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Game Suggestions  » Zones

12 posts found

Novice Member

Joined: 9/03/03
Posts: 223

OP  12/14/03 12:33:33 PM#1


I like the no zones idea, they stated, they are not gonna offer a "safe" haven for anybody. Damn I wish I could meet the fellas that stared Darkfall, Id buy em a beer.


Novice Member

Joined: 4/07/03
Posts: 2

2/23/04 5:16:00 PM#2
all that stuff is good and all, but this games don't have lvls, its skill based which is way better then lvls.


Novice Member

Joined: 6/28/04
Posts: 7

6/28/04 12:05:16 PM#3

I like the skill advancement fine, but the promise of no levels has me skeptical.


Novice Member

Joined: 6/28/04
Posts: 15

6/28/04 8:23:32 PM#4

Just because a game uses a zoning system doesn't mean that any of the zones are going to be "safe". DF won't have any safe areas... There are places that will be "safer", but not "safe". (Racial Capitals, and Player Cities will have gaurds that will make it somewhat safe.)

I'm dead set against safe areas.. DF is a PvP game, and PvP sucks if you can run to the safe zone.


Novice Member

Joined: 7/19/04
Posts: 434

7/29/04 1:37:24 AM#5

there's a purpose of having no safe zones...thats what makes this game unique.  another player cannot just kill you because if he does there will be NPC guards and other players that will bring him down.  when we first get into the game, we are all of neutral allignment.  if you attack another player, you'll become evil and your alignment changes.  other people will see that and NPC will recognize that and they will all bash you into pieces.  once you are "evil" (killing civilians for no reason) you will have a hard time to do business like buy and sell.  you'll have a hard time in cities because once spotted you'll be killed.  so then you must live the consequences you caused.  there's a way of changing your alignment back but it is very hard they say.  it says that evil players will survive if they chose to live in "remote" areas and you must stay away from cities.  that is really sad - you see the consequences?  these evil players will then form groups with other evil players in remote areas and hunt down noobs that pass their way.  they will live outside of cities while the civilans live inside cities.   however these evil players might ocasionally form raids in cities and steal things.  however, there are guards and other good alignment players that will deal with this problem.  this is all part of the community gameplay darkfall developers create.

talking about safe zones, there are actually safe zones.  if you are in a clan and the clan runs a city and they have guards patrolling the city then you're pretty safe in that "city".  or you can built a house in a remote area and not seeing other players comming your way for days because this game will have one of the biggest worlds of mmorpg.  basically this game is PvP based and lots of player vs player or clan vs clan etc.  the game focuses on ruling lands, kingdoms etc but other forms of gameplay is available as well.  the developers invest a lot of time into this game so i can gaurantee you this will be a perfect game. 


Novice Member

Joined: 10/14/04
Posts: 44

10/14/04 2:15:19 AM#6
lvls are no good because building skills is more realistic and levels can ruin gameplay replayability like in dark age of camelot everytime you level certain monsters are no good to you anymore no loot or xp so what are you supposed to do when you like a certain area and the monsters there and they are useless to you because you are too high a level i think no xp and no levels are cool like in mourning


Apprentice Member

Joined: 7/08/04
Posts: 123

11/03/04 10:40:58 PM#7

Originally posted by irish_lad
I like the skill advancement fine, but the promise of no levels has me skeptical.

No levels are best for a heavy PvP environment like Darkfall. You don't want a level 80 character ganking 20 level 10 characters. A skill based system also allows for better balancing. If one skill becomes more useful or dominant in PvP, you can just adjust lowering and raising your skills instead of re-rolling your whole character.

There should be enough skills and spells to completely diversify the combat experiernce.


Novice Member

Joined: 6/13/05
Posts: 106

"A person is the sum of all there experiences not a select number of them."

