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All Posts by MikeJT

All Posts by MikeJT

4 Pages « 1 2 3 4 »
61 posts found
Originally posted by Kuinn

I'm more or less a TES fan and I'm still eagerly waiting to see if this game will be fun. Dont really care about the game mechanics, I'm a lot more concerned about game systems and structure (like PvP and questing) and also if I simply enjoy playing the game overall, and if the lore is not messed up.


I bet you guys would be whining if isometric TES realtime strategy game would be announced, just because it does not play like Skyrim even though it has "The Elder Scrolls" in its name. What if StarCraft shooter would be released? Oh the horror for it not being a strategy game, ffs it is StarCraft so it must be a strategy game with the exact same gameplay as all the other games in the series!


Actually no one would whine about TES RTS game, or about SC shooter, it's just the mmorpg(.com) genre where everyone whines as soon as they even hear a rumour about something.

Sorry but you're an idiot.

Taking a game of one genre and using its universe and lore to create a game of another genre is fine.

But taking an established gameplay style with a fanbase of millions and completely altering it when creating an MMORPG version is completely pointless and a massive slap in the face to every TES fan out there.

The term "MMORPG" doesn't mean "plays like WoW". Apart from the "massively multiplayer online" and the "role playing game" part of the genre, there is no definition of what makes an MMORPG.

The definition on Wikipedia is "Massively multiplayer online role-playing game (MMORPG) is a genre of role playing games in which a very large number of players interact with one another within a virtual game world."

The definition on is " abbreviation for - massive(ly) multiplayer online role-playing game: an internet-based computer game set in a virtual world, which can be played by many people at the same time, each of whom can interact with the others"

Where does it say "plays like WoW" in that definition? Where does it say "third person game with hotkeyed skills with cooldowns"? It doesn't say that. So why alter a tried and true formula so severely?

All they've managed to do is alienate millions of TES fans, old and new (from fans of Arena and Daggerfall to people whose first TES experience was Skyrim), and alienate millions of players who've tried and tested the generic World of Warcraft playstyle used in the majority of todays MMORPG's and found it uninteresting and unentertaining.

I don't want to play another third person, hotbar mashing, tab-targetted MMO. Been there, done that, don't like it. If this was any other MMORPG, I probably wouldn't even have made a single comment on a single thread on a single forum about it. Its only the fact that its an MMORPG adaption of something that I've loved since I was just a teen-ager that I even care.

This is something they can't do twice. They can't go "well we screwed up this one, lets try again." There will never be another "The Elder Scrolls Online"

Screw it up the first time, and there is no second try.

Originally posted by ShakyMo
As long as it captures the essence of tes, freely roaming a vast living world, then to me its a tes game. I'm disappointed it has classes, but then they started this game before skyrim, and Morrowind & oblivion did have classes, all be it that players could make their own custom template at the start. As for 3 faction pvp, why not, tes has no pvp at all, I don't get the "this should be ffa pvp like darkfall" people, tes has no pvp, I'm just glad they didn't go with grind mini games for tokens.

Who would've thought that a single-player game would have no PvP?

I think the reason people want FFA PvP in The Elder Scrolls Online is because it's a part of player freedom.

In Daggerfall, you could kill just about anyone you liked. The same applied in Morrowind and Oblivion.

If you wanted to pick the lock on someone's house at 1 am in the morning, ransack their entire house and sneak away without a trace, you could do that too.

That was player freedom.

Now we are moving into a multiplayer game, and maintaining that sense of player freedom is something that most The Elder Scrolls fans really want. If that means killing someone for the nice gear they have, then so be it - but be prepared for consequences, just like in single player TES games.

Breaking into someone's house and stealing their stuff - player choice. Even trying to rob the town bank, either through stealth or brute force - player choice. Just don't get caught or you'll go to virtual jail.

But 3-faction PvP with PvP only zones, and non-PvP areas (which from what I've read is most of the game), just seems forced and meaningless ("I'm fighting with you because you're a different faction to me, and you're who I'm supposed to fight."). There's not even a clear cut dichotomy of good vs evil ("We're fighting because I respect life, freedom and property whilst you kill, enslave and rob everyone you can."). Even if they come up with some brilliant story as to why these three factions are fighting, its still going to feel forced. I thought part of playing an MMORPG was that the players write history with their actions (I guess not with modern RPGs).

Open, free-free-all PvP creates player choice. You choose who you kill, or don't kill, for any number of reasons. You form alliances based on necessity or common interest, and kill others out of greed, the desire to rule or in self-defence. In that regard, I believe open, free-for-all PvP is always the best option in any MMO.

(NB: When I say open-FFA PvP, I don't mean everyone should go around killing everyone or that there shouldn't be consequences for randomly killing people. It just means that you can kill anyone at any time - you're not restricted to killing people only in designated PvP areas or restricted to killing on certain races or political factions.)

Originally posted by Vorthanion
Originally posted by Ekaros

Nah, the real reason is once again taking a big name and making money grab which isn't atleast partialy faitfull to that name.  Just the typical industry way of doing things...

Nah, people are labeling it as a money grab becuase the game isn't being targeted at them.  Anytime a game IP doesn't meet the demanding expectation of the purists, it's a money grab.  That comes up almost every single time this happens.

They're taking something that had a tried-and-tested formula and a fan-base of millions and turning it into a generic cookie-cutter MMO which will appeal to widest range of boring, generic, grind-loving, MMO consumers who are spooked by even the slightest innovation or change to that generic cookie-cutter formula.

Sorry but it is the very definition of a money grab. Instead of appealing to the fans of the game, they're trying to take a slice of the MMO market whilst riding on the The Elder Scrolls name and the popularity of Skyrim and Oblivion.

All they're doing in the long-run is devaluing The Elder Scrolls IP. The option to create an MMO has been excercised. Its not something they can do again. People aren't going to forget the generic crap Zenimax Online Studios produced if they actually decide to make a Elder Scrolls MMO faithful to the series.

Originally posted by zaylin

From what i got they are taking what elements of TES they CAN to TESO. with in the constraints of an online game.

All it seems to me is they're making poor excuses as to why they can't take elements of TES into TESO.

Which elements from TES can't they take exactly? And why can't they take them?

It seems they've just said "We can't do that" and expect us all to go "Oh, okay that's a shame" and not mention it again without them giving us any real explanations why.

Player housing is probably the first one that comes to mind. Plenty of other MMO's have player housing.

A decent skill/magic system is another. Instead we get 5 buttons to mash (most skills could be context sensitive anyway).

First person gameplay with player-skill based combat is the major one. It didn't matter how high your Marksmanship skill was in Oblivion, if you couldn't hit a moving target, it didn't matter. The same applied to aimed spells.

Of course I guess its much easier to make a cookie-cutter MMO and attract the regular crowd who'll subscribe until the next best thing comes along than to create a unique MMO which appeals to existing fans of the series who'll subscribe for years.

Originally posted by Quizar1973
Originally posted by NIII
Originally posted by Quizar1973
Originally posted by NIII


Ok...You do bring up some good points...But you might as well say you want a Single Player Elder Scrolls Game with Multiplayer capabilities...Not an MMO...

And it would be very complicated situation with the Breaking into House thing...You would have theives macroing day in and Day out to get there skills to the highest level just to break into other peoples houses...You think that would be a good thing??  Well you would if your one of the I could play the game one night..Go to Work the next Morning and all the stuff that took a hell of alot of time to get was gone...All gone, and I was at work and couldent do nothin about it...LOL...To me that wouldent be fun...And I love PvP so i would have to be on a PvP server...Looting a dead body in PvP...yes i agree..But stealing there things while there not even there...No...I would hate that

Its alot easyer to make a Single Player game with Multiplayer functions than it is to make an MMO where thousands of people play at that same time...

Just because you don't like it, doesn't mean the game should be changed to suit you. I don't want a single player game, I don't want a generic mmo. I want TES Online. If you gut the game, take out all of the innards, it isn't that anymore. It's a new game with a TES setting.

You SHOULD be afraid of losing all of your shit. The thieves SHOULD be afraid and have a hard time doing what they do. They are after all, commiting a crime, a large one at that. You think they aren't risking anything?

Don't take my text for only what it is, think of it with a more broad mindset. I'm not just stating ways it could work, I'm saying that it is possible to think of a way to make it work.

We could sit in this thread and debate back and forth on how to make what I said work, but that isn't the point.

In short, you're kind of missing the entire point.



And also; a single player game with multiplayer capabilities IS a multiplayer game, because it is playable by multiple people.

But its not an MMO....Its a Multiplayer Game...I dont consider Call Of Duty..Or Battlefield an MMO...And as i said in a previouse Post..Im not Arguing wither its gonna be a Bad game..I cant predict the future and no one else can either...Yall might be saying that its nothin like TES and about a year down the road everything changes...No One knows whats gonna happen..I always say...Dont beilive nothing you hear or read and only half of what you see...Im still gonna have high hopes for this game...Cause I love TES...I already have the Singleplayer Game..I wanna try somthing New....Yes I wanna see more Single Player games come out in the future...But I also wanna see what they can do that's not in the Norm of TES

The difference between a multiplayer game and a massively multiplayer game is the massively part, and persistence. What's considered "massively" changes from game to game.

For example, Dungeons and Dragons Online is called an MMORPG, but each public area of the game is instanced to allow only so many people at once. People over that number are put into a new instance of the same area. And quests are limited to 6 or 12 players. Is this really an MMORPG game? Really, its more like a co-op multiplayer game with a fancy 3D lobby and a persistent auction house, but it's still called an MMORPG. Its really the persistence that makes it an MMORPG, not the massively part.

So how do you make a single player game into an MMO? Well first you add persistence. When a player logs off, does the world keep going on without him? Does time pass equally for all players? Regardless of what they're doing? Add those those two things and you're half-way to making an MMO. Then you add the massively part. What exactly is massively? Thats really up to the game developers to determine, but generally the answer is 'unlimited'. Even then, most MMORPG's do not have 'unlimited' numbers of players in the same area, whether they achieve that by instancing areas to limit the total number of players, or even limit servers to support only a finite amount of players.

The brilliant thing about the 'MMORPG' genre is that it really doesn't specify anything beyond "Massively Multiplayer Online" and "Role-Playing Game". How the developer achieves that is up to them.

So why has Zenimax Online Studios decided to make an MMORPG based in The Elder Scrolls universe, yet have it play nothing like a single player Elder Scrolls game? Its not like there was some major technical hurdle stopping them.

All they've managed to do is alienate hundreds of thousands (I dare say millions) of loyal The Elder Scrolls fans who've been waiting for a TES MMORPG for a very long time (I first imagined it and discussed it with friends when playing Daggerfall, so I've been waiting for this for over 15 years), and who expected that the MMO version would stay loyal to the single player games in more than just lore and name.

Originally posted by Quizar1973

If you are a true Fan of wouldent put what your a Fan of down and ridicule it...As is Sports...If your team loses a game or even the championship would you say forget that team and never root for them again???  Any so called "Fan" of Elder Scrolls would stick by that game no matter what....Some of you people dont know what it is to be a Fan..And dont need to call yourself a fan of the Elder Scrolls...I on the other hand are a Fan of Elder Scrolls and will stay hopefull of the game no Matter what...Cause I am a Fan....



Enough Said

What a ridiculous statement.

You're saying that because I like Dagger, Morrowind, and Oblivion, that I should automatically like and stick by a game that is an Elder Scrolls game in name and lore only, despite how good it bad it is on its own standing?

That's like saying that because I like Fallout and Fallout 2, I should automatically like Fallout 3, even though it's a completely different type of gameplay.

Or its like saying that because I like Command and Conquer, I should automatically like Command and Conquer: Renegade (the FPS/TPS they made in 2002).

Sorry, but you don't know what it means to be a fan. Being a fan of something doesn't mean sucking up whatever crap they feed you because they slapped a particular title on it. Being a fan doesn't mean you accept the complete distortion of everything that made you a fan, just because its released under the same title.

