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View Full Version : Darkfall - The Ultimate PvP MMO?



Fraktal
12-24-2007, 04:21 PM
This fucking game is like DNF. But from what I have been reading about it, it seems to be the perfect PvP/raiding MMO every created. For those that don't know much about it, I'll summarize the game for ya:

- Friendly fire, so preparation in battle and tight communication will be a must

-Combat system :
Melee can hit multiple opponents
Spells are all projectile based like guns
Real time dodging and blocking
Arrows work like an FPS

- Skill based leveling system, no more artificial barricades. I.E. you start the game at max level "ONE" To progress your character you need to gain skills/gear/fame etc.

- Full loot PvP

-You can man vehicles such as siege weapons, sail ships like in Vanguard, and even have naval battles with cannons you must direct yourself, like artillery in CoD2.

- Everything can be player made. Items do wear down over time.

-Clans can hold ownership of resource hotpoints such as a mine or quarry. The clan can then charge crafters and other people to "extract" resources from the depot. So no more harvesting gold from some faggot ass rock in the ground. You need to find a mine and purchase the gold from whomever owns it.

-Game will have splinter cell type stealth system. Except the gear you have will effect it as well. No more poofing in daylight like in WoW.

-Clan cities are all pre-built. They are like some nib town waiting for some uber guild to come along and make the town its bitch. So I take it any city that isn't a starter city or capitol city can be claimed for a clan... seems like a cool idea.

-Portal system similar to Vanguards rifts, expect the portals don't go to a static position. Its random distance from your destination to prevent you from being spawn raped by 40 guys upon exiting.

Five styles of wielding weapons:

1. Single weapon: You can wield a single one-handed weapon, such as a sword, which will free up another hand for magical or non-magical items. Using one sword only gives you greater speed and stability compared to other styles, but its lack of defense might cause problems.

2. Sword and shield: Arguably the most popular style, you hold a sword in one hand, and a shield in the other. This way you get the speed advantage of the single handed weapon and the defense of the shield. However, shields are heavy and tend to slow you down, but many feel the tradeoff of speed for defense is more than worth it.

3. Dual wielding: One of the more difficult skills to master, with dual wielding you use two weapons at the same time. For example, you could hold a long sword in your right hand, and a shortsword or dagger in your left. Only the most skilled can use this style effectively, but those who use it can cause havoc among slower opponents.

4. Two-handed weapon: Some weapons require both hands in order to wield it. These include the two-handed sword and the halberd. Although slower than other styles, the use of these bigger weapons can deal large amounts of damage to any foe unlucky enough to get caught in its path.

5. Ranged: Ranged weapons are those that are used from a distance, such as the bow. A skilled wielder of a ranged weapon can destroy his target before they can even get near enough to strike. However, if caught in close combat, they are quickly destroyed unless they can put the bow aside in favor of another weapon.

Note: Your character will not be confined to any one of these styles. If you find using the bow isnt effective, simply pick up a sword and shield and carry on the fight.

Fraktal
12-24-2007, 04:25 PM
contd.

-If you kill someone in your guild/clan/group whatever, he will have an option to forgive you. If he chooses to not forgive you, you take an alignment hit.

-The game will have an odd gore system. Blood will stain your armor/weapons. And you will start to look all fucked up as your HP goes down.

-Full corpse looting upon death. You must get your TS back to get your gear. But to prevent TS camping, they are implementing something similar to AC.

-Ok, I said full corpse looting. That means everything that you aren't wearing.

-No safe zones in PvP, the only safety barriers are NPC guards and the consequence of alignment hits.

-If you loot a corpse from someone that shares the same race as you, you become a criminal and will be KOS for a set time limit. You also take an alignment hit. If the corpse has been there for like a fucking long time, its free game with no penalties.

-True looting system, no more tower shields dropping from bears. And no more boots dropping from bees.

-Mounts aren't pocket ponies. They never spawn expect when you buy them. It will be a huge responsibility to look after your mount as they can be stolen or killed if you stable your horse somewhere and forget about it.

-Certain magic schools can only be used by people in certain alignments. Since there are no combat classes in Darkfall, only skills and magic schools this will limit choices in terms of race choosing.

-Over 500 spells planned for release.

-There are 12 schools of magic, and you can learn all schools that don't clash with eachother. For example you cannot use air with earth magic. And water with fire magic.

-Since there isn't any leveling up, spells are taught by either scrolls found in the wild or bought. And players can even teach spells to other players! Hahaha, you want this spell! 5 PLAT BITCH.

-Since armor and weapons will degrade over time and need constant repair. Mages will need reagents to cast their most powerful spells. Its only fair.

-You can cast while running but you will be forced to walk, and you will take a penalty such as reduced accuracy and chance of failure.

-Back to mounts, since mounts remain in the world, you can own a bazillion mounts. And then I will kill them all... ahahaha

-There will be sea monsters in the game and will attack your boats/ your clans ships.

-Bigger ships can have cannons and ballistas attached for some shore raiding or naval combat.

