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Discussion: Patch 6.0 Titles and local banking
Patch 6.0 - Titles and local banking
The general trend of this patch is to secure the early days economy and make crafters valuable.

It is our belief that the Darkfall franchise has historically let crafters down by never giving them enough tools to truly impact the world like combat minded players can.
Our objectives are to make all economy related actions meaningful in the grand scheme of things, and finally let players that enjoy playing the market enjoy themselves.

By doing so, these players will provide the glue that binds the economy, making combat minded players lives less tedious.
The win-win scenario provided by the division of labor.

Title system and crafting changes:
With this patch we introduce the title system with a first set of 48 titles.
The goal of this initial wave of titles is to setup the crafting titles and enough combat related titles to make it a difficult choice for the general population.

While established clans will remain self reliant and are not impacted much by this change, for most players this lowers the percentage of potential crafters from 100% of characters down to a very valuable minority.

This release is comprised of all the framework/code changes, and once secured, more changes will follow.

General title mechanics:
- You can select titles by clicking the "titles" button in the main menu.
- You can have 5 titles at a time. Make your selection and click apply to activate them.
- Titles level over real time once activated.
- The underlying skills and abilities still need to be leveled.
- For InDev it will take around 1h to max out, it will be 2 months post-release.
- When a title is deactivated, it will lose 10 levels for combat titles, 100 for industry titles.
- When a title is deactivated, it will lose levels over real time at the same speed as it would gain it.
- Titles are split in 4 categories:
   - Physical, one per weapon type.Exclude magical titles.
   - Magical, one per magic school. Exclude physical titles.
   - Industry, crafting and gathering.
   - General, various utility titles.
- The warrior and scholar titles are exceptions, they exclude their own categories as well.
- There is a "Combo" title that can allow the use of one excluded title.

Crafting title mechanics and crafting changes:
- Passive benefits of Industry titles are linear:
   - Crafting titles will passively increase the durability of produced items.
   - Harvesting titles will increase the speed and efficiency of gathering.
   - Skinning will increase in speed and have better odds.
- Crafting titles will unlock recipes in a frontloaded way.
   - You cannot craft anything without a title.
   - Enchanting items will be unlocked 15 title levels after the base recipe unlock.
   - All qualities are unlocked at once, but still require an enchanting level.
   - Skills with a mastery:
      - R00 Skill lvl 1  =>Title lvl 1 (instant)
      - R10 Skill lvl 25  =>Title lvl 5 (3 days)
      - R20 Skill lvl 50  =>Title lvl 10 (6 days)
      - R30 Skill lvl 75  =>Title lvl 20 (12 days)
      - R40 Mas lvl 1 =>Title lvl 30 (18 days)
      - R50 Mas lvl 25 =>Title lvl 40 (24 days)
      - R60 Mas lvl 50 =>Title lvl 50 (30 days)
      - R70 Mas lvl 75 =>Title lvl 65 (39 days)
      - R80 Mas lvl 100 => title lvl 85 (51 days)
   -  Skills without a mastery: (smelting/woodcutting/taming)
      - Skill lvl 1    => Title lvl 1 (instant)
      - Skill lvl 25  => Title lvl 10 (6 days)
      - Skill lvl 50  => Title lvl 20 (12 days)
      - Skill lvl 75  => Title lvl 30 (18 days)
      - Skill lvl 100=> Tiltel lvl 40 (24 days)
   -  Advanced skills: (shipbuilding/construction/artillery)
      - Skill lvl 1    => Title lvl 1 (instant)
      - Skill lvl 25  => Title lvl 20 (12 days)
      - Skill lvl 50  => Title lvl 40 (24 days)
      - Skill lvl 75  => Title lvl 55 (33 days)
      - Skill lvl 100=> Tiltel lvl 70 (42 days)
- You will still need to level each underlying crafting skill, including enchanting.
- Deactivating an Industry title resets its title level, but does not impact the underlying skills.
- Artillery and Warhulk construction are now merged in a single skill unlocked by the Artillery title.
- Jewelsmithing is temporarily removed, to be reworked sooner rather than later.
- Blood craft and shade craft are removed.
- More crafting related changes are to come in the short term.

Combat title mechanics:
- Combat titles are split in magical and physical categories that oppose each other.
- They provide passive buffs that grow linearly over title level.
- They have flat drawbacks that are instant on activation.
- When a combat title is deactivated:
   - It loses 10 levels instantly.
   - It loses all benefits instantly.
   - All skills the title unlocked become locked again.
- You still need to level the underlying skills.
- Deactivating a title does not impact the underlying skills level.
- You can still use all schools and weapon types, even without the title.
- Melee weapon titles bonuses are:
   - +6% damage
   - +6% attack speed
   - +6% stamina efficiency
   - Unlocks active abilities:
      - power attack => Title lvl 5 (3 days)
      - whirlwind => Title lvl 15 (9 days)
      - seize => Title lvl 25 (15 days)
- Magic school titles bonuses are:
   - +6% damage/magnitude
   - +6% casting speed
   - +6% spell cost reduction
   - +20% spell duration
   - Unlocks signature spells:
      - One at Title lvl 5 (3 days)
      - One at Title lvl 25 (15 days)
- To compensate these bonuses and maintain time to kill:
   - Overall damage/magnitude formula has been reduced by 13.3%.
   - Overall attack/casting speed formula has been reduced by 10%.
- Individual spell tweaks and moving around will come in the short term.

