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All Posts by Fariic

All Posts by Fariic

73 Pages 1 2 3 4 5 6 7 » Last
1457 posts found

So I was just out with my dog and got to thinking.
I live on the eastcoast, US.  DE to be exact.  Over the weekend we were hit with one of the largest snow storms in many years.  We got about a foot were I live.

The snow is going to take some time to melt, even as the tempatures creep back up to the 40's. 

We've all heard about the melting of the polar caps, those poor viscious bears. 
As the caps melt they expose more ocean water, that oceaon water happens to be black and absorbs more of the sunlight and resulting in warming more of the area around the caps wich then results in further melting of the ice.

If black water can contribute to increasing global tempatures, then so to must the blacktops and roadways of the world. 
Therefore, blacktops and roadways are contributing to global warming, but how much?  And why haven't we seen scientists discussing this?  Conspiracy maybe?

Originally posted by Toquio3
Originally posted by iZakaroN
Originally posted by evilgreen5

 Why would I want to pay for something that will no doubt fail miserably and shut down a year after launch? I'm not trolling, you all know this to be true.

 

It will fail only if all people think like you. Its very nice that there are enough  (for now) peoples that support that game so SV collected enough funds to delayed release with one month.

For peoples like you: GL with all "Britney Spears" commercial craps on the market.

For peoples like me: Dont doubt, go support the underground \m/

 

Its not the players' responsability to ensure a game gets funded, we are consumers, not investors. If I envest money into a game, I'd like to get a cut of the profits when its out. But since thats not happening, why dump money into this? If they are this desperate and this is really the only way they can stay afloat, I agree with evilgreen5, this will tank, sooner or later.

And that would be a shame, because I really want this game to succeed.

If people didn't pay gym memberships then they would close.
Cable fees,
Phone bills,
If no one was willing to pay for thier WoW subs, even Blizz would have to shut thier game down.
 

By paying a subscription you're effectively investing in the game, without subscribers subscription based based games wouldn't opperate.  In effect you're an investor when you pay a monthly fee for something.

It's more a matter of whether or not you feel the product is worth your investment by way of paying that monthly fee.

Peronsally,
I think MO is worth it.  It is by far the most original game to come out in a very long time, and one of the only true sandbox games since UO.
If you're a fan of UO, or if you've been looking for a modern game along that line, and enjoy or simply don't mind the FPV and FFA PvP/ full loot then I would highly suggest purchasing this game.

I highly recommend this game.

Originally posted by Gobwar

@Hercules we got an update from Denny

[quote=Denny Lindberg;640607]Weird, patchnotes are missing some then. All I can say is that some more were added, you'll have to find out. [/quote]

 

So definitely new mobs there ! :)


 

You beat me to it.

Originally posted by HerculesSAS
Originally posted by Fariic
Originally posted by HerculesSAS

Just read through it a bit more... so there still seems a lot missing for a whole 'game' experience. There are no new monsters in the patch. There is no monster AI for the existing monsters. Tindrem still isn't in the game.

 

And to boot, most of the skills being introduced aren't anything that will make combat any more fun than it is. It will still be the same circle strafe, one dimensional gameplay that they've always offered with a few tweaks to damage and maybe speed. I'm still waiting for what they said would be a "mage vs mage" duel in the interviews, that was inspired from UO. The magic system isn't getting touched either.

 

So +1 for a lot of fluff, great news for the crafters, bad news for PvPers. But if they fix the lag a bit, maybe that's good news for PvPers.


 

I agree with a couple of your points.

I'm personally a little disapointed that that tindrem isn't listed, no new monsters listed, and it doesn't seem like any advanced AI is in.

At the same time the first thing Christian wrote is that things aren't final; so we'll have to wait and see.

I disagree with the stuff about combat though.
If you didn't like it then you didn't like it.  There's really nothing they can do outside of a complete change to make you happy.  They did make some adjustments though, and there are several skills listed that are directly related to combat.

Also the skill list isn't a complete list, just SOME of the skills, wich means there are skills we won't know about till we get to test the patch, as well as the hidden skills that we'll have to learn and find.  There appears to be a lot more to it then we're being told about. 

