead, most PvP games leap straight to the baby eating, which is fun for a while, but then the top line of PvPers realise that they've eaten all the babies, no new ones are coming and now they are hungry / bored. If PvP MMO devs developed the game of basketball, for instance, the first time I went out on the court I would have been met by Michael Jordan, Charles Barkley and Magic Johnson* who were looking to play street rules. COD allows for that learning time. You can pick your level (somewhat). You can learn. *showing the last time I watched the NBA here. Title: Re: Darkfall "Released" Post by: Malakili on July 04, 2011, 06:05:55 AM I've always wondered why PvP MMOs don't look at sports as an example of how develop a PvP system. It's probably because a lot of MMO devs find it hard to see a sports oval from the safety of their basement, but still... PvP needs to nurture their new players. It needs to provide them with training grounds, safe havens and bunch of other training wheels so that you can learn to play and start having fun. Instead, most PvP games leap straight to the baby eating, which is fun for a while, but then the top line of PvPers realise that they've eaten all the babies, no new ones are coming and now they are hungry / bored. If PvP MMO devs developed the game of basketball, for instance, the first time I went out on the court I would have been met by Michael Jordan, Charles Barkley and Magic Johnson* who were looking to play street rules. COD allows for that learning time. You can pick your level (somewhat). You can learn. *showing the last time I watched the NBA here. No need to even take it outside gaming really. We've both mentioned CoD. Learn from that. Hell, learn from TF2 or Battlefield if you want instead. The point is I always imagine the design process going something like this these days: Alright we want to make a PvP MMO, but those PvE MMOs are really popular, so lets add in some of that to attract a larger audience. But instead of staying in the MMO space, they need to look at popular non-MMO PvP games and try to emulate the things that make THEM popular. Even so, I think PvPMMO games are going to remain largely inaccessible to a larger audience simply because people don't like losing stuff, and pretty much any definition of an MMO is going to have SOME kind of loss (if its not gear is a clan town, if its not a clan town its a faction town). I think most people would rather play 8 v 8 one off maps. But nonetheless, there is still plenty to be learned. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 04, 2011, 07:13:41 AM This is 100% GRADE-A BULLSHIT and you know it too. You could be useful in about a month of heavy play if you know game in and out and (this is big AND) have unlimited budget to macro 24/7 AND have a safe place to macro overnight AND have couple people helping you macro by being targets/healing your target. It also takes millions of gold to get "useful", while new player generally can expect to make 500-1000 gold per hour before "getting PKed" tax kicks in. If you have all of this available to you, YOU ARE NOT NEW PLAYER. Even with this you are still "free kill" in small scale fights, and that is clear majority of all fights in this game. This also means that you can't defend yourself while farming. Not quite... A newbie can get "sacrifice" in a week, it's best heal-other in game, and can play a support healer in high level group PvP. Crosshealing is hugely important in DF PvP and the ability to do it well seperates effective PvP forces from chaff, so that newbie would be welcome in most non-elitist clans. This has actually been made easier by the offline meditation system because now a newbie can use that to level up greater magic, witchcraft and spellchanting schools quickly (and pretty cheaply at low levels), when they were previously a tedious macroing grind since they didn't have any lower level DD spells you could kill mobs with. I agree though that newbies are "free kills" on smaller scale for way too long. Like I said they need to crunch the time for a newb to be competitive 1v1 from 4-6 (or 8) months down to 1-2... LOTS of newbies I talk to usually LOVE DF for the 1st month (even when getting PKd, cuz these guys are wolves, not sheep, so they can take hard knocks), it's in that 2nd or 3rd month they quit, when they understand the game better and realize how much more grinding they need to do to to compete with vets who are steamrolling them 1v1. I can't agree more. Game has so much potential and all of it is botched. Examples: Game has mounted combat, but you can bunnyhop (think rocket jump) away easily to escape anyone on a war rhino making it trivial. Game has naval combat, but you are better off boarding ships than shooting cannons at it. Game has open skill system, but you can't specialize and have to master nearly all of it. Game has full loot system, but top-notch gear is so expensive that only veterans could afford it. As a result gear gap is ever-present. If, and it is HUGE IF, devs can balance the game it has potential to be Holy Grail of open PvP. Most of these problems are being addressed, the question is will they do it properly? Aventurine is small, slow, and of questionable competence. Bunnyhopping is an issue they are supposedly addressing, I don't really mind it, it adds a kind of a tribes type "skiing" trick to the game, and a fast mount will catch a bunnyhopper over long distance, but I can see why people would also dislike it. They need to add mounted archery as a counter to it IMO. Naval combat is a good example of how bad the Devs are, to adress the swimmer issue (where swimmers chase ships to board them), instead of adding grape shot rounds to cannons which could shred people up or make boarding ladders retractable (probably difficult to add at this point), they add a PBAOE attack to the ship which is just akward and only moderately effective (decent damage but short range), people can still board, just might be coming up at 2/3 hp. They are adressing the skills issue, adding specializations in this jesus xpac. Long needed. Top notch gear is actually decently well balanced in DF. You are risking a lot when you take it out. You spend 3-5 times as much and it really is only giving you maybe a 15-30% advantage. So the risk:reward element really functions well here. This is why top end gear is usually referred to as "siege gear", because most people only pull it out for sieges, battles where there are more stakes. That 15-30% advantaged leveraged across 40 people in a force, in a battle that could end up determined by attrition is potentially a bigger difference maker than it would be in a smaller scale fight (5v5 or less) where individual ability and quick coordination is a bigger factor... Overall it's all going to come down to this jesus xpac/"relaunch". Aventurine talks a lot, and hasn't patched much in the past year and a half. Darkfall is actually a pretty solid, but flawed game. As someone who was perma red in the UO dread days (not a leetd00d, but shadowclan ork), and played Shadowbane, and Planetside, I gotta Darkfall is by far the best PvP MMO to date. It has very solid mechanics, balance, physics, graphics/art and relatively bug free, no fatal ones at least. The game does have some fairly serious flaws though, a lack of content (sand in the sandbox), and some balance issues such as the power gap between newbies and maxed vets, and the amount of time it takes to close it in a very competitive PvP game where newbies share the same area as these vets is not acceptable, and make the game far more difficult and frustrating than it should or needs to be for newer players. AV has recognized these issues, but haven't addressed them until now because they have saved up all their ongoing development into this one massive "re-launch" dump (it's basically a release patch, and we have been playing a paid beta until now). If it does not delilver, the game will die quickly, if AV pulls it off and AV address the flaws that have chased a lot of people away, the game has potential to really prosper. That's why I dont even really post about DF until this thread got bumped, not much to say unless AV pulls off their jesus relaunch. Title: Re: Darkfall "Released" Post by: sinij on July 04, 2011, 07:48:11 AM physics Sorry, no. You can't take fatal fall damage. You have knock-ups (error in physical engine, where impact is assumed at the center of the body). You have bunny hopping. You have lead arrows (arc they travel at is about 10x shorter than earth gravity). You don't have inertia for ships or players. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 04, 2011, 08:02:22 AM physics Sorry, no. You can't take fatal fall damage. You have knock-ups (error in physical engine, where impact is assumed at the center of the body). You have bunny hopping. You have lead arrows (arc they travel at is about 10x shorter than earth gravity). You don't have inertia for ships or players. Those are all balance issues/bugs that can be tweaked with spreadsheet entries... DF still uses more physics than any other MMORPG, by far. Kind of nitpicky on your part. http://www.youtube.com/watch?v=E8YjJNKbt9o&fmt=22 The fact that you can do crazy stuff like that is pretty neat and an appealing aspect of the game IMO even if it creates some quirky balance issues. Title: Re: Darkfall "Released" Post by: sinij on July 04, 2011, 08:17:33 AM Quote http://www.youtube.com/watch?v=E8YjJNKbt9o&fmt=22 This is exactly what I was talking about when I mentioned "horribly broken physics" and "ability to retreat from combat at will creates situation where 1 veteran can take on unlimited number of new players". It takes about 6 month of specific grinding to get it and because how widespread it is, you can't PvP until you can do most of the things shown in this video. For un-initiated, first 20 seconds of that video shows bunny hopping... about the most broken mechanics in the game. Clear bug in physics engine, but it went unfixed since release. As you can imagine when you can abuse in-game physics this much city walls might as well not exist, because they are trivial to bypass. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 04, 2011, 08:38:58 AM For un-initiated, first 20 seconds of that video shows bunny hopping... about the most broken mechanics in the game. Clear bug in physics engine, but it went unfixed since release. As you can imagine when you can abuse in-game physics this much city walls might as well not exist, because they are trivial to bypass. City walls being ineffective is a bit of a seperate balance issue. Some cities just have whacked out designs which doesn't help (little hills beside walls that you can just run up to get into city, no magic required), they are redesigning all the cities for the "re-launch" which I assume will fix some of this stuff. If they raised wall heights, and added effective lips to the top it would make it a lot more difficult to get in. You could still ninja in but it would slow down larger groups. Shadowbane had this problem also, where flying classes made walls useless, in the end I think they put magic force bubbles around cities to keep people out, something Darkfall might eventually need. It's a trade off where if you want your game to have neat stuff like flying or high powered anti-gravity spells, players will figure out ways to turn do new, unexpected things with them. This kind of thing is not really one of Darkfall's more serious problems though... Title: Re: Darkfall "Released" Post by: WayAbvPar on July 04, 2011, 03:38:43 PM If they wipe everything and everyone starts from a level playing field again, I will definitely give it another try. I still won't have the time to grind things out like the poopsocking crew, but at least the first month or two would be fun. Once their power level dwarfs mine I would likely get annoyed and fuck off again. There is actually a lot to like about the game and the improvements they have made since I first started playing (and even more since I quit), so I would like to try it again.
