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ArcheAge Forum » General Discussion » I've compared archaege age and darkfall and mortal online.

14 posts found
  waterwarfare203

Novice Member

Joined: 7/10/13
Posts: 10

 
OP  7/11/13 2:34:23 AM#1

ive tried out darkfall and mortal online, both games claim to be sandbox sure ground fighting gives alto fo freedom?

 

archeage has both ground fighting sieges (with no zerging) you can hire up to 10 mercenaries to your siege its half instanced half not so i assume its a fair fight. I look at dark fall game forum they complain about large guilds aliing up with other guilds and zerg castles? what fun is that?

 

also i see darkfall has only 1 boat of variety not enough variety of boats, and mortal online lacks any naval combat.

In my opinion, i think aa has more advanced pvp and sieging capabilities.

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2388

7/11/13 2:41:08 AM#2

Darkfall has 6 different kinds of boats...

 

And AA has instancing and arena based sieges? Well, cross this one off the list then. Fair fights are not what warfare is about.

  ozmono

Apprentice Member

Joined: 3/12/06
Posts: 1023

7/11/13 2:49:36 AM#3
I'm confused, how is ArcheAge going to stop zerging?
  wrightstuf

Novice Member

Joined: 8/12/09
Posts: 708

7/11/13 2:50:49 AM#4
And they all suck, correct?
  waynejr2

Advanced Member

Joined: 4/12/11
Posts: 3705

RIP City of Heroes!

7/11/13 2:51:59 AM#5
Originally posted by ozmono
I'm confused, how is ArcheAge going to stop zerging?

 How would you stop zerging?  Provide specifics.

  Kumapon

Apprentice Member

Joined: 7/28/11
Posts: 537

7/11/13 2:57:09 AM#6

- A guild has to bid (in gold) for the right to attack a castle and it's surrounding lands. If there are 2 or more guilds wanting to attack a certain land, it goes to an auction and the highest bidder gets the right to attack that land.


- The sieges now have timers that open once a week (on Saturday night), and they are open for 2 hours.


- Once a siege goes live only the attacking and defending guild can participate. A invisible wall goes up around the siege area. Other players can watch, but if your not in the siege, you can't participate.


- The siege starts off as 70 vs 70. The defending guild can hire up to 30 mercenary real players to help with the defence.


- If the defending guild starts bringing in mercenaries, then after 20 mins into the battle the attacking guild can start brining in reinforcements from real players to help with the offence, up to 30 players. So the battle ends up as 100 vs 100, if enough players participate.


- If the attacking guild wins they can then lay claim to the land and can destroy anything on their new property to rebuild.


- If a guild successfully defends their land, they get special coins called "Coins of the Lord". They can use the coins to buy guild perks, and the leader can buy the "Emperor's gear" and a cool Fire horse mount. They also get double the taxes on their lands and resources. (This is put in place to make defending lands an incentive)

  ozmono

Apprentice Member

Joined: 3/12/06
Posts: 1023

7/11/13 3:29:38 AM#7
Originally posted by waynejr2
Originally posted by ozmono
I'm confused, how is ArcheAge going to stop zerging?

 How would you stop zerging?  Provide specifics.

I would if I could. I'm as confused as you. I can see some specific ways to do it but no reasonable way that wouldn't do more harm than good.

  ozmono

Apprentice Member

Joined: 3/12/06
Posts: 1023

7/11/13 3:31:03 AM#8
Originally posted by Kumapon

- A guild has to bid (in gold) for the right to attack a castle and it's surrounding lands. If there are 2 or more guilds wanting to attack a certain land, it goes to an auction and the highest bidder gets the right to attack that land.


- The sieges now have timers that open once a week (on Saturday night), and they are open for 2 hours.


- Once a siege goes live only the attacking and defending guild can participate. A invisible wall goes up around the siege area. Other players can watch, but if your not in the siege, you can't participate.


- The siege starts off as 70 vs 70. The defending guild can hire up to 30 mercenary real players to help with the defence.


- If the defending guild starts bringing in mercenaries, then after 20 mins into the battle the attacking guild can start brining in reinforcements from real players to help with the offence, up to 30 players. So the battle ends up as 100 vs 100, if enough players participate.


- If the attacking guild wins they can then lay claim to the land and can destroy anything on their new property to rebuild.


- If a guild successfully defends their land, they get special coins called "Coins of the Lord". They can use the coins to buy guild perks, and the leader can buy the "Emperor's gear" and a cool Fire horse mount. They also get double the taxes on their lands and resources. (This is put in place to make defending lands an incentive)

Oh I see. That seems reasonable. Caps on sieges. However I assume nothing will stop zerging in the open world?

