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Topic: next patch (Read 14418 times) previous topic - next topic

next patch
When and what? Any sneak peak Uber?

Re: next patch
Reply #1
Taken from discord a couple days ago.

Ub3rgames: At least a couple weeks out.
Next patch has the "magnitude impacts spell effects" part of the magic overhaul.
It has the rework of village control points, to round off the meditation system.
If completed, it will have the loot table apocalypse.
We have some work done on collisions and geometry (more dev intensive than it sounds)
And a few things here and there as bonuses.

  • Raap
  • [*][*][*][*][*]
Re: next patch
Reply #2


Now you know where the Darkfall logo comes from.

Re: next patch
Reply #3
Slow and steady wins the race.

Re: next patch
Reply #4
already 3 weeks since previous patch
ᛟ Charax Hatehunter ᛟ

Re: next patch
Reply #5
Well done. Let's see if you can count to six.

Re: next patch
Reply #6
Well done. Let's see if you can count to six.
Who the fuck do you think you are? He has right to his opinion and to ridicule him just because you think otherwise is a caunty move. You are a fucking toxic waste on this forum.
Your knowledge about the game is laughable, your player skill is laughable yet you run around and give your opinion on everything and everyone. STFU already.

Re: next patch
Reply #7
I was worried they'd make a mad dash for flashy patches with the other version launching.

Glad to see they couldn't give a single fuck about the launch of a reskinned piece of shit game and keep quietly plugging away at rebuilding what should have been.
  • Last Edit: May 20, 2017, 10:08:16 am by Brown Dorf

Re: next patch
Reply #8
Slow and steady wins the race.

If completed, it will have the loot table apocalypse

This is a very large change.  Who still remembers the soft wipe patch for DFUW (that killed the game)?  It took AV 6 months for that patch!
  • Last Edit: May 20, 2017, 11:47:31 am by lambdaExpression

Re: next patch
Reply #9
People do not buy efforts, they buy perceived results.
The workload of a patch is irrelevant to consumers, so in general, we tend to not express the difficulty of the items we list in patch notes.

That said, perhaps we should spend more time explaining our patches.
Not everyone is a developer and can accurately assess progress. For example, this patch is our largest in terms of work done and our fastest in terms of velocity. Remember that velocity really shouldn't be confused with patching frequency, and as the new elements adjust to the project, we've been getting progressively faster, and we've started tackling larger and larger tasks.
In this patch, all tasks were time consuming and essential to the game's well being on the long run, and we are at a point in the project cycle where no system can be split in multiple patches so frequency has to be lower.

So please, allow us to "sell the patch"a bit more:
- We essentially redid the entire magic system, because aside from damage, nothing was impacted by magnitude, ever.
The effects were statically described and assigned to level steps. This is a big step forward,  as it reduces the need to grind both in the short term, and in the long term opens up utilities potency tied to titles, making single school mages even closer to a reality.
This also includes a smooth graphical effect scaling for all spells that could scale.
- VCPs will be in their final version, beyond tweaking numbers through play testing.
It come with an extension of the engagement system and a system with mutliple health bars for PvP objectives, which will be reused in sieges and sea towers.
- The loot table apocalypse is under way and focuses on the rebalancing of the top end of the loot tables to avoid inflation, but also to address the frustrations of skinning in general and being a solo player vs. a group player.
The idea being to have high end monsters focused more around getting crafting materials to trade, while the medium end are focused around consumables and gold to purchase.
This isn't technically hard, but requires a lot of tedious planning to get right. The sooner we get it in game, the more time we'll have to tweak it prior to launch.
- Geometry and physics engine: We peered into The Darkness, and It stared back. :-X

We're not going after shinny, we're going after efficient and removing attrition sources.
Darkfall, as a premise, is already an appealing game, but the devil is in the details, and every bit of core flaws will eat away at the excitement of new players.
The best gift we can do to veterans is to make a game in which they can have their friends join and not leave.
The Darkfall: New Dawn Dev Team.

Re: next patch
Reply #10
ETA?

  • Raap
  • [*][*][*][*][*]
Re: next patch
Reply #11
Geometry and physics engine: We peered into The Darkness, and It stared back. :-X

This is normal, just log out and you'll be safe.

We're not going after shinny, we're going after efficient and removing attrition sources.

I respectfully disagree. Games are part gameplay and part shiny. A more shiny game is more immersive, appealing, and if done right, supportive to your gameplay functionalities. You need additional graphical artists, badly. I'd go as far as say, you need it about as badly right now as you need your core programmers.

You may say you do not want to "sell" anything right now, but if you intend to launch, you are going to have to do a ton of work in this category. Both gameplay and graphics are equally important.
  • Last Edit: May 20, 2017, 04:06:46 pm by Raap

Re: next patch
Reply #12
Dear Dev,

Please remove stones and possibly most fish from mobs loot table.   Pressing 'F' and then deleting a bunch of stones from backpack is not fun.  Our miners union workers and fisherman will appreciate some protectionism to their livelihood!

Re: next patch
Reply #13
@lambdaExpression
About a couple weeks, there is a lot of QA to be done and we cannot give anything exact.

@Raap
We meant shinny as in fancy new mechanics/superficial system changes.
We're not adding, we're mostly fixing and/or bringing into the game space mechanics/content that weren't used or caused attrition.

Graphics is an entire other topic.
We are reworking the interface to be shinny and practical. That will be in for launch.
However, an entire game overhaul has to be done all or nothing, and we have started the pre-production phase already to carry it out in parallel of development engine improvements, but it will not be completed for launch.
The Darkfall: New Dawn Dev Team.

Re: next patch
Reply #14
@Ub3rgames

Have you guys looked at the netcode issues as a possible problem that needs fixing?

It seems impossible to hope, but having planetside 2-esque responsiveness would be a godsend.

That'd involve moving some hit detection client side though.
  • Last Edit: May 20, 2017, 04:52:27 pm by RobbenDuMarsch
Current: Robben DuMarsch - General of Mirendil
Past DF: Stormsblade