If it is just a new box with all the same 3 year old maxed out characters raping newbs, I will pass. Title: Re: Darkfall "Released" Post by: WindupAtheist on July 04, 2011, 04:39:11 PM So we are finally going to find out what happens when there are only wolves and no sheep ? They divide up into tribes and frag each other, the population declining or not based upon how bored they are. What else would happen? Title: Re: Darkfall "Released" Post by: sinij on July 04, 2011, 06:58:04 PM I am disappointed in you WUA, of all people here I expected to get more "antisocial and griefer" vitriol out of you... with graphs/
http://www.youtube.com/watch?v=R97TsVDC1BY (http://www.youtube.com/watch?v=R97TsVDC1BY) Title: Re: Darkfall "Released" Post by: Der Helm on July 05, 2011, 05:24:39 AM So we are finally going to find out what happens when there are only wolves and no sheep ? They divide up into tribes and frag each other, the population declining or not based upon how bored they are. What else would happen? That is what interests me, is it possible to create a pvp-centric diku-mmo that is interesting enough for the target audience once all are at the same level. Title: Re: Darkfall "Released" Post by: DLRiley on July 05, 2011, 05:35:05 AM So we are finally going to find out what happens when there are only wolves and no sheep ? They divide up into tribes and frag each other, the population declining or not based upon how bored they are. What else would happen? That is what interests me, is it possible to create a pvp-centric diku-mmo that is interesting enough for the target audience once all are at the same level. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 05, 2011, 07:10:56 AM They divide up into tribes and frag each other, the population declining or not based upon how bored they are. What else would happen? Pretty much how it is now. The NA server overall is pretty competitive even in its stagnant and reduced state. There's about a half dozen major alliances, another half dozen less powerful ones, and then a few dozen independant clans ranging from small l33t crews of a dozen to larger newbish clans. Unlike Shadowbane, the game seems to discourage mega-zergs from forming. Unlike Shadowbane, it's a lot harder to play2crush in DF, when you take a clan's city the loss is softer, they didn't sink hundreds of man-hours into building it, and it's easy for them to regroup in a sympathetic player holding across the world, or even a chaos city if they are despised. The mega-zergs also become unwieldy, players get bored, and it puts a big fat target on their back for smaller PK groups who will swarm your land and harass you all day and night, and you can't stamp them out because they have invulnerable bind points to raid out of (chaos cities, and player housing in villages) and camping them forever becomes tedious. 4 alliances actually merged about 6 months ago and their little empire imploded in about a month for these reasons. The main problem is lack of interesting stuff to do, not cuz of players, but cuz of the devs. The content is just incomplete, not enough sand in the sandbox. The most interesting PvP event they added in the last 1.5 years are "sea towers", large keeps in the middle of the ocean that become vulnerable to capture every 10 days. It's a fun battle, the one on Friday afternoon had warships from 10 different clans show up to fight it out. Every clan has a chance to win also, because you can ninja the prize. Unfortunately AV screwed up the live time so they always become vulnerable in the afternoon, so most people who work can't attend. Friday was the first one I attended in months because of holiday. Besides that, the main PvP event are sieges, but these are becoming less frequent because of the lower population, there's less competition for holdings (supply vs demand). If there was some interesting game content events like this drawing players into battle every day it would make things much better, but right now there are a lot of nights where people just sit around in cities and have team duels. Some of the stuff to be added in "re-launch" should improve this. "Land towers" like the "sea towers" adding more such big game generated battles, and maybe other such world PvP events that go live consistently all week. AV also adding a bunch more epic mob spawns that take 10-20 people to kill, will draw in large groups that inevitably collide. Dungeons are being fleshed out also, to UO size or larger (currently much smaller, with all but one having just a 3-5 rooms) and with boss mobs, so again clans will be sending 10-20 people into them. A population influx would also spurr holding competition which is currently slacking. The "wolfs" are not the problem, most of them are there to fight each other, the problem is that the game doesn't channel this well. This is what the game needs more than anything, this kind of new content which will add more to fight over, and it is coming in the "re-launch". If this is adressed along with improving the newbie experience (better protections, and decreasing its duration by closing the power gap between newbs and plateaud vets), Darkfall will be a much more appealling game and better able to retain players. Title: Re: Darkfall "Released" Post by: DLRiley on July 05, 2011, 07:55:28 AM Not enough rails in my sandbox :drill:
Title: Re: Darkfall "Released" Post by: sinij on July 05, 2011, 08:06:06 AM is it possible to create a pvp-centric diku-mmo DIKU does not mesh well with "PvP-centric" regardless how you chose to implement it. Your best bet to get PvP-centric anything is a sandbox or arena style, not DIKU "rail-yard". Playing DF it is clear that developers were inspired by golden days of UO, sadly they did not take all the good lessons and in number of cases reached wrong conclusions. For example, in SB "mine" spawns were ultra-popular frequent PvP hotspots. In DF mines are the only bonus of city ownership. Instead of mines you compete for village control points, that generally seen as "not worth the trouble" unless they are nearby. Simply implementing SB's mine system would open tons of PvP opportunities in the game. As it stands right now bored vets have no other venue to PvP than largely pointless raids on player cities (in turn making player cities very unsafe for new players). Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 05, 2011, 08:19:49 AM For example, in SB "mine" spawns were ultra-popular frequent PvP hotspots. In DF mines are the only bonus of city ownership. Instead of mines you compete for village control points, that generally seen as "not worth the trouble" unless they are nearby. Simply implementing SB's mine system would open tons of PvP opportunities in the game. As it stands right now bored vets have no other venue to PvP than largely pointless raids on player cities (in turn making player cities very unsafe for new players). "Sea towers" are the equivilent of SB's mines. Big hopspot, with a nice reward (crapload of rare ore, gold, and other valuable materials), very competitive and everyone has a shot at winning from a major clan sailing a battleship to 2 guys on a single cannon launch (you can ninja it). Problem is they only go live every 10 days, and at a bad time (bug that needs to be fixed). The village control points are a joke, the reward isn't good enough to compete for them, they are usually captured by a naked afk guy autoclicking a siegehammer on them for 30 mins. Improving that to bring in competition for it, or adding some new hotspot stuff ("land towers", or epic mob spawns with phat lewtz) is what the game needs to give PvPers more to do. Problem of lack of content, Dev team small and slow, holding back everything for this Jesus "relaunch". Title: Re: Darkfall "Released" Post by: Dark_MadMax on July 05, 2011, 08:34:55 AM This is what the game needs more than anything, this kind of new content which will add more to fight over, and it is coming in the "re-launch". If this is adressed along with improving the newbie experience (better protections, and decreasing its duration by closing the power gap between newbs and plateaud vets), Darkfall will be a much more appealling game and better able to retain players. Do I still have to macro for 6 months straight? It could be best pvp game ever, I seriously doubt I would play it with the grind. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 05, 2011, 09:12:46 AM Do I still have to macro for 6 months straight? It could be best pvp game ever, I seriously doubt I would play it with the grind. Well between them doubling skill gains off mobs 6 months ago, and making offline meditation cost competitive to macroing, much fewer people are macroing. There's still some tedious stuff that's best done by macroing (buff spells) but other then that not really too much macroing anymore. They still need to cut down on grind though. Specialization roles are being added in xpac, which will remove the need for people to have spells from all schools to be competitive (a huge grind). Further skill gain speed increases would be helpful too. I would wait until "relaunch" to try the game. If it is a failure the game will die, if it is successful the game will be very much improved and more digestible to people who really want that sandbox pvp MMORPG/FPS but are turned off by some of DFs flaws. Title: Re: Darkfall "Released" Post by: sinij on July 05, 2011, 10:29:50 AM Do I still have to macro for 6 months straight? It could be best pvp game ever, I seriously doubt I would play it with the grind. Yes. Unless you are buying account, don't bother starting DF before "Jesus Expansion". Title: Re: Darkfall "Released" Post by: Vinadil on July 05, 2011, 10:45:08 PM I hope specializations work like EVE or even Rift... where you can know everything but only choose to use some of it at the same time. That was one of the most maddening things when I was playing this game; at some point people just had SO MANY skills that I could not compete with them, even playing myself 4-5 hours a day. I was just not "doing it right" since I did not enjoy hitting people sitting on a wall for hours and macroing all night long.
Content is most definitely an issue. And you will rarely get this when listening to the PvP crowd. All day they will talk about the PvP issues, and then leave for WoW where they can get in a good raid. The truth is these PvPers need someone to help them get online, out of their cities, and in the same area... fighting over something they both want. Doing so in similar sized groups would be great too. I have to laugh about the dungeon content, well all of it really... I am pretty sure I was still playing when they first started that talk. Their current dungeons are actually not bad at all... you know except that there are NO bosses and barely any mobs in them. Who designs a dungeon with no boss? Did they think players would just sit around the boss room (oh yea, the dungeons have boss rooms... just no mob) waiting for other parties to show? I still don't get why PvE is so hard for them to design either. It is not like other FPS games don't have PvE... and I think some people even play it from time to time. I always thought that the goblins were the most fun combat experience in the whole game. The difficulty was not found in how many HP they have or how much Damage they do (classic MMO "difficulty" measures), but in how many there are and how quickly they spawn. They also use a nice mix of range and melee damage and dance around. I guess the server just can't handle too many NPCs (still) spawned at once, so they have to make you fight smaller groups of boring NPCs. FPS combat is actually WORSE than auto-attack when I have to click my mouse 200 times before something dies. They should take the goblin approach (or the FPS console approach) and just make you kill ever increasing numbers of enemies as you progress, and let those enemies get slightly more powerful. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 06, 2011, 07:59:08 AM I hope specializations work like EVE or even Rift... where you can know everything but only choose to use some of it at the same time. That was one of the most maddening things when I was playing this game; at some point people just had SO MANY skills that I could not compete with them, even playing myself 4-5 hours a day. I was just not "doing it right" since I did not enjoy hitting people sitting on a wall for hours and macroing all night long. So far how they've described it is new specializations will be based on gear, instead of chosen at a trainer like current ones (destroyer, indestructable, mage killer, etc.). So it will probably be something like you put on a new "fire robe" and your fire magic is enhanced, while you lose other advanced elemental schools. These specializations, if done properly and have advantages over current hybrid who has access to every spell, would reduce grind because someone could take a specialization and just play that effectively, ignoring all the other stuff. Someone who has trained up more skills would have an advantage of being able to change specializations on the fly depending on situation or fancy. it wouldn't be a huge advantage though, because DF is not a rock-scissors-paper game. Currently your loadout choices (light/medium/heavy armour, using bow/magic for range attack, destroyer, etc.) can give you strengths in certain battle situations, but your effectiveness and the inevitable outcome will still come down to how well you fight and are able to execute on on playing up to those strengths. Title: Re: Darkfall "Released" Post by: Rake on July 08, 2011, 02:46:32 AM Hope the game gets a big reduction in grind, a nice new GUI, an economy and some more sand in the box.