  LlexX

Novice Member

Joined: 1/09/12
Posts: 200

7/11/13 3:31:41 AM#9

Just to make some things clear again, sieges are NOT instanced in AA, it happens in a locked zone, an invisible force field goes up around the area where siege is about to happen, its not an invisible wall and you can freely go through it, but you won't get far since when you pass this force field you will get a debuff (DoT) and die really fast (if you are not part of the fighting guilds or the 100vs100 limit was exceeded).

There are many problems with the sieges in AA, and there are also some outrageous exploits which ruining it. I really hope that XL Games shows more love to sieges and PvP and fix it for once.

To me Darkfall is more like an action game closer to CoD (with swords and magic) than to an RPG, don't get me wrong im not saying that its bad, it's more like unique and much different from AA.

  StarI

Hard Core Member

Joined: 1/18/06
Posts: 764

7/11/13 3:41:16 AM#10
Originally posted by LlexX

Just to make some things clear again, sieges are NOT instanced in AA, it happens in a locked zone, an invisible force field goes up around the area where siege is about to happen, its not an invisible wall and you can freely go through it, but you won't get far since when you pass this force field you will get a debuff (DoT) and die really fast (if you are not part of the fighting guilds or the 100vs100 limit was exceeded).

There are many problems with the sieges in AA, and there are also some outrageous exploits which ruining it. I really hope that XL Games shows more love to sieges and PvP and fix it for once.

 

in other words it's "instanced". Btw such a themepark way of handling PvP.

  craftseeker

Advanced Member

Joined: 4/11/09
Posts: 625

7/11/13 3:44:02 AM#11
Originally posted by StarI
Originally posted by LlexX

Just to make some things clear again, sieges are NOT instanced in AA, it happens in a locked zone, an invisible force field goes up around the area where siege is about to happen, its not an invisible wall and you can freely go through it, but you won't get far since when you pass this force field you will get a debuff (DoT) and die really fast (if you are not part of the fighting guilds or the 100vs100 limit was exceeded).

There are many problems with the sieges in AA, and there are also some outrageous exploits which ruining it. I really hope that XL Games shows more love to sieges and PvP and fix it for once.

 

in other words it's "instanced". Btw such a themepark way of handling PvP.

Well not entirely they also allow random ganking as well, To the point where people are coming up with standardised emotes for "Dont hit me, please dont hit me!" (press C twice I believe).

  User Deleted
7/11/13 3:50:29 AM#12

There was a time I was very intrested in this game...there I din't know that much about it.

  woolf14

Novice Member

Joined: 3/24/07
Posts: 22

7/11/13 4:16:25 AM#13

I see a lot of people complaining about this themepark/sanbox matter lately so here's my input on this.

For me, it doesn't matter because let's be honest, every single new "next-gen" mmorpg out there offers the same things and you get really bored after hitting max level having nothing to do.

ArcheAge has a lot of innovative systems and plenty to do as I see it even when on max level.

Let's see some mmorpg's and what they have to offer:

 

FFXIV - haven't played that, maybe someone else can comment on this - although I've seen similarities to Tera, action combat good boss fights etc.

Wild Star - The dev videos they released seem hillarious, but other than that I don't see this game offering anything new.

Elder Scrolls Online - Looks promising, but we need more info about that. Combat looks boring.

Neverwinter - Instanced, with 2 pvp arenas(with poor rewards), lots of dungeons to do at 60 but repetitive/boring action, foundry(a good feature that could use as selling point if the company was serious about this mmo), one mix-pvp-pve instance Gauntlgrym. 

Tera - Open world pvp/gvg wars that reward absolutely nothing, competitive dungeons, vanarchy(interesting), great combat system but still boring game in the end that just doesn't drive players to play for long.

Secret World - haven't played that, maybe someone else can comment on this

Guild Wars 2 - Intresting leveling experience, good features but again didn't hold me it got boring too early.

RIFT - Most people say good words about this game but it never hold me, combat looks boring.

 

On the other hand, although ArcheAge may also have boring combat etc it's the reason you go to combat that it's interesting. To me, pvping in an area so you can "control" it in order to complete trade runs is interesting and unique.

Sieges are also a favorite of mine, all these games simply don't offer it at a point that it's rewarding/great experience. 

It's systems like that, ArcheAge is trying to push, that make the game look huge and that's it's selling point in my opinion.

 

  DarthRaiden

Apprentice Member

Joined: 11/20/05
Posts: 4537

i make art,
till someone dies.

Forum Terrorist

7/11/13 5:48:29 AM#14

DF sieges sucks, there is no meaning to them beside bragiing rights plus  zergling wins .

My main intrested is now in AA as an ex-DF player.

I am intrested into the reward you get for winning sieges ..

Can you place buildings free and in any order in your city ?

Is there rewards for owning city like taxes ? (poster above me mentioned trade runs..which sounds amazing)

any other area control mechanics / features / options ? 

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