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MMORPG.com Discussion Forums

Darkfall: Unholy Wars

Darkfall: Unholy Wars 

General Discussion  » Attention Crafters/Gatherers: This is a surprisingly good game for us.

4 Pages « 1 2 3 4 » Search
61 posts found
  Greymoor

Spotlight Poster

Joined: 12/30/10
Posts: 812

7/16/13 9:50:58 AM#41
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Dumb question: What makes DFUW's crafting better than Mortal Online's? I mean in Mortal skills need to be brought up to get good quality items, you mix and match materials to get differing qualities of items from the same template, etc. Where does DFUW stand out here?

MO's crafting is far more complex and in-depth than DFUWs. But DFUW as a game is x100 times better, with a larger community.

I asked about crafting and you answered and gave me your subjective opinion on the value of the game, could also point out that MO's devs actually talk to their community on a daily or weekly basis and improve the game based on feedback without compromising the game's feel (kind of like how CCP has been doing since the Monoclegate).

I also told you about crafting. But even though MOs crafting is better I'd never recommend someone who enjoys crafting to play MO over DFUW for a long list of other reasons.

DFUW devs communicate on a weekly basis and directly in-game too with weekly patches, with the recent patches being absolutely brilliant.

  User Deleted
7/16/13 11:16:51 AM#42
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Dumb question: What makes DFUW's crafting better than Mortal Online's? I mean in Mortal skills need to be brought up to get good quality items, you mix and match materials to get differing qualities of items from the same template, etc. Where does DFUW stand out here?

MO's crafting is far more complex and in-depth than DFUWs. But DFUW as a game is x100 times better, with a larger community.

I asked about crafting and you answered and gave me your subjective opinion on the value of the game, could also point out that MO's devs actually talk to their community on a daily or weekly basis and improve the game based on feedback without compromising the game's feel (kind of like how CCP has been doing since the Monoclegate).

I also told you about crafting. But even though MOs crafting is better I'd never recommend someone who enjoys crafting to play MO over DFUW for a long list of other reasons.

DFUW devs communicate on a weekly basis and directly in-game too with weekly patches, with the recent patches being absolutely brilliant.

And Mortal Online's had 2 expansions and has been (slowly) getting better (has had two expansions by what I can see) and you can often run into the devs on the game's official IRC channel. Where's the suck in the equation?

  Greymoor

Spotlight Poster

Joined: 12/30/10
Posts: 812

7/16/13 11:34:44 AM#43
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Dumb question: What makes DFUW's crafting better than Mortal Online's? I mean in Mortal skills need to be brought up to get good quality items, you mix and match materials to get differing qualities of items from the same template, etc. Where does DFUW stand out here?

MO's crafting is far more complex and in-depth than DFUWs. But DFUW as a game is x100 times better, with a larger community.

I asked about crafting and you answered and gave me your subjective opinion on the value of the game, could also point out that MO's devs actually talk to their community on a daily or weekly basis and improve the game based on feedback without compromising the game's feel (kind of like how CCP has been doing since the Monoclegate).

I also told you about crafting. But even though MOs crafting is better I'd never recommend someone who enjoys crafting to play MO over DFUW for a long list of other reasons.

DFUW devs communicate on a weekly basis and directly in-game too with weekly patches, with the recent patches being absolutely brilliant.

And Mortal Online's had 2 expansions and has been (slowly) getting better (has had two expansions by what I can see) and you can often run into the devs on the game's official IRC channel. Where's the suck in the equation?

I'm not turning this into an MO v.s. DFUW debate, it's common knowledge that MO has been released for years now in a terrible condition (and apprently now very slowly improving).

  DarthRaiden

Advanced Member

Joined: 11/20/05
Posts: 4547

i make art,
till someone dies.

Forum Terrorist

7/16/13 12:40:45 PM#44

MO still adds to the sandbox thats the difference (didnt heard about adding golbal auction houses and insta get back to corpse, classes at all the themepark of DF).  DF:UW droped the ball and now its a game for FPS guys to brag about their winning PvP moves and this class does that and that class do this, check out the original forum.

Complex concepts like crafting have a pretty low place in such a environment and thats exactly how devs plan for DF  given that  Tasos tells everyone to check other aspects of the game other then crafting.

-----MY-TERMS-OF-USE--------------------------------------------------
$OE - eternal enemy of online gaming
-We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!

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  Lustmord

Elite Member

Joined: 12/21/05
Posts: 1057

7/16/13 1:49:34 PM#45

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

  Thorkune

Spotlight Poster

Joined: 9/28/06
Posts: 1787

Dyslexics of the world...UNTIE!

7/16/13 1:52:47 PM#46
Could someone be more specific about crafters being able to stay in the safe zones? Could I make some sought after gear if I only stay in the safe zones? I hate PvP, but I love crafting. I would play just to craft if this is possible...
  Lustmord

Elite Member

Joined: 12/21/05
Posts: 1057

7/16/13 2:02:07 PM#47
Originally posted by Thorkune
Could someone be more specific about crafters being able to stay in the safe zones? Could I make some sought after gear if I only stay in the safe zones? I hate PvP, but I love crafting. I would play just to craft if this is possible...

Yeah you can stay in the safe zones, although the more rare components now drop more the farther you are from the safe zone. The doesn't stop you from buying/selling/trading to get the things you need if you are adament about staying in the safe zone.

Rare Materials aren't needed until Mastery Level crafting, anyways.. So you can make everything you need to wear common level (up to rank 30) gear in the safe zone.

  Greymoor

Spotlight Poster

Joined: 12/30/10
Posts: 812

7/16/13 2:04:59 PM#48
You can also risk going out to dangerous areas to mine with minimal losses if you're caught.
  Thorkune

Spotlight Poster

Joined: 9/28/06
Posts: 1787

Dyslexics of the world...UNTIE!

7/16/13 2:05:01 PM#49
Originally posted by Lustmord
Originally posted by Thorkune
Could someone be more specific about crafters being able to stay in the safe zones? Could I make some sought after gear if I only stay in the safe zones? I hate PvP, but I love crafting. I would play just to craft if this is possible...

Yeah you can stay in the safe zones, although the more rare components now drop more the farther you are from the safe zone. The doesn't stop you from buying/selling/trading to get the things you need if you are adament about staying in the safe zone.

Rare Materials aren't needed until Mastery Level crafting, anyways.. So you can make everything you need to wear common level (up to rank 30) gear in the safe zone.

Thanks for your help

  Yamota

Advanced Member

Joined: 10/05/03
Posts: 6506

"I fight so you don't have to."

7/16/13 2:10:53 PM#50

So if the best gear comes from crafting, I guess there are no legendary weapons which you can get from killing boss mobs or epic quests?

And please dont say those aspects are for ThemeParks only. Asheron's Call 1 had both those aspects and it certainly was no ThemePark.

  Greymoor

Spotlight Poster

Joined: 12/30/10
Posts: 812

7/16/13 2:30:50 PM#51
Originally posted by Yamota

So if the best gear comes from crafting, I guess there are no legendary weapons which you can get from killing boss mobs or epic quests?

And please dont say those aspects are for ThemeParks only. Asheron's Call 1 had both those aspects and it certainly was no ThemePark.

Such mobs drop items for rank 80 equipment, rank 80 equipment are the equivilient to legendary items. They're named and so rare i've never seen anyone using them yet.

  User Deleted
7/17/13 6:07:08 AM#52
Originally posted by Lustmord

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

It's a trade-off unlike what you're suggesting: The more people in-game the more chances to actually ply your trade selling wares to other players or accepting commissions from them but this also increases the odds of getting ganked when venturing out to gather materials and reduces the overall need a crafter has to actually go out and look for customers.

Also as stated DFUW does not place crafters in high regard whereas in MO the system is already deep and last expansion they got another batch of item schematics to work with in crafting. By what I've heard the MO devs place importance on all the facets of the game and unlike DFUW you can try the game for free (it has a F2P option which is unlimited but caps skill progression at 60 where the maximum is 100 for sub players and it doesn't have any hidden fees, free client, free account, free expansions like EVE-Online does it).

 

Oh and as an added fact: The reason why MO is unpopular is because A) yes it launched in a similar stated to DF 1 (quite broken) but it has gotten better and B) The combat system is a Hell of allot deeper where weapon reach , direction of the attack, etc, affect how you should block it because blocking as well is directional, block left when he's attacking via right and you done nothing, by what I hear DFUW is allot more... user friendly.