For all its faults, it really is hard to go back to Tab targeting after playing FPS style. Here is some messing around in a Robe, with a cheap weapon and a little skill. http://www.youtube.com/watch?v=p3Scqg1InZ4&feature=player_embedded Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 08, 2011, 06:27:39 AM Hope the game gets a big reduction in grind, a nice new GUI, an economy and some more sand in the box. For all its faults, it really is hard to go back to Tab targeting after playing FPS style. Here is some messing around in a Robe, with a cheap weapon and a little skill. http://www.youtube.com/watch?v=p3Scqg1InZ4&feature=player_embedded Not much skill, there was aim (always a constant requirment) but that guy crutched on chained fire knockups every fight. Video only shows the sad current state of DF PvP, where a naked guy crutching on the 5 cheesiest, most overpowered spells can do way too well with zero risk (no armour, worthless melee wep and staff, handful of reagents, probably no mount even), which has completely thrown out of whack the balance of the core risk:reward philosphy. I try and avoid small scale pvp like that and just do larger raids with my clan, or sieges. If I want some smaller scale pvp I'll log into warband, much better balance. AV's slow reactions to imbalances like that is one reason a lot of people have left. Really cheesy tactics like that dominate small scale pvp and AV hasn't even attempted any kind of adjustments for over the past 8 months, even though it's not even new content, just editing quickly editing number values for a handful of certain overpowered spells would reallyu improve the pvp quality for people who are sticking around. Really bad on their part and a reason why so much rage is directed at these greeks even by people who love the game and still play it. Title: Re: Darkfall "Released" Post by: Outlawedprod on July 15, 2011, 09:16:03 AM http://www.darkfallonline.com/blog/darkfall-2-0/
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 15, 2011, 11:17:16 AM I think you mean http://www.darkfallonline.com/blog/update-and-qa/
Basically more vague stuff about how everything is being re-balanced, hugely improved, jesus patch, yada yada yada... Real details to come, soon... Most players don't expect any of this to be actually ingame before December or next year after the Greek factor is taken into account. Title: Re: Darkfall "Released" Post by: WindupAtheist on July 15, 2011, 11:18:54 AM Speedy hates him some Greeks. Did a Greek dude shoot your dog, or what?
Title: Re: Darkfall "Released" Post by: HaemishM on July 15, 2011, 11:41:12 AM The Greeks PKed his flax. :awesome_for_real:
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 15, 2011, 11:41:59 AM No it's just kind of a joke I don't actually hate them. They have even joked about how when the original Norweigian team moved to Greece they quickly picked up on the Greek concept of "Avrio" (do it tommorrow), and they have also said stuff like the riots/general strikes has caused delays in game development.
I work at a brokerage so I have read a lot about the ongoing Greek saga and its root problems (the national disfunctions). I also have travelled to Greece, and I live in a city that has a sizeable Greek community, great people, and they will be the first to tell you the old country and it's people have real problems. Title: Re: Darkfall "Released" Post by: WayAbvPar on July 20, 2011, 11:14:47 AM I appreciate the updates- if/when this sees the light of day I hope it is worth coming back for.
Title: Re: Darkfall "Released" Post by: Amaron on July 20, 2011, 11:29:32 AM I've been watching the news on this occasionally. They are being really vague on the server wipe issue though. I'm not touching it without a fresh server or a wipe myself.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 21, 2011, 07:46:30 AM Probably will be a wipe, otherwise they would have denied it since the lack of denial is costing them subs of people who won't feel like playing a game where everything will be wiped in 3-6 months (9 months? who knows). Supposedly all development on "DF2.0" is "near complete" and they'll give us an ETA or the ETA for release "in August" (so 2-7 weeks, knowing them, probably more like 8-10, mid-September). In a poll on the forums over 70% didn't expect to see "DF2.0" until 2012.
The forums have been raging hard the past few weeks it's been entertaining. The whole ambiguous wipe thing really set off a spark for people to start unloading the flamethrowers on the Devs. It's not so much that people are worried about losing their precious pixels; Most really don't care, overall want to see "DF2.0" succeed, and are willing to sacrifice to make that happen. They are mad because they have little confidence in AV to pull it off, mad that AV basically just killed DF1.0 (already a low population took a 40% hit when the vague wipe statements hit, party is basically over, the people left are just playing it like a quake arena), and mad they have been strung along for over a year and a half now. If you think about it, AV basically pulled a bait and switch on current customers. Early 2010 they announced their "DF2010" development plan. 3 expansions for the year. Only one was ever delivered in October and it was fairly underwhelming. Late 2010 we were told the total revamp was still in the pipeline, better than ever, project name is "DF:arena" (dropping the "2010" heh). Their communication updates talked up revised systems they were basically done, and coming soon. Now mid-2011 they say the past 2 years of content development are being packaged as a "new relaunched game", oh and there's probably going to be a wipe also. As a customer, I was basically paying for content updates, enduring their non-delivery, being told they were coming soon, only to find out my money was actually going to a new product for new customers, not what I paid for (this is now in a sense, a paid beta). So you can see why their players are pretty mad at them and calling them all kinds of names. These are people who actually liked and stuck through DF1.0, they would of been happy with steady updates to the current game. Hell they didn't even need lots of new content, fix some bugs every month and do a little balance update and they would have been very happy. Never happened, some annoying bugs and balance issues (such as some particularly annoying overpowered spells with CC effects that were screaming for nerfs) have gone unchecked for a year or more. And the final nail is now AV has basically thrown DF1.0 under the bus with this wipe talk. The wipe talk started with the July 7th update where they started talking up all the "new game" content, at which point the forums started buzzing about new game == wipe? In response AV put out this statement the next week on July 15th: Wipe speculation: We addressed this, to the extent of our knowledge of the topic, during our last activity report when it was brought up by some members of the community in relation to Darkfall’s relaunch. This is not an issue for the present, but you wouldn’t know it looking at our forums. Furthermore the speculation and discussion about the possibility of a wipe is based on the current Darkfall status and facts. We haven’t wiped the server and we wouldn’t do it as things are now, so discussing this is pointless. This statement is jaw dropping in how vague and weasel worded it is. It's like some Ghaddafi would say when asked if the JDAMs dropping on his compound in Tripoli are a problem. The forums exploded of course. The little bolded part produced some pretty amusing signature images of stuff like planes exploding and the pilot (shopped with pics of the dev) repeating that statement. As a business decision I can see why AV did it. They had a choice between regular updates and maybe occasional smaller marketing efforts plus a happy playerbase that would've helped with word of mouth (for a kind of an EVE style buildup), this is what most MMOs try to do. They went a different route: Save up 2 years of content development, release it in one jesus-expansion branded as a "new game DF2.0" with a big marketing splash, throw in a wipe too to bring people into the restart. I really don't think I've ever seen a MMO treat their most loyal customers so cynically, and they are Indie devs too! Not the usual evil empire suspects. There really is something sublime about the whole saga, especially with that July 15th statement. AV really doesn't help themselveswhen they put out communiques that sound like something Baghdad Bob would have said. Title: Re: Darkfall "Released" Post by: DLRiley on July 21, 2011, 10:07:55 AM Again with the EVE parallels. Steadily building up a playerbase only works if your game doesn't actively shut out new players. EVE has a massive carebear/rp playerbase and steadily sees growth on that end of the spectrum. Darkfall has a tiny playerbase made of wolves, even factoring in the "people who quit cause its boring with no updates" crowd, its a tiny playerbase made of wolves and the only game on the market for wolves. Its not steadily building anything, just circling the drain until the next indie open world pvp game comes out promising shiny rainbow shitting unicorns.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 21, 2011, 12:35:37 PM Again with the EVE parallels. Steadily building up a playerbase only works if your game doesn't actively shut out new players. EVE has a massive carebear/rp playerbase and steadily sees growth on that end of the spectrum. Darkfall has a tiny playerbase made of wolves, even factoring in the "people who quit cause its boring with no updates" crowd, its a tiny playerbase made of wolves and the only game on the market for wolves. Its not steadily building anything, just circling the drain until the next indie open world pvp game comes out promising shiny rainbow shitting unicorns. The "wolf" thing isn't the biggest issue. Lots of people have come into DF ready to take some lumps, consider it exciting and have fun playing their first month. After that by and large the biggest single /quit factor has been once after that they realize that there's going to be a 6-8 month grind ahead while they have significant disadvantages in character power. This senseless grind is the killer, unless significantly reduced "DF2.0" will fail. DF could use some better safer areas to smooth out a few rough edges. I believe in DF2.0 they are consolidating NPC starter areas to the capital area. This will make it easier for anti-PKs to chase off any PKers. Stuff like roaming guards and warning messages would be useful also and give newbies a better chance. Overall though newbies are usually alright, if they can't handle dieing a few times they probably shouldn't be playing DF. Many powerful clans accept raw newbies too, and once they get in they are much better protected than in newbie areas (along with free equipment, getting trained by savvy vets, clana ctivities, better hunting grounds, etc.). Those are small tweaks though, the biggest issue is not open world PvP but terrible character development system and balance. Title: Re: Darkfall "Released" Post by: DLRiley on July 21, 2011, 03:51:22 PM The back of EVE was not built on nullsec. Without empire you follow the growth trajectory of all open world pvp games, which is flat. Shaving a month or two off the grind won't solve anything, unless you can pvp like a pro with 3 weeks of noncasual play your just tossing your playerbase off a slightly shorter cliff. The devs of DF know they don't actually have to update their game to keep a playerbase, they also know that expansions won't expand it either. They have every intention on milking their small sub base for all its worth, if they weren't so lazy they would be at DF 3 by now.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 22, 2011, 06:14:56 AM Shaving down the time to fill out one of these new "specialization" roles to 1-2 months of non-hardcore play is what they need to do. It would make a huge difference over the current 6-12 months to have a decent (not great) character.
I think you are putting way too much emphasis on your pattern of "open world PvP" games. How many exactly are there? Darkfall and Shadowbane? Then a few PvP servers for more standard MMORPGs...I don't know how you can establish "trajectories" based on these flawed examples where the biggest downfall of these games was some major system balance flaws or bugs, not the actual open pvp concept. I'd actually say DF and SB showed there is a decent market for these games, since both DF and SB attracted pretty large initial box sales (people who knew full well what they were buying) and then people eventually left en masse due to the bugged or poorly designed nature (something not unique to PvP games, looking at STO, AC2, WAR, LOTR, AOC, and all the other MMORPG failures). Title: Re: Darkfall "Released" Post by: sinij on July 22, 2011, 07:03:08 AM "He went to the mountain and wrote on the stone tablet -All PvPers are anti-social pedophile rapists griefers that live in their mother's basement and can't relate to other human beings". As written in Carebear Gospel according to WUA, chart 2:113. Trammel be upon you.
Title: Re: Darkfall "Released" Post by: DLRiley on July 22, 2011, 11:13:17 AM If you can give me a good example of an open world pvp game expanding its playerbase in small increments, moving slightly out of the niche neckbeard ghetto one year at a time, than I'll concede my point.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 22, 2011, 12:20:45 PM Did you even read my post? I already said there have only been a few open world PVP MMORPGs attempted, and both had severe bug & design issues that resulted in most of their initial launch players leaving (same with plenty of non-PVP MMORPGs that have had massive subscription falloffs). Drawing sweeping conclusions off such a small and flawed sample pool is inaccurate.
Title: Re: Darkfall "Released" Post by: WindupAtheist on July 22, 2011, 02:42:49 PM It's nice to see the old "There's totally a mass-market audience for a Bad Old Days of UO remake, they just didn't show up to (insert game) because it was a shitpile!" song and dance still hanging on into it's second decade. And it'll always be a servicable excuse, too, as long as no one is actually dumb enough to blow fifty million bucks or whatever on such an obviously doomed enterprise.