 

I suppose it's about expectations... when I read the interviews with Mats going into the pre-order, he explained that mage vs mage duels would be like UO. What does that mean to me? A duel where there are combos, reversals, counterattacks, etc. Right now, it's a matter of a CS knife fight (like Darkfall) where you wait for your swing timer to reset and keep swooping in and out. Magic is thrown in there now, so it will be interesting to see what kind of difference it will make regarding the PvP, but on the whole -- the combat is mediocre at best. PVKII has more deep melee, so does age of chivalry. And then you can get into the magic stuff, where UO is way better, or tons of other games in a first person point of view.

 

I guess I expected more. This patch was supposed to be the 'be all, end all' patch, that miraculously fixed everything. And while there may be a few hidden skills, I am going to guess that the hidden ones are not going to be dynamically combat changing. I could be wrong on that though. All in all, these features are put in to add a bit of fluff, so that launch isn't a complete disaster. But if you bill your core game as a "PvP MMO" and the PvP is mediocre or sucks, nobody's going to stick with it. That's why I find it problematic. I would drop all crafting, housing, horses, swimming, etc -- just to get combat to a point where it's revolutionary and amazing. Not just a horrid ripoff of countless games, and implemented poorly at that.

 

But maybe I expect too much?

I play Age of Chiv.
You're way off base.  Age of Chiv combat is a LOT like MO, without the ability to charge an attack, wich would make combat a LOT more fun if I could. 
 

Archery is a lot worse in AoChiv as well.  There isn't really any arrow arc. 
Not to mention they're completely dif. games, and AoChiv has no magic.

However this discussion would be better suited to its own thread.

Originally posted by HerculesSAS

Just read through it a bit more... so there still seems a lot missing for a whole 'game' experience. There are no new monsters in the patch. There is no monster AI for the existing monsters. Tindrem still isn't in the game.

 

And to boot, most of the skills being introduced aren't anything that will make combat any more fun than it is. It will still be the same circle strafe, one dimensional gameplay that they've always offered with a few tweaks to damage and maybe speed. I'm still waiting for what they said would be a "mage vs mage" duel in the interviews, that was inspired from UO. The magic system isn't getting touched either.

 

So +1 for a lot of fluff, great news for the crafters, bad news for PvPers. But if they fix the lag a bit, maybe that's good news for PvPers.


 

I agree with a couple of your points.

I'm personally a little disapointed that that tindrem isn't listed, no new monsters listed, and it doesn't seem like any advanced AI is in.

At the same time the first thing Christian wrote is that things aren't final; so we'll have to wait and see.

I disagree with the stuff about combat though.
If you didn't like it then you didn't like it.  There's really nothing they can do outside of a complete change to make you happy.  They did make some adjustments though, and there are several skills listed that are directly related to combat.

Also the skill list isn't a complete list, just SOME of the skills, wich means there are skills we won't know about till we get to test the patch, as well as the hidden skills that we'll have to learn and find.  There appears to be a lot more to it then we're being told about. 

Originally posted by MiteFiend

 

Well as you can easily see, I dont post much, but drop in time to time, like I did after my refund but back then in game.

I see little has changed in the last 6 weeks. I've heard about that special next patch, over and over.

Stopped in. Nothing new. Just a waiting game, weeks/patches go by.

Nothing new, same stale bread. Bye.

(P.S. Do me favor, stop quoting me, so that I dont get those e-mails, and feel inclined to revisit the stale bread thread)


 

Try unchecking the "Watch this thread?" option genius.  Has nothing to do with you being quoted.

After that look up what machinama is.
Thier supposed to be like short films; not just some guy running around frapsing a few minutes of gameplay.

Please note, the notes are not final and are subject to change.

Version 0.11.14.16 – Beta
2009-12-21

------ FEATURES ------

- The basic skill-dependent crafting system is now implemented.
- The advanced extraction (material processing) system is now implemented.
- Welcome to the jungle!

------ ADDITIONS & CHANGES ------

Optimization:
- Big performance optimizations related to Collision Meshes, LODs and textures across Nave.
- Optimized several parts of the server-code.
- Terrain geometry is now more optimized.
- Many materials have been optimized.
- Improved performance when attacking with melee.
- Mouse mode interaction is reworked, it is much more consistent now.