What you are describing is not being a fan, I think it's called being an idiot. Just like 14 year old girls go bat shit crazy over the latest boyband sensation, no matter what they actually release, or how little boys on their Xbox's beg their parents for the latest Call of Duty title, regardless of it being no better than the last and having only an emphemeral single-player experience which is closer to an expansion pack than a new release. What you are describing is infact juvenile.

Originally posted by Distopia
Originally posted by SEANMCAD

The only thing good about TES Online is that it actually makes Darkfall look better.

Morrowind and Skyrim are very likely two of my top 5 favorite games and everything I have read about this new game so far are complete deal breakers to me every paying them money for it.

How so? Darkfall is in no way a better game because Zenimax decided against going with FPS combat. Darkfall does not offer an Elder-Scrolls-esque experience. It's a FPS, FFA, PVP game... One that very few who try it have any desire to stick around. IF they want Darkfall 2.0 to see a different fate they had better gut Darkfall 1.0 entirely and build a different game. Even then I doubt it will be a TES experience in the least bit. You can dislike TESO all you want, but please give this Darkfall nonsense a rest.

If Darkfall is what you crave from a TES experience, by all means continue the mindless grind, and endless PVP. It sounds like you have your game, enjoy it....

Whilst I don't exactly agree with the way SEANMCAD put it, I do understand where he's coming from. I've spoken to a lot of people who decided to start playing Darkfall because they were looking for something like TES with a multiplayer component.

I was one of those people. I found Darkfall because people were describing it as "Oblivion Online", and at the time I was looking to see if an online Elder Scrolls games was in the works (this was back in 2009). When I couldn't see an Elder Scrolls Online game in the foreseeable future I decided to try Darkfall, and have been subscribed ever since (since August 2009).

I had always thought that when an Elder Scrolls Online game came out, I would cancel my subscription to Darkfall and play it instead. But now I've been presented with what is essentially another WoW-clone with an Elder Scrolls universe setting, I can no longer see any game on the horizon which would pull me away from Darkfall.

You also seem  to assume that players looking for a multiplayer The Elder Scrolls experience don't want PvP. For me, part of desiring a multiplayer The Elder Scrolls experience is the desire to compete against other players - players who are smarter, less predictable and much more challenging than AI opponents. This 'everyone is maxed out' PvP in limited areas which TESO has presented just isn't meaningful.

The fact that Zenimax has decided to take this route just shows me how they're bending to the carebear gamer market. They're taking one of the least forgiving single player experiences and carebearing it up for an audience who can't handle getting their asses handed to them but a mob or player more powerful (or in some cases, simply more skilled) than them.

You also talk about 'mindless grind' in Darkfall like you know what the 'grind' in TESO will be like. The brilliant thing about Darkfall is that it's not the type of game where someone 2 or 3 'levels' ahead of you is an impossible opponent. In Darkfall a good player (ie. a player with good player skills, not character skills) can defeat someone with a superior character.

I was very much hoping, when I first heard about TESO, that this would be the case in this game as well. But as they've decided to go with the typically first-generation Tab targetted combat system, I fail to see how player skill is actually going to factor in to the PvP (good thing the PvP is going to be relatively meaningless).

I think it's dissappointing that they even think they need to change the gameplay style to turn a single player RPG into an MMORPG.

Sure, obviously some things need to chance because you can't hit your 'rest' key and rest for 8 hours or hit your fast travel key and make a 10 km journey in the time it takes to load the new area whilst the rest of the world goes on around you at normal speed. Apart from solving those issues, they really didn't need to change much.

Of course, they've pretty much lost me already. As soon as I heard there was no open-world PvP and this ridiculous instanced "everyone is maxed out" PvP in a single area, it pretty much put this game in the 'nice try but you're not attracting my gaming dollar' basket for me.

In 2009, I went looking for evidence that Bethesda was planning on creating Elder Scrolls Online. I saw that Zenimax Online Studios had been formed and I had a pretty strong suspicion that TESO was on its way. In the meantime I went looking for a game that was similiar in playstyle to Oblivion, and after looking at all the mainstream MMO's, I eventually found a game called Darkfall. I've been subscribed to that game for nearly 3 years non-stop.