  Greymoor

Spotlight Poster

Joined: 12/30/10
Posts: 812

7/17/13 6:32:42 AM#53
Originally posted by Dihoru
Originally posted by Lustmord

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

It's a trade-off unlike what you're suggesting: The more people in-game the more chances to actually ply your trade selling wares to other players or accepting commissions from them but this also increases the odds of getting ganked when venturing out to gather materials and reduces the overall need a crafter has to actually go out and look for customers.

Also as stated DFUW does not place crafters in high regard whereas in MO the system is already deep and last expansion they got another batch of item schematics to work with in crafting. By what I've heard the MO devs place importance on all the facets of the game and unlike DFUW you can try the game for free (it has a F2P option which is unlimited but caps skill progression at 60 where the maximum is 100 for sub players and it doesn't have any hidden fees, free client, free account, free expansions like EVE-Online does it).

 

Oh and as an added fact: The reason why MO is unpopular is because A) yes it launched in a similar stated to DF 1 (quite broken) but it has gotten better and B) The combat system is a Hell of allot deeper where weapon reach , direction of the attack, etc, affect how you should block it because blocking as well is directional, block left when he's attacking via right and you done nothing, by what I hear DFUW is allot more... user friendly.

MO's population plummeted because 2-3 years after release they couldn't fix combat desync, new massive bugs came with every patch and they struggled to fix the old bugs that just piled up. With a microscopic game world and little content if you're not a crafter, most people decided to leave. A lot of people didn't enjoy the pace of combat and the magic mechanics. I played MO for some time.

  User Deleted
7/17/13 7:09:01 AM#54
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Lustmord

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

It's a trade-off unlike what you're suggesting: The more people in-game the more chances to actually ply your trade selling wares to other players or accepting commissions from them but this also increases the odds of getting ganked when venturing out to gather materials and reduces the overall need a crafter has to actually go out and look for customers.

Also as stated DFUW does not place crafters in high regard whereas in MO the system is already deep and last expansion they got another batch of item schematics to work with in crafting. By what I've heard the MO devs place importance on all the facets of the game and unlike DFUW you can try the game for free (it has a F2P option which is unlimited but caps skill progression at 60 where the maximum is 100 for sub players and it doesn't have any hidden fees, free client, free account, free expansions like EVE-Online does it).

 

Oh and as an added fact: The reason why MO is unpopular is because A) yes it launched in a similar stated to DF 1 (quite broken) but it has gotten better and B) The combat system is a Hell of allot deeper where weapon reach , direction of the attack, etc, affect how you should block it because blocking as well is directional, block left when he's attacking via right and you done nothing, by what I hear DFUW is allot more... user friendly.

MO's population plummeted because 2-3 years after release they couldn't fix combat desync, new massive bugs came with every patch and they struggled to fix the old bugs that just piled up. With a microscopic game world and little content if you're not a crafter, most people decided to leave. A lot of people didn't enjoy the pace of combat and the magic mechanics. I played MO for some time.

1) Can't find any mention of combat desync newer than 3 years (could be a local problem as opposed to a general one, like the lag some people are reporting with FFXIV) in news articles or comments;

2) Unsubstantiated claim of newer game breaking bugs being introduced with patches, links would be helpful not hearsay;

3) Microscopic? WoW's current world size is estimated at 160 km2 (give or take 10), MO has 64 km2 stated by the devs and data mined by people I do believe. Also it is seamless, no minimap and no teleports.

4) I could believe the combat and magic stuff though, it is an acquired taste (no I win builds, no granted superiority by items).

  Greymoor

Spotlight Poster

Joined: 12/30/10
Posts: 812

7/17/13 7:15:41 AM#55
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Lustmord

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

It's a trade-off unlike what you're suggesting: The more people in-game the more chances to actually ply your trade selling wares to other players or accepting commissions from them but this also increases the odds of getting ganked when venturing out to gather materials and reduces the overall need a crafter has to actually go out and look for customers.

Also as stated DFUW does not place crafters in high regard whereas in MO the system is already deep and last expansion they got another batch of item schematics to work with in crafting. By what I've heard the MO devs place importance on all the facets of the game and unlike DFUW you can try the game for free (it has a F2P option which is unlimited but caps skill progression at 60 where the maximum is 100 for sub players and it doesn't have any hidden fees, free client, free account, free expansions like EVE-Online does it).