General:
- Christmas has arrived at the login screen!
- You can now choose your starting location.
- The harbor Toxai can now be found on the east coast just outside Morin-Khur; within this harbor the Sheevra and Veela have their respective Myrland embassies.
- Added customizable key bindings in the options menu.
- Added moving flags to various locations.
- Added support for different loot bags on different creatures.
- Added Astral Guidance Pillars in Etherworld that will show you the way to the closest priest (when you are dead).
- Added Skill Books and a new Skill Book Window.
- Added Book Vendors throughout Myrland.
- Added several different Workbenches for Extraction and Crafting throughout Myrland.
- Added Stamina draining when Swimming.
- Added destructible FFA Structures.
- Added Rags, you will now start with Rags equipped. Take them off at your own risk! The Rags will not be lost when you die. This simple piece of clothing gives you a small armor to start with and it hides your privates.
- Added support for several hit boxes on non-player creatures/NPCs.
- Added a 10% chance not to be interrupted when you cast Spells and get hit. However, moving (including Knockback) still cancels Casting.

UI:
- Redesigned the entire GUI.
- GUI for Extraction added.
- Quickbar and Quicktab combined and features added such as; hide and swap horizontal.
- Removed the drop box menus in character creation due to GUI issues.
- Redesigned the Spell Book layout.

Combat:
- If you have more than 5 in total Armor-weight you will get a penalty on your passive Mana regeneration. The more Armor-weight the lower your Mana regeneration will be.
- By default, all Spells are now 50% as effective as they used to be.
- By default, all Spells now cost 100% more Mana.
- Changed timers for enter/exit Combat Mode; enter now takes 0.5 seconds and exit takes 1.5 seconds.
- Increased swing speed of unarmed combat by 100%
- Jump height slightly decreased (-20%) in and out of Combat.
- Sprint speed slightly decreased (-10%) in and out of Combat.
- You will now regenerate zero (0) Stamina when Jogging by default.
- Rebuilt the calculation for Damage Bonus.
- Rebuilt the calculation for unarmed-melee Damage.
- By default you will now be in Mercy Mode for twenty (20) seconds.
- Made Stamina a lot more accurate.
- Made Handle Hits a lot more accurate.
- Fixed timer for Knockdown, it should now look and work a lot better.
- Improved the sync between melee release animation and when you can start another melee-move.
- Ranged/Melee damage is no longer static; it's now a random number of the maxDamage your weapon can do in relation to your Weapon Skill.
- All damage from players is now rounded down instead of up.

AI:
- Mounts are now scared of water and really high drops and will stop if they think you are putting them at risk.
- All horses now move a bit slower by default.
- Mounts will now regain Stamina when you are not mounted.
- Terrorbirds have migrated from Meduli to a more humid environment.
- Terrorbirds are no longer passive to players.
- Bushpigs are now a part of the jungle.

Art & Sound:
- Certain areas of Myrland have been reworked.
- The southern forest strip, between the steppes and the jungle, has received an overhaul.
- A lot of resource icons have been added.
- Lowered the radius of the Torch effect in third person.
- Added several new ambiances for caves.
- The Huergar tunnel system has recieved ambiance.
- Additional ambiances throughout Myrland added.
- Jungle ambiances added.
- New oceanic ambiance added by the shorelines of Myrland.
- Sounds for Waterfalls added.
- Lowered world ambiance.
- Toxai has got all new ambiances.
- Gathering now has a generic sound instead of a mushroom squish.
- Swamp footsteps are now added.

Housing:
- You can now Transfer the ownership of a House to a friend (via the House-Owner Sign).

Skills:
- The "beta skills group" has been removed in favor of the real skills.
- Logout will now be canceled if you move from the spot you triggered it at.
- You can no longer Swim by default.
- You now take 16 rather than 8 Drowning damage / second if you run out of air under water.
- By default, the time you can spend underwater is now greatly reduced.
- Reduced default Swimming speed.
- The Flag “Hidden Criminal” should now be working.
- You will now always be Flagged as either Hidden Criminal, Locally Allowed or Globally Allowed when attempting to steal something.
- The cooldown for Pilfering (stealing) is now 10 seconds.
- The cooldown for Snooping is now 5 seconds.

Added a couple of new skills, some of these are:

Active Regeneration, Meditation, Balance, Swift Riding, Basic Engineering, Passive Regeneration, Reading, Blocking Endurance, Blocking, Bowyery, Combat Movement, Controlled Riding, Damage Assessment, Extraction Appliances, Diving, Mounted Charge, Footspeed, Handle and Pole Crafting, House Construction, Combat Balance, Combat Maneuvering, Jumping, Knockback Resistance, Knockdown Resistance, Landing Technique, Mana Regeneration, Endurance, Agility, Anatomy, Mental Focus, Mental Offense, Mental Training, Ore Extraction, Momentum, Workshop Construction, Resistance Swimming, Sprinting, Subsisting, Survival, Crawling, Combat Tactics, Concentration, Swimming, Unarmed Blocking, Unarmed Technique, Weapon Crafting, Shield Crafting, Armor Crafting, Petrology, Metallurgy…

Please note that skill descriptions are continuously being added to the Skills Window, not all of them have descriptions yet. Also, there are several hidden Skills, not visible until you discover them by yourself or learn them from books.

------ BUG FIXES ------

General:
- Fixed a giant error in the maxHP calculation.
- Fixed a typo in the stuck command.
- Fixed a typo when dismounting.
- Fixed so that /logout now correctly gives a logout timer.
- You should no longer hear breathing sounds when under water.
- Fixed a bug that caused passwords containing Z to toggle the mouse at login screen.
- Inventory window should now update quantities as intended when casting Spells.
- Character size is now correctly calculated. Also, it should now affect max health and carrying capacity as intended.
- Default mapping of Left Arrow and Right Arrow keys has been set to strafing instead of turning.
- The Up and Down Arrow keys should now function as intended.
- You should no longer randomly start strafing endlessly in a direction whilst typing in the chat box. It was indeed a cool feature, but unfortunately it had to go.
- Guards should no longer attack a member of your guild when you use the guards command.
- The mouse cursor should no longer randomly pop up when clicking left mouse button in combat mode.
- Possible fix for the broken-character meshes (blue and T-posed).
- Fixed rubber-banding when you have a short character.
- The intro sequence will no longer be shown when you logout from a game session.

Combat:
- A shield that you don't actively block with should now correctly calculate damage when hit.
- Fixed a no Stamina drain exploit.
- You should now correctly get Stamina drain with left-hand attacks while using a shield.

Creatures & AI:
- You can no longer mount a horse while resting.
- You can no longer enter Mercy Mode while mounted.
- Tamed creatures should now properly respond to commands (again).
- Multiple mounts should no longer spawn when a character gets thrown off the mount.
- You will no longer see a magic extra horse when dismounting.
- Dismounting and then mounting a horse will no longer give it full Stamina.
- You should no longer continue riding on your mount when you die whilst mounted.

Housing:
- Guild members will no longer be flagged as Trespassers when entering their Guild House.
- Fixed so that you can now type in chat while Snooping.
- You will no longer see ghost houses when dying while searching for houses.
- Bridges will no longer look as they are being upgraded when they are finished.
- Server reboots will no longer reset bridges to 2000 HP.
- Houses should no longer be able to gain more HP than their maxHP when being repaired, unless you are using more durable materials to repair it with.
- Materials should no longer be added to house construction when using them for repairs.
- Destroyed houses should once again decay as intended.
- You should no longer be able to own a house that does not exist.
- Items that have had their stack reduced while being used for construction will now appear with the correct quantity when the server is rebooted.
- You should now be able to construct houses with Tindrem Messing and Pig Iron.
- You will no longer be able to trade with the house chest while being at a long distance away from the chest.

Skills & Attributes:
- Your Attribute Point Pool should no longer display as 0.000 when you login.
- Clicking resting whilst standing should no longer play the animation of you getting up.
- Fixed a bug that prevented criminals from receiving two (2) minutes additional flag time when performing multiple steals.
- You should no longer get a message saying your inventory is full when it really isn’t, when you steal something.
- Fixed a bug where the attribute lock icons disappeared from the Profile window.

