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MMORPG.com Discussion Forums

All Posts by Borluc

All Posts by Borluc

4 Pages « 1 2 3 4 »
63 posts found
Originally posted by Hyanmen

Hell, I have my valid concerns about this game. 

This potential issue in particular is just not one of them.

 

But damn, I try to be honest with you guys. The worst thing that can happen is being overhyped- it's setting yourself up for disappointment. If there are flaws, accept it and enjoy the strengths of the game even more after.. or move on. I will just lay down the facts for y'all. 

 

But hell, is it unreasonable to think that this game has more strengths to it than flaws? I don't think so. 

Looks like somebody does though.

Just a little insight if you don't mind.  Although you seem very informed and helpful in regards to FF, I find you come off a little bit arrogant an all knowing for someone who isn't an official spokesperson for the game.  You often tell people that its all about this or that and its not going to change, etc. etc.  For people that are creative, stubborn, and independently-minded, this really grates on the nerves.  Thanks for your helpful posts regardless though. 

No... just no.    Although I like the concepts behind mortal better than darkfall, darkfall released in a much more finished and well executed state.  Think about that for a minute.  Darkfall released better. 

At this point, I'm really starting to think that MO was just a bunch of amateurs with a pipe dream.  They can't handle the management of their web site, they can't keep to any sort of time table.  Their patches state fixes that didn't go through.  About the only good thing they've accomplished is having a vision of what they want the game to be.  Atm, its in early beta stage though with no hope in sight.  I really doubt it will make it long term.

Ohh let me add as well that they did not accomplish the diversity and gameplay that you saw in UO.  UO had far fewer skills and yet I felt like I had much more character building possible.  Skills were simplified representations of abilities in uo, not complex grindfests like they are in MO.  In uo you could go buy some pickaxes, mine some ore, raise your mining skill.. then take that ore... smelt it... raise your smelting skill.  In MO that involves buying ton of books and grinding crap abilities up so that you can do what you want.  In UO, that same miner might be a gm swords/tactics/anat/healing/with some points in magery and resist... as well as mining and smelting.   In MO you will never be any type of threat to pks as a miner.  There are too many combat skills that they invest ALL their points into.  So, while mo has a cap of 1000 points (uo had 700), they have so many skills that you are forced into a class role instead of creating a character that you want to play.

Lets see how Earthrise pans out next.  I gave SV my money once to support an indy product and see if it was worth playing for myself.  Right now, its just not fun or creative in any way for me. 

Racial or factional warfare also solves a big part of the zerg problem.  If the factions were wolf/orc    human/dwarf/elf   and emo elf, then it would be constant battle with shifting power without a chance to totally dominate and ruin the fun.  Unfortunately, this should have been done from release.  Of course attacking your own race should be allowed as well, but you should turn red and be outcast from towns.  Red players should only be able to form small guilds and use rogue outposts.  Of course, this could be discussed and revised.  Still, I doubt a change like this is on the table, no matter how many people might return.

Originally posted by funkmastaD

did you guys notify the admin?  that might be what he meant by "get help"... i'm guessing it just took em awhile to get back to him...

Two times.  I like to support indy devs that produce sandbox games, but this is a little too much for me.  Darkfall, as much as I dislike some of the gameplay design, had a launch that was much more successful.  This game is in early beta state.

Uhh, I have the same problem and I'd like to know how you got help with it.  Thanks.

Wish you guys would stop making posts like this.  Almost every original fan of Darkfall quit the game.  I followed the game off and on for over eight years and it turned out to be a huge let down.  The sad part is that it had all the framework for a great game.  Instead they got scared of losing players too early and used the classic mmo treadmill system to keep people playing.  In other words they made skill and stat gain a huge chore.  Also magic is overpowered and the aoes take the skill out of the game.  Also, melee is a clickfest instead of something fun and tactical.  Also, movement is erratic and unrealistic.  Also, they didn't include a factional warfare that would eliminate the zerg problem. 

All in all it was a great achievement for the devs.  They did finally release their baby.  However, their vision was weak and they were/are in bad need for good leadership to put the game back on the tracks.  The sad part is that Darkfall will never get the success they could have had because of the poor release.