1/19/06 12:47:17 PM#8

I'm some what scared of no safe zones... but this game promises to allow a variety of roles... so I'd probably be a farmer or something. One thing I do find interesting is I read n the official site that the game is dynamic in the sense that if yuo were to hunt only a specific creature in a forest the creature would thin and thin and thin till they moved to a different area plus spawn area is sporadic. My sis on her horde in WoW once found the Aracheia spawn area... thats a giant kodo for a quest. it was funny tthey stood there and killed her over and over and over and over. But sporadic makes it harder to camp such and such a creature so you won't have problems with jerks who camp said creature and pitch a spaz at you when you kill it.

chrono2455 Xfire Miniprofile

Novice Member

Joined: 1/27/06
Posts: 4

1/27/06 1:51:01 PM#9

Originally posted by chrono2455

I'm some what scared of no safe zones... but this game promises to allow a variety of roles... so I'd probably be a farmer or something. One thing I do find interesting is I read n the official site that the game is dynamic in the sense that if yuo were to hunt only a specific creature in a forest the creature would thin and thin and thin till they moved to a different area plus spawn area is sporadic. My sis on her horde in WoW once found the Aracheia spawn area... thats a giant kodo for a quest. it was funny tthey stood there and killed her over and over and over and over. But sporadic makes it harder to camp such and such a creature so you won't have problems with jerks who camp said creature and pitch a spaz at you when you kill it.

It's one of the best features about DarkFall the fact that you will have to explore the world more then once. Things will change, spawn moving allows for creatures to go into other racial area's also. To me this is also good to have the rare spawns move around, harder for crafters, but yet more rewarding once they get that item.

There will be Capital City's, in which there will be more guards in and around that city, in essence these are your only "safe" zones. They will be the safest area for anyone to be and will probally where most merchants will be.

As for merchants I cant wait to see how hard it is to make certain items, to find there ingredients, and to work out the best way to craft and item. The full loot aspect will keep crafters alive and looking for ways to make better weapons for there slain allies. Thsi also gives the fighter a reason to hunt down those moving spawns. He might need to get a rare resource for his crafter to help him get better items.


Novice Member

Joined: 3/15/06
Posts: 23

4/06/06 2:18:27 PM#10

While I will admit, my experience with Lineage 2 makes me cringe just a bit at the idea of open PvP with no safe zones, I do like the idea that this format opens up RP opportunities (as pointed out by another poster on a different thread) in the form of assassinations, back alley muggers, and other 'color' characters. It also creates real RP opportunities; sadly missing almost completely in many of the MMO's out there that mistakenly carry the RPG moniker, in the form of creating a need for PC's to take on the roles of guards, magistrates, bounty hunters and the like.

Admitedly, this may not be appealing to many, but I can see a lot of potential in logging in some night when I don't really have hours to play, and spending 15 minutes on patrol duty with fellow guildies, helping keep the streets safe for our craftsmen, patrolling a border for enemy forces, or serving as a body guard/honor guard to the guild leader to make sure he doesn't get jumped by an assassin.

To me just the fact that there is the potential for these rich alternatives to the rehashed, 'find random MOB, kill, loot, repeat' format that seems to be the standard these days.


Novice Member

Joined: 3/29/03
Posts: 305

4/12/06 4:36:20 AM#11
Yes Darkfall opens up for a much more dynamic gameplay. The idea that you could run around and murder a cities farmers without any consiqence is of course silly. If the King is to have any kind of AI of the Capitol Cities of course he will outlaws these people so thats a given. A countrys structure does offer a form of safty. But you sitting there infront of your comptuer isnt in a safe zone, someone could burst though your door and shot you in the head!. Your in your home but its not a safe zone as such is it?. That however dosent make it very likely you'll ge murdered in the next 5min because of law and order.

In my opinion the full loot open pvp system will work agaisnt gankers. Because firstly there will not be any recalls and an evil players "safe" city is likly going to be far away from the "noob" areas. And in a game where he can not judge how strong his oponent is so easily as with levels, where skill is the number 1 factor to any given fight, where there are no recall spells as such, where he will lose all he has gained much faster then he got it. Most pkers will end up respawning after 1 hours traveling time, 1 hours pking until they ran into someone they underestimated, or a group of people and get killed losing everything.

So ganking will probably be less in Darkfall then it is even in WoW for example.

Novice Member

Joined: 12/19/06
Posts: 4510

1/20/07 4:52:24 AM#12

I agree to 100%

The game system itself in DF is made to take away campers and greifers, just in real life.