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Topics - Ub3rgames

1
General Discussion / Discussion: Patch 5.0
Patch 5.0:
This patch kicks off our economy related changes and comes with two major milestones: Marketplaces, and a surprise framework evolution.
Included in this patch are also general tweaks following up on player feedback.

Marketplaces:
Marketplaces are the main attraction of this patch, and the most complex feature we've ever implemented, touching every single layer of the code.
The current delivery is the minimal viable version of the Marketplace, with all the foundation blocks necessary for such a system to exist.
This includes entirely new interface components, such as a datagrid that dynamically updates with server side data, filters and other framework changes we had to do for cosmetic reasons like pagination.
The persistence of items is also a new module specifically designed for the feature.
We will expand on them multiple times over the coming months, whenever the previous feature group is validated and stable.

Functionalities:
- Marketplaces are all local and can be found in NPC cities and chaos cities.
- Players can place individual items and stacks of resources for sale.
- Each character has 25 sale slots available per market places.
- The seller sets a price per item. Partial stacks can be purchased for stackable resource.
- Placing objects in sale has a cost proportional to the duration and overall asked price.
- Sales can be placed for 1 day for 2% fee, 3 days for 5% fee or 7 days for 10% fee.
- Time is not counted towards expiration when server is down. You get the time you paid for.
- Items bellow 95% of base durability cannot be sold.
- Items can be searched and filtered:
    - There is a simple full text search.
    - You can display only specific categories of items.
    - You can add specific filters.

Graphical asset pipeline:
The surprise is that we now have a fully operational asset pipeline, which we've used to create and place the new marketplaces and their gnome owners.
This is something we weren't planning on having prior to release, but one of the devs had a breakthrough and we decided to invest some time in it.
We've used the entire chain for the marketplaces: adding new models for the buildings, accessories, new shaders for metal and rotations, new gnome models and their animations.

At this stage, we can do everything that the game would need asset wise:
- New meshes.
- New animations.
- New textures.
- New shaders.
- Alter the world.

This is a great news, as it will allow to expand our artistic capabilities post release without any limitations, and we have already started creating more 3D models for features coming down the line.
In the short term, we will start by doing more world building changes using the worldbuilder, but this heralds great things for the future.

Removal of harvesting/crafting tools:
You will no longer need to purchase or use tools to harvest and craft.
Simply go up to a node or monster grave, and press the secondary use key, mapped by default to G.
The tool will remain in hand for convenience if you want to chain multiple nodes/graves.
It is the same for crafting. For skills that didn't have a crafting station prior: Taming can be used at workbenches, and herbalism can be used in laboratories.

Durability losses tweaks:
- All durability losses have been divided by 2.
- Durability losses from melee attacks are divided by 3 compared to damage from other sources, making them cost 6 times less than pre-patch.
- Damage over time effects will now impact durability less. They will do as much per damage point as a regular attacks do.

Monster melee damage tweaks:
Monsters, depending on their tier, will now do an average of 30% less damage to players when attacking in melee.
This makes the early game easier for new players and indirectly buffs metal armor in PvE.

High end skill scaling and damage display tweaks:
Before, damage for most attacks were truncated to the lowest integer, meaning some of the scaling, including the final 5% bonus of skills, could be lost.
We've added more granularity, allowing to get two numbers behind the point both in display and in effect.

Tooltips will now show more information:
- Duration of food.
- Healed amount and heal per second for potions.
- Crafting skill in which an item or resource is used as an ingredient.
   
Opened mount graves can now be destroyed:
Opened mount graves now have a health bar of their own and can be destroyed too. Items left in them will all be destroyed.
This prevents using them as an invulnerable force field around conquest objectives.
2
Announcements / Release date and trailer
Greetings Denizens of Agon,

Darkfall: New Dawn will be released on 26th of January 2018.
The server will remain on the current hosting platform located in Paris.

https://youtu.be/p-ch2lkdPH8

Big thanks to the community for being a part of the trailer and for their support throughout the months.
This includes a sneak peek of our main theme, from the very talented Robert Sandnes
https://soundcloud.com/y1kez

Today we have also released our trailer and a new version of our website.
There is a glimpse at our launch pricing. You'll notice that we've buffed the early adopter packages ;)

More details to follow in the coming days and weeks regarding the location choice, the final pricing and more information on remaining features.