 

Oh and as an added fact: The reason why MO is unpopular is because A) yes it launched in a similar stated to DF 1 (quite broken) but it has gotten better and B) The combat system is a Hell of allot deeper where weapon reach , direction of the attack, etc, affect how you should block it because blocking as well is directional, block left when he's attacking via right and you done nothing, by what I hear DFUW is allot more... user friendly.

MO's population plummeted because 2-3 years after release they couldn't fix combat desync, new massive bugs came with every patch and they struggled to fix the old bugs that just piled up. With a microscopic game world and little content if you're not a crafter, most people decided to leave. A lot of people didn't enjoy the pace of combat and the magic mechanics. I played MO for some time.

1) Can't find any mention of combat desync newer than 3 years (could be a local problem as opposed to a general one, like the lag some people are reporting with FFXIV) in news articles or comments;

2) Unsubstantiated claim of newer game breaking bugs being introduced with patches, links would be helpful not hearsay;

3) Microscopic? WoW's current world size is estimated at 160 km2 (give or take 10), MO has 64 km2 stated by the devs and data mined by people I do believe. Also it is seamless, no minimap and no teleports.

4) I could believe the combat and magic stuff though, it is an acquired taste (no I win builds, no granted superiority by items).

No, it wasn't local, it was for EVERYONE at one point and lingered for years. It was a massive issue on the forums and eventually they'd just delete every thread w/o reason. No wonder you can't find any mention, extremely shady practices going on there.

I remember a patch which turned an entire city into a gaping black hole which would mess people up. That was hilarious.

MO's world is absolutely tiny...

Magic's system of casting/aiming is just clunky, slow and tiresome.

  emperorwings

Hard Core Member

Joined: 12/25/06
Posts: 1339

7/17/13 7:16:43 AM#56
Tasos is a loser so I won't play it ever and haven't as yet. I guess Runescape mid wildy with my best gear on and skulled with 3-4 randoms my own level all trying to pk each other is the closest next best thing available. 

This isn't a signature, you just think it is.

  User Deleted
7/17/13 7:36:03 AM#57
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Lustmord

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

It's a trade-off unlike what you're suggesting: The more people in-game the more chances to actually ply your trade selling wares to other players or accepting commissions from them but this also increases the odds of getting ganked when venturing out to gather materials and reduces the overall need a crafter has to actually go out and look for customers.

Also as stated DFUW does not place crafters in high regard whereas in MO the system is already deep and last expansion they got another batch of item schematics to work with in crafting. By what I've heard the MO devs place importance on all the facets of the game and unlike DFUW you can try the game for free (it has a F2P option which is unlimited but caps skill progression at 60 where the maximum is 100 for sub players and it doesn't have any hidden fees, free client, free account, free expansions like EVE-Online does it).

 

Oh and as an added fact: The reason why MO is unpopular is because A) yes it launched in a similar stated to DF 1 (quite broken) but it has gotten better and B) The combat system is a Hell of allot deeper where weapon reach , direction of the attack, etc, affect how you should block it because blocking as well is directional, block left when he's attacking via right and you done nothing, by what I hear DFUW is allot more... user friendly.

MO's population plummeted because 2-3 years after release they couldn't fix combat desync, new massive bugs came with every patch and they struggled to fix the old bugs that just piled up. With a microscopic game world and little content if you're not a crafter, most people decided to leave. A lot of people didn't enjoy the pace of combat and the magic mechanics. I played MO for some time.

1) Can't find any mention of combat desync newer than 3 years (could be a local problem as opposed to a general one, like the lag some people are reporting with FFXIV) in news articles or comments;

2) Unsubstantiated claim of newer game breaking bugs being introduced with patches, links would be helpful not hearsay;

3) Microscopic? WoW's current world size is estimated at 160 km2 (give or take 10), MO has 64 km2 stated by the devs and data mined by people I do believe. Also it is seamless, no minimap and no teleports.

4) I could believe the combat and magic stuff though, it is an acquired taste (no I win builds, no granted superiority by items).

No, it wasn't local, it was for EVERYONE at one point and lingered for years. It was a massive issue on the forums and eventually they'd just delete every thread w/o reason. No wonder you can't find any mention, extremely shady practices going on there.

I remember a patch which turned an entire city into a gaping black hole which would mess people up. That was hilarious.

MO's world is absolutely tiny...

Magic's system of casting/aiming is just clunky, slow and tiresome.

1) Then why didn't anyone complain anywhere else of this? It's not like SK can go around demanding from random forums to take down threads.

2) Again, links.

3) Absolutely tiny is absolutely relative, Skyrim has 16 square miles (or around 41 km2) and to some that's too bloody big.

4) see the above video, doesn't look that clunky... the only bit I can imagine being painful is the reagents.

  Greymoor

Spotlight Poster

Joined: 12/30/10
Posts: 812

7/17/13 8:21:30 AM#58
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Lustmord

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

It's a trade-off unlike what you're suggesting: The more people in-game the more chances to actually ply your trade selling wares to other players or accepting commissions from them but this also increases the odds of getting ganked when venturing out to gather materials and reduces the overall need a crafter has to actually go out and look for customers.

Also as stated DFUW does not place crafters in high regard whereas in MO the system is already deep and last expansion they got another batch of item schematics to work with in crafting. By what I've heard the MO devs place importance on all the facets of the game and unlike DFUW you can try the game for free (it has a F2P option which is unlimited but caps skill progression at 60 where the maximum is 100 for sub players and it doesn't have any hidden fees, free client, free account, free expansions like EVE-Online does it).

 

Oh and as an added fact: The reason why MO is unpopular is because A) yes it launched in a similar stated to DF 1 (quite broken) but it has gotten better and B) The combat system is a Hell of allot deeper where weapon reach , direction of the attack, etc, affect how you should block it because blocking as well is directional, block left when he's attacking via right and you done nothing, by what I hear DFUW is allot more... user friendly.

MO's population plummeted because 2-3 years after release they couldn't fix combat desync, new massive bugs came with every patch and they struggled to fix the old bugs that just piled up. With a microscopic game world and little content if you're not a crafter, most people decided to leave. A lot of people didn't enjoy the pace of combat and the magic mechanics. I played MO for some time.

1) Can't find any mention of combat desync newer than 3 years (could be a local problem as opposed to a general one, like the lag some people are reporting with FFXIV) in news articles or comments;

2) Unsubstantiated claim of newer game breaking bugs being introduced with patches, links would be helpful not hearsay;

3) Microscopic? WoW's current world size is estimated at 160 km2 (give or take 10), MO has 64 km2 stated by the devs and data mined by people I do believe. Also it is seamless, no minimap and no teleports.

4) I could believe the combat and magic stuff though, it is an acquired taste (no I win builds, no granted superiority by items).

No, it wasn't local, it was for EVERYONE at one point and lingered for years. It was a massive issue on the forums and eventually they'd just delete every thread w/o reason. No wonder you can't find any mention, extremely shady practices going on there.

I remember a patch which turned an entire city into a gaping black hole which would mess people up. That was hilarious.

MO's world is absolutely tiny...

Magic's system of casting/aiming is just clunky, slow and tiresome.

1) Then why didn't anyone complain anywhere else of this? It's not like SK can go around demanding from random forums to take down threads.

2) Again, links.

3) Absolutely tiny is absolutely relative, Skyrim has 16 square miles (or around 41 km2) and to some that's too bloody big.

4) see the above video, doesn't look that clunky... the only bit I can imagine being painful is the reagents.

I spent months giving MO a chance, your video shows exactly how bad the magic system is. You stand still, channel a cast and hover over a target... so static, so clunky to use.

There's no need for me to go evidence hunting, the state of the game is a widely known fact and people who try the F2P will obviously find that out for themselves.

You can get across the world so quickly, it's tiny. They admitted to not having time to complete any more of the world, hence the capital taking a year plus to be released (?).

  User Deleted
7/17/13 8:56:04 AM#59
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Lustmord

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

It's a trade-off unlike what you're suggesting: The more people in-game the more chances to actually ply your trade selling wares to other players or accepting commissions from them but this also increases the odds of getting ganked when venturing out to gather materials and reduces the overall need a crafter has to actually go out and look for customers.