-No flying mounts planned.

-Multi race clans are possible, but... will be a challenge to maintain.. because:

-Each clan city has a cap of how many people can bind there, so you will have to continue your domination in order to support your big ass guild.

Fraktal
12-24-2007, 04:43 PM
info on Kingdoms:

Kingdoms are blocks of land, varying greatly in size and shape, much like territories in board games such as Risk and Axis & Allies, with random resources.

Resources can be stuff like:
Mines (ranging from Iron to typical fantasy ones such as Adamantium mines), Grassland (farms), Forest area w/timbermill (wood), Harbour (fish & trade), Lake (fish), Mountain (stone), etc.

The kingdoms close to a race capital will be pretty developed, with a city and maybe a couple of villages and mines (resources) already. Kingdoms in the wilderness will be alot less developed, and some will only have a small village, and just sites were mines/mills/farms etc can be constructed. There will probably be quite alot of kingdoms with nothing - everything has to be built from scratch.

All kingdoms can be conquered, claimed and owned by player clans (except the capital of each race - we need a relatively safe area for new players to spawn) - and when a clan owns a kingdom, they can build anything they want, and destroy whatever they dont want.

We will probably NOT allow anyone to destroy anything in a kingdom until they own the kingdom. This is to limit potential griefing.But obviously a clan can conquer a kingdom from another clan, burn everything, and then leave the kingdom laughing -> this is still harder than just waiting till someone is logged out, and then burn their house down though.
We are still unsure how many kingdoms we can put in there before release, but we are aiming for ALOT

Fraktal
12-24-2007, 04:45 PM
Sieges:

First of all, destroying or conquering a city is extremely hard, time consuming, and expensive for the attacker.

The center of all cities is the clanstone. The clanstone protects all buildings and defensive structures up to a certain area, making them invulnerable to attacks.

In order for the attacking force to gain control of the city, they have to defeat the clanstone. The clanstone itself is invulnerable, so the attackers have to construct a siege fort close to the city, and raise a Gloomer inside the siege fort.

While the siege fort is being constructed, it is highly vulnerable. The attacking force will have to defend it from counter-attacks by the defenders, constantly hitting it with raiding groups and raining missiles and projectiles on it from catapults, ballistaes and archers on the city walls.

When and if the siege fort is safely constructed, the attackers have to build a Gloomer inside it. When ready, the Gloomer will attack the clanstone itself and attempt to neutralize it by draining its powers. The Gloomer will neutralize it in small sequences, leaving both the clanstone and the buildings and structures in the city vulnerable to attacks. The attackers must try to damage the clanstone during these short neutralization periods, and eventually hope to destroy it. The defenders will obviously have to defend the clanstone in the neutralization periods, and try to destroy the siege fort before the clanstone is destroyed. The siege fort is always vulnerable to attacks.

If the clanstone is destroyed, the attackers have won, and they are free to take it over if they so desire. Buildings will still be owned by the defending clan, but they are free to be attacked by anyone.

This is however where it gets really interesting, and the potential political backstabs and intrigues of Darkfall comes into play. If the attackers raise a new clanstone at this site, it will be vulnerable to attacks for a period of time. During this period, their new clanstone can be attacked, destroyed and replaced by anyone.

Fraktal
12-24-2007, 04:48 PM
Trailer:

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Torvintus
12-24-2007, 05:42 PM
Looks interesting....

Fraktal
12-24-2007, 07:08 PM
Looks interesting....

The only downside to this game is that it has been in devolpment since late 2001.

It should be coming out hopefully by 2015. So it should support 16 core CPUs and 12 video cards simultaneously. Holodeck version sold seperately.

On a more serious note, the no more grinding levels is music to my ears.

HA is a raiding guild. We don't give a fuck about content pre max level. ALL of the content in Darkfall IS THE MAX CONTENT. Dungeons might have a difficulty rating in them. But so does the dungeons that the HA:WoW chapter is doing. I am 100% fine with progression.

And guilds aren't limited. One clan can rule countless kingdoms and they will need to if they are a big guild. On the world map it shows you who rules what area, their laws and etc.

I can see it now. Random nib opens map: "Who is Halcyon Affinity and why do they own 95% of the land?"

Yousend
12-24-2007, 07:55 PM
The only downside to this game is that it has been in devolpment since late 2001.

It should be coming out hopefully by 2015. So it should support 16 core CPUs and 12 video cards simultaneously. Holodeck version sold seperately.

Yeah... The other downside is that it's going to lose all it's hype by then too... Though I love those graphics and (Just watched the trailer...) I heard you can fight while mounted too, right?

PS: While Darkfall is a great idea, do you think they will have the financial aid to realize it? I believe they already had problems with this earlier last year, didn't they?

Tearofsoul
12-24-2007, 08:06 PM
Ya, DF is gonna rock if it is NOT a vaporware.

They said Beta should be out in 2008. lets see what they offer anyway.