Title: Re: Darkfall "Released" Post by: Amaron on July 22, 2011, 04:01:45 PM It's nice to see the old "There's totally a mass-market audience for a Bad Old Days of UO remake You're way behind. People are pining for Shadowbane these days not UO. Title: Re: Darkfall "Released" Post by: Paelos on July 22, 2011, 04:32:31 PM Guild wars is fun, but they instanced it.
Title: Re: Darkfall "Released" Post by: DLRiley on July 22, 2011, 04:46:44 PM Guild wars is fun, but they instanced it. Guild wars is fun because they instanced it. Title: Re: Darkfall "Released" Post by: Paelos on July 22, 2011, 04:47:11 PM Guild wars is fun, but they instanced it. Guild wars is fun because they instanced it. Title: Re: Darkfall "Released" Post by: DLRiley on July 22, 2011, 05:20:49 PM Guild wars is fun, but they instanced it. Guild wars is fun because they instanced it. Title: Re: Darkfall "Released" Post by: sinij on July 22, 2011, 05:59:15 PM You are right, competitive PvP has zero appeal. After all who would want to form a team and beat/score against other PLAYERS? We _must_ kill brain-dead AI, there is no other way and anyone trying to do something else must be psychopathic griefer.
Title: Re: Darkfall "Released" Post by: DLRiley on July 22, 2011, 06:12:58 PM You are right, competitive PvP has zero appeal. After all who would want to form a team and beat/score against other PLAYERS? We _must_ kill brain-dead AI, there is no other way and anyone trying to do something else must be psychopathic griefer. I think you have the topic confused. We are strictly talking about competitive pvps' third cousin in Alabama, open world pvp. You know the rule set that doesn't shit millions of dollars. Title: Re: Darkfall "Released" Post by: Malakili on July 22, 2011, 06:26:38 PM You are right, competitive PvP has zero appeal. After all who would want to form a team and beat/score against other PLAYERS? We _must_ kill brain-dead AI, there is no other way and anyone trying to do something else must be psychopathic griefer. I think you have the topic confused. We are strictly talking about competitive pvps' third cousin in Alabama, open world pvp. You know the rule set that doesn't shit millions of dollars. Winner winner chicken dinner. Title: Re: Darkfall "Released" Post by: sinij on July 22, 2011, 09:28:12 PM :roll:
Title: Re: Darkfall "Released" Post by: WindupAtheist on July 22, 2011, 09:42:31 PM Where have I heard this before?
"Man remember how great early :oh_i_see: Title: Re: Darkfall "Released" Post by: sinij on July 22, 2011, 10:16:29 PM Open world PvP is not newbie ganking, that just a dumb design decision.
Open world PvP is not camping guard line, that just a dumb design decision. Open world PvP is not being stuck unable to fight back until you grind it all out, that just a dumb design decision. Open world PvP is not being unable to rebuilt after you lost your city, that just a dumb design decision. The only difference between open world PvP and instanced away arenas is the side of the box, it can be 8x10 prison cell or entire world. Title: Re: Darkfall "Released" Post by: Kageru on July 23, 2011, 12:05:34 AM No. The difference is one has some element of control, as in you can expect to face equal numbers and gear in a balanced environment where both sides are ready to fight, and the other encourages asymmetrical warfare (ie. ganking). The closest to open world PvP in which this is not the case is Eve. But as noticed the cash that keeps it running is primarily the NPC guarded empire. Of course as you noticed the guardlines are always camped with people in experienced ships looking to gank newbies. Title: Re: Darkfall "Released" Post by: UnSub on July 23, 2011, 06:21:20 AM "People The exact line used in these arguments is that all that enforced down-time / waiting "helped bulild player community" because they had nothing to do but chat with each other. Nostalgia is a terrible thing. Title: Re: Darkfall "Released" Post by: Malakili on July 23, 2011, 06:32:37 AM "People The exact line used in these arguments is that all that enforced down-time / waiting "helped bulild player community" because they had nothing to do but chat with each other. Nostalgia is a terrible thing. The thing is it probably does help build community. The problem is most people would rather be out killing shit than being forced to build a community. Title: Re: Darkfall "Released" Post by: Paelos on July 23, 2011, 09:50:41 AM The only difference between open world PvP and instanced away arenas is the side of the box, it can be 8x10 prison cell or entire world. "A handful of men, inured to war, proceed to certain victory, while on the contrary, numerous armies of raw and undisciplined troops are but multitudes of men dragged to the slaughter." - Publius Flavius Vegetius Renatus “No nation ever had an army large enough to guarantee it against attack in time of peace or insure it victory in time of war” - Coolidge "History teaches us that men and nations behave wisely once they have exhausted all other alternatives." - Abba Eban Title: Re: Darkfall "Released" Post by: Sheepherder on July 23, 2011, 10:58:42 AM If the objective is to create some sort of war metagame then the ideal game would be highly instanced scenario maps with protections against gate camping connected by a strategic map with the scenario rules/conditions/objectives based on the real-time shape of the strategic map.
Title: Re: Darkfall "Released" Post by: sinij on July 23, 2011, 11:15:05 AM That would be very unideal, because you completely remove politics as a consideration. I know all of you would rather vilify open PvP games, but layers of complexity that exist in such environment cannot be replicated by forcing players into rigid "ride". While your exposure to SB/EVE/DF might have been limited to getting ganked as a newbie, everyone else was building nations, forging open and secret alliances, spying, paying and securing tributes, cornering markets and using military might to dictate flow of the money.
People ask for open PvP because they want to be engaged in all of the above on top of group PvP, and realizing what they gain in exchange for willingness to tolerate couple fucktards ganking them as a newbies/while farming. You want developers to hold your hand while you go for a ride, we want developers to get out of our way so we can build nations. Title: Re: Darkfall "Released" Post by: Malakili on July 23, 2011, 11:29:12 AM You want developers to hold your hand while you go for a ride, we want developers to get out of our way so we can build nations. The problem is that "we" (and I'm a part of the we), are not in numbers enough to build nations. Lets face it, the kind of game we like isn't popular, and the reason is because its brutally unforgiving and incredibly time intensive in nature. Thats why it isn't a popular rule set. I can't even play these games anymore because I just don't have the time. But Darkfall and SWTOR on paper next to each other and I'll tell you I'm excited about Darkfall. Reality dictates if I want to play one of them, its going to be TOR. Title: Re: Darkfall "Released" Post by: Amaron on July 23, 2011, 04:28:14 PM I have to agree somewhat that many of the flaws with Open World PVP are by simply by design. There's no reason you can't have the player get an instant heal/cooldown refresh when someone tries to gank you for instance. Or give you a massive buff that lets you one shot people if a high level tries to gank you. Designers could even do things like use phasing to hide small groups from zergs.
Also before some ass does the typical "blah blah that wouldn't work because" STFU they are examples not attempts at detailed unexploitable systems. The point is that there are probably ways to make World PVP less about over the top zerging/ganking but nobody even tries. Title: Re: Darkfall "Released" Post by: Sheepherder on July 23, 2011, 09:05:53 PM While your exposure to ...EVE... might have been limited to getting ganked as a newbie, everyone else was building nations, forging open and secret alliances, spying, paying and securing tributes, cornering markets and using military might to dictate flow of the money. ...You want developers to hold your hand while you go for a ride, we want developers to get out of our way so we can build nations. the ideal game would be highly instanced scenario maps with protections against gate camping connected by a strategic map with the scenario rules/conditions/objectives based on the real-time shape of the strategic map. :oh_i_see: But hey, that's absolutely nothing like shooting POS's. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 25, 2011, 10:08:51 AM The problem is that "we" (and I'm a part of the we), are not in numbers enough to build nations. Lets face it, the kind of game we like isn't popular, and the reason is because its brutally unforgiving and incredibly time intensive in nature. Thats why it isn't a popular rule set. I can't even play these games anymore because I just don't have the time. But Darkfall and SWTOR on paper next to each other and I'll tell you I'm excited about Darkfall. Reality dictates if I want to play one of them, its going to be TOR. If Eve has 350,000 subscribers, and only 20% play 0.0 space, Darkfall would be happy as fuck with 50,000-80,000 subs. Darkfall has been cruising with some decent if low pop "nation building" the past 2 tears (probably on average 10-12 competitive alliances). Just about any current player will will tell you the #1 biggest flaw in DF is the heavy grind, which heavily enhances and prolongs a large "power gap" already created by the game's steep learning curve. Couple this with the fact that newbies have no "high security" areas to shelter in while they learn the game and improve their character's to close this "power gap". The prospect of a built in 6-12 month serious disadvantage, no matter how skilled, competitive or mentally tough a player is has chased away many players who are DF's target audience, people who can handle being PKd and want to be part of an open sandbox world, the same people who might be playing EVE 0.0 right now. This is a huge design flaw which has created a low retention rate amongst even hardcore genre fans, and has prevented the post-launch spike sub #s from getting above 10-15k. AV has a shot now to fix this with "DF2.0" relaunch. If it's successful in closing this grind/powergap then we'll see how viable DF can be. Sadly at this point, even as someone who is a fan of the game, I have little faith in AV to execute well. Title: Re: Darkfall "Released" Post by: Malakili on July 25, 2011, 10:58:40 AM The problem is that "we" (and I'm a part of the we), are not in numbers enough to build nations. Lets face it, the kind of game we like isn't popular, and the reason is because its brutally unforgiving and incredibly time intensive in nature. Thats why it isn't a popular rule set. I can't even play these games anymore because I just don't have the time. But Darkfall and SWTOR on paper next to each other and I'll tell you I'm excited about Darkfall. Reality dictates if I want to play one of them, its going to be TOR. If Eve has 350,000 subscribers, and only 20% play 0.0 space, Darkfall would be happy as fuck with 50,000-80,000 subs. Darkfall has been cruising with some decent if low pop "nation building" the past 2 tears (probably on average 10-12 competitive alliances). Just about any current player will will tell you the #1 biggest flaw in DF is the heavy grind, which heavily enhances and prolongs a large "power gap" already created by the game's steep learning curve. Couple this with the fact that newbies have no "high security" areas to shelter in while they learn the game and improve their character's to close this "power gap". The prospect of a built in 6-12 month serious disadvantage, no matter how skilled, competitive or mentally tough a player is has chased away many players who are DF's target audience, people who can handle being PKd and want to be part of an open sandbox world, the same people who might be playing EVE 0.0 right now. This is a huge design flaw which has created a low retention rate amongst even hardcore genre fans, and has prevented the post-launch spike sub #s from getting above 10-15k. AV has a shot now to fix this with "DF2.0" relaunch. If it's successful in closing this grind/powergap then we'll see how viable DF can be. Sadly at this point, even as someone who is a fan of the game, I have little faith in AV to execute well. Its not just the grind. The problem is the number of people who can devote enough time to run an online empire is incredibly small. Sure, not everyone is "running" things that is participating, but its literally a 24/7 committment when you take it seriously. Thats simultaneously the appeal AND the downside. Its very hard to enjoy this kind of game, regardless of grind before you get to the "fun" part, playing an hour a day. At least that has been my experience with them. For me it ends up being an all or nothing thing, and even though I love the hell out of my video game hobby, given that I have way too much else going on its going to end up nothing: and its going to be that way for a lot of people, even people that love the ruleset. Thats really my point. When one of these games ends up allowing for people to play on a realistic schedule while still being awesome, then it has a shot on being more popular. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 25, 2011, 11:38:12 AM Well you don't NEED to be the guy running an empire... I'd say only 1% of the players have the ability, the will, and the time to do it, but you don't need too many people like that anyways since they keep organizations of 100s together.
