What I am trying to do, is to give the curious a “fast track” to DFO, a summary if you wish. I do however have a disclaimer;
The crew at Aventurine (developer) is not abundant, and therefore they are lacking somewhat in the information department, so some information in this blog could later be proven wrong, having said that, I believe most of the information in this blog to be accurate.
As is Forumfall's custom, a tl;dr version is at the bottom of this post.
The official forums
For the curios I would like to give a word of caution, forumfall (the official Darkfall forum) is a quite a vicious place. While a good post will be respected, it is an absolute must that you cover all your bases or it will be ripped apart. If you do venture over there, and don’t want to be [To] flamed, there is a Newcomer’s section (opened up at the time of announcing Beta). I would highly recommend you start posting there, and then when you feel ready for it move on to the advanced section.
On with the show: Wall of text, incoming!
Darkfall is about to head into open beta, and a flood of gamers is just now having their first look at the game. It has been in development since 2001 however the project was restarted when Aventurine took over development. All in all the current build has been in development of about 5 years.
What is Darkfall then? Well the main features include;
Attack anyone, anywhere, anytime. Some people will find this a daunting, but I would beg to differ, have a look at my earlier blog-entry about FFA/PVP (and full loot)
If someone dies (perhaps by your doing) you can loot ALL his things. There will be no “Soul bound” there will be no insurance. You will lose your gear, this might also seem as a very daunting proposition, but again I would beg to differ, and again I will refer you to my previous blog entry
When you kill a monster, you will loot what it was wearing, you will not kill a horse and loot a “two-hand-sword-of-doom”.
First Person Shooter, in Darkfall there will be no point and click attacks. You will not eat a sandwich while fighting for control over a city or fighting in a dungeon. You will have to aim your attacks, both ranged-combat and melee-combat. Although as you play Darkfall your skills increase and you will be able to make greater damage, the FPS combat will ensure that you, as the player behind the character, will make a difference.
In Darkfall there will be no levels, there will be no classes (however Prestige classes may be introduced later, but they are not to be confused with “regular” classes).
You will pick up the skills you fancy, and by using them you will get better and better with those skills. When you get bored with one set of skills, you drop them and pick up another.
You will not have a “crafter alt” since there will be only ONE character per server allowed. This will ensure that crafters will actually be in high demand, you will not be able to spy on your enemies and you will be held accountable for your actions.
It is stated that the skill-difference between a new character and a veteran character will not be greater than that 3-5 new characters will be able to bring down a veteran character.
In Darkfall there are areas where you can build your city, now there will not be enough such places to go around (this is what will drive the economy). To my knowledge it has been stated that there will be 44 such places at launch. Each city will be controlled by a guild, that guild will have to defend their city.
If a guild is powerful enough it will be able to control more than one city at a time, and creating an “empire”.
The economy in Darkfall will be driven by the guilds wagering war on each other. To successfully “take” another guild’s city you will need siege-engines such as warhulks, and boats. These will probably be both difficult, and expensive to create.
To prevent 4: am sieges the defending guild will be able to pick the time (within a timeframe) when the protection around their city will disappear, enabling an attack.
10.000 simultaneous players/server
Single Character Server
Collision detection/Friendly fire
10.000 simultaneous players/server
Each “darkfall world” (i.e. server) will be able to support 10.000 simultaneous players, that will probably mean around 50-60 thousand accounts.
The world of Agon will be free of instancing, you will be able to travel from one end of Agon to the other without any loading-screen. However Yellowbeard’s (fan visiting the developing studio) write-up does suggest that there will be a loading screen when entering dungeons, but there will only be one instance of that dungeon.
Single Character Server
You will only be able to create one character per server; hence you cannot create any alts.
No crafter alts
This will ensure that crafters will be sought after by any guild
This will ensure that the guy that just killed you, won’t just log-out his evil char and log on with his “good” char.
This will make you accountable for what you do.