Also as stated DFUW does not place crafters in high regard whereas in MO the system is already deep and last expansion they got another batch of item schematics to work with in crafting. By what I've heard the MO devs place importance on all the facets of the game and unlike DFUW you can try the game for free (it has a F2P option which is unlimited but caps skill progression at 60 where the maximum is 100 for sub players and it doesn't have any hidden fees, free client, free account, free expansions like EVE-Online does it).

 

Oh and as an added fact: The reason why MO is unpopular is because A) yes it launched in a similar stated to DF 1 (quite broken) but it has gotten better and B) The combat system is a Hell of allot deeper where weapon reach , direction of the attack, etc, affect how you should block it because blocking as well is directional, block left when he's attacking via right and you done nothing, by what I hear DFUW is allot more... user friendly.

MO's population plummeted because 2-3 years after release they couldn't fix combat desync, new massive bugs came with every patch and they struggled to fix the old bugs that just piled up. With a microscopic game world and little content if you're not a crafter, most people decided to leave. A lot of people didn't enjoy the pace of combat and the magic mechanics. I played MO for some time.

1) Can't find any mention of combat desync newer than 3 years (could be a local problem as opposed to a general one, like the lag some people are reporting with FFXIV) in news articles or comments;

2) Unsubstantiated claim of newer game breaking bugs being introduced with patches, links would be helpful not hearsay;

3) Microscopic? WoW's current world size is estimated at 160 km2 (give or take 10), MO has 64 km2 stated by the devs and data mined by people I do believe. Also it is seamless, no minimap and no teleports.

4) I could believe the combat and magic stuff though, it is an acquired taste (no I win builds, no granted superiority by items).

No, it wasn't local, it was for EVERYONE at one point and lingered for years. It was a massive issue on the forums and eventually they'd just delete every thread w/o reason. No wonder you can't find any mention, extremely shady practices going on there.

I remember a patch which turned an entire city into a gaping black hole which would mess people up. That was hilarious.

MO's world is absolutely tiny...

Magic's system of casting/aiming is just clunky, slow and tiresome.

1) Then why didn't anyone complain anywhere else of this? It's not like SK can go around demanding from random forums to take down threads.

2) Again, links.

3) Absolutely tiny is absolutely relative, Skyrim has 16 square miles (or around 41 km2) and to some that's too bloody big.

4) see the above video, doesn't look that clunky... the only bit I can imagine being painful is the reagents.

I spent months giving MO a chance, your video shows exactly how bad the magic system is. You stand still, channel a cast and hover over a target... so static, so clunky to use.

There's no need for me to go evidence hunting, the state of the game is a widely known fact and people who try the F2P will obviously find that out for themselves.

You can get across the world so quickly, it's tiny. They admitted to not having time to complete any more of the world, hence the capital taking a year plus to be released (?).

1) Most people wouldn't call that clunky. An example of clunky would be the current control scheme of EVE (7 year veteran here)

2) So what you're saying is that anyone can try the game and decide for themselves thus removing the need of your opinion to begin with.

3) You can get across any game world relatively quickly, true of Terraria, true with Worm Online, true with Minecraft (though with the latter two you'd need gear before doing it lest you get mauled by various creatures and with minecraft it would take a while). Hell in EVE you can go clean across the galaxy in under 10 hours using a cover ops ship and a purpose built travel fit (warp stabs, cloak and warp core speed rigs), probably less. The question is not the time it takes to get across it but what's in it.

Now you kinda gave me another argument.. they're working on improving their game constantly (patches seem to be on a 2-3 week cycle and aren't always just fixes and expansions seem to be around 1 year spaced give or take).

Considering the game has a F2P option which doesn't really cripple anyone from trying (thieving skills are fun but not required and the skill cap on F2P is quite high) whereas DFUW doesn't even have a trial and costs ~25 euros for the client and 15 euros for the first month (which are bundled together, the price of purchase being 40 euros). Which do you think anyone should try first?

  Greymoor

Spotlight Poster

Joined: 12/30/10
Posts: 812

7/17/13 9:08:03 AM#60
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Greymoor
Originally posted by Dihoru
Originally posted by Lustmord

MO has cool crafting, but who are you going to craft for in that empty world?

If you're a crafter, and you want to advance your character by crafting, and you want a relevant game with a population to commerce with, Darkfall is a good choice.