I don't think this is specific to PvP games, I'm sure it takes quite a lot of dedication to keep a raiding WoW guild together and humming, or a league in a RTS game. Hell step outside of video games even, organizing people is HARD, I captain an ice hockey team in a private league and it's a fucking scramble every week to make sure I have 10 decent skaters + goalie, always some issues especially during the summer with people taking vacations. From someone who runs a bird watching club to a factory foreman, always some pain in the ass throwing a wrench at you I'm sure. Title: Re: Darkfall "Released" Post by: Malakili on July 25, 2011, 12:59:44 PM Well you don't NEED to be the guy running an empire... I'd say only 1% of the players have the ability, the will, and the time to do it, but you don't need too many people like that anyways since they keep organizations of 100s together. I don't think this is specific to PvP games, I'm sure it takes quite a lot of dedication to keep a raiding WoW guild together and humming, or a league in a RTS game. Hell step outside of video games even, organizing people is HARD, I captain an ice hockey team in a private league and it's a fucking scramble every week to make sure I have 10 decent skaters + goalie, always some issues especially during the summer with people taking vacations. From someone who runs a bird watching club to a factory foreman, always some pain in the ass throwing a wrench at you I'm sure. You're missing the point. Even for the people not running things its an enormous time commitment in this kind of game. If a hockey league you're still only probably obligated to show up for a game a week or something like that. When I was playing EVE it was practically like being a doctor on call - hey, shits going down, log in! And I was not in the leadership of that corp at all. Thats the problem. No one would play hockey either if their coach/captain whatever would call up at any time of day and say I need you to drive to the rink RIGHT NOW. Title: Re: Darkfall "Released" Post by: Ashamanchill on July 25, 2011, 01:07:29 PM Pffft. Someones not Canadian.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 25, 2011, 01:27:26 PM You're missing the point. Even for the people not running things its an enormous time commitment in this kind of game. If a hockey league you're still only probably obligated to show up for a game a week or something like that. When I was playing EVE it was practically like being a doctor on call - hey, shits going down, log in! And I was not in the leadership of that corp at all. Thats the problem. No one would play hockey either if their coach/captain whatever would call up at any time of day and say I need you to drive to the rink RIGHT NOW. Darkfall isn't that bad with middle of night texts unless you are with a very hardcore clan that demands that for some reason. The only real all hands on deck situation is a siege and you have 24 hours notice. My alliance is somewhere between 3rd to 5th most powerful on NA server and operate a pretty tight ship, but we don't do anything like that. Senior guys in my alliance routinely can't make sieges due to IRL priorities and nobody cares. I don't really think even the top dogs do. Maybe we just have a good organization so others can step in. I guess if our capital was sieged it would be a bigger deal but nobody is going to re-arrange their life around a periphery holding or support siege. Sounds like EvE is much more serious internet business than Darkfall. I wonder why DF is always mocked for being so hardcore? And yes I am often calling people up at last minute to come play hockey because someone else dropped out. Title: Re: Darkfall "Released" Post by: Kageru on July 25, 2011, 05:54:02 PM You're missing the point. Even for the people not running things its an enormous time commitment in this kind of game. If a hockey league you're still only probably obligated to show up for a game a week or something like that. When I was playing EVE it was practically like being a doctor on call - hey, shits going down, log in! And I was not in the leadership of that corp at all. Thats the problem. No one would play hockey either if their coach/captain whatever would call up at any time of day and say I need you to drive to the rink RIGHT NOW. It's not just the time commitment it's also that other people determine your game-time. If you log in when nothing is happening the game can be extremely boring (especially if it has no PvE content at all). If you don't log in when others are attacking then you can't afford to get involved in the conquest part of the game. And you can see this dynamic even with very small and simple instances like the castles and armies web games. Whereas an instanced game like TF2 or Tanks you can play at your convenience and reliably find people to shoot. I also think the grind is almost required. Your long term player-base are those willing to invest massive energy to gain advantage. And that needs a long progression whether it be 2 years to a super-capital in Eve or many months of tedious grinding in something else. Of course that means that it is inherently newbie unfriendly and destined to be niche. If someone can find a way to make the game-play reliably engaging and at the players convenience, while solving the problem of over-powered veterans and zergs, it will be a very impressive feat. Title: Re: Darkfall "Released" Post by: Malakili on July 25, 2011, 06:08:42 PM You're missing the point. Even for the people not running things its an enormous time commitment in this kind of game. If a hockey league you're still only probably obligated to show up for a game a week or something like that. When I was playing EVE it was practically like being a doctor on call - hey, shits going down, log in! And I was not in the leadership of that corp at all. Thats the problem. No one would play hockey either if their coach/captain whatever would call up at any time of day and say I need you to drive to the rink RIGHT NOW. It's not just the time commitment it's also that other people determine your game-time. If you log in when nothing is happening the game can be extremely boring (especially if it has no PvE content at all). If you don't log in when others are attacking then you can't afford to get involved in the conquest part of the game. And you can see this dynamic even with very small and simple instances like the castles and armies web games. Whereas an instanced game like TF2 or Tanks you can play at your convenience and reliably find people to shoot. I also think the grind is almost required. Your long term player-base are those willing to invest massive energy to gain advantage. And that needs a long progression whether it be 2 years to a super-capital in Eve or many months of tedious grinding in something else. Of course that means that it is inherently newbie unfriendly and destined to be niche. If someone can find a way to make the game-play reliably engaging and at the players convenience, while solving the problem of over-powered veterans and zergs, it will be a very impressive feat. I think the answer is just stripping a PvP MMO of RPG mechanics, or having an extremely extremely low power curve mechanically speaking. On the other hand, give the mechanics an high skill ceiling to allow veterans to improve their skill personally. In terms of normal shooters for example, I can be a total newb, but there isn't a grind in front of me, and a week or so of playing every day and I can at least compete reasonable (of course bringing to the table person skill I've already acquired in other shooters, and learning to apply it to the new game). I'm hoping Planetside 2 manages to hit a least a reasonable middle ground. There are going to be tons of skills from the sound of it, with long progressions, but if its done right, newbies will still be able to have fun and be useful, while vets will have their 1% increased efficiency when doing barrel rolls as a pilot to shoot for. Title: Re: Darkfall "Released" Post by: sinij on July 25, 2011, 06:30:47 PM I think key to "nation building" is to have low personal power curve, that is you can become competent grunt in no time, and have great deal of power come from your gear.... BUT!!... have game designed around full loot, and have your "nation" provide you with loot. This way you can get into PvP easily, you do only as well as your nation, but everyone can bring out "big deal" armor for important occasions.
DF has loot system figured out, they don't have crafting/gathering working well. Making Infernal should be about controlling mines (instead of pointless village control points) and owning cities capable of producing it, then everyone belonging to such should be able to roll in infernal. Title: Re: Darkfall "Released" Post by: Kageru on July 25, 2011, 08:55:53 PM That sounds a bit like super-caps in Eve, which isn't working out so well. Frankly I think the answer is to consider PvP at best a side-show in MMO's. The core mechanic of an MMO is the persistent growth of a character over time. Yet PvP is at its best when both sides a relatively equal (numbers, gear, environment) and skill determines the winner (with ranking systems to allow noobies and bads to still get appropriate competition). Too much MMO PvP ends up in a situation where the outcome of the conflict was decided long before engagement and the loser probably had zero chance of competing. Add in personal loss where they go backwards in power and a lot of people will move on to something that more reliably provides the fun. Of course the biggest defenders are precisely those who adore this imbalance providing they are on the winning side. Title: Re: Darkfall "Released" Post by: Malakili on July 26, 2011, 05:13:13 AM That sounds a bit like super-caps in Eve, which isn't working out so well. Frankly I think the answer is to consider PvP at best a side-show in MMO's. The core mechanic of an MMO is the persistent growth of a character over time. Yet PvP is at its best when both sides a relatively equal (numbers, gear, environment) and skill determines the winner (with ranking systems to allow noobies and bads to still get appropriate competition). Too much MMO PvP ends up in a situation where the outcome of the conflict was decided long before engagement and the loser probably had zero chance of competing. Add in personal loss where they go backwards in power and a lot of people will move on to something that more reliably provides the fun. Of course the biggest defenders are precisely those who adore this imbalance providing they are on the winning side. The core mechanic of RPGs is persistent growth of a character over time. There is no reason an MMO has to be an RPG. Unfortunately, even things like Planetside 2 and End of Nations (MMOFPS and MMORTS), seem agree with you instead of me and are insisting on putting character progression in their games. As I said earlier, I hope its incredibly limited in both cases. MMO should refer to the world not the character. So, I think PvP is only really a problem in MMORPGs, in principle at least. But maybe people really do want that carrot to chase badly enough that the character progression is needed in all cases to keep people playing. Again as I said earlier, personal skill progression is enough to keep me playing a PvP game. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on July 26, 2011, 06:25:19 AM Unfortunately the ever more popular cash stores are only going to accelerate this trend. When a company depends on character upgrade transactions to get revenue, they're going to be awfully tempted to juice design and progression towards encouraging use of cash store upgrades.
A huge downside to this payment model IMO, and why I hope games like PS2 will stick with a subscription so they can focus design on making well balanced gameplay to attract customers, not bending gameplay so that it requires steady visits to game store. Malakill, unfortunately the gameplay you are looking for is HARD to create. It requires sophisticated resource/economic systems, solid PvE challenges (well designed areas + solid AI), and other dynamic point of interest generation systems. These are all things that Darkfall lacks right now, because AV has been too incompetent to add them (as with many other games). Supposedly a lot of this is coming in DF2.0...but who knows? For MMO devs it's a lot easier to create content by extending the grind to give our inner achiever something to shoot for, then to come up with well engaging dynamic content. Title: Re: Darkfall "Released" Post by: WayAbvPar on September 18, 2012, 02:50:49 PM http://darkfallonline.com/uw/
If they do a full wipe I might consider it. Title: Re: Darkfall "Released" Post by: Scold on September 18, 2012, 10:17:52 PM Two months ago they implemented a 20x increase in skill gain speed and a 4x increase in loot quality until the release of Unholy Wars. That, plus the fact that the skill trees are all different and the game takes place hundreds of years after the current game, screams "wipe" to me.
A lot of people I know are excited for this. Title: Re: Darkfall "Released" Post by: LC on September 23, 2012, 12:49:05 PM How did they manage to make the graphics look even worse than before? I can't wait until their "publisher" says that everyone has to purchase the game again.
Title: Re: Darkfall "Released" Post by: Scold on September 23, 2012, 03:33:59 PM How did they manage to make the graphics look even worse than before? I can't wait until their "publisher" says that everyone has to purchase the game again. It's functionally a new game, and they've been basically giving away the current game, so I'm not sure why anyone wouldn't expect to have to buy a box/CD key for the new game. Title: Re: Darkfall "Released" Post by: Stormwaltz on September 23, 2012, 04:32:54 PM Because we gamers are an entitled, querulous lot?
Title: Re: Darkfall "Released" Post by: LC on September 23, 2012, 05:40:59 PM It's functionally a new game, and they've been basically giving away the current game, so I'm not sure why anyone wouldn't expect to have to buy a box/CD key for the new game. I don't buy that at all. Same old game, just a different day. Holding back most of the the updates for 2-3 years does not make it a new game. Title: Re: Darkfall "Released" Post by: tmp on September 23, 2012, 09:56:32 PM For a game which tries to sell itself as "PvP MMORPG with full loot" these screenshots on the official page have way too much PvE and not enough teabagging.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 24, 2012, 10:14:58 AM I dunno what to think really. I played DF for a solid year and a half and quit when I got sick of the lying Greek devs and lack of content updates.
It was still a decent game, great PVP combat but lacking content & population, terrible UI, and not much to do besides fight and grind gear but because of lack of updates and it was very newbie unfriendly (very steep learning curve while facing a long tough grind) the population was in a long term decline. This "Darkfall 2.0" is really all the content they never patched for the last 2.5 years, that they saved up instead for a re-release (while charging people a subscription), actually it's really even the content that shoulda been put in place by end of beta, cuz it woulda made Darkfall a polished game at release, so I am still not very happy with the devs. There are also other issues with DF2.0 that supposedly for something being released in 2 months there are basically no gameplay videos and no word of any kind of player testing going on which is quite odd. So overall I am pretty skeptical. That said they've promised a lot of stuff that would make Darkfall overall a much better game. Complete combat rebalance to add more specialization which will also cut down the grind (currently you basically need to know all magic schools). Gear/magic rebalance, also adding momentum so combat will be less spazmatic, and also changes to fall damage so you can no longer "ski" across map at like 100km/h which created tedious hit&run&chase gameplay. New UI, lighting, sound systems, new models, animations & textures, etc. All should make the game more appealling too. So I dunno, a lot they need to address still, like a complete feature change list, show some real gameplay videos (seriously how hard is it for a dev to run playclaw for a min and then post it?) also pricing, are they gonna try and charge me 50$ for the client again to try this "new" game out? After 3 years of lies and the somewhat underhanded practice of charging people subscriptions while not updating game content and constantly lying to their players, I'm not exactly enthusiastic to play DF again, BUT I would definitely recommend trying it to anyone who hasn't. Title: Re: Darkfall "Released" Post by: Scold on September 24, 2012, 10:37:36 AM For $50, if I get maybe 20 hours of entertainment out of it I'll consider it money well spent. There aren't enough people trying to make interesting MMOs anymore, I'd happily pay $20-$40 a month for a subscription to someone that did.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on September 24, 2012, 10:38:24 AM Is there a demo?
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on September 24, 2012, 10:45:04 AM No, there isn't even a decent gameplay trailer which is pretty suspicious but some people on DFO forums are saying they did same kind of nothing before original Darkfall release so knows...
Title: Re: Darkfall "Released" Post by: LC on September 24, 2012, 12:39:40 PM No, there isn't even a decent gameplay trailer which is pretty suspicious but some people on DFO forums are saying they did same kind of nothing before original Darkfall release so knows... There was a very small beta just before release, and a few doctored gameplay videos. Title: Re: Darkfall "Released" Post by: Dav3e3 on October 05, 2012, 04:15:40 PM They've finally confirmed there will be a character wipe, original DF servers will be shut down and re-sub only required to those who have ever sub to original DF.
http://www.darkfallonline.com/blog/?p=3315 (http://www.darkfallonline.com/blog/?p=3315) Title: Re: Darkfall "Released" Post by: WayAbvPar on October 05, 2012, 04:18:00 PM If this comes out when I am not so busy, I will probably drop $15 to check it out.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on October 05, 2012, 10:47:49 PM wow these guys...
So why did it take us so long to communicate this? We honestly tried to find the best possible solution, for a long time. LOL Title: Re: Darkfall "Released" Post by: Mrbloodworth on November 26, 2012, 01:08:09 PM Darkfall Unholy Wars User Interface Presentation (http://www.youtube.com/watch?v=tGfEF0bS6_Q&feature=youtu.be&hd=1) Quite an improvement. Title: Re: Darkfall "Released" Post by: Soln on November 26, 2012, 01:13:53 PM Indeed. They survived and seem to have made (the UI at least) things better.
Title: Re: Darkfall "Released" Post by: LC on December 11, 2012, 07:22:57 PM Darkfall
January 2013 Maybe Title: Re: Darkfall "Released" Post by: Genev on December 12, 2012, 07:56:52 AM I might be playing this with my GW2 guild. Maybe.
Not a huge fan of full loot and i'm not sure i'd be any good at this type of game, but eh, might as well check out something new, its pretty cheap anyways. And it's looking pretty interesting. Apparently my guild is pretty infamous because of Mortal Online and Perpetuum, Crimson Imperium Reborn (CIR)? Title: Re: Darkfall "Released" Post by: Threash on December 12, 2012, 07:58:38 AM Infamous to the the 12 people who played those games?
Title: Re: Darkfall "Released" Post by: Genev on December 12, 2012, 07:59:41 AM Probably, apparently they managed to piss all 12 of them off.
Title: Re: Darkfall "Released" Post by: cmlancas on December 12, 2012, 08:01:22 AM Probably, apparently they managed to piss all 12 of them off. I heard it was codename Trammel. Instant WHARGARBL from mouthbreathers. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on December 12, 2012, 08:35:29 AM This is why so many people hate these devs, they have pretty much been consistently doing this since 2010. No word on an expansion release for months, then last minute delay with phony sounding reason. Not that the reason really matters, since the bottom line it wasn't ready, but it's just funny they need to resort to the childish lying.
The irony is that these guys as the poster children of jackass devs have actually managed to put together a really solid sandbox no-tab target MMO engine and there's a decent chance DF2.0 could be a big hit if they've fixed it up graphically, added missing content, and gotten rid of the heavy grind, while dozens of other independent indie studios who have attempted the same thing have failed miserably despite their great attitude with the community and constant, candid communication. At least at themoment Aventurine isn't stringing along people who have subscriptions. Title: Re: Darkfall "Released" Post by: Draegan on December 13, 2012, 11:27:36 AM Well I'd rather have a decent/fun game with shitty phoney devs than a game that's crap with really awesome devs.
Title: Re: Darkfall "Released" Post by: satael on December 13, 2012, 12:39:02 PM After Brad McQuaid and Curt Schilling I've learned (atleast I think so) to mostly ignore the dev talk until they actually show stuff. This is partly why the last-minute delay on this seems so suspicious
(I did buy FF14 collector's edition because I thought they couldn't screw it up so completely after FF11 so that too makes me wary) Title: Re: Darkfall "Released" Post by: Speedy Cerviche on December 14, 2012, 07:27:42 AM Translation from Greek to English: The game wasn't ready, and was untested, hell we don't even have a website up, and we were about to launch anyways to screw you guys, again, but then the record fast steam greenlighting woke us up that the game could be a big hit if we actually did things properly. So expect a 3-6 month delay until real "launch", but we'll get an actual beta test running, soon. Title: Re: Darkfall "Released" Post by: Draegan on December 14, 2012, 08:50:55 AM At least there is a beta, and I can get into it for the price of a sub. $15 is worth the lulz.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on December 14, 2012, 09:43:39 AM I already paid to beta test it for a year and a half, so I think I will wait...
Title: Re: Darkfall "Released" Post by: Genev on December 14, 2012, 11:32:27 AM they have a fancy new site with slighlty more information, and preorders are up.
I pre-ordered, 30€ isn't too bad for a game, it'll go up once the game releases supposedly, and i'm willing to pay that amount to try it out for a month with my friends, and for that period it'll prob be new and shiny enough that i'll like it purely for that. Any time after the initial month i'll have to see if im actually willing to pay subscription or not. Title: Re: Darkfall "Released" Post by: palmer_eldritch on December 20, 2012, 07:23:26 AM The fact that the thread title has "released" in quotation marks still makes me giggle after all this time.
I'm tempted to give this a go but I'm not sure I trust these people with my credit card details. Title: Re: Darkfall "Released" Post by: Scold on December 20, 2012, 08:39:32 AM Someone's beta impressions (pretty sure there's no NDA, I'm not in personally, delete this if there is):
Quote The beta becomes more playable each day. Spent 1 hour the first time around, i got a solid 4 hours yesterday. It's a PKer's paradise. I think the safe zones are a little big though. I got ganked by several players at once i even managed to kill 3 guys by myself before crashing and calling it a night. I had several rage moments. -Looted a full set of chain armor had a bad-ass 2 hand sword and 300 gold on me i was sitting at hlaf health after battling a goblin, some asshole sneaks up and ganks me. POOF all of my shit gone. -one guys attacks me i fight back, he runs i chase him over a hill where 5 of his buddies stomp me. had 200 gold on me at this point. -taking down a salamander mob some guys loot is there once i take some it he shows up grabs a sword off his body and kills me and my party member. Even when i was taking down mobs in the middle of nowhere i never seemed to be alone for long and was constantly fighting for the mob spawn. I really like where this game is going, you all are crazy not to try it. Those having major issues, its worth the effort to fix it. Quote It's not totally grouping required - all you need is a small group. And with certain templates, such as the skirmisher, you can use the dash and leaping skills to flee from enemies. So if you use your skills, and brain, you can escape ganks, and possibly take a few guys down, if you play your cards right. It's all skill based. Title: Re: Darkfall "Released" Post by: Falconeer on December 20, 2012, 09:16:26 AM I wanna like this game so bad. But damn, the few combat videos out there are so terribly ugly and unappealing they drain interest away. Possibly the ugliest animations I've seen in the last five years.
