Trending Games | Guild Wars 2 | WildStar | Stronghold Kingdoms | Blade & Soul

    Facebook Twitter YouTube YouTube.Gaming
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:3,191,263 Users Online:0

Show Blog

Link to this blogs RSS feed

Random thoughts from the pit.

Just some random thoughts from a pod pilot wandering the systems of New Eden, the streets of Paragon City, and the islands in the Rogue Isles and now featuring - Darkfall. Nothing overly exciting, just day-to-day living and loving.

Author: damian7

Making suggestions - Darkfall.

Posted by damian7 Saturday May 16 2009 at 12:20PM
Login or Register to rate this blog post!

The Darkfall suggestion forum description reads as follows:

This forum area should be used to discuss suggestions for how we can improve the gameplay and experience of Darkfall. Please do not post exploits or bugs here with the intention of having them fixed.

Now, there is a sticky which reads "Moderator Approval"

Community Manager

Join Date: Aug 2001 Moderator approval


As of April 10th when a new thread is created in this section it must be approved by a moderator before it will be visible.

Approval is in no way endorsement by Aventurine of a suggestion.



In order to MAKE a suggestion, it has to be approved.  I, and others, have submitted various suggestions for fixing problems with sieges (as a single example).  I have yet to see any of those suggestions posted.


Why would you need moderator approval, in order to post a suggestion?  The role of the moderator here, I would assume is to do away with endless spam.  i.e. suggestions to shove things into random orifices, suggestions to go to porn sites, et cetera.  I would also assume that any actual suggestion to improve the game, would simply be posted.

These assumptions, seem to be ...  wrong.

I will loot your body - Darkfall

Posted by damian7 Saturday May 16 2009 at 11:49AM
Login or Register to rate this blog post!

Check out ze Darkfall's latest installment - short but sweet - follows...


When you die, be it to player or npc, you leave a gravestone.  Anyone can go up to this gravestone and loot it - without being flagged criminal.

If you die to a goblin shaman, close to a city; then, you run back to find someone looting your gravestone.  What do you do?

If you attack the person - you go rogue.  If this looter runs to the city - you will be the one shot by the laser towers, and the looter will be able to attack you without fear of consequence.

What sense does that make?

You loot another player's corpse, who is not in your party / clan / alliance, or perhaps that is not friended to you (take your pick on the specifics) - you get flagged criminal - to that person, or just in general; I leave the specifics to the reader.

But, to have no consequence to the thief, yet there are consequences to the victim -- that simply makes no sense.


Darkfall - hardcore? or turning carebear?

Posted by damian7 Friday May 15 2009 at 3:08PM
Login or Register to rate this blog post!

In this issue of "Check out Darkfall", we look at destroying items from your backpack -- 2 minute timer = hardcore, or not...


Let's do a quick loot-check on a well-established, ffa pvp, "full loot" game that we call Eve Online.

When you are 'defeated' in eve - your ship explodes.  Some of your modules and cargo are also destroyed.  You are left in a pod.  Your pod can be destroyed and along with it, your implants.  Whatever is left over (never anything from a pod), can be looted and the wrecked ship can be salvaged (for a handful of salvage items).

That is what I consider the standard in "hardcore pvp looting".  You whoop someone's butt, and you get whatever is left over after the big BOOM...


Now, let's see what Darkfall has, and ask the question, "Why?"

We will use "ganking a harvester" as our example.  Joe is harvesting and gets attacked.

If he's actively harvesting, hit the number you want for your hotkeyed weapon (assuming you're on the correct keybind column; if not, switch to it first- shift+#) and he's fighting.  If he's resting, then right-click to get out of rest, switch to weapon and unsheathe, and then get to fighting.

Let's say that our harvester has very light (if any) armor, and only a starter weapon, and is alone.  Our harvester starts fleeing and decides to destroy his goods.  To do this, he must open his interface view; then, drag and drop items into the flaming trash can, one at a time.  While in interface view, if auto-move was active while in action view - our harvester will continue moving in that direction.  While in interface view, our harvester can neither turn, nor sprint.  Our harvester can also not move backwards, only forward. 

So, our harvester is taking extra damage from back shots, unarmored unable to turn, unable to sprint - running in that straight line until he hits something and stops moving...  Yet, wannabe-pvpers, EVEN WITH all these advantages, and obviously attacking the unarmored harvesters - were unable to incapacitate these harvesters faster than the harvesters could destroy 3-12 different types of mats/regs + tools. 

End result - LOTS of QQ from pvpers that just aren't good at pvping, and now, when you destroy an item, it will be on your corpse if you are slain within the next two minutes.