IMHO, Darkfall provides a closer gaming experience to traditional TES games than TESO will.

TESO is kind of like taking TES and making an RTS based on it (which would actually be a pretty cool game if it was based in TES lore properly) - a completely different gaming experience to something like Oblivion, Morrowind or Daggerfall.

When Blizzard decided to take their RTS and make it into an MMO, they needed to drastically change the gameplay style. But now Zenimax Online Studios is making an MMORPG, they're taking something (a really good something) that doesn't need drastic changes, and making drastic changes anyway (but hey I guess Bethesda has been doing that since Daggerfall so they can appeal to an increasingly retarded audience - I'm pretty sure TES6 will just be a first person shooter with spells).

I guess the saying "Why fix something that isn't broken?" is highly applicable here.


Originally posted by Chrisbox

After long thought I've really come to see the good in ESO.  Many fans of the genre are complaining because of how far away from the roots the game is going in terms of gameplay for this MMO, but I am not.  Now I was immediatly hooked on the series after morrowind so your probably thinking why am I praising this game right now?  Well atleast for me,  I have a clear enough vision to see that when bringing the Elder Scrolls to the MMO genre things had to be changed.  If they kept the same combat, and same size area's, or same skills in the MMO it just wouldn't work as an MMO and would fail.  But thats why we have the non MMO versions of the game correct?  I think as fans we should be excited to see that the series is progressing into a new genre and will in turn appeal to a larger audience.  Every release Elder scrolls is setting higher standards for the next release and now that it's entering the MMO space fans of the elder scrolls world, and fans of MMO's will be able to immerse themselves in the world from a different perspective of game. 

How wouldn't it work? Why wouldn't the same combat work? You aim your cursor in the direction of the person you want to hit, and you click to attack. If you're in range and aiming at them, you hit, if you're not in range or not aiming right, you don't. The game then checks your skill with that weapon and your strength, applies that to a formula along with statistics on your weapon, then checks your opponents armor and other damage mitigating factors, and subtracts an amount of HP from your opponent. Repeat.

How is this any different from most tab target MMO's, except for the fact that you have to aim and judge distance?

As for same size areas I totally agree with you. Cyrodiil in Oblivion was far too small - you could literally run from Bruma to Leyawiin in under 30 minutes (following the roads, less if you cut cross country). That trip should take much longer (although they probably shouldn't do it full scale).

Skill wise I don't see the problem either. And which skill set are we specifically referring to? Skills in Skyrim? Skills in Oblivion? Morrowind? Daggerfall? Regardless of which we are referring to, I don't see any issues in adapting them to an MMO. Can you point out a specific skill that would be completely out of place in an MMO?

In my opinion the only factions in game should be player created. Guilds/Clans can form alliances with each other, and NPC towns can provide safe-havens for trade and commerce between neutral factions, or even between warring factions too, if players choose to do so. After all, isn't an MMO about "player choice"? (maybe not anymore)

From what I've read in the media there will not be player housing in The Elder Scrolls Online. Quoting from's article just today:

Zenimax has admitted some elements are unable to make the transition, such as owning a house...


Why can't it make the transition exactly? There's player housing in other MMORPG games.

I think there's three things which make developers put player housing in the 'too hard' basket.

Firstly, there's the preconception that everyone should be able to own a house. If a single server supporting thousands of players wants every player to have a house, then certainly there's a concern with providing enough space for all these houses. Developers decide simply that if they can't supply it to everyone they don't supply it to anyone.

Secondly, if we don't take the first issue and instantly rule out player housing, there's the preconception that buying a house as a player should be 'affordable'. What is actually considered 'affordable' will of course vary from gamer to gamer, with the more casual players being able to afford only a fraction of what the diehard, spend-every-waking-hour-online players will be able to. Yet again, the developer decides that if they can't keep everyone happy, they won't put the feature in at all.

Thirdly, given that affordability and accessibility aren't considered issues, is preconception that everyone should have an equal chance of obtaining a house. If we decide that the guy who plays for 4 hours a week should have the same chance of getting a house as the guy who plays for 40 hours per week, we're going to have to create some sort of method for randomly handing out houses. Lets face it, that's pretty lowsy. So, in the developers opinion, the conclusion is to not have player housing at all.