I mean, is it me? (http://www.youtube.com/watch?v=YjxnKtV6pRo) Curious to see how it evolves though. Title: Re: Darkfall "Released" Post by: Scold on December 20, 2012, 11:15:10 AM I wanna like this game so bad. But damn, the few combat videos out there are so terribly ugly and unappealing they drain interest away. Possibly the ugliest animations I've seen in the last five years. I mean, is it me? (http://www.youtube.com/watch?v=YjxnKtV6pRo) Curious to see how it evolves though. To me, animations need to be functional first and foremost. A lot of MMOs with very sophisticated, complex attack animations don't tell me important information such as "Which way is my opponent looking with his mouselook", which these Darkfall upper/lower-body pivot animations seem to do. I'm not looking for Blade & Soul, I'm looking for something that gets the job done. Also that video makes me want to play a Skirmisher very, very badly. Title: Re: Darkfall "Released" Post by: Malakili on December 20, 2012, 11:23:54 AM The animations have always been a bit on the cheapy looking side, but even when I played this closer to when it was new I thought they were fine in actual gameplay.
Title: Re: Darkfall "Released" Post by: Falconeer on December 20, 2012, 12:07:13 PM Yeah, I am not a graphics addict or anything so if the game is good I am not gonna care.
I have another question: what would you say are going to be the most notable differences between Darkfall 1 and this one? Title: Re: Darkfall "Released" Post by: Scold on December 20, 2012, 08:34:09 PM My understanding is that the biggest difference is much less grind, and much more character specialization.
Title: Re: Darkfall "Released" Post by: Falconeer on December 21, 2012, 02:04:06 AM And they needed a whole new game for that? Couldn't they work those things in the old one?
Especially considering that, from what I've seen, they look very similar (meaning: like shit), so it's not like they are using some new ground breaking engine. Are they? Title: Re: Darkfall "Released" Post by: Lantyssa on December 21, 2012, 06:05:54 AM They couldn't charge people for a new game then.
Title: Re: Darkfall "Released" Post by: Draegan on December 21, 2012, 07:25:06 AM There is an NDA on this game apparently. But it's a pay-for beta. So new rules apply or old ones?
You can edit this if ya want, but the game is a god damn mess. Title: Re: Darkfall "Released" Post by: Falconeer on December 21, 2012, 07:35:14 AM It just really strikes me as identical to the predecessor. Which was a damn mess in fuckin 2009... :uhrr:
Title: Re: Darkfall "Released" Post by: ashrik on December 21, 2012, 07:41:27 AM It just really strikes me as identical to the predecessor. Which was a damn mess in fuckin 2009... :uhrr: I haven't played yet but I'd venture that the class system represents a pretty huge switch. Bringing down your spell usage from ~80 to ~10, not having everyone need to train in all areas, seems like it'd be a pretty big gameplay change.Title: Re: Darkfall "Released" Post by: Draegan on December 21, 2012, 08:02:00 AM The UI is pretty good though. They actually improved that. The graphics are slightly better too. The classes are half done and there are a shit load of bugs and other server/client crushing bugs.
Title: Re: Darkfall "Released" Post by: WayAbvPar on December 21, 2012, 09:21:26 AM There is an NDA on this game apparently. But it's a pay-for beta. So new rules apply or old ones? You can edit this if ya want, but the game is a god damn mess. You mean the multiple missed launch dates weren't an indication that they were polishing and adding content to an otherwise complete game? :clutches pearls: Title: Re: Darkfall "Released" Post by: Speedy Cerviche on December 23, 2012, 07:20:14 PM The UI (you needed scripts like AutoIT to do stuff like bind multiple functions to 1 key) and the horrible grind (not acceptble in a PvP game) were the worst parts of darkfall. So if they fixed those 2 issues it makes the game a lot more appealling.
Also they didn't add much content to game for the last 2 years, cynically saving it for this "relaunch" at the expense of their loyal subscribers. Title: Re: Darkfall "Released" Post by: Falconeer on April 16, 2013, 06:11:17 PM This thing just got released... yesterday. True story.
Quote Tue, 16/04/2013 - 20:21 We are happy to announce the release of Darkfall Unholy Wars, today April 16th via digital download on darkfallonline.com. Instructions for buying the game can be found here Press Release Athens, Greece – April 16th, 2013 – Aventurine S.A., developer of the innovative PvP MMORPG Darkfall Online, announced that the sequel, Darkfall Unholy Wars, is now available to players via digital distribution on www.darkfallonline.com. Darkfall Unholy Wars is a sandbox, PvP MMORPG that revolutionizes the concept of epic combat. Thousands of players are now able to experience an intense, real-time combat system that demands and rewards skill, tactics, and lightning reflexes. A game massive by design as well as concept, Darkfall Unholy Wars comes with a host of features, options and game-styles for you to choose and discover as you travel through the rich, beautiful and deadly lands of Agon. Darkfall Unholy Wars combines real-time action and strategy in a fantasy setting and pushes the envelope of Massive Multiplayer Games by featuring the largest seamless and zone-less world of its kind, able to host upwards of ten thousand concurrent users per world. Without instances or other designed roadblocks to player interaction, Darkfall Unholy Wars is set to redefine the MMORPG genre. In the bloodthirsty world of Agon you will form clans and battle for dominance. You will recruit your friends and allies; engage in epic land and naval battles to conquer fortresses and clan cities, interacting with thousands of concurrent players while you carve an everlasting legend! “We are very excited to see Darkfall Unholy Wars launching today. We hope that our players will enjoy the game for months and years to come and become the driving force in the game’s evolution.” – Zad Mehdawi – CEO, Aventurine “After five months of beta we are happy to launch Darkfall Unholy Wars. We are grateful to our playtesters for their contribution to the game and we’re happy to have them with us as players today. Darkfall Unholy Wars is the best combat MMORPG experience and our pledge is that it will continue evolving and pushing the PvP envelope.” – Tasos Flambouras, General Manager, Aventurine Darkfall Unholy Wars is available through the game’s website (www.darkfallonline.com) for the price of 39,95. This price includes the client and 30 days of unlimited game access. Darkfall Unholy Wars will also become available on other distribution platforms, in the days and weeks to come. It's 40 bucks and it has a 15$/€ monthly fee :ye_gods: Launch trailer. (http://www.youtube.com/watch?v=vEIt7kSR5aE) Title: Re: Darkfall "Released" Post by: Signe on April 16, 2013, 07:12:21 PM (http://i.imgur.com/cyGzIt1.gif)
Title: Re: Darkfall "Released" Post by: Malakili on April 16, 2013, 07:37:23 PM Too little, too late. I had a bit of fun with this game but the ship has sailed as far as I am concerned.
Title: Re: Darkfall "Released" Post by: Falconeer on April 17, 2013, 02:15:58 AM Honestly, I only played around with it for a bit, and I must say that this borders with scam. Maybe I'm being too harsh, but this doesn't feel half as finished as Darkfall did when it came out. Or maybe it is "as" finished as Darkfall was when it came out. In 2009.
It really feels like they really had no resources or talent to make another game, but they decided to wrap this and cash some extra money from the crazies and let it implode after a few months cause whatever. Title: Re: Darkfall "Released" Post by: palmer_eldritch on April 17, 2013, 04:04:30 AM I hadn't realised that this is officially a different game to the one the original post is about. People who bought the original Darkfalll get this at a discount but they do have to pay a second time if they want to keep on playing (for the game, never mind the monthly fee). Of course, it's no longer possible to play the original Darkfall as the servers have closed. I'm surprised they have any customers at all.
Title: Re: Darkfall "Released" Post by: Miasma on April 17, 2013, 06:26:32 AM I thought the people who were still playing the old version got the new one for free? I guess when they turned the servers on everyone had to redownload the game all the sudden, so people couldn't actually play. It was faster to get through bittorrents than the official site. This is in a game where the first people in get to claim cities and such so it's pretty important that everyone be allowed in at the same time, I imagine most of the guild leaders and such took the day off only to stare at patching screens.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on April 17, 2013, 06:48:54 AM from what I hear from DF1 vets it's actually pretty good.
I might try it again in a month or so when things settle down. Title: Re: Darkfall "Released" Post by: Mrbloodworth on April 17, 2013, 06:50:41 AM Already happened, just a quick look at the forums, one guild finished one download then drove the client to other users and have already ground out 50000 "domination" points or some such thing.
Kinda funny. Title: Re: Darkfall "Released" Post by: palmer_eldritch on April 17, 2013, 07:34:42 AM I thought the people who were still playing the old version got the new one for free? Nope. They get the new game for $14.95 rather than the full price of $29.95 but they had to pay. http://www.darkfallonline.com/news/pre-order-promo-ends-april-12th Buying the game does give you the traditional 30-days play time so I guess you could look at it that way but it's actually a fee for the new game. Also, if you bought old game and failed to buy the new one before April 12 (see that link) it looks like you're simply treated like a brand new customer and have to pay the full $29.95. Title: Re: Darkfall "Released" Post by: Speedy Cerviche on April 17, 2013, 09:36:46 AM lol well screw that then I bought their game and subscribed to it for almost 2 years while they witheld content updates for this new one and now they won't give me a deal anymore. I'll stick with playing warband which has better combat anyway.
Title: Re: Darkfall "Released" Post by: Falconeer on April 24, 2013, 06:36:55 AM This is a guide, not a review (https://www.youtube.com/watch?feature=player_embedded&v=N78axj_GbSk), but it tells you all you need to know about the game.
Title: Re: Darkfall "Released" Post by: ghost on April 24, 2013, 10:09:32 AM from what I hear from DF1 vets it's actually pretty good. I might try it again in a month or so when things settle down. Hah. We never hear that games are pretty good after one month. Wait three to four months. Then you'll have the real measure. Title: Re: Darkfall "Released" Post by: Dark_MadMax on April 24, 2013, 12:05:05 PM This is a guide, not a review (https://www.youtube.com/watch?feature=player_embedded&v=N78axj_GbSk), but it tells you all you need to know about the game. Somehow they managed to make UI worse. LOL Title: Re: Darkfall "Released" Post by: luckton on April 25, 2013, 09:26:29 AM Darkfall Unholy Wars to be launch title of new Steam service: Subscription Plans (http://store.steampowered.com/news/10463/)
Quote April 25, 2013 -- Valve, creators of best-selling game franchises (such as Dota 2 and Half-Life) and leading technologies (such as Steam and Source,) today announced the addition of Subscription Plans to its offering of services. With Subscription Plans, Steam offers gamers the ability to sign up and manage payments for subscription-based games on Steam. The launch title for the new service is Darkfall Unholy Wars, with additional subscription-based games to follow. Steam customers may now sign-up for, manage, cancel or renew game Subscription Plans at any time, online directly through Steam. Visit Steam Support for more information about Steam Subscription Plans. So they still want a sub for this game? :why_so_serious: Title: Re: Darkfall "Released" Post by: Falconeer on April 25, 2013, 10:02:01 AM Makes sense to me that they do.
