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All Posts by Trenchgun

All Posts by Trenchgun

14 Pages 1 2 3 4 5 6 7 » Last
275 posts found

 Axis are the underdogs. They have to do twice as much with half the equipment. It's always an uphill battle for them. Allied is called "easy mode" for a reason. 

On NA1, Four Twenty had a GM friend disconnect the shard harder of of a siege just as they were about to lose.

Since few are probably stupid enough to believe the second battle haflway through could be qualified as epic, I am left to assume that you are instead morons who didn't watch past the first couple minutes before commenting.

 

 

1. Harvesting and crafting is not much better in most other games. However there are a few unique pluses to this system. The need to harvest in the open world makes you vulnerable, which makes raiding enemy's economic workers a viable strategy, and necessitates the need for protection. It fuels PvP both ways. When it comes to crafting the most important stuff are enchanting materials that must be skinned from mobs, which necessitates exploring to find all the mobs that drop what you need, forming PvE groups to get it, being prepared to PvP if you must fight others over it, and trading with people in far away lands who have the materials you can't easily get for the materials you can easily get.

2. I've never macroed, I am competitive. The recent changes made it much more productive to level by PvEing. There's more to being competitive than raw skill levels in this game. It's about who you play with and how well you work together.

3. The UI works the way it does for a reason, and it works for this game pretty well once you get use to it. An FPS MMORPG requires a unique approach without autotarget. The hassle you find with looting and inventory is by design, it's UO style and is suppose to make it more difficult to loot a lot of stuff in combat, or make it more difficult to bank a lot of stuff quickly.

4. It's called a sandbox game. Ie. Player driven goals. The best content is the content you make yourself. The best quests are the objectives your guild sets forth to achieve (Whether they be PvE, harvesting/crafting, or PvP objectives), and the unexpected challenges that pop up as other players will get in your way.  That's real questing. If you want arbitrary bullshit where they tell you to kill 400 goblins but give you some nice text to read while you do it then go play LOTRO. DFO is not a manufactured quest driven game, it's a sandbox PvP game. You don't have to like it, but don't try to bash it because you don't understand what kind of game it is and who it caters to.

5. You have no clue. You won't start getting real gear off people until you start doing real PvP, with real guilds. If all you do is run around newbie lands as an unguilded newb all you're going to get is goblin loot. If you want uber loot then you've got to be in situations where people gear up in thier best because the outcome of said battle matters more than the loss of their gear, and this happens all the time you just aren't a part of it yet.

6. This is just you bitching about being a newb who doesn't understand combat. I couldn't begin to pick apart everything that is wrong with what you just tried to say.

7. Just like players, they dodge. It's frustrating, yes, we'd all like mobs to just stand there and take our arrows like in other games, but you forget this is an FPS game and in FPS games good enemy AI won't make your job easy.

8. You can't destroy player houses. Walls don't defend you, players do. Join a better guild.

9. PK is not griefing in a game based around open world PK. If you believe that then you made a poor choice of games and should go back to WOW.

10. I'm bored of your ignorance at this point and won't bother further.

PvP in any game is more impressive to watch if you understand what you're seeing. If you don't understand the significance of what you're seeing then all it looks like is a bunch of light effects and bunny hopping (this goes for any MMORPG PVP video with auto target).

At least in darkfall the videos are more natural and visceral because it's FPS based. Terrain, flanking, and moving as a coordinated group mean far more in this game than raw skill levels.

Over 200 people were involved in this battle. The battle itself took place over several square kilometers of grand manuevering.

See dozens of people firing from on top of a hlil down at an enemy force? They took the high ground for a reason. It's call suppressive fire. They're trying to keep the enemy from closing the distance.

How did the hill get taken? Focus and Flanking manuever. One force fires on the hill distracting them while a second force covertly moved to hit them from behind, allowing the first group to swarm up the hill once the hill was in chaos. Just as in real life battles are often decided once one side can close to killing range (melee) in an advantageous way.

The truly epic part is when they reform to assault the hill, but the enemy charges down after them. What ensues is a fluid battle line as the attackers do an orderly pull back while firing to draw the enemy further away from the objective city, and the enemies pursue aiming to outflank and destroy the attacking force. This line battle of flank and counter flank stretched for a kilometer at walking pace as each side battered down the other waiting for an opening to charge into melee.

 

 

 

You have to watch until the halfway mark for the most epic part.

http://www.youtube.com/watch?v=U0c-EI7Xaco

http://www.youtube.com/watch?v=-HeXtUQTiKE&feature=related

http://www.youtube.com/watch?v=bLzfzxWdfpI

For the game's flaws, what it does well you can't get in any other MMORPG.

 

 

These changes are going to address some of the biggest issues.

With the skill changes the bloodwall will be obsolete, the grind will not be a big deal, and people will be PvEing fo their skill ups. Thus, macroing is not going to be much of a big deal anymore, or at the very least players won't have to spend as much time to catch up with them.

I'd still ilke to see skill caps but the game is not unplayable without it.

 

Originally posted by StrixMaxima
Originally posted by Trenchgun

Darkfall is best understood as a triangle system: Player skil and teamwork, skill level, and equipment. A triangle system because each element can have just as much impact on the battle as the others. Player skill is not everything, nor should it be in a game like this, but it's also not a game where levels and equipment alone decide battles.

Someone with uber equipment but no skill level to back it up is just asking to lose it.

Someone with high skill level can be beaten if they can't hit the broad side of a barn, make stupid tactical decisions, or fail to work as a group when facing other groups.