Local Banking and Global Gold Account:
Local banking is perhaps the most defining feature of Darkfall: New Dawn.
Combined with crafting titles and other changes, it will create the foundation for an healthy economy and a more convenient game.

Details:
- All banks in the world are now separate inventories.
- This is also true for clan vaults.
- For technical reasons, and to play it safe with persistence, individual local banks are limited and we set an overall cap of items.
   - Individual banks: 2000 items per bank. 6000 items overall.
   - Clan banks: 4000 items per bank. 12000 items per bank
- Once we monitor how it behaves, we'll decide on a final amount.
- Individuals have a gold account:
   - Adding gold to the account costs a 10% commission fee.
   - The gold can then be withdrawn at any bank in the world.
   - The gold can be used to purchase or pay fees in marketplaces.
- Clans also have a global gold account:
   - Adding gold to the account costs a 10% commission fee.
   - VCP rewards for the clan go in the account without fees.
   - The gold can be withdrawn by captains and up at any bank.
   - War declaration costs are taken from the clan's account.
- When a holding is lost through a siege:
   - The inventories of members of the owner clan and its allies go in a retrieval vault.
   - The content of the retrieval vault can be withdrawn only in one go.
   - That content can only be retrieved in nearby banks.
- When access to a bank is loss in any other way, the content remains there until access is restored.

Disclaimer:
For the sake of the transition and testing, some aspects of the mechanics are altered!
In specifics, the retrieval vaults will not be restricted by distance or forced to be an all or nothing withdraw.
When you first log in after the patch, you'll get extra options on all banks with your old global bank and clan vault available in the retrieve vault.
You will be able to withdraw individual items rather than be forced to retrieve all.
Additionally, upon losing holdings there will not be any restriction either, so that we can test the stability of the recovery feature.
Runestones can still work too so that you can test things around the world.

Loot table apocalypse:
Following the trend of other changes within this patch, the loot table apocalypse is an overall reduction of all things craftable from loot to leave more room to crafters.
Another goal is also to reduce potential sources of gold inflation to give it more value as a trading medium.
Now that this is done, we can build upon a stable foundation and add interest to various underused monster alongside crafting evolutions.

Details:
- Removed the daily loot cap that caused high loot first kills.
- Monsters no longer have raging loot tables.
- Gold drops have been reduced across the board:
   - Removed from:
      - Most high end monsters.
      - Non-humanoid monsters.
      - Low civilization monsters.
   - Reduced in most other cases.
   - Kept to be a gold hotspots on some monsters.
- All craftable items have been removed from monster loot, unless needed for a quest.
- Removed jewelry and gems from monster drops.
- Monster specific armors and some rare enchanted weapons have been kept.

Disclaimer: In the interim, craftable items in NPCs have not been touched so that newcomers can still find some basic gear until InDev ends.
At release, only r0 weapons will remain.

Other changes:
- All inventory windows in game can now be resized.
- Newbie protection changed to 20 hours.
- Starter weapons no longer have weight.
- The potential top speed of displacement effects has been reduced by 20%.
- Quest markers now follow traditional ! and ? conventions.
- Listing slots for marketplaces increased from 25 to 100.
- "You are no more engaged in a PvE Fight" is no more a thing.
- Greatclubs now level at the same speed as other weapons.
- Obad and Nerghum should no longer be respawn traps.
- The cost of praying has increased to 1000 + 500 x times prayed.
- Holdings upkeep has doubled:
   - 5040 per day for cities.
   - 2016 per day for hamlets.
- War declarations costs have been divided by 2.
- But the minimum has increased from 10 000g to 20 000g.
  • Last Edit: January 17, 2018, 08:37:20 am by Ub3rgames
The Darkfall: New Dawn Dev Team.

Re: Discussion: Patch 6.0 Titles and local banking
Reply #1
Was spells changed? Atleast titled or not?
Healing chant, magma and etc?

  • Fnights
  • [*][*][*][*][*]
Re: Discussion: Patch 6.0 Titles and local banking
Reply #2
Gj Ub3r, waiting the server to back online to test combat titles and local banks. Thanks you for all your hard work!
DnD full roadmap
***
Darkfall Online (Eu-1)
2009~2012
DF1 broken issues

  • Giant
  • [*][*][*][*]
Re: Discussion: Patch 6.0 Titles and local banking
Reply #3
Excellent work. Looks brilliant on paper.

Re: Discussion: Patch 6.0 Titles and local banking
Reply #4
Really like most of the changes on this :).
Just a little bit concerned about the title balance but we shall see, nothing that can't be improved anyway.