Link to the discussion thread
3
General Discussion / Discussion: Release date and trailer
Greetings Denizens of Agon,

Darkfall: New Dawn will be released on 26th of January 2018.
The server will remain on the current hosting platform located in Paris.

https://youtu.be/p-ch2lkdPH8

Big thanks to the community for being a part of the trailer and for their support throughout the months.
This includes a sneak peek of our main theme, from the very talented Robert Sandnes
https://soundcloud.com/y1kez

Today we have also released our trailer and a new version of our website.
There is a glimpse at our launch pricing. You'll notice that we've buffed the early adopter packages ;)

More details to follow in the coming days and weeks regarding the location choice, the final pricing and more information on remaining features.
4
Events / GM event: Sunday 22nd at 7PM GMT


Greetings, we will be conducting an event this Sunday at 7PM GMT, 21:00 Paris time.
The primary goal is for us to get footage for our trailer. We will do a few scenes, with travels and props provided by GMs.
All you have to do is be there and have fun.

Aside from filming scenes, we will cap off the night with some PvE.
This will be a great opportunity to test spawn scaling combined with the new AI tweaks.
It will guide what tweaks are needed when facing a larger number of players.

For the duration of the event, we will ask players to put aside their differences and cooperate.
We will organize through the Unofficial Discord Channel.
5
General Discussion / Discussion: Patch 4.1
Patch 4.1:
- Regeneration tweaks:
    - Passive regeneration skills have now been removed and made baseline for all characters:
        - Focus
        - Fitness
        - Endurance
    - Food's impact on regens has been reduced to be less punishing for new players:
        - Base regens for health and stamina have increased.
        - But food has been lowered to have a combined regen at the same rates as pre-patch.
    - That combined regen has been increased by:
        - Health +5%
        - Mana +10%
        - Stamina +15%
    - Note that armor traits are based on that final number.

Tweaks and bugfixes:
    - Sidestep's stamina cost has increased from 7 to 11 stamina.
    - Timed parry stamina drain on the attacker has been doubled, with the minimum being now at 7 stamina.
    - Debuff durations are no longer random.
    - Mount graves can now be damaged by all cannons and siege hammers. They still remain in world until emptied, but we'll address that in another patch.
    - Trueforge armor and weapons no longer give a flat durability bonus. They now give up to +50% of base durability.
    - For armors, wisdom now gives up to +50% base durability as well.
    - Clan buff should now work again.
    - Invulnerable players can no longer progress a village's capture.
6
Announcements / Our first video
Greetings,
Today we're releasing our first video, showing our faces and starting our communication drive.
We wanted to start out by introducing ourselves, and thank you all for your patience and support.

Darkfall: New Dawn announcement #1
Discussion thread

Expect more to come in the future, with announcement and discussing game related topics.
Enjoy!
7
General Discussion / Discussion: Our first video
Greetings,
Today we're releasing our first video, showing our faces and starting our communication drive.
We wanted to start out by introducing ourselves, and thank you all for your patience and support.

Darkfall: New Dawn announcement #1

Expect more to come in the future, with announcement and discussing game related topics.
Enjoy!
8
Announcements / Our final roadmap
Greetings denizens of Agon,
We have finally completed our roadmap of the features that will be worked on from now on.
More than the road ahead, it also covers the road so far and what we've accomplished in the last year.
This is the start of our communication drive to get the word out there. Expect a lot more posts in the near future.

Direct link to our roadmap
Link to the discussion thread

Enjoy the read, and have a great day!
9
General Discussion / Discussion: Our final roadmap
Greetings denizens of Agon,
We have finally completed our roadmap of the features that will be worked on from now on.
More than the road ahead, it also covers the road so far and what we've accomplished in the last year.
This is the start of our communication drive to get the word out there. Expect a lot more posts in the near future.

Direct link to our roadmap

Enjoy the read, and have a great day!
10
Greetings,
From what we've gathered, many agree that the addition of upkeep is objectively good and should exist, and even agree on the calculations that lead to determining the current upkeep costs, but despite that some have felt a negative impact on motivation.

More details on calculations in spoilers:
Spoiler (click to show/hide)

We would like players to keep an open mind to see if it can generate activity,
However, we still want to start the discussion to get to a point where holdings ownership feels as a positive as much as it "reasons" as a positive.
Essentially, we're trying to address one of the historic flaw of Darkfall: Holdings can be felt as a burden to defend.

A reason why we've introduced upkeep costs at the same time as vulnerability windows is that one abstractly pays for the other, meditation representing time your character does things when you're offