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Topic: New Dawn in a nutshell. (Read 930 times) previous topic - next topic

New Dawn in a nutshell.
This is a topic to discuss our new page: New Dawn in a nutshell.

Feel free to ask anything ,or point out badly written parts.
The Darkfall: New Dawn Dev Team.

  • Zeb
  • [*][*][*][*]
Re: New Dawn in a nutshell.
Reply #1
There is a lot of great stuff in there man, At completion I can see it being pretty fantastic..

All I was hoping for was just the original darkfall from one of the two contenders.. From what I see this is going to be something that takes it to the next level.. Im really looking forward to it.

I mean you might bring back race wars and the racist in me is all over that. jk

edit: I havent read all the way through it but so far this is me while reading
  • Last Edit: October 11, 2015, 05:25:58 pm by Zeb

Re: New Dawn in a nutshell.
Reply #2
I've just read the things the team of new dawn wants to implement on this new launch and i can for sure say that they won me, a fps fantasy vision of eve is...  :o

Re: New Dawn in a nutshell.
Reply #3
Nice, thanks for the tl;dr version!

Re: New Dawn in a nutshell.
Reply #4
A lot of good ideas which can make old Darkfall being more immersive !
I am glad that You guys have idea for all game aspect which were half-assed in many areas.
Vilhelm Sandwall
Rats in the Hats
Darkfall Online (Eu-1)
Anquare Quare Supreme General

Re: New Dawn in a nutshell.
Reply #5
There will be the skill cap?

Re: New Dawn in a nutshell.
Reply #6
There will be the skill cap?

There will be an even better solution.

Players will have a choice to set what their maximum necessary grind will be through a choice of titles with advantages to one aspect and disadvantages to several others.
This is optional, so if someone wants to grind everything they can, but a focused character will still be viable at a fraction of the effort.

We want player freedom and this allows player to design their playstyle and make it work.

We will also add diminishing returns to skill and stats. This neans a character going for a full hybrid style will reach 80% effectiveness in 20% of the time.
A character using specializations will grow much faster but will have situational drawbacks to balance it.

And finally, leveling speed is in the hands of players.
Alone it will be slow, but with daily quests giving meditation points a solo/casual should be able to keep up a bit.
But as players colaborate more and more, they gain a skill up modifier that increase their challenge but also their gains.
We will also have PvP only ways to grow a character with our commission points system in our racial wars warfronts.

Take a look at the rest of our website, you will see that a lot of the game is focused around smoothing out the power gap while providing more content to every type of players.
The Darkfall: New Dawn Dev Team.

Re: New Dawn in a nutshell.
Reply #7
Thanks for the answer, very happy for the free growth but with longer time, compared to specialization
p.s. sorry for my perfect english :)

Re: New Dawn in a nutshell.
Reply #8
pages missing

Re: New Dawn in a nutshell.
Reply #9
Its funny how easily we forget what has been done.

Weapons bar (Patch 1)
Hotbar revamps (Patch 1)
Multi slots (Patch 3.6)
Generic physical abilities (Patch 1)
Fizzles have been removed (Patch 2.4)
Item selection system (Patch 3.8b)
Inventory items can be sorted by pressing the U key (patch 3.3)
Items in a grave can be automatically looted but have a timer based on weight (Patch 3.8b)
There is now an item comparison framework. For example, ... (Patch 3.2)
You can hold down the attack button to auto attack in melee (Patch 3.2)
Expanded view options field (patch 3.3)
We stabilized the sheathing/unsheathing mechanic to be automatic (Patch 3.6)
You can now press alternate use to equip harvesting tools and start harvesting (Patch 3.6)
Map markers and full text search (Patch 3.9)
Increased game feedback (Patch 3.10)
New tutorial framework (Patch 3.10)
Rework of durability losses (Patch 3.13)
Dynamic tombstones and monster death polish (Patch 3.13)
Show quest markers on map (Patch 4.00)
Auto unlock of abilities (Patch 4.00)
Removal of basic crafting tools (Patch 5.00)

Removal of all global diplomatic announcements (Patch 2.4)
Village control point rework step 1 (Patch 3.0)
Village control point rework step 2 (Patch 3.13)
Vulnerability windows for holdings (Patch 3.13)
Clan meditation system and upkeep costs for holdings (Patch 3.13)

Added meditation reward to all quests & removed gold purchase of meditation points (Patch 1)
Added new meditation sources to the game (Patch 3.0)
Front loading and diminishing returns (Patch 1.4)
Removed most of the useless passive skills (Patch 1)
Shared cooldowns (Patch 1)
Made movement more fluid and balanced bunny hopping (Patch 1)
Smoothed out skills pre-requisite and placed all advanced schools at the same unlocking tier. (Patch 2.2)
First step of the PvE engagement system (Patch 2.5)
Linked abilities (Patch 2.5)
Ability magnitude and monster difficulty increase the XP gains (Patch 3.1)
Encumbrance impacts displacement effects. (patch 3.3)
Balanced reach on all melee weapons (patch 3.3)
Spawn scaling core mechanics (Patch 3.4)
Hunt quests revamp (Patch 3.4)
Power hour (Patch 3.7)
Gear power gap reduction (Patch 3.9)
Armor traits (Patch 3.9)
Switched most self buffs to toggle buffs (Patch 3.9)
Removed destroyers and other melee perks (Patch 3.9a)
Charged up rays (Patch 3.11)
Timed blocking (Patch 3.12)
The Great Magic Overhaul (Patch 3.13)
Monster AI improvements step 1 (Patch 4.00)
Streamlining of mage progression (Patch 5.00)
Rework of crafting XP gains (Patch 5.00)
Title system (Patch 6.00)

Removal of most forms of instant travels (Patch 1)
Essential housing upgrades can now be crafted or purchased (Patch 3.2)
Mount sprinting step 1 (Patch 3.3)
Quests give rewards based on alignment and last bad action (Patch 1)
First iteration of the engagement system (Patch 3.3)
Alignment gains from praying will have a cost that permanently increases (Patch 3.3)
War declarations now have a cost related to both clan sizes (Patch 3.3)
Spawn scaling (Patch 3.4)
New musics have been added to the game (Patch 3.6)
Tailoring mastery (Patch 3.9)
Mount inventories (Patch 3.11)
Distance based harvesting (Patch 3.10)
Market places (Patch 5.00)
The loot table apocalypse (Patch 6.00)
The Crafting Renaissance (Patch 5.00)
Local banking with global gold (Patch 6.00)
Engagement system step 2 and anti griefing fixes (Patch 6.00)

Performances upgrades (Patch 2)
Reduced the lag caused by text in the interface (Patch 3.1)
Fixed many historic memory leaks (Patch 3.9)
Fixed water logging (Patch 2.6)
Monsters will now warn GMs when unable to fight back (Patch 2.6)
Displacement effects now work in all directions (Patch 3.2)
Fixed an historic bug that made some races and genders not have the desired reach (Patch 3.3)
An input warp after casting spells has been removed (Patch 3.5)
"Game feel" improvements (Patch 3.8b)
Legacy item recovery system (Patch 3.9a)
Performances improvements step 2 (Patch 3.13)
Operation screenshakes (Patch 3.13)
Collision system improvements step 1 (Patch 3.13)
Another performance pass (Patch 4.00)
First wave of graphical improvements (Patch 4.00)

Re: New Dawn in a nutshell.
Reply #10
So many of them just stupid changes that made Darkfall a worse experience to play.  If they had done no work and just released it how the game was before, we would probably be in exactly the same position now.  So many "we are genius's, this will totally work" changes that have backfired spectacularly.

Re: New Dawn in a nutshell.
Reply #11
There's no question they've implanted some changes that were poorly thought out, or poorly executed.  But I have to violently disagree, this version is VASTLY better than 2009 DFO.

This is not a matter of fact, this is very much a matter of personal preferences

Re: New Dawn in a nutshell.
Reply #12
There's no question they've implanted some changes that were poorly thought out, or poorly executed.  But I have to violently disagree, this version is VASTLY better than 2009 DFO.

This is not a matter of fact, this is very much a matter of personal preferences

Their programming and fixing the client is awesome, just now the Darkfall sandbox world just needs stuff to do ingame and its pvp related. They need to either hire or get free consulation from a community thinker as to what type of sandbox feature this awesome game engine needs to bring in the casuals and new players to this gameworld. Also what content it needs not pvp related to make the veterans happy to come back and play again with danger and full loot pvp in the background as it was meant to be.

darkfall should not be developed from the point of view ' Pvp First tunnel vision' But more of a "Large community of different groups of similiar minded and politically minded  players spread across the game world with its cultures and ideals to protect "
Ingame names
New Dawn: Kenshiro Ryu
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