| 162 posts found | |
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9/27/12 2:21:37 PM#141
"The User Interface was one of the more criticized features of Darkfall Online; we believe it will be one of the most preferred features of Unholy Wars."
God i hope not |
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9/27/12 4:46:02 PM#142
I'd never heard of either of them until today... *hangs head in shame*
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9/27/12 5:32:05 PM#143
Of all the comments this one really cracked me up: "no more Heavily armoured super archer melee crafter mages" And people question why they are making a new game? The original game was very broken, they tried fixing it, but realized there was too much to fix, hence the new game. I give them credit, they made a difficult decision, but it was the right one. I am looking forward to giving the new game a whirl. |
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9/27/12 6:12:40 PM#144
Originally posted by Karahandras Journalists? Where?! |
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9/27/12 8:31:39 PM#145
Originally posted by Tamanous Totally agreed. In the several months I played, I found that the biggest breaker of immersion and fun was the lack of what felt like a fleshed out, living world. Yes, the creatures had some interesting AI, but PVP can sustain the average player for only so long. You need open world zones with monsters and bosses that players want to kill for reasons other than the furthering of PVP. Maybe mob levels need to be maintained- for example, a newly established goblin village would, if unaddressed, grow in number until they start attacking neighboring npc-towns or utilizing resources that are valuable to players. Players would then need to trim their numbers in order to gain access to the towns or villages. Another great game that had good open world PVP was Vanguard:SOH. The impetus of most major pvp encounters was guilds fighting for open world spawns and dungeons.The same concept could be applied to a world such as DF's in which all items are craftable. Make certain zones/dungeons where a special reagent is dropped by specific mobs, or a rare mob boss that would spawn after the occupying guild/group could kill after farming so many mobs. |
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9/28/12 2:10:34 AM#146
Go on Garrett, get Tasos to give you a remote login to their closed beta. We want screenshots and gameplay thoughts! As far as first interviews go, this is pretty *meh*, however it's great to see you starting the ball rolling, and I look forward to a more in-depth report!
Paragus should also be unleashed on Df:UW beta - at the end of the day, what everyone is fying to know is what is it really like? People with such extensive knowledge of MMOS would be very well placed to let us have their thoughts! |
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9/28/12 2:18:23 AM#147
Oh it's on the Darkfall forum (or was that the Df:UW facebook page?) - if you are a Darkfall 1.0 subscriber when Df:UW launches, then you do not need to buy the new game. So my understanding is that subscription wise, if you are a paid subscriber of Darkfall 1.0 at launch you get Df:UW as if it was a free upgrade (you don't have to rebuy "the game"), if you are totally new then you would buy the game as you would for any other game. Darkfall 1.0 has always used the old EVE Online billing model, you buy the game and game time, but never had to pay for updates or expansions (Darkfall 1.0 did have a couple expansions).
"There were also questions about having to pay for the relaunch version, and the answer is no if you’ve already bought Darkfall." Tasos from http://www.darkfallonline.com/blog/?p=2102 That quote is from a little while ago, not sure if there is a more recent confirmation.
So ... simple logic really for all players who had a DF 1.0 subscription before - October/early November is the time to go back to Agon, and get the new game as a free upgrade to your monthly subscription. Besides, people are going to be fighting like there is no tomorrow ... knowing Darkfall players, they will want to close out DF1.0 with a festival of utter carnage! |
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9/28/12 3:04:09 AM#148
Originally posted by Stravas ^ that. It felt like the AI got upgraded on a lot of mobs about a year and a half ago, right up to some of the caster mobs dynamically using crowd control on players. You haven't really had a good pve experience until you have been sniping at an undead mage with a bow, only to have it unexpectedly use magic to pull you off the cliff you were on down into the waiting melee minions! And it was always trouble when a wounded goblin would flee, hide behind a tree, then come back after you - with his buddies. Seriously, Darkfall 1.0 was one of the few games I have ever encountered where the Mob AI worked off sound as well as visual line of sight. You could sneak past a mob on the other side of a rock, but if you were not sneaking many mobs would hear you and go after you. Of course the red dragons just skipped that sublety entirely, if you were in their domain they would cry, circle around, and nuke you. Nothing quite like being roasted by a red dragon in Darkfall.... although Frosty (the ice dragon) had a whole new twist on munching down players and their ships!