Fraktal
12-24-2007, 08:20 PM
Yeah... The other downside is that it's going to lose all it's hype by then too... Though I love those graphics and (Just watched the trailer...) I heard you can fight while mounted too, right?

PS: While Darkfall is a great idea, do you think they will have the financial aid to realize it? I believe they already had problems with this earlier last year, didn't they?

I remember seeing a post on their forums that said they don't have financial problems.

rofl, a dev even said "Sugar-daddy publishers are for newbs" exact words

I don't mind the graphics either. Seeing how it will be a seamless world like WoW and Vanguard.

But its a hard choice between, decent graphics and seamless world. And Crysis like graphics and instanced/zoning world.


Ya, DF is gonna rock if it is NOT a vaporware.

They said Beta should be out in 2008. lets see what they offer anyway.

They had better not pull a Vanguard. (Assuming DF isn't vaporware)

Raspbuten
12-26-2007, 08:02 AM
Is it just me or does this game seem completely unbalanced?

I'm normally a naysayer but there is a valid and important reason that games don't have a) full looting rights and b) real-time skill (as in use of mouse and keypad not a number system) combat.

For one, a real-time dodging system would heavily favor casters. A projectile spell system is cool, but is pretty much just another combat system to design, similar to range combat. Who the fuck wants to be a ranger if your target is constantly moving and it's impossible to gauge where they could go next? Are there possible exploits when strafing diagonally compared to moving forward with the up arrow? Is dodging like a key sequence or a double tap? or can you honestly just push the strafe button and completely be missed by a target? Still seems caster have the affect, primarily AoE casters. A meteor pretty much nukes you even if you run 3 paces.

Full looting rights makes gear dependency (which is already there) incredibly rough. With a real-looting system, you will NEVER get anywhere unless you PvP. Ok, bixes don't drop boots. So who does? Humanoids? Other players? And what about the all important nib who stumbles upon an AFK PvP God who just happened to AFK to get a drink. Boom Ganked gear, cancelled subscription.

It's one thing to have a massive HC check, but it's another thing to make an enjoyable experience. They might as well give a knife to two high school kids and make them duke it out. It will be entertaining for about 30 seconds, and then it will be annoying.

Fraktal
12-26-2007, 02:02 PM
Is it just me or does this game seem completely unbalanced?

I'm normally a naysayer but there is a valid and important reason that games don't have a) full looting rights and b) real-time skill (as in use of mouse and keypad not a number system) combat.

For one, a real-time dodging system would heavily favor casters. A projectile spell system is cool, but is pretty much just another combat system to design, similar to range combat. Who the fuck wants to be a ranger if your target is constantly moving and it's impossible to gauge where they could go next? Are there possible exploits when strafing diagonally compared to moving forward with the up arrow? Is dodging like a key sequence or a double tap? or can you honestly just push the strafe button and completely be missed by a target? Still seems caster have the affect, primarily AoE casters. A meteor pretty much nukes you even if you run 3 paces.

Full looting rights makes gear dependency (which is already there) incredibly rough. With a real-looting system, you will NEVER get anywhere unless you PvP. Ok, bixes don't drop boots. So who does? Humanoids? Other players? And what about the all important nib who stumbles upon an AFK PvP God who just happened to AFK to get a drink. Boom Ganked gear, cancelled subscription.

It's one thing to have a massive HC check, but it's another thing to make an enjoyable experience. They might as well give a knife to two high school kids and make them duke it out. It will be entertaining for about 30 seconds, and then it will be annoying.

You can only lose loot in your backpack/money you have on you.

Don't forget there will be a banking system similar to other MMOs.

And if they make arrows fly pretty fast, which they do, how will ranged combat be imbalanced?

Since there isn't any classes whats to say your target won't pull out a bow and start shooting you back, when you thought it was a 100% melee build?

Thats the beauty of darkfall. You don't know what your opponent has skillwise until you know them from playing with them alot.

Tearofsoul
12-26-2007, 04:21 PM
You can take a look at here for arrow in DF

http://www.warcry.com/articles/view/devjournals/darkfalljournals/2751-Darkfall-Dev-Journal-20-Fan-Answers-Three-Screenshots

Raspbuten
12-27-2007, 07:22 AM
And if they make arrows fly pretty fast, which they do, how will ranged combat be imbalanced?

Since there isn't any classes whats to say your target won't pull out a bow and start shooting you back, when you thought it was a 100% melee build?



If they are going for realism, look at it from a realistic perspective. Can you hit someone with accuracy from 100 ft away with a real bow and arrow? I know some can but now put it in a "non-real" setting. Improving speed is just going to make it that much harder to control, predict and basically create exploitation. If it's too slow, people can just move their avatar out of the way. If it's too fast, there won't be dodging at all, people will just keep running. If running is slower than archery speed (I speculate this), then again, you have an Overpowered class. If it takes too much time to shoot 2 arrows because you're aiming, you get owned in the face, face to face.

I don't see it being implemented correct and well enough unless they take, oh, 7-10 years to develop...