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Darkfall: Unholy Wars

Darkfall: Unholy Wars 

General Discussion  » Darkfall: Unholy Wars to have SAFE ZONES?

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74 posts found
  Adam1902

Advanced Member

Joined: 11/02/04
Posts: 523

 
OP  10/31/12 12:48:46 AM#1

Aventurine announce the implementation of 100% safe no-PvP zones in Darkfall: UW here: http://www.mmorpg.com/blogs/Paragus1/102012/24100_Darkfall-Unholy-Wars-Interview-with-Aventurine

QUOTE:
14) Will there be an alignment system in the new version and if so, will be the same as it is in the older version?

Darkfall Unholy Wars has a different alignment system. In reality we are keeping the whole turning red situation when you kill other players in place but turning red does no longer mean you get attacked by NPC guard towers. It is just there to indicate to other players you might not be someone they can trust. What they do with the information is up to them. However because this would make the entire world rather chaotic we felt we needed to create some areas where players can perform some basic activities in peace. All the racial capitals and satellite faction cities as well as surrounding areas where players will make their initial steps have all PvP actions disabled. Even players belonging to enemy clans will be unable to damage each other in those areas. The vast majority of the world of course remains as it was. As a side note, while NPC guard towers are now completely off as they serve no purpose, Player holding towers will continue to faction as before.

I'm not too happy about this at all, I'm quite uncomfortable with zones existing in the game where it is IMPOSSIBLE for anyone to be attacked. This takes a lot of the immersion out of the game, and I'm sure many players agree.

Here's my solution on safe zones here: http://forums.darkfallonline.com/showthread.php?t=331659

This solution allows ONLY ALL new players, and ALL new and weak clans (those that don't own any holdings) to have 100% safe zones.

/Discuss

 

EDIT: Updated my OP over at the official DF forums addressing some important points. Also fixed link to source about the safe zones and added a quote for the lazy ones.

_________
Currently in casual mode!
Playing: Nothing...

Watching: Black Desert Online, H1Z1

Always hating on instances in MMOs! Open worlds, open PvP, territory control and housing please. More persistence, more fun.

  username509

Novice Member

Joined: 3/22/10
Posts: 669

10/31/12 12:50:02 AM#2
Your link is dead.

Never trust a screenshot or a youtube video without a version stamp!

  Raxeon

Advanced Member

Joined: 7/10/10
Posts: 2081

10/31/12 1:22:47 AM#3
Originally posted by Adam1902

Aventurine announce the implementation of 100% safe no-PvP zones in Darkfall: UW here: http://www.mmorpg.com/blogs/Paragus1...ith-Aventurine

I'm not too happy about this at all, I'm quite uncomfortable with zones existing in the game where it is IMPOSSIBLE for anyone to be attacked. This takes a lot of the immersion out of the game, and I'm sure many players agree.

Here's my solution on safe zones here: http://forums.darkfallonline.com/showthread.php?t=331659

This solution allows ONLY ALL new players, and ALL new and weak clans (those that don't own any holdings) to have 100% safe zones.

/Discuss

the problem is BUD you ranting and raving all over the place isnt going to change anything

  SaintPhilip

Novice Member

Joined: 3/22/12
Posts: 729

10/31/12 1:30:20 AM#4

I like the idea...

PVP  games sghould have "safe zones" since in the real World assholes end up in jail and in MMO land they usually have little to no punishment for griefing and such- This gives some of us a place to go to get a "break" from the KILL ON SIGHT Arena/Deathamatch mentaility.

-Anyhow, I have not read the link you posted, nor am I following every incarnation of News on this game and dissecting it with a fine toothed comb... I Am going to be playing though (hopefully on day 1) and this makes me happy. =)

  Toxia

Apprentice Member

Joined: 7/25/09
Posts: 1326

10/31/12 1:30:42 AM#5

I see nothing in paragus' blog about safe zones. Quite a long post, so quote it for me if i missed it.

 

Last i heard they were making the startting zones safe. Just the starting zones. Unless that's changed, there is no reason to be upset.

Ganking noobs is horrible for community.

The Deep Web is sca-ry.

  User Deleted
10/31/12 1:32:56 AM#6
All they need is a PvE only server and maybe it might get some looksies.
  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2594

10/31/12 1:37:41 AM#7
Originally posted by Zylaxx
All they need is a PvE only server and maybe it might get some looksies.

Except that that would, you know, destroy the entire way the game works.

  Hancakes

Novice Member

Joined: 2/06/11
Posts: 1106

10/31/12 2:01:03 AM#8

 

I dont see it being a big deal

Shadowbane had limited safe zones and it had no negative impact on gameplay.

  thinktank001

Advanced Member

Joined: 12/13/08
Posts: 1954

10/31/12 2:22:29 AM#9
Originally posted by Adam1902

Aventurine announce the implementation of 100% safe no-PvP zones in Darkfall: UW here: http://www.mmorpg.com/blogs/Paragus1...ith-Aventurine

I'm not too happy about this at all, I'm quite uncomfortable with zones existing in the game where it is IMPOSSIBLE for anyone to be attacked. This takes a lot of the immersion out of the game, and I'm sure many players agree.

Here's my solution on safe zones here: http://forums.darkfallonline.com/showthread.php?t=331659

This solution allows ONLY ALL new players, and ALL new and weak clans (those that don't own any holdings) to have 100% safe zones.

/Discuss

 

I think the safe zones is exactly what the original was missing.   However, it would have been nice if it was implemented differently.  

  kaiser3282

Tipster

Joined: 5/21/08
Posts: 2691

10/31/12 3:12:53 AM#10
Originally posted by Toxia

I see nothing in paragus' blog about safe zones. Quite a long post, so quote it for me if i missed it.

 

Last i heard they were making the startting zones safe. Just the starting zones. Unless that's changed, there is no reason to be upset.

Ganking noobs is horrible for community.

From the interview:

14) Will there be an alignment system in the new version and if so, will be the same as it is in the older version?

Darkfall Unholy Wars has a different alignment system. In reality we are keeping the whole turning red situation when you kill other players in place but turning red does no longer mean you get attacked by NPC guard towers. It is just there to indicate to other players you might not be someone they can trust. What they do with the information is up to them. However because this would make the entire world rather chaotic we felt we needed to create some areas where players can perform some basic activities in peace. All the racial capitals and satellite faction cities as well as surrounding areas where players will make their initial steps have all PvP actions disabled. Even players belonging to enemy clans will be unable to damage each other in those areas. The vast majority of the world of course remains as it was. As a side note, while NPC guard towers are now completely off as they serve no purpose, Player holding towers will continue to faction as before.

  GwapoJosh

Advanced Member

Joined: 3/10/12
Posts: 1012

10/31/12 3:17:31 AM#11
I like this..  Vets ganking new players was the absolute biggest reason people quit playing. I do think that new players should be able to kick the the crap out of each other in these "safe zones" though ;)

"You are all going to poop yourselves." BillMurphy

  SaintPhilip

Novice Member

Joined: 3/22/12
Posts: 729

10/31/12 3:18:04 AM#12
Originally posted by kaiser3282
Originally posted by Toxia

I see nothing in paragus' blog about safe zones. Quite a long post, so quote it for me if i missed it.

 

Last i heard they were making the startting zones safe. Just the starting zones. Unless that's changed, there is no reason to be upset.

Ganking noobs is horrible for community.

From the interview:

14) Will there be an alignment system in the new version and if so, will be the same as it is in the older version?

Darkfall Unholy Wars has a different alignment system. In reality we are keeping the whole turning red situation when you kill other players in place but turning red does no longer mean you get attacked by NPC guard towers. It is just there to indicate to other players you might not be someone they can trust. What they do with the information is up to them. However because this would make the entire world rather chaotic we felt we needed to create some areas where players can perform some basic activities in peace. All the racial capitals and satellite faction cities as well as surrounding areas where players will make their initial steps have all PvP actions disabled. Even players belonging to enemy clans will be unable to damage each other in those areas. The vast majority of the world of course remains as it was. As a side note, while NPC guard towers are now completely off as they serve no purpose, Player holding towers will continue to faction as before.

Hmmmm- I really do not see a problem with this- Sounds good to me. =/

  User Deleted
10/31/12 4:37:39 AM#13
Originally posted by DavisFlight
Originally posted by Zylaxx
All they need is a PvE only server and maybe it might get some looksies.

Except that that would, you know, destroy the entire way the game works.

How so?  If there was no PvE mobs, then you would have a point because then the game would be designed with PvP as the sole focus.

 

Yea the game is PvP FFA, but it also contains PvE.  Making a server like the Asherons Call server's that are white with optional PK flagging will not change red servers or change the over arching design of the game.  All it will do is bring players to the game who want to play for fun, level, PK on their own terms and enrich the game.

  User Deleted
10/31/12 5:26:08 AM#14
Originally posted by Zylaxx
Originally posted by DavisFlight
Originally posted by Zylaxx
All they need is a PvE only server and maybe it might get some looksies.

Except that that would, you know, destroy the entire way the game works.

How so?  If there was no PvE mobs, then you would have a point because then the game would be designed with PvP as the sole focus.