 

It's a trade-off unlike what you're suggesting: The more people in-game the more chances to actually ply your trade selling wares to other players or accepting commissions from them but this also increases the odds of getting ganked when venturing out to gather materials and reduces the overall need a crafter has to actually go out and look for customers.

Also as stated DFUW does not place crafters in high regard whereas in MO the system is already deep and last expansion they got another batch of item schematics to work with in crafting. By what I've heard the MO devs place importance on all the facets of the game and unlike DFUW you can try the game for free (it has a F2P option which is unlimited but caps skill progression at 60 where the maximum is 100 for sub players and it doesn't have any hidden fees, free client, free account, free expansions like EVE-Online does it).

 

Oh and as an added fact: The reason why MO is unpopular is because A) yes it launched in a similar stated to DF 1 (quite broken) but it has gotten better and B) The combat system is a Hell of allot deeper where weapon reach , direction of the attack, etc, affect how you should block it because blocking as well is directional, block left when he's attacking via right and you done nothing, by what I hear DFUW is allot more... user friendly.

MO's population plummeted because 2-3 years after release they couldn't fix combat desync, new massive bugs came with every patch and they struggled to fix the old bugs that just piled up. With a microscopic game world and little content if you're not a crafter, most people decided to leave. A lot of people didn't enjoy the pace of combat and the magic mechanics. I played MO for some time.

1) Can't find any mention of combat desync newer than 3 years (could be a local problem as opposed to a general one, like the lag some people are reporting with FFXIV) in news articles or comments;

2) Unsubstantiated claim of newer game breaking bugs being introduced with patches, links would be helpful not hearsay;

3) Microscopic? WoW's current world size is estimated at 160 km2 (give or take 10), MO has 64 km2 stated by the devs and data mined by people I do believe. Also it is seamless, no minimap and no teleports.

4) I could believe the combat and magic stuff though, it is an acquired taste (no I win builds, no granted superiority by items).

No, it wasn't local, it was for EVERYONE at one point and lingered for years. It was a massive issue on the forums and eventually they'd just delete every thread w/o reason. No wonder you can't find any mention, extremely shady practices going on there.

I remember a patch which turned an entire city into a gaping black hole which would mess people up. That was hilarious.

MO's world is absolutely tiny...

Magic's system of casting/aiming is just clunky, slow and tiresome.

1) Then why didn't anyone complain anywhere else of this? It's not like SK can go around demanding from random forums to take down threads.

2) Again, links.

3) Absolutely tiny is absolutely relative, Skyrim has 16 square miles (or around 41 km2) and to some that's too bloody big.

4) see the above video, doesn't look that clunky... the only bit I can imagine being painful is the reagents.

I spent months giving MO a chance, your video shows exactly how bad the magic system is. You stand still, channel a cast and hover over a target... so static, so clunky to use.

There's no need for me to go evidence hunting, the state of the game is a widely known fact and people who try the F2P will obviously find that out for themselves.

You can get across the world so quickly, it's tiny. They admitted to not having time to complete any more of the world, hence the capital taking a year plus to be released (?).

1) Most people wouldn't call that clunky. An example of clunky would be the current control scheme of EVE (7 year veteran here)

2) So what you're saying is that anyone can try the game and decide for themselves thus removing the need of your opinion to begin with.

3) You can get across any game world relatively quickly, true of Terraria, true with Worm Online, true with Minecraft (though with the latter two you'd need gear before doing it lest you get mauled by various creatures and with minecraft it would take a while). Hell in EVE you can go clean across the galaxy in under 10 hours using a cover ops ship and a purpose built travel fit (warp stabs, cloak and warp core speed rigs), probably less. The question is not the time it takes to get across it but what's in it.

Now you kinda gave me another argument.. they're working on improving their game constantly (patches seem to be on a 2-3 week cycle and aren't always just fixes and expansions seem to be around 1 year spaced give or take).

Considering the game has a F2P option which doesn't really cripple anyone from trying (thieving skills are fun but not required and the skill cap on F2P is quite high) whereas DFUW doesn't even have a trial and costs ~25 euros for the client and 15 euros for the first month (which are bundled together, the price of purchase being 40 euros). Which do you think anyone should try first?

Well DFUW is 50% off atm, £15 for the client + a months subscription. I'd say try DFUW first. That's a very cheap price.

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