Collision detection/Friendly fire
You will not be able to run through another character, which is quite common in today’s mmo’s. You will be able to “push” other characters out of the way, though. This will make formations valid in war; you will have to use some heavy armored personnel to protect your less protected casters and such.
Friendly fire will also make the use of AOE’s a bit precarious; both damage AOE’s and healing AOE’s. If you stand at the side of your friend swinging his great two-hand sword, he might as well chop your head off as the enemies head. If an enemy runs in close when you are healing your group, he too will receive your blessings.
With full loot comes the question about the items looted. Well items like weapons, armor and the like, will not be a chore to attain in Darkfall. Likewise will there not be any items that you grind for 2 weeks to get. The items stats will not be what makes or breaks you in a fight, they will merely constitute a small bonus, or edge.
All items will decay, you will be able to repair them a number of times, but then they will fall apart, and you will have to secure new.
The servers will support large scale battles, with 100 v 100 players participating.
It has been stated by the developers that it will take approximately 8 IRL hours to travel from one end of Agon to the other.
In DF, you have an alignment bar that goes from -100 to +100, from evil to good so to speak.
Every player starts neutral and can improve his reputation by killing enemy player and completing quests. Players of your own race or allied races that have fallen to an evil reputation are also fair game. Your reputation falls when you kill allied players and also when you use certain skills or spells, such as necromancy.
The effect of a good reputation is simple: more quests are available to you, and you are allowed in all NPC controlled villages of your race/a race friendly to you.
You can also use bindstones.
When your alignment is evil, you are KoS for all NPC guards, can't access most quests and can't use bindstones anymore, only chaos stones
Now, the thing is, you are always seen as evil by all enemy races. You can't change this, even if your alignment is +100.
You're always seen as one step worse by races that merely respect you (are neutral with you).
When a race is allied with you, he sees your reputation exactly like it is.
There are six races in this Agon, the Humans of Mercia, the Mirdain(=elves) of Mirendil, dwarves of Nvergheim, the Mahirim(=wolf people) of the Tribelands, the Orks of Morak and the Alfar of Nagast.
As you can see on this map, they're setup around a central, neutral point and the world is obviously built up around PvP.
It would be easy to say –“ok, six races three good, three bad”, this is however untrue.
While humans, mirdain and dwarves appear like the "good guys" easily to us, while alfar, orks and mahirim look "evil" because they've been stereotyped as such in the past, it's more subtle than that.
There are three states of racial allegiance in Darkfall.
Allied, respected (neutral) or hostile.
The racial standing are:
Humans: allied with Dwarves and Mirdain. Hostile with all others.
Dwarves: Allied with Humans, neutral with elves, hostile with all others.
Mirdain: allied with humans, neutrla with dwarves, hostile to all others.
Orks: neutral/allied with mahirim(it's a bit unclear), hostile to all others
Mahirim: neutral/allied with Orks, hostile to all others
Alfar: Hostile to all others.
Now, as you can see, the racial alliance is not "balanced" as you see in any other game.
This is not a problem, as DF functions on a guild level, rather than a racial level.
It is -perfectly- possible to have a clan with, for example, Alfar and Humans, even if they are normally enemies.
The tricky part is that, when you are a human, and another human attacks your alfar clan mate, you will get a bad reputation for helping your alfar clanmate by attacking a fellow human (except if the human in question was evil). Thus clans that break the racial bonds need to consider their reputation, if they don't want to be banned from major trading hubs.
Some must see videos:
The Darkfall 17 minutes gameplay trailer. Graphis are set to low-medium levels and have suffered a -lot- in the process of making the footage.
"We've said this before, and for what it's worth... Darkfall in-game graphics look considerably better than the screenshots and much better than the video. We're also not using a screenshot setting, you're looking at the setting we play on. We just happen to lose a lot in the image and video capture and compression."
If you think 17 minutes is too long, then have a look at this
pumped up Ramstein version (I rather like it)
TL;DR: Darkfall is awesome, soon to be released.
Some of the information in this blog, was provided by Unahim of the Darkfall Community.
/nileq- gloomis on forumfall