Someone with high individual skill and excellent teamwork can still be beaten if they are seriously outgunned in skill levels and/or equipment.

 

These are the basic premises of almost all MMOs. However, where DFO fails short is not providing lots of options/diversity to stimulate the "risk vs. reward" equation to work.

Newcomers who do not yet understand the whole gist of the game get constantly pwned, without any chance of defense. As such, they imagine that the problem is skill points. So, they go ahead and grind their brains out. Many will get disgruntled during this period, and will leave. Others will realize that all that time sink in the end provided a small advantage, but is it worth it?

Wrong. Dead wrong. Most MMOs are almost entirely level based, where the difference of one or two levels can be everything. And once you're max level in those MMOs it all comes down to equipment more than anything else. Grinding to 80 to WoW and then grinding out epic raid gear is no different, it's just a more interesting grind. And unlike WoW, you can be effective in DF without having to reach the level cap because equipment is more balanced and individual skill and teamwork plays a larger role in combat than raw levels.

Personal Risk vs Reward is also completely nonexistant in virtually every other MMO.

 

The only area where I would say that raw skill levels matter, and trump any kind of player skill or equipment, is when it comes to some high level AoE magic. There's really no way to defend yourself from it, it kills insanely quick, and the caster doesn't have to risk nearly as much in combat as a high level melee or archer.

The only limitation on such powerful magic is the fact that it takes an ungodly amount of resources and time to get to that level, but this is skewed by all the exploiting and macroing in the game which allows some players to achieve in weeks what would take others months, or in months what would take others years.

 

Darkfall is best understood as a triangle system: Player skil and teamwork, skill level, and equipment. A triangle system because each element can have just as much impact on the battle as the others. Player skill is not everything, nor should it be in a game like this, but it's also not a game where levels and equipment alone decide battles.

Someone with uber equipment but no skill level to back it up is just asking to lose it.

Someone with high skill level can be beaten if they can't hit the broad side of a barn, make stupid tactical decisions, or fail to work as a group when facing other groups.

Someone with high individual skill and excellent teamwork can still be beaten if they are seriously outgunned in skill levels and/or equipment.
 

Achieving a balance is necessary, lacking in any one of these areas can lead to defeat. Player skilland teamwork is important, but naturally a level 1 naked can only do so much against a maxed out enemy in uber gear. And no matter how high your individual and level skill is, if you don't have the equipment to back it up then you're going to have a tough time taking on average but well geared players.

Raw player numbers in group vs group battles can matter, but this is not factored into the equation because raw numbers matter in every game regardless of what it's makeup is. It's a universal modifier of team vs team combat. The only question is how much does raw numbers matter. The answer is in darkfall that small elite strike forces can take on two or three times their number if they have superior equipment and coordination/tactics (assuming skill levels are not too far apart between the sides), but it's also risky because the very high level equipment they are using to gain such an advantage also means they are risking a lot by commiting themselves to a battle that may go south before they can get away. That's the best way for a system to work, risk vs reward. Most people run around in stuff they can afford to lose, which grants an advantage to people who are wlling to risk equipment that is very time intensive and expensive to acquire.

 

 

 

 

I would have got that except a review on amazon said the magnets that hold it in place on th eright side of the keyboard, when the panel is removed, will actually destroy mice positioned near it.

I only found one other keyboard where the numpad detaches, but it was $90 and came with a laser mouse I don't need.

I'd buy the microsoft one easily if I didn't believe it would destroy my mouse.

 

I need a keyboard that is more compact, the problem is I can't find a keyboard that simply lacks a numpad to save lengthwise space on my desk.

I already made the mistake of buying something called a micro keyboard online, but it was WAY too small. It's not functional to even type with unless you've got tiny hands.

 

Not counting computer part upgrades.

I bought a variety of joysticks during my playtime of WW2Ol, as they are required for tanking and aircraft. I also got trackIR.

In the same way, a macro keyboard is required for anyone who wants to play darkfall. You need to macro to skill up, unless you want to end up with your wrist in a cast for clicking 10,000 times in a row, and if you don't have 12 hours a day to play and enjoy staring at nothing for that time. It's also essential when you consider that every player must switch between four forms of combat and the UI is clunky to work with without heavy macroing.

 

 

 

 

 

Originally posted by Tykey

Darth Raiden: "Oh my Lord Tasos, Trenchgun has turned on us, he just posted on mmorpg.com that there is a hacking problem in Darklfall"

Tasos: "Traitor! There is no hacking in Darkfall, I have spoken! Javac, Damage control, naow!"

Javac: "Yes my Lord"

Tasos: "SignusM, delete Trenchgun's Character immediately for treason!"

SignusM: "Yeth Marthter..." *lurches off*

Tasos *takes his glasses off and pinches the bridge of his nose*: "...and SignusM,"

SignusM: "yeth Marthter?"

Tasos: "...tell Billing to charge Trenchguns CC again for 6 month sub will ya."

 

True Story


 

lmao

It works both ways haters. You're quick to point out I've defended the game when you want to support a negative post, but you completely ignore the negative posts I've made when I go on to defend some aspect of the game.

The truth is I just tell it how it is and don't have an interest in blind hatery or propaganda on either side.

 

AV's response in the forums: "What you are describing cannot happen. Closed".

 

 

You log in one day and your only character is gone. AV has no record of it being manually deleted, and they have no idea what happened to it, but they regret to inform you that it cannot be restored.

Yeah, it's bullshit and completely unaccetpable. Only a two bit hack of an MMO operation could let something like this happen.

 

14 Pages 1 2 3 4 5 6 7 » Last