Using Eve as our standard for hardcore pvp action (which I am doing) - this change is nothing other than carebear and weaksauce.  If you have all of these advantages (backshots, hitting an unarmored opponent, opponent can't sprint or turn - just run in a straight line) and you can't kill your target in a timely fashion, and you NEED a two minute loot destruction timer -- you are about as carebear as the harvester you're unable to quickly kill.


But, darkfall is all about the good fights, and the pvp action, and the city conquering.  Maybe you're denying resources to a city?

The cities that have mines/groves/farms within their city walls.  These drop rares.  The cities also have the normal nodes (stone, ore, iron, lumber, weeds) within their city walls.  So, no, you're not really hindering a city, even if said city is currently under siege...


Help me to understand, in the light of a TRUE hardcore pvp MMO - how this two minute loot destruction timer is anything other than a carebear change, QQed into existence by wanna-pvpers that simply... aren't any good at pvp.

Darkfall - realism.

Posted by damian7 Friday May 15 2009 at 12:48PM
Login or Register to rate this blog post!

All during these Darkfall discussions, I shall refer to the default keybinds and/or mention what these keybinds do for you.


We're going to discuss looting and banks in this issue of "check Darkfall out".

Looting and Realism...


Looting involves moving one item (or stack) at a time, from your target (corpse) into your backpack.  There is no auto loot.  There are no organizational *slots* for your items - your bag is as jumbled/organized as you make it, based upon your placing of items into your pack and/or bags.

You've just slain a mob or player, and you want to loot.

1 - sheathe weapon (R)

(2 - change from action view to interface view (right click), or it switches you there when you open the gravestone)

3 - open corpse's gravestone (F)

4 - open your backpack (B)

5 - move one item/stack at a time from the gravestone into your backpack.

So, let us say that you are looting a corpse (player or mob) in Darkfall, and you are attacked and want to hit back. Let's examine this process.

Firstly, you're being hit for additional damage; because unless your attacker is stupid - he's attacking you from behind for the extra damage.  No big, right?  Just hit him back.  Wrong!

You're in interface mode, you have to switch back to action mode (right click). 

Now, you're going to have to arm a weapon.  On the offchance you have the wrong weapon equipped (i.e. board/blade, staff, two-hander, harvesting tool) ; then, you'll have to change weapons (whatever key your weapon of choice is bound to, if you're on the correct keybind selection.  Otherwise you have to switch to the correct keybind column (default is shift+#)

Why would I have the wrong weapon sheathed? Let's say you're being attacked by a nakie person running figure 8s around you - you'll want a sword/board.  Let's say you had been harvesting and have a tool equipped still.  Let's say you had a bow/staff equipped and you need to melee.  If you were PVE'ing, you might've been sniping mobs from a wall/roof (so they couldn't attack you back), and now you need a melee.  There's a variety of reasons that you COULD have the incorrect weapon sheathed.

So, now, you've gotten into action mode, equipped and unsheathed your weapon.  Until you've r-clicked into action mode, you can't even move.  So, your attacker has gotten at least one back-shot on you.


1 - right click

(2 - shift+# if on the wrong column)

(3 - # to equip correct weapon)

4 - r to unsheathe weapon

(5 - B to close your backpack at some point, unless you like, yet another, big assed window in your way)


This sounds simple.  But keep in mind, in most games if you're hit, you pretty much just hit back, or move.  You can't just move, or swing back in this game.  That definitely takes getting accustomed to...


This is done, in the name of realism.


Banks & realism. 


So, why aren't banks realistic?

I can access everything in my bank, from any bank in the world.  Gold is a physical item in this game, not an amount displayed on a tab someplace.

I could go with accessing gold at any friendly/neutral bank as being realistic - some type of voucher sent from one bank to another.

But, you can access all your items in any bank?  i.e. you invade a hostile city, and at the bank, you pull out weapons to destroy said city?

That's two separate areas of unrealism which I'm asked to accept; while looting is convoluted and I can't just hit my attacker - in the name of realism.


Why am I capable of accessing ANYTHING at a hostile bank?

Why am I capable of pulling out all items in my bank, from any bank worldwide?


In eve, whatever station your ships/equipment/whatever is located at -- that is the only spot in which your physical items reside.  You (or someone) must physically travel to that location in order to access your "stuff".  That is realistic.



So, why am I being realistic when it comes to looting; but, unrealistic when it comes to banking?


PITA cuz I can't just turn and swing on an attacker when I'm in loot mode; but, easy-peasy banking access worldwide.


Which is the broken game mechanic which needs fixing?  I mean, we're going for "realism" I've been told repeatedly.


Special Offers