All these preconceptions come from the fact that the developer feels like they need to keep everyone happy. Well, they shouldn't have to. Like in life, some things in game should first in best served (at least in the game, missing out doesn't mean living out of your car whilst you look for a new apartment).

So if we remove all three pre-conceptions, what do we get?

Firstly, player housing is limited. The vast majority of people simply will not own a house in the game.

Secondly, player housing is expensive. Whether it's the initial purchase cost, or the ongoing upkeep, only the wealthy will be able to afford player housing.

Thirdly, people with the money, get the houses. Its simply first in first served. The first person to save up to 2,000,000 gold peices for that prime peice of real-estate listed with the NPC estate agent gets that prime peice of real-estate. If you weren't quick enough, tough luck. Maybe you'll be lucky and be able to buy it off him for 2.5M gp in 6 months time when he's upgrading to that 10M gp castle.

Of course, we shouldn't restrict ownership of a particular dwelling to a single person. That 10M gp castle could happily host an entire clan of 100 players, whilst that 2M gp peice of prime real-estate could be a could a stately manor for several wealthy adventurers.

By ensuring that many players can own one dwelling, but that each player can only have an ownership interest in one property, the developers could stretch that limited housing among many players.

Ensuring that benefits extending from owning a house are not excessive, and enabling owners to invite 'guests' to take advantage of those benefits (just as people invite non-guild members to their airships in Dungeons and Dragons Online to share in the buffs available on those ships), would ensure that owning a property does not give rise to an unfair advantage to property owners over non-property owners.

Finally, its with great disappointment that I reiterate here that The Elder Scrolls Online will not have global open-PvP (but instead a Team Fortress-with-Swords-and-Spells bastardisation of every thing PvP in an MMO should be), so to state that players would risk getting robbed by storing their valuables in their houses for extended unattended periods would be moot.

If Ultima Online could do it in the 1990's, if Star Wars Galaxies could give players such a highly customisable experience, if Everquest II could do it nearly a decade ago, if Lord of the Rings Online can do it in a game that went free-to-play ages ago, if a microscopic developer from Greece, Aventurine, can do it in their debut MMO Darkfall, then I'm certain that a studio with the financial backing of one of the biggest games companies in the world, with a vast talent pool from multiple award-winning studios, can come up with a way to include player housing in a game probably not due for release till 2013.

I didn't know they were going to run it using the Hero Engine. Quite frankly I haven't even heard of the Hero Engine before.


What I have heard is every single press-release that has come out regarding this game and every detail that the developers have let slip to the general public, and I think I can safely say that this game is going to blow.

Originally posted by phrank
Originally posted by MikeJT

Darkfall is unlike any MMORPG I've played.

First and foremost, there is no auto-aim or auto attack. It's more like a FPS. The best analogy would be something like Elder Scrolls Oblivion.

I did not enjoy World of Warcraft when I played it. The combat felt stale and automated. This is completely different to Darkfall. In Darkfall, you have to aim your arrows - lead your target and compensate for arrow fall. It's much more involved.

Furthermore, melee still requires that control - you can dodge your opponents swings, parry their attacks, then quickly dash in for an opportunistic strike then get back out of their range.

Darkfall doesn't have safe zones - once you leave town anyone can kill you. It just means you have to be smarter about what you do. This could mean banking your items more often, or it could just mean dashing in and out of trees when trying to escape.

You have to carefully manage your stamina, or you won't survive.

Apart from that, Darkfall has great potential in my opinion.

I'm not sure if they're still bringing it in, but personally I'm looking forward to local banking.

Server population could be considered an issue, but at the same time it seems to vary alot. I've seen towns go from being absolutely desolate, to being packed with people, to being absolutely desolate again, in the space of 3 days. Furthermore it's hard to get a true measure of how many people are on at any one time because the map is so big and alot of people ignore all but their own clan and clan alliance chat.

One of the officers from my old clan told me that there was atleast 20 people in their city 24 hours a day, and more in the surrounding areas.

More people would definitely make the game better (give it more atmosphere) but as it stands it's not a game-breaking issue.

You just have to come into this game knowing that there is no 'instant' action like WoW. If you want instant action go play Call of Duty 4 or something.


Don't you all get tired of quoting the same old worn out Lord Tacos scripts over and over and over ad naseum?

We have heard all this before and guess what? The game is still a substandard POS, will always be.

It hasn't improved, the population hasn't increased, nothing has really changed in 9 months. See I can take the opposite stance of all you shillbots and you can't prove me wrong. None of you have EVER provided a shred of proof to support ANY of your statements. Not a single F'n shred of proof.

Step up and be men not boys. Show us how the game is so much better, give us the concrete proof about the improvements, the population, etc. How about the websites for the min-maxers with the spread sheets to show what is the best build, the best equipment, the few limited quests in game, etc...  Not just the same old regurgitated bile that has been polluting these boards for going on a year.

I have never seen such a bunch of blind followers of any game unless those people were shills or employs with ghost accounts. So which are most of you?


Which part of what I said needs 'proof'? Did you even actually read my post? Or just realised that I was posting in support of the game and decided to reply?

Statement 1: there is no auto-aim or auto attack

Anyone playing the game for more than 5 minutes can tell you that. Attack a goblin, you will know this.

Statement 2: Darkfall doesn't have safe zones

Yet again, anyone who's played the game will tell you this is true.

Statement 3: Server population could be considered an issue, but at the same time it seems to vary alot. I've seen towns go from being absolutely desolate, to being packed with people, to being absolutely desolate again, in the space of 3 days.

This is my personal experience. If you don't want to believe what I've said, then don't. I can't help that. I don't screenshot every time I see a bunch of people. I've even openly admitted that server population is an issue - I just don't believe it's a game breaking issue. If I want PvP I know where to go to get it. And if you go to just about any player city, you will find PvP. It's just not 'instant action'. You can wait around a goblin spawn with noobs levelling on goblins, and a red will come along in 5 minutes, or they might not come at all. You can ride to a chaos city and there could be 10 people standing around the bank in full gear, or there could be 1.

Statement 4: Furthermore it's hard to get a true measure of how many people are on at any one time because the map is so big and alot of people ignore all but their own clan and clan alliance chat.

This one can't be argued with. To travel around the whole map, to every city and every player city, would take days probably. Even if you had a raft, and by some stroke of luck did not get attacked. Add to that the fact that you can't actually go into enemy races NPC cities and you can never get a true measure. I'm human, at that means there's about 6 alfar cities, 6 mahirim cities and 6 orc cities I can never go into. If there's even 10 players hanging around inside each of them, that means theres 180 players I couldn't even count, even if I did manage to ride the whole map. Not to mention, people don't stand still for long.

Statement 5: One of the officers from my old clan told me that there was atleast 20 people in their city 24 hours a day, and more in the surrounding areas.

Yet again, this is only from my personal experience. My old clan had over 100 people from varying US and world time zones. That means that as some people are getting off others are getting on. Some people were on for 4 hours a day and some were on for 8 hours a day. Just so happens that it average 20 people in one city at any one time.

Darkfall is unlike any MMORPG I've played.

First and foremost, there is no auto-aim or auto attack. It's more like a FPS. The best analogy would be something like Elder Scrolls Oblivion.

I did not enjoy World of Warcraft when I played it. The combat felt stale and automated. This is completely different to Darkfall. In Darkfall, you have to aim your arrows - lead your target and compensate for arrow fall. It's much more involved.

Furthermore, melee still requires that control - you can dodge your opponents swings, parry their attacks, then quickly dash in for an opportunistic strike then get back out of their range.

Darkfall doesn't have safe zones - once you leave town anyone can kill you. It just means you have to be smarter about what you do. This could mean banking your items more often, or it could just mean dashing in and out of trees when trying to escape.

You have to carefully manage your stamina, or you won't survive.

Apart from that, Darkfall has great potential in my opinion.

I'm not sure if they're still bringing it in, but personally I'm looking forward to local banking.