Good work les gars

Re: Discussion: Patch 6.0 Titles and local banking
Reply #5
or craft or fightr, interesting
I suppose that the first 15 days for the magician will be hard

Re: Discussion: Patch 6.0 Titles and local banking
Reply #6
Patch 6.0 - Titles and local banking
- When a holding is lost through a siege:
  - The inventories of members of the owner clan and its allies go in a retrieval vault.
  - The content of the retrieval vault can be withdrawn only in one go.
  - That content can only be retrieved in nearby banks.
- When access to a bank is loss in any other way, the content remains there until access is restored.
What is a Holding is Abandoned?

Re: Discussion: Patch 6.0 Titles and local banking
Reply #7
Did you fix the broken Firemagic knock up? Or will you do so before Launch?
Rorschach MiM

Retired:  Rorschach Greyhead / Marquez VonHinten

  • Morad
  • [*][*][*][*][*]
Re: Discussion: Patch 6.0 Titles and local banking
Reply #8
@Ub3rgames

I wanted to repost this here as these questions/concerns are Industry Title related.
You mentioned in the patch notes that "- More crafting related changes are to come in the short term."

So I was curious if any changes/additions are in the radar for the following.

There are a few Industry Crafting Titles that seem to be a bit underwhelming
compared to the rest of the crafting titles but requires it's own Title slot.


  • Skinning
  • Digging/Fishing/Cooking
  • Construction


Skinning:
Can you skin a mob grave without this title, but with the title you get higher yields or more rares ?
Is that how it works ?

Digging/Fishing/Cooking:
I get the fishing & cooking being together, but who really digs anything unless you have a treasure map ?
Unless with the Digging title, you get more items when you dig in any random area without following a TM.
Any upcoming perks to be added for a dedicated digger ?   :)

Construction:


Obviously Building Mods are a needed commodity for a period of time,
what about Strongboxes now that we have Mount Cargo boxes ?

Will there be a demand for Personal/Party/Clan Strongboxes you think ?
Shock Charges, were they really of any use on a ship, did people use them, and were they effective ?

Repair Shards, I guess they will still be needed for ship repairs.
Has the repair tool been removed as all other tools have ?

All items related to player flags and Fun Hulks....... ?
I may be wrong, but I'n not sure there will be a huge demand really for any of those things, or maybe I'm wrong.

The last 3 items are related to a players house, but not sure at this time or even in the future,
the demand for housing and housing items.

It just seems that Construction could have very well have been rolled up in another Industry title like Woodcutting, instead of needing it's own title.






Re: Discussion: Patch 6.0 Titles and local banking
Reply #9
im really looking forward to Launch....the first 2 weeks with only r10-30 gear will be awesome!
  • Last Edit: January 16, 2018, 09:27:02 pm by Rorschach_Greyhead
Rorschach MiM

Retired:  Rorschach Greyhead / Marquez VonHinten

Re: Discussion: Patch 6.0 Titles and local banking
Reply #10
@Unknowm Mantra
Not yet. This step was all the code changes.
Once secured and stable, we'll go on to do the number tweaks that fit well with the system.

@Ktorr
If you abandon a holding, th local inventory remains until you regain access.

@Rorschach_Greyhead 
We did some progress on the floatiness issues while others were working on this patch.
It should be fixed in the short term.
The Darkfall: New Dawn Dev Team.

Re: Discussion: Patch 6.0 Titles and local banking
Reply #11
After 10 years of fighting against the Global-Bank Lovers - WIN! Local Bank System got implemented into Darkfall- Today  ITS Cigar Success Day

@Ub3rgames .. Thank you very much

inDev_ Dusk (12 months) - Subscriber
In the Darkfall Univers since 2005
in january 2009 i was still in a Darkfall Beta and did wait for a release... dejavu at it best!

  • Raap
  • [*][*][*][*][*]
Re: Discussion: Patch 6.0 Titles and local banking
Reply #12
Seems the magic changes got cut from the patch.

As for title builds, combo's only allowing one exclusive is a big limitation for build diversity.

Lastly, it is what I always said it to be; Mob loot nerfs without fixes. I bet they didn't even add cloth to loot tables or resolve the huge cost imbalance between recipes, or resolved the statistical imbalance of uneven gear sets.

Edit: No information on the tailoring/leather working split either.
  • Last Edit: January 16, 2018, 06:50:09 pm by Raap

Re: Discussion: Patch 6.0 Titles and local banking
Reply #13
Looks great!

One question about the bank after a holding is lost. What do you mean by "nearby banks"? Will items in lost holdings next to racial towns be accessible in relative safety, while items from holdings further away and at the islands will have to be withdrawn and transferred with great risk?

Re: Discussion: Patch 6.0 Titles and local banking
Reply #14
I see no mention of Alchemy in patch notes... is it getting a Mastery or...?

Also, making racial R80 staves is gonna be next to impossible 'cause of removal of gemstones from mob loot tables.
Wyverex Erisian, SG of Scrubs


Still a member of SaltyBitches™ Club