Art & Sound:
- Geometry glitches in the terrain are gone. Texture seams are still visible at several places though.
- Large ambiances in Myrland have been corrected to non-spatial.
- World ambiances are now excluded from all caves and tunnels.
- Footstep sounds on glacier fixed.
- Fabernum and Kranesh smiths have found their lost fire ambiances.
- Attenuation on drop ambiances in caves has been fixed.
- Fixed an issue with the lighting in the Huergar Caves.
__________________
a.k.a Haiel
"We agree that any human being, programmers and testers included can make an error."
- ISTQB Foundation

Originally posted by Dana
Originally posted by TuxedoSLY

This is going to be an amazing game, no doubt, but between this article and the attention given to Dragon Age Origins, neither of which are anywhere near MMO's, I'm starting to wonder about ole' MMORPG.com.

 

Consider it bonus coverage. Honestly, having this appear on our site consumed zero resources from our regular operations. So why not?


 

For me, it's not that you're covering single player games. 

It's who makes the two games you've covered in the last couple months, and then some of the ad setups I've noticed, as in articles being brought to us by.

I don't think I've seen you guys cover a single player game until recently, in the 6 years I've been visiting this site.  Now we have two, both of them bioware games, at a time when bioware is developing an MMO, and at a time when the MMO market has grown tremendously.

ME1 was a pretty good game, but I didn't think it was that great; nor do I think ME2 is going to be any more spectacular.

Originally posted by gnomad1
Originally posted by Fariic
Originally posted by grunty
Originally posted by denshing
Originally posted by grunty
Originally posted by varrius  

Also, they are implementing a patch this coming monday December 21st, that will fix a majority of the problems we are experiencing.

 


 

Now, where have I heard that before.  It sure sounds familiar.


 

Well nobody should be expecting a tripple A from this, Just something half broken and different. Which is fine for alot of people. I could probably enjoy MO half broken more than WoW at this point.

 

I was thinking more of Dark & Light than World of Warcraft.  "This is not the real game you're playing. This is a prequel..."


 

It's nothing like DnL.
 

ROFLMAO....wheeze, can't breathe, gasp, gasp, LOL

You've gotta be joking right?  

 

Actually you are totally correct, Deceit-n-Lie was more polished then this "game" at the same point in time and it was a total and abject failure before and after launch.


 

I followed DnL during development.

Again,
SV is nothing like NPCube, Farland, or whatever the bunch of monkeys involved in that game.  Mortal Online is nothing like DnL

 

Originally posted by grunty
Originally posted by denshing
Originally posted by grunty
Originally posted by varrius  

Also, they are implementing a patch this coming monday December 21st, that will fix a majority of the problems we are experiencing.

 


 

Now, where have I heard that before.  It sure sounds familiar.


 

Well nobody should be expecting a tripple A from this, Just something half broken and different. Which is fine for alot of people. I could probably enjoy MO half broken more than WoW at this point.

 

I was thinking more of Dark & Light than World of Warcraft.  "This is not the real game you're playing. This is a prequel..."


 

It's nothing like DnL.
 

Upcoming patch
We will be delaying the deploment of the upcoming patch until Monday Dec 21st since we will be including a lot of the most important features of Mortal Online we have to make sure that everything is up to par.

To give you a little hint as to what is waiting for you:
Server and netcode performance will be increased significantly.
Elements such as combat, speed and damage will betweaked and balanced more.
The real skill system will be added into the game.
You will also have a new city, more landmass and a Jungle to explore. We will also patch in the improved AI along with new creatures and all of you crafters our there will be happy to hear that the crafting system along with advanced extration and refining will be implemented.
We will also add a lot more weapon types to build from.

Originally posted by xTwiSteDx
Originally posted by HerculesSAS

Sad thing is, this is what I've maintained all along, and that SV is not able to deliver the game as they put it down on paper because they simply don't have the expertise, experience, talent, or leadership.

 

They have nice art and sound though. But that doesn't make a game.