Didn't we agree in the Camelot thread that the only MMOs still asking for a subscription are the ones older than ten years? Darkfall and this 'sequel' fit in perfectly, regardless of the publishing date. Title: Re: Darkfall "Released" Post by: UnSub on April 25, 2013, 10:42:20 PM Being the first sub MMO on Steam might actually help keep Darkfall alive.
Title: Re: Darkfall "Released" Post by: Lantyssa on April 26, 2013, 08:27:19 AM Rift is on Steam.
Title: Re: Darkfall "Released" Post by: UnSub on April 26, 2013, 10:43:48 AM Yes, but Darkfall is the first to be made available through Steam's service, which will bring it some attention for a bit.
A big question will be about how much the deal puts in Valve's pocket - Trion may prefer not to go on Steam if there's too much of a fee in using it for subs collection. Title: Re: Darkfall "Released" Post by: Rake on June 23, 2013, 11:01:37 AM Just a heads up on Steam's renewal policy.
If you stop your subscription and then decide to resub, you will have to pony up the full price for the game again. Interesting policy they have here Title: Re: Darkfall "Released" Post by: Miasma on June 23, 2013, 11:40:26 AM That either can't be right or would be bone jarringly stupid.
Title: Re: Darkfall "Released" Post by: Bzalthek on June 23, 2013, 12:15:18 PM It's a bug that cropped up around Memorial Day weekend. Some people still have a problem with it but no, you should not have to re-buy the game.
Title: Re: Darkfall "Released" Post by: Rake on June 23, 2013, 01:26:55 PM Not a bug it's Policy. By the way there was no violation, just the subscription didn't auto renew for some reason and I didn't fill in the card info before they terminated the license.
C. Termination by Valve. Valve may cancel your Account or any particular Subscription(s) at any time. In the event that your Account or a particular Subscription is terminated or cancelled by Valve for a violation of this Agreement or improper or illegal activity, no refund, including of any Subscription fees, will be granted. Title: Re: Darkfall "Released" Post by: Malakili on June 23, 2013, 02:09:19 PM That seems to indicate they won't refund you for a game you've been banned from.
Title: Re: Darkfall "Released" Post by: Rake on June 23, 2013, 02:26:23 PM Wasn't banned from the game, but my account got hacked when Aventurine had their computers hacked.
Was suspended for a few days while they "made sure my account was secure". I was cleared to play again, minus all my pixels, just before the subscription was due for renewal. There were no violations on my side, and I imagine the hackers were so busy looting all the other victims to be spending much time creating a nuisance with my character. Title: Re: Darkfall "Released" Post by: Rake on June 24, 2013, 08:41:38 AM Update.
As Bzalthek said, maybe it was a bug as the link that was redirecting me to the store to buy the game at full price, changed to allowing me to resub at the monthly price. Title: Re: Darkfall "Released" Post by: Threash on June 24, 2013, 12:38:18 PM It was obviously a bug...
Title: Re: Darkfall "Released" Post by: LC on August 12, 2013, 07:46:05 AM They put in the best patch yet this morning. The "everyone is an admin" patch was live for about 10 - 15 minutes before they realized it.
Title: Re: Darkfall "Released" Post by: K9 on August 12, 2013, 08:21:42 AM These guys are pro
Title: Re: Darkfall "Released" Post by: tmp on August 12, 2013, 08:48:05 AM They put in the best patch yet this morning. The "everyone is an admin" patch was live for about 10 - 15 minutes before they realized it. :drill: ok, this beats CCS' boot.ini thing.Title: Re: Darkfall "Released" Post by: Ginaz on August 28, 2013, 06:34:20 PM This is on sale now through Steam. 50% off makes it $20.
Title: Re: Darkfall "Released" Post by: Mrbloodworth on August 29, 2013, 06:02:48 AM Mortal online also got green lit, if you hate yourself.
Title: Re: Darkfall "Released" Post by: Dren on August 29, 2013, 11:58:22 AM As I continue to wait for this to go F2P, what is the current state. It is hard to tell from posts two pages back. Anyone still playing?
Title: Re: Darkfall "Released" Post by: LC on September 18, 2013, 05:06:07 AM As I continue to wait for this to go F2P, what is the current state. It is hard to tell from posts two pages back. Anyone still playing? I still play. The game's population has dropped significantly. It's not as low as it was when I quit the first one, but it's getting there. I would guess that it still has around 1-1.5k active subs and around 400-500 players online during peak times. Around 20% of that is probably gold farmers from China. The game is currently overrun with radars, aimbots, and stickyback hacks. There was an email (http://i.imgur.com/yfWfoZ9.jpg) leaked to the forums by a leader of the Kholesh alliance. It was a message from the devs to the gms. The sender of the email admitted that they have no method of detecting hacks, and asked the GMs to just start banning suspicious players without posting the names on their public ban website (http://www.unholybanhammer.com). All players listed in the email were banned, but no names were posted. At least my alliance is still doing well. (http://www.youtube.com/watch?v=tZY8BOJ7hz8&hd=1) Title: Re: Darkfall "Released" Post by: LC on September 18, 2013, 05:11:54 AM double posted by accident
Title: Re: Darkfall "Released" Post by: ashrik on September 19, 2013, 09:16:10 AM As I continue to wait for this to go F2P, what is the current state. It is hard to tell from posts two pages back. Anyone still playing? At least my alliance is still doing well. (http://www.youtube.com/watch?v=tZY8BOJ7hz8&hd=1) Title: Re: Darkfall "Released" Post by: LC on September 20, 2013, 12:47:02 AM Quote It's weird the sense of finality that people have. Talking about X group quitting the game or "Last significant siege". It happens. (https://forums.darkfallonline.com/showthread.php?380047-Neighborhood-Watch-Community-Event) I have seen too many clans completely quit the game already. Title: Re: Darkfall "Released" Post by: LC on November 10, 2013, 09:38:45 PM Interesting things in the world of darkfail. The end might finally be near.
Quote They lost their offices, they did not relocate to a permanent spot because they don't have the funds for it. The information I got was they are sharing with another place and using a very small room & the rest are working from home etc. I'm not sure what work they are doing because there hasn't been any updates besides the MVP forums... I don't post in the MVP forums because I feel I would just turn my posts negative. If you saw some of the names that are in there it would make you sick. Some of them even got banned from DF 1.0 for cheating. Nobody is really missing anything on this forum because there is not much being posted anyway. This would be dismissed as a rumor normally, but it's darkfail, and rumors never seem to remain rumors. After the rumor of them losing their office started circulating, we were treated to an interesting twitch.tv drama hosted by Claus Grovdal the former/current (depending on which rumor you believe) lead designer. He got really drunk/high and started spilling everything on his stream. The most interesting bits were that the company is broke, they are developing yet another mmorpg, and they need double the amount of current subscribers just to break even. He also mentioned that his contract with the company expires in four months. Title: Re: Darkfall "Released" Post by: calapine on November 10, 2013, 10:42:47 PM Mortal online also got green lit, if you hate yourself. I never heard about that game and did some googling: It seems Mortal Online has less 700 players. As in total active players, not players logged in at the same time. :uhrr: Title: Re: Darkfall "Released" Post by: LC on November 11, 2013, 12:09:18 AM Darkfall probably has about the same amount of active players in North America.
Title: Re: Darkfall "Released" Post by: Falconeer on November 11, 2013, 02:31:42 AM we were treated to an interesting twitch.tv drama hosted by Claus Grovdal the former/current (depending on which rumor you believe) lead designer. He got really drunk/high and started spilling everything on his stream. Any chance I can see that somewhere? Title: Re: Darkfall "Released" Post by: koro on November 11, 2013, 02:43:36 AM Doubtful, since Twitch no longer defaults to automatically archiving streams you do, so he'd have to have manually gone in and saved it.
Title: Re: Darkfall "Released" Post by: LC on November 11, 2013, 03:03:39 AM we were treated to an interesting twitch.tv drama hosted by Claus Grovdal the former/current (depending on which rumor you believe) lead designer. He got really drunk/high and started spilling everything on his stream. Any chance I can see that somewhere? It wasn't archived and nobody recorded it. The forums blew up, and several transcripts were posted. Almost every thread related to the incident was deleted. Many of the posters got permanent bans. Only one response was given. (https://forums.darkfallonline.com/showthread.php?381496-Claus-had-his-hand-in-the-Jesus-Patch-of-DF1&p=6191399&viewfull=1#post6191399) The mass deletion/bans have continued, but they have expanded to include any and all negativity toward the developers and game: (http://i.imgur.com/VV365qo.png) Title: Re: Darkfall "Released" Post by: Falconeer on November 11, 2013, 04:45:09 AM Quote it's just us trying to protect our friend who apparently had an unfortunate human moment. :awesome_for_real: I can't believe I missed it, and I can't believe no one recorded that. What the hell! Title: Re: Darkfall "Released" Post by: Ginaz on November 11, 2013, 08:00:44 AM Quote it's just us trying to protect our friend who apparently had an unfortunate human moment. :awesome_for_real: I can't believe I missed it, and I can't believe no one recorded that. What the hell! I doubt there's many that would care enough to take the time and effort to do it. I mean, even now, I'm struggling to muster enough fucks to keep typing this messa... Title: Re: Darkfall "Released" Post by: LC on November 11, 2013, 01:57:26 PM Quote it's just us trying to protect our friend who apparently had an unfortunate human moment. :awesome_for_real: I can't believe I missed it, and I can't believe no one recorded that. What the hell! It was sad and enlightening at the same time. He even asked if anyone would donate money to him. I feel bad for the guy. I believe he just made the mistake of selling out to some shady business partners (https://www.youtube.com/watch?v=dEj_480u19U&hd=1) and it didn't work out. Title: Re: Darkfall "Released" Post by: Ginaz on February 06, 2014, 03:17:37 AM There's a Steam sale going on right now for this. Game itself is $9.99, 75% off, and a 6 month sub is 44% off, $8.32/month, which is about $50 total.
Title: Re: Darkfall "Released" Post by: Falconeer on February 06, 2014, 03:22:16 AM Last time I checked this game is one of the biggest disasters you could ever think of. And there's about 14 people playing and a lot of Dev drama going on. I would suggest to stay away or approach only with a hazmat suit, but things could have changed ( :why_so_serious: ), of course.
Title: Re: Darkfall "Released" Post by: Speedy Cerviche on February 06, 2014, 06:08:41 AM Yeah don't give these idiots 50$.
Title: Re: Darkfall "Released" Post by: WayAbvPar on February 06, 2014, 02:12:00 PM Yeah I got an email this morning from them. If they made it FTP I would probably at least check it out, but no fucking way am I dropping box price AND sub price, even at a discount.
Title: Re: Darkfall "Released" Post by: Rendakor on February 06, 2014, 05:24:07 PM If they made it FTP I would probably at least check it out, but no fucking way am I dropping box price AND sub price, even at a discount. This. I've been morbidly curious about this trainwreck since it launched, but not $50 curious. |