 

Yea the game is PvP FFA, but it also contains PvE.  Making a server like the Asherons Call server's that are white with optional PK flagging will not change red servers or change the over arching design of the game.  All it will do is bring players to the game who want to play for fun, level, PK on their own terms and enrich the game.

/facepalm.

 

@OP, The 100% safe zones seems highly exploitable and given the alignement system is effectively being turned off, it is just going to promote more rampant pking in the non safe world. The fact that they don't seem sure about some content, or simply won't have it in at launch is also alarming.

 

 

  User Deleted
10/31/12 5:36:14 AM#15

I think the safe zones are a great idea since they are expressly limited to the capital city and satellite starter cities. If noobs want to pvp, they just have to travel a short way out of the protected cities and go at it.

 

There were some players who made it a habit to grief new players around the starter areas. They will still be able to do this, just not in the cities. I'm sure there will still be plenty of noobs to grief at the first goblin spawn, so don't worry OP.

  User Deleted
10/31/12 5:40:40 AM#16
Originally posted by 7star

I think the safe zones are a great idea since they are expressly limited to the capital city and satellite starter cities. If noobs want to pvp, they just have to travel a short way out of the protected cities and go at it.

 

There were some players who made it a habit to grief new players around the starter areas. They will still be able to do this, just not in the cities. I'm sure there will still be plenty of noobs to grief at the first goblin spawn, so don't worry OP.

You could hang around the proximity of safe zones and try gank people, as soon as the fight goes against you, just step inside.

 

The fact the alignment system now means nothing is also going to promote everyone just trying to whack-a-mole people in the open world at the first chance, before running to safety if it goes tits up.

 

They have gone for a cop out option. They either couldn't (or couldn't be arsed to) sort out decent npc protection and a decent alignment system, so they have effectively removed both and just turned on the old "pvp off" switch.

  User Deleted
10/31/12 5:45:26 AM#17
Originally posted by bunnyhopper
Originally posted by 7star

I think the safe zones are a great idea since they are expressly limited to the capital city and satellite starter cities. If noobs want to pvp, they just have to travel a short way out of the protected cities and go at it.

 

There were some players who made it a habit to grief new players around the starter areas. They will still be able to do this, just not in the cities. I'm sure there will still be plenty of noobs to grief at the first goblin spawn, so don't worry OP.

You could hang around the proximity of safe zones and try gank people, as soon as the fight goes against you, just step inside.

 

The fact the alignment system now means nothing is also going to promote everyone just trying to whack-a-mole people in the open world at the first chance, before running to safety if it goes tits up.

 

They have gone for a cop out option. They either couldn't (or couldn't be arsed) to sort out decent npc protection and a decent alignment system, so they have effectively removed both and just turned on the old "pvp off" switch.

Yes, I can see it going like you say.

 

Maybe there will be some sort of delay, like you stay flagged for 5 minutes after attacking another player even if you come into a safe zone. There weren't a lot of details in the interview.

 

Regarding the alignment system...it was a huge problem in DF. I don't really know how it's going to work in DFUW. Was there enough info in that interview? It seems like you just go red and then players "might not trust you." Is that what Tasos said? Something like that? Hehe...

  User Deleted
10/31/12 5:54:31 AM#18
Originally posted by 7star
Originally posted by bunnyhopper
Originally posted by 7star
 

Yes, I can see it going like you say.

 

Maybe there will be some sort of delay, like you stay flagged for 5 minutes after attacking another player even if you come into a safe zone. There weren't a lot of details in the interview.

 

Regarding the alignment system...it was a huge problem in DF. I don't really know how it's going to work in DFUW. Was there enough info in that interview? It seems like you just go red and then players "might not trust you." Is that what Tasos said? Something like that? Hehe...

Well it seems that way, you go red and er, that's it lol.

 

As for a delay mechanic, not sure that will be the case at is appears as though the zone is simply "pvp off", so i'm not sure AV will have bothered to work a timer into it. Eitherway it's not going to stop the rampant "gank everyone!!", which the non existant alignment system will no doubt cause.

 

The funny thing is the perception of the game was that everyone killed everyone all the time (that really wasn't the case), but with the new changes it could well be.

 

Hell it might not be that bad in reality, but it certainly seems like a lazy (or incompetent if I'm being less generous) route for them to take.

  chryses

Advanced Member

Joined: 5/29/07
Posts: 1453

10/31/12 6:06:07 AM#19
Im glad there is, might make me play as well
  Galadourn

Advanced Member

Joined: 2/06/08
Posts: 1058

10/31/12 6:10:33 AM#20

although I would have preferred an EVE approach to security for starting areas, I guess that this change will only be good for the general population of Darkfall.

However, the trully ideal approach would be to allow pvp but also allow players to call guards. But apparently that's too hard to implement for AV.

http://kck.st/Xo38HT

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