Anyone who says "Darkfall 1.0 had no pve content" is simply blind. That many players enjoyed pvp so much that they never bothered with the pve content does not mean it was not there, only that Darkfall never forced people to do X, Y, Z, pve as a pre-requisite to pvp. |
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9/29/12 2:13:38 AM#149
Guess I will continue to wait for a sandbox PVE game with raids and dungeons. I love PVP but i hate the forced aspect of it. I pvp when I want to I dont wanna be forced into it.
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9/29/12 2:52:07 AM#150
Originally posted by William12 +1 The only thing that is making me hesitate about getting or not getting this game is beeing forced into pvp. I do plenty of pvp, but I want to choose when to do so.
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9/29/12 5:59:31 AM#151
Originally posted by Mifun They're probably still designing the beards :P I've been disappointed by DF the first time I signed up. I'm really torn on whether to try UW or not. My main issue was that though they do give all the attention needed for PvP, other elements like the economy or other non-PvP activities were not getting enough limelight |
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9/29/12 5:14:13 PM#152
Originally posted by gordiflu You are never forced to pvp. You can refrain from pvp'ing and still enjoy the game just as much. Examples of this can be that you can become rich as hell and still have a major influence in the game, as of hiring people to do work for you, aswell as be a crafter and provide your clan/friends along with lots of other things. It does essentially come down to how you want to do it, and many people chose to pvp alot because of the nature of the game, but I belive in DFUW (especially with the revamped crafting) that alternative playstyles will be more attractive to those who chose.. that's my professional opinion |
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Amphib_Ian
Novice Member
Joined: 1/24/11
Fools fear nothing yet claim to know everything. Bravery is knowing everything yet fearing nothing. |
9/30/12 11:35:49 AM#153
I might just have to give this game a look-see. If it truly is an open world pvp sandbox then i'm up for the challenge! especially FTP since i'm broke all the time. But if it's FTP is it then PTW?
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10/01/12 4:30:33 PM#154
You really think anything changed about AV or DF ? They might promote it as a new game, but it's simply not. It obvious they reused a lot of code and solutions. There is another thing which most likely didn't change. The working culture at AV and the dev team size. I really doubt they will produce a new experience.
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10/01/12 4:42:41 PM#155
In order to atract me they would need to remake the combat closer to Mount and Blade Warband style, especially the retarded old DF melee. Then they would need to fill the game world with more things to do then pointless pvp, sieges, grinding skills and killing mobs without a reason beyond resource and skill gains. And yeah, change the ratio between fun and boring repetitive grind.
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10/02/12 1:12:45 AM#156
Originally posted by corpusc its making some pretty big changes to be honest |
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10/02/12 1:13:33 AM#157
Originally posted by Blindchance i think i read they was going to rework meele combat for uw |
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10/02/12 2:18:24 AM#158
Originally posted by Blindchance The working culture and dev team didn't change you say? Well, the dev team adopted the SPRINT work cycle, which allowed them to make this overhaul in 2 years, when the original Darkfall took 6. They have more than doubled their size (35 new devs and growing since DF launch) and have moved into a bigger office building. So, you're pretty much wrong on all counts friend. |
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10/02/12 7:49:31 PM#159
I loved this game I'm glad its updating :)
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corpusc
Elite Member
Joined: 7/25/03
CHATTANOOGAN contact me if you are seriously interested in |
10/05/12 2:48:34 PM#160
Originally posted by Raxeon
i didn't say they weren't. i wasn't talking about every aspect.
i was talking very specifically about one "issue" some (self-hyping) people have. The End |