Originally posted by zaxxon23
Originally posted by Borluc

The key is to limit the ability to get currency.  As it stands, not one mmo I've played has had a static amount of "gold".  Its an endless resource that is easy to get your hands on and its used to buy everything.  This certainly creates inflation and fast.  The key to having a real economy is to limit the max amount of gold available in the game world.  Don't make it easy to get either.  No monster would be running around with his life savings in his pockets. 

The next step is to make harvesting tricky by moving spawns around.  Also, make it so exploring and finding a rich node is desirable by making it profitable.  This adds a level of difficulty which simulates the rl struggle to find resources.

Of course, I think to solve problem #1 a game should be designed with only a bartering system in place.  Something might become the currency over time (ore, ingots for ex.) but they would still take time and effort to acquire. 

Ohh and time and money sinks are needed as well.  Namely, item decay which reduces the max durability on an item each time you repair it.  Also, some form of player looting is REQUIRED for a good economy.  Otherwise people can just hold on to everything forever.  There has to be a forced way to reintroduce those resources back into the mix.  Finally, make eating required so food is valuable and needs to be bought/traded for. 

 You've got interesting points here, some of which I'd like to debate.  1)  Food - yeah, I like food too (ala swg).  However, it's just another buff to add to many already existing buffs.  I've seen some pretty convincing arguments against food (takes up bag space, yet another buff to click (annoyance), creates another level of overpowering, etc), so I'm not sold on the necessity for stat-enhancing food in a mmo. 

2)  player looting is not required.  Item decay accomplishes the same thing.  This has nothing to do with my personal feelings on player looting, it's just a basic fact.

3)  Very interesting that you bring up the bartering system.  I found that as far as inflation goes, a game like D2 that used itemization currency (obviously, sojs come to mind) had one of the more stable economies I've played in (duping aside).  Since most sojs were duped, I tended to focus on small 7% mf charms and small 100 psd charms (yes i played a LONG time ago), which functioned as excellent currency because pretty much everyone always had a use for those charms, and in general the charms could not be farmed.  When you have a currency that drops off every mob (ala wow), you can be guaranteed rapid inflation because players (and gold-farmers) will farm the mobs that drop the most currency.  As you pointed out, a barter economy doesn't have this problem.  Then again, it is a barter economy, and some people just won't play in a barter economy.

 1.  Food - I didn't say stat-enhancing.  Instead, you should become weak and possibly die (maybe) if you don't eat.  Food then just ensures that everyone is fed and at the same lvl.  You make the items relatively easy to get so the price of food doesn't rise to a lvl where people would have to go without often.  Also, you make a meal last for a relatively long time.  Really the duration should be directly connected to the quality.  Its more of a "spend a bit more and dont have to worry about eating for a longer time" thing.

2.  You would have to have a pretty fast decay system for this to work.  I didn't say full loot either.  Basically I'm talking about a complex system where looting would only be a as big a sink as anything else.  Spreading the effects over a much larger spectrum makes each sink less of a pain in the arse due to monotony.

3.  On this one you pretty much agreed with me.  However, it all comes down to the ease of getting currency in most games.  If the currency was static in a game world then there would be less of a problem.  Or at least controlled.  As it is time gets you everything in mmos and that leads to inflation. 

The key is to limit the ability to get currency.  As it stands, not one mmo I've played has had a static amount of "gold".  Its an endless resource that is easy to get your hands on and its used to buy everything.  This certainly creates inflation and fast.  The key to having a real economy is to limit the max amount of gold available in the game world.  Don't make it easy to get either.  No monster would be running around with his life savings in his pockets. 

The next step is to make harvesting tricky by moving spawns around.  Also, make it so exploring and finding a rich node is desirable by making it profitable.  This adds a level of difficulty which simulates the rl struggle to find resources.

Of course, I think to solve problem #1 a game should be designed with only a bartering system in place.  Something might become the currency over time (ore, ingots for ex.) but they would still take time and effort to acquire. 

Ohh and time and money sinks are needed as well.  Namely, item decay which reduces the max durability on an item each time you repair it.  Also, some form of player looting is REQUIRED for a good economy.  Otherwise people can just hold on to everything forever.  There has to be a forced way to reintroduce those resources back into the mix.  Finally, make eating required so food is valuable and needs to be bought/traded for. 

I had the same problem with switching between combat and gui mode.  It was my keyboard of all things.  I have to unplug it right before I hit "play" and only plug it back in once the game has loaded.  That will probably correct the problem.

Originally posted by Justin83x
Originally posted by Borluc

Not really.  All daggers are used in two hands though.  You equip and get a dagger in each. 

As far as melee you have 2h sword/axe/club or polearm,  1h sword/axe/club, and daggers.


 

damn so u can't like even do a 1h sword with a dagger off hand? that kinda sucks.


 

I think DF is less about concept and more about playing.  If you enjoy what it offers, you might really like it.  However, I wouldn't suggest joining any game based on what weapon combos they have available.  That just a poor representation of what the game is about.

Not really.  All daggers are used in two hands though.  You equip and get a dagger in each. 

As far as melee you have 2h sword/axe/club or polearm,  1h sword/axe/club, and daggers.

Originally posted by Kain119

I have been playing this game on and off since launch, and from my experiences DF is a love/hate relationship. Some days, its the best game I have ever played, others, well its just well boring.  I can not wait to see what happens when the server transfers happen.

 

That is the tipping factor that keeps me from subbing on NA1.  I played the EU server from late beta into launch and the game just lacked the well-rounded feel of a good mmo.  However, it was the exploiting that made me quit.  It was fun when people were all just working their skills and having fun.  Then the damn acid pool exploit allowed for max rigor.  Its no longer fun when so much of the pop suddenly is way ahead of you in power.  Of course, other cheats were discouraging as well.  I quit a few months back.

I was going to re-sub DF with the launch of NA1, but they are allowing the powergaming exploiters from EU to transfer to a fresh server.  What a shame.  The devs refuse to address serious game flaws that ruin the fun of the game for those of us who play hard, but have limited time and refuse to cheat/exploit.

I would caution those starting in DF because if you like it, you will REALLY like it, and it may turn out to really disappoint you.  Waited for this game for damn near 10 years from when it was just rendered screens.

Stats rules yes.  Why though are the AI stats so low compared to players?  I would probably buy FE if there was a challenge.  Even in the recent vids of people in S2 there is very little challenge present.  

An apocalyptic survival game doesn't feel right when its so easy.

Fallen Earth
Fallen Earth « Fallen Earth
10/06/09 10:32:53 AM

 

Fallen Earth is not for everyone, I can appreciate that but unless you can explain some of these comments better, they are neither intelligent or insightful and just a bit misleading. You are bored because the setting doesn't grab you, not because FE is a dull game.

 

He explains exactly why it is boring to him.  Compare what he described about FE crafting to SWG's crafting system in the past.  If you didn't know, SWG had resources that moved around the map to keep people searching for new sources.  They also had different qualities that would directly factor into the quality of the created item.  It seems pretty clear to me that FE's system is somewhat simplistic with no real option to customize your items and the gathering quickly becomes static due to nodes that remain in place.

I find posts like his much more helpful when deciding to buy or not than rebuttals like yours that simply shoot his opinion down without providing any intelligible reasons why he is wrong.   Instead you try to tell him why he isn't interested.  How arrogant.

So far, I think its a waiting game for those who really want to experience a quality sandbox.  After reading facts about the game, not opinions, its hard to want to play.  Easy pve in a post apocalyptic world?  The only thing that would justify that is if pvp was more widespread to provide a challenge.  Atm it seems like there is very little to get in your way in a world that is supposed to be torn apart.  Teamwork isn't needed in this setting?  How does that make any sense?

Originally posted by Kyleran
Originally posted by Flarinstar

 There is absolutely not going to be a NA server or any additional servers for that matter. If you honestly believe that you are extremely decieved in your thinking. The game world is largely empty and players are quitting by the day. Of course there are diehard fans that remain but the game is currently in limbo. It gains players each day as they allow new people to purchase the game but at the same itme a similar ammount if not more are leaving. 

 

Source?


 

I wait for 8 years for this game and quit after a month playing.  Its buggy, it encourages players to be complete a holes, there is cheating, its laggy to europe from the US, they made items lvl based in a skill based game which is just lame.  I could go on but this game really isn't worth another thought until they patch it to release state and come out with a NA server (with NO transfers for gods sake, enough exploiting on the first server).

Ohh combat system blows... which is  a shame since they tried saying it was somewhat like Mount and Blade.  Not even close.  Its like using a knife in a fps.  Archery isn't bad because its pretty realistic.  

Gotta say its a MAJOR grind too.  Skill based yet they want you to agonize over raising skills, which encouraged many players to find exploits to raise everything they could.  All in all they should have just make a fps style online game without raising skills but instead choosing skill sets to use and jsut getting into the pvp and sieging. 

This is not a sandbox game because it really only supports one style of gameplay and every support role is just to make that one style most successful.

Originally posted by singsofdeath
Originally posted by Tuck2000
Originally posted by NormireX

Ok so I think this might be my first actual post at MMORPG.com.  I've been here for a few years though.  But anyway didn't anyone else think this Tasos guy came off as a bit of an egotistical jerk?  I mean just the way in which he answered the questions it was if he was acting like he and his company are far superior than anyone else.  Sorry but to me he just came off as a bit of a prick.


 

Dude live in Europe a few years. He was just being direct I am not surpised by the tone of the answers just a cultural difference in communication.

 

I live in Europe, and have done so for the most part of my life. And no, his attitude is not something that you would expect from someone in his position. But maybe he's convinced that DF can survive on the current community alone. At the rate he and his "followers" are shooing others away, that'll be the way things turn out anyway.


 

What part of Europe?  England?  lol...

Anyway, I agree with you that some of the people on the forums are very abrasive.  I've been following the game for quite some time and have been flamed to a crisp for a suggestion that I don't think most people even understood.  On the other hand, I think that people are banned and/or suspended for extreme hate and flaming.  Also, if you want to get a feel for the game, post in the newbie forum.  The Advanced forum is for people who have waited long for the game and many of the most vocal have very little patience.

In any case though, many of the people who go to the DF forums expect to change the game into EQIII or WoWII.  They are quickly dealt with and they should be.  Try suggesting on the WoW forums that you should be able to loot  your opponents gear.  They will also flame you.

I think the real problem is that people who go to the DF forums thinking in terms of past mmos are shocked to find that their comfort zone is just not there.  Try not to go there seeking what you have known before.  Instead, keep an open mind, post in the appropriate forums, and you should be just fine.

It sounds like honesty.  I don't know how people can say he is being an ego maniac or too defensive when he is faced with questions like "so, people have called your game vaporware, how do you respond?".  Give me a break.  In fact, that is a very disrespectful question to ask if you want to conduct a serious interview.  The interview was hostile and asked very little about the game itself.   Despite that, Tasos was able to respond logically.  Don't know about most people, but I'd prefer that larger companies would also adopt the Darkfall method of monetary allotment.  Most of them spend too damn much on advertisement and damn near all of it turns out to be bull.

You want real vaporware?  Check out Warhammer online.  Age of Conan.  They promised many things and delivered someone completely different.  In light of that, I simply do not understand the criticisms many people are throwing out there atm. 

 

 

Definitely get to play Vader during the 1st lvl of the game.  It was announced tonight during the world premiere of Revenge of the Sith on Spike TV.

 

 

Ever hear of explaining wtf you mean?  I play on servers in my time zone so I don't have any clue.

Freaking fanboys are lame.  I simply point out the illogical nature of his post and I get this crap.

Np though, I'll probably find it extremely boring despite my liking for the books.

I think an honest and objective viewpoint would be that LoTRO was a solid release and it currently has a modest but reliable sub base.

Uh... I never once had to queue to log into WOW.

WoW obviously has more subs, so all you have done is prove that their server capacity and/or login servers are poor.

As a potential customer, I can tell you 100% that you aren't helping the case for a larger pop.

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