Server population could be considered an issue, but at the same time it seems to vary alot. I've seen towns go from being absolutely desolate, to being packed with people, to being absolutely desolate again, in the space of 3 days. Furthermore it's hard to get a true measure of how many people are on at any one time because the map is so big and alot of people ignore all but their own clan and clan alliance chat.

One of the officers from my old clan told me that there was atleast 20 people in their city 24 hours a day, and more in the surrounding areas.

More people would definitely make the game better (give it more atmosphere) but as it stands it's not a game-breaking issue.

You just have to come into this game knowing that there is no 'instant' action like WoW. If you want instant action go play Call of Duty 4 or something.

I live in Brisbane and I get a consistent ping of around 230 ms.

I know a guy who lives in Capalaba who plays and he gets a ping of 250 whilst his housemate plays WoW on another computer.

Another Aussie I met from Perth gets a ping of around 300 ms and says this doesn't affect PvP too much.

A player from Melbourne reported pings of 180 ms, and another from Sydney reported pings of 150 ms.

I have been playing for about 7 weeks and to me, I can't even notice the ping. I don't feel like I'm leading my archery shots for lag or anything and when I block with a shield I don't feel like I'm at a disadvantage.

General Discussion « Mortal Online
8/11/09 1:55:23 PM

My concern isn't that it's a scam, my concern is that they've got this idea in their head and got this great marketing discription to draw players in, but all they've really produced is a massive Unreal Tournament 3 map and some character and weapon models and a new hitbox system. To me it seems like they're still trying to work out how to do all the things they say you can do in this game.

So whilst they're aiming for a Q4 2009 release, I'm thinking they're actually alot further away than that.

Whether they know that or not is a matter for debate.

Originally posted by joshe



So if you aren't interested in preordering, but have some spar cash, you can always buy stocks ;)


If they were making a new share issue to increase their capital, I actually might do this. But buying stocks off the secondary market doesn't put any more money in their pockets. The only way me buying their shares on market would have any benefit to them would be if they have debt convenants in place that trigger if their market capitalisation falls below a certain level, which would be a really bad position for an MMORPG maker to be in.

I just think it's kind of a shame that they don't have the resources to support giving everyone who's purchased a copy access to the beta from the day they purchase it.

It's a real turn off for a company to expect me to pay for an unfinished product, and not even allow me to participate in the testing of that product.

I know when you order it before release, you get 'free access' to upgrades and everything in the future, but for all we know at this moment, there might never be any upgrades. The whole game could come crashing down after 3 months, the developers could go broke, and the promised extras for buying before release could never eventuate.

From a business perspective, it just cries out 'cash flow problems', especially now that they've moved the beta entry back for so many people. They're continuing to receive cashflows whilst minimising their expenses by not allowing the next block into the game.

I'm worried that if I buy the game now, either a) they will keep moving the beta block I'm in back further and further so I'll play the beta test for just a few weeks before the release build comes, or b) I won't get to participate in beta at all and I'll just end up with a game 3 months before I can actually play it. It would like buying an Xbox 360 game today because you plan on buying an Xbox 360 3 months from now.

The game looks great. The dev team looks very professional. I'm just worried that they're dangerously under-capitalised.

I'm interested in playing this game.

Where are you playing from?

I'm from Australia and I'm really curious to know which servers will give me the best connection, especially considering that the combat is pretty full on in Darkfall.

Has anyone else tried playing from Australia?

And how do you actually download the client?

I went to and tried to get the client, but when I go to 'Buy Darkfall', it just asks me to subscribe. Can I only download the client after I've paid for my first months subscription? How much does the client cost? Or is the client free? It doesn't make sense at that site.

Originally posted by Toquio3

China is also a country that doesnt respect human rights and is becoming the number 1 polluter in the world. And a country like that deserves no respect. and about their culture, Mao pretty much destroyed all he could. So China can go right to hell.


Can't really criticize China for being the number 1 polluting country in the world considering they are also the worlds most populous country. You can only compare polution on a per capita basis ie. the amount of pollution the country puts out divided by the number of people living there.

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