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Topic: What features will and will not be in at launch? (Read 5912 times) previous topic - next topic

Re: What features will and will not be in at launch?
Reply #15
And that is just the preliminary notes of what was validated by QA before our security push.
There is more to it than that. ;)
The Darkfall: New Dawn Dev Team.

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Re: What features will and will not be in at launch?
Reply #16
Zero interest in vanilla DF, so is great that the game already changing and patch 1 deploy during stress test.

Can't wait to test more features (expecially RvR, local banks, watchtowers and scaling mob spawns) during InDev period, i will support you guys for this reason only. :)
DnD full roadmap
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Darkfall Online (Eu-1)
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Re: What features will and will not be in at launch?
Reply #17
There is more to it than that. ;)

So the rumors are right that DX11 will be in at start?  :D  :-X  :-*  O:)
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!

Re: What features will and will not be in at launch?
Reply #18
There is more to it than that. ;)

So the rumors are right that DX11 will be in at start?  :D  :-X  :-*  O:)


Let's not get too carried away here. ;) We pulled people from the dx11 project to work on the game's security, but we did have some smaller features in the pipe line that should please you guys.
The Darkfall: New Dawn Dev Team.

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Re: What features will and will not be in at launch?
Reply #19
If you have to implement DX11 is ok but made it optionable pls, i have bad fps with DX11 in many mmo, prefer Dx9 and less special FX.
DnD full roadmap
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Darkfall Online (Eu-1)
2009~2012
DF1 broken issues

Re: What features will and will not be in at launch?
Reply #20
What do you mean by scaling mob spawns? mobs become harder the higher level you are?
Alfar Resistance Movement [ARM]

Re: What features will and will not be in at launch?
Reply #21
What do you mean by scaling mob spawns? mobs become harder the higher level you are?
No. They become stronger and loot more based on how many players fight them.
It is based on the same system as our alignment improvement, where the game will look at who is active in a fight and act accordingly.
The Darkfall: New Dawn Dev Team.

Re: What features will and will not be in at launch?
Reply #22
What do you mean by scaling mob spawns? mobs become harder the higher level you are?
No. They become stronger and loot more based on how many players fight them.
It is based on the same system as our alignment improvement, where the game will look at who is active in a fight and act accordingly.

Is the mob scaling in the game right now? I remember it was not like that in the original DF.
Alfar Resistance Movement [ARM]

Re: What features will and will not be in at launch?
Reply #23
It isn't in game yet, but will be by the end of inDev.
Our next steps are the engagement system for its alignment related purposes, then expanding it to mob scaling.
The Darkfall: New Dawn Dev Team.

Re: What features will and will not be in at launch?
Reply #24
How do you guys feel about this list after having time with the code and post security breach distraction? Is this still the basic expectation for end of InDev?

Re: What features will and will not be in at launch?
Reply #25
Yes, it still is our expectations.
The security distraction has delayed us by a couple months, but we still intend to have InDev last 6 to 9 months, and these are still what we consider our strict minimum.
We've actually done some decent progress since we had the code, so we're confident that our roadmap is more than feasible,
The Darkfall: New Dawn Dev Team.

Re: What features will and will not be in at launch?
Reply #26

Where does adding the new title system or at least a few new titles fall into the list of priorities?  I think it's pretty important to have the title system in to snag players who are considering the game but want to play their favorite archetype.

Re: What features will and will not be in at launch?
Reply #27

Where does adding the new title system or at least a few new titles fall into the list of priorities?  I think it's pretty important to have the title system in to snag players who are considering the game but want to play their favorite archetype.

because its one of the major constructs of DND and makes sure that no player is forced to GRIND everything like in dfo (which failed obviously)

Quote from: Ub3rgames

Examples of titles

Please keep in mind this is a temporary list just to illustrate the concept.
None of the numbers presented are final and neither are the titles guaranteed to end up being implemented at launch.
There will be balance betas to decide on those points.

That said, here is a list of titles we had in mind:

    Combat:
        Marksman: better damages to all ranged non magical attacks.
       Rapid fire: faster rate of fire for all ranged non magical attacks.
        Veteran: improved resilience to damage.
       Elite: (requires Veteran active) improved resilience to damage.
       Natural Fighter: improvement to everything melee.
       Genius Warrior: (requires Natural Fighter) improvement to everything melee.
        Magic Affinity: improvement to everything magic.
        Magic Atonement: (requires Magic Affinity) improvement to everything magic.
        Swordsman: (locks magic subskills) double subskills effectiveness for 1h and 2h swords.
       Air Magic Proficiency: (locks melee subskills except daggers) double subskills effectiveness.
        Support Mage: (locks melee subskills w/o daggers)
            + 25% heal others/buff others, - 50% attack spells damages.
        Arcane Mage: (locks melee subskills w/o daggers)
            + 25% arcane type spells, - 50% all other spells.
       Channeler: channeled spells cost less mana and are more potent.
        Rider: increased damages, maneuverability and reduced stamina drain on mounts
    Gathering:
        Master Lumberjack: increase chances of rare wood and multi loot.
        Unrelenting Gatherer: Consumes less stamina when harvesting.
        Efficiently Resourceful: can tap in an extra 25 loot on each node.
        Reagents Affinity: resources and reagents inverted. 2x harvest time.
        Gore Affinity: better skinning loot. 2x harvest time.
        Generally lucky: Slight increase in rare drops in any gathering.
        Battle harvester: Can harvest "wild mines". Nodes equivalent to clan nodes but set up in the wild.
    crafting:
        Master Sword-smith: Increases durability and base damages of swords. May repair swords.
        Master repairer: No limitation on repairs, uses less mats.
        Efficient Craftsman: uses less mats for all crafts.
        Naturally Talented: slight improve at all crafting rolls.
        Chain Worker: crafts modules of all kind for less mats
        Tamer: Unique mounts and Advanced mounts with hp regen.
   Utility:
        Trader: reduces money transfer duration, rent and sale taxes.
        Caravan Leader: May have up to 6 pack mules instead of 1.
        Mercenary: PvE quest rewards increased.
        Treasure Hunter: slightly better overall loot tables mobs/chests.
        Acrobat: better jumps and movement spells, less fall damages
        Survivor: all regens faster, better heals/stats up.
        Sailor: swims for less stamina, may jump out of the water.
        Captain: improves speed and maneuverability of ships.
        Cannoneer: improves damages and fire rate of canons.
        Pilot: improves speed and maneuverability of warhulks.
    Operators:
        combination: can be placed between two titles that should cancel each other. For instance, swordsman and magic affinity.
        hybrid: if placed between two specific titles will merge them into one. For instance, Swordsman and air magic would replace melee abilities with variants that take mana and stamina and have additional effects. (whirlwind being an actual whirlwind, for example)

There will be more titles for each school and weapon types, and we are open for suggestions on titles you would like to see in the game.

Now that we've covered PvE and player progression, it's time to start talking about PvP and using those skills!

hybrids will be still avaible and still playable - check Operator Titles
  • Last Edit: July 04, 2016, 12:23:29 pm by Prometheus
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!

Re: What features will and will not be in at launch?
Reply #28

Yes I am aware of the outline for the title system I'm wondering when it will be worked on and if we will see some of those features for InDev.

Re: What features will and will not be in at launch?
Reply #29
It depends on our velocity. What you are seeing here is the strict minimum necessary before us shuting down InDev.
Ideally we would want all our roadmap completed yesterday, but titles fall right after this list in terms of priority.
The Darkfall: New Dawn Dev Team.