Exactly, you only need a couple of art designers who are proficient in Maya or 3ds max to make the assets they currently have. The scenery is also simply created using the unreal engine terrain creator which is so simple a child can use it. The actual game itself and the code base behind is just terrible. 

Everything they've done so far with that game can be done with a mod, perhaps minus the server architecture, although, that doesn't look that amazing either. 

 


 

Ever heard of Grome?

You obviiously seem to know so much.
How did you get thier terrain creator wrong.

EU3 is just the engine.
Grome is used to build the world.

Get your facts straight.

Originally posted by Nizur

 


Originally posted by Fariic
PS: Crafting in DF is EXACTLY LIKE WOW.  I really don't know WTF you're on about.
WoW crafting is done in the exact same way as DF crafting.  It uses the same level prerequesites and everything.  Weaponsmiths can only craft X weapon at Y level, etc.  But WoW allows you to craft a tone of stuff at any given level, within any given craft; DF doesn't. 

 

What he's going on about is that crafted items are the best items in DFO, unlike WoW where they're the retarded step-brother to raid/PvP loot. Yes, both have crafting, but crafting matters more in DFO.

I will agree with you that the number of items you can craft at lower levels is restricting though.


 

I did get that.
What I said still aplies though.  Honestly, and while yes some people are going to need to craft in order to do certian things, like boats, you don't need to craft.  That is to say, if I don't want to I don't have to; someone else will.

I can treat crafting much like I treat wow crafting, and in fact normally I would.  I'd level to max, and then start crafting as a means to supliment my character.

The only real dif. is the aquasition of items in game.  The good stuff comes from crafters in DF, yes.  However, I don't think that makes it any more spectacular or better then WoW's.  Especially when you consider the number of endgame options you have. 
How many dif. greataxes require 100 skill to craft?  You're very limitted with what you can get thta is "the best", and I dont' think that because the only way to get it is from another player makes it better.  Just dif.  Yes, WoW raid gear is the same thing, only one of "the best".  Don't forget though, people buy crafted stuff in WoW, and they pay to have things crafted.
In the end, crafting isn't any dif. then WoW.

To be fair to DF though.
I may only be able to craft a couple things at any given level, but I can learn all of the crafting skills that would allow me to make a bunch of stuff when combined.

Originally posted by Realbigdeal 

I hate grinding, op you right QQ. Man, if you hate grinding, get in a clan and stop working on crafting. work on your pvp skill and you will be done with it faster. Let your clanmates help you get full ekwip and in return, promess them that you will serve them as a pker or a pver.  God damn. You hate to grind but you still work on the part to grind when you dont even need to do this.


 

Every MMO has grinding. 
It's about how that grind is presented. 

I could indeed just join a clan, but if what I want to do is craft then WTF would I join a clan and do PvP or PvE. 
I want to craft stuff.  If I wanted to PvE I wouldn't be crafting, if I wanted to do PvP, I wouldn't be crafting.  Joining a clan and doing something other then what it is that I want to do doesn't solve the problem.  It's ignoring it.

I said tedious.

This is pretty much my definition of MMO tedious.
I load up my bag with the resources I need to craft and raise my skill to craft the next thing.
I go to a station, click it, select the item, set the value of the number of items I want to craft to 100 and then I sit there, for about half an hour.  I WATCH THE GAME PLAY ITSELF.

Harvesting.
I walk up to the node I click it, and I watch my guy harvest for about 15 min.  Then I make him rest for about 3-5 minutes, then I click the node again and WATCH THE GAME PLAY ITSELF for another 15 min.

You can't justify the level grind in DF with do something else, when I'm doing what I already want to do.
Especially when there are other games that allow me to do what I want to do without tedious gameplay to grind levels.
MO's crafting isn't even fully implimented yet and it's actually fun.  A skill sytem, with caps, and things like refining skills and the ability to mix resources and experiment with dif. combinations and quantities of mats, is going to make it great.

BTW, I don't really enjoy crafting in any game that much.  I'm not much of a crafter, more explorer/ harvest/ pvper.
I'm bored and I was curious what does it take to really craft in DF. 
I was comparing.

Originally posted by Sandblox

The question is are you enjoying your time getting maker at making staves? I mean if your not then why play at all, that is the game, because you can make a better staff will not make thing magically more fun, the same is true of people who complain that they hate raiding and yet keep playing and complaining when their game keeps releasing raid content.

If your enjoy yourself then who cares about the grind? Is there some huge rush for you to be able to make more powerful staves? i really doubt there is, so just take your time and have fun, wether you can make better stuff now or next week is not a huge issue as long as your progress and enjoy yourself. If the fun is not there, it will never be there just because you made a virtual item that has better numbers on it.

I think many modern MMOs have brainwashed people into thinking there is some rush to reach endgame be it pve, pvp or crafting and that the journey to that point is a necessary evil to reach the magical endgame which is never really magical at all. If Darkfall did one huge thing for me it is that I do not feel that pressure in game and find I can go at my own pace and enjoy myself, where in a game like WoW, Aion, whatever, I feel that sense of having to rush with my sights solely on endgame and i trudge though the sludge of leveling.


 

No, I don't plan to sub another month.
I'm bored, waiting on MO.

And you're way off.
I don't mind things taking time.  Just because something requires an investment of time doesn't mean that it's tedious.  What you do in that time is what is tedious.

In order to progress in DF, you have to achieve specific levels. 
For example, in order to make a staff that is of any value, I have to get to something like level 25 alchemy.  In order to do that I'll need to craft several hundred useless staves.  I'm not talking about making a bunch of DIFFIRENT staves over the time it will take to get to the next level, I have to make  THE SAME staff several hundred times.  As a level 1 alchemist I saw only TWO  thing I could make to increase my level.
Then I have to suply the materials to do this.
I need money for the tools that will eventually break, and mats to make the item.  I can harvest THE SAME ROCK for hours on end, I can kill THE SAME MOB for hours on end to get the resources I need.  I don't mind harvesting, I don't mind killing mobs, it's not the default action that is tedious.  It's the VERY LIMITTED options that I have to achieve what I want to do.

In order to mine better, so that I can get more resources that I need faster, I need to get mining to 75.
Since I need both the iron and sulfar, gems and such that I get from mining (granted I don't need them at the moment, but eventually will, and therefore I hold onto them) I can't really afford to sell what I get, but I need money.  I have to replace my pickaxe.  I have to kill stuff.  Currently, were I'm at, I know of 2 mobs I can kill, goblins and skeletons.  Skeletons are risky because of thier location they're a bit of a hotspot for PK's to hit.  Goblins are much safer cause I can get back to safety if need be.  (because of my levels I can't compete with the PK's, I die in a fraction of the time it takes me to kill someone; expecially when they're shooting high end magic at me, and all I got is mana missile and eldritch (sp?) sphere)

In the last 3 weeks or so I've killed just over 200 goblins.  I mean that literally, I looked in the journal.  In that time I've aquired only one other attack, a spell that requires sulfar to cast, the same stuff I need to make staves.  Lesser magic is my highest skill at 66, my harvests are in the 40's, and I might have my sword skill over 25, I haven't actually looked though.

Finding something tediious isn't the same as saying I want it now.  
 

PS: Crafting in DF is EXACTLY LIKE WOW.  I really don't know WTF you're on about.
WoW crafting is done in the exact same way as DF crafting.  It uses the same level prerequesites and everything.  Weaponsmiths can only craft X weapon at Y level, etc.  But WoW allows you to craft a tone of stuff at any given level, within any given craft; DF doesn't. 

Originally posted by Blindchance
Originally posted by Angelof2070

It sucks to buy a game solely just to PvP, and find out you have to work for a month before you can even play the game.

 

I understand from where you are coming, but show me a MMORPG where you don't need to swallow that awful pill of daily grind.

Skill progression is much faster now, however from my personal point of view ( a person who have hardly any time to play ) it still is slow.

 

What can I advice you:

1. Take some available quests: darkfallinfo.wetpaint.com/page/Darkfall+Quests. Some of them have nice rewards.

2. Try to focus a bit on skills: go and kill goblins / kobolds / trolls / orcs / akathars / centuars etc whatever you can handle. Use bow and melee weapon or with spells and melee or whatever combination you want to level up. You will notice faster progression.

 

From what I have heard yesterday from a fellow clan member you need around 24 hours of strict melee fighting to reach the max level in it. Some people see it as acceptable, I don't, especially in a game where pvp have such a huge influence on all other content.

The grind is one of the main reasons why I may swap to Mortal Online if it will deliver, right now that game is much bigger mess then DF was in early beta. However if you have access to MO beta you can definitely appreciate much faster progression, meaningful stats ( STR, AGI, INT etc ) and faster resources gathering, the game design direction. What I can't stand is place holder pve ( I doubt they will ever make it as good as Darkfall's ), placeholders, placeholders...in general the early stage of development.

 


 

I resubbed DF about 3 weeks ago. 
I have to agree with you and the OP, 100%

The grind and levels is killing me.

I wanted to make staves.  In order to make then I need alchemy.
In order to get alchemy I need 25 wisdom.  I only had 22.
Harvesting and crafting increase Wis.  I fished, herbed, logged, mined for a couple hours every night for the past 4 days to get my wisdom up.  In between I would fight some goblins to get the money I needed to buy the tools and skills so that I could eventually make staves.

My wisdom is now 25.something.
My lesser magic is now 66.+.  I want to do mostly magic. 
My harvesting skills are in the 40's. Low.
Alchemy is only like 14.

I can make a Rank 0 staff.  It's not any better then what the goblins drop.
I have to use 2 sulfar to make one staff.  No one wants to buy these staves, they're vendor trash.  The NPC sells sulfar for 4g, that's expensive, don't buy from him.  Players sell it much cheaper, I have to kill goblins a lot to get a healthy suply of gold for sulfar. 
I mine for my sulfar. 
In about an hour of mining I can get 12+ sulfar.  I use 2 to make a staff.

I've made almost 30 staves.  I have only 14 alchemy.  I need 2 sulfar to make one staff.  I have to mine for about an hour to get 12 more.

Lineage 2 was NEVER this tedious.
 

Originally posted by ChinaCat
Originally posted by Devour
Originally posted by ChinaCat

I'm only responding again because you "find it wierd" DFO would be suggested.

Name another MMO now on the market where players create most of the content such as politics due to the following:

- Player built Cities and Hamlets that can be captured or lost with functionality of player created walls, cannons, skill trainers, boat yards, laser towers, and the list goes on.

-Player created Ships with sea warefare and fortresses at sea that can be captured and/or challenged for control.

-Open PvP where one can attack any one, not just the opposite faction.

-Death Penalty in PvP and PvE where all you have is left on corpse.

-Skill based, not level based.

-No class selection, as one can be any class or combo as player desires.

Look forward to hearing your reply.

-CC

EvE Online does everything you put there but better?

( By the way, in Darkfall, there are not multiple classes, there is only ONE class. )


 

EvE is a completely different game where your avatar is a spaceship, but if you want to believe they are the same go right ahead.

There are numerous class builds in Darkfall, and if you don't know this, you are not playing the game or keeping up with it.  Due to specializations, this isn't a subject worthy of debate, as any one who is playing knows I am correct and you are wrong.     You can't benefit by a number of advantages in Magery, Archery or Melee without giving up some thing.   This promotes multiple builds.    There is one character slot, not one class.  You are totally wrong.

-CC

I'm playing.
I completely disagree with you.
And DF doesn't belong on the list, it's really not any dif. then games like AC and SB; infact, it aspires to be the WoW of PvP, FPSMMO's.

Nice article.

It's nothing like DF.

DF was in development for almost 9 years, and has been released for 10 months now.
MO has been in development for about 4 and is nearing the end of beta with a possible pushback on release.

Trolls are pathetic.

Originally posted by MadnessRealm

The patch was just to fix most visible issues. Staffs appear to be working now (non pre-patch staff), wildlife doesn't warp, PvE is slightly easier and rewards TONS more stuff.....ship and warship cost were lowered.....that's what the patch fixed basically.


 

So the bug fixes are listed, but the patch wasn't intended to fix them?

Mobs def. feel a lot better now. 

Doesn't AV have a defense contract with Greece or something?

Darkfall isn't, nor was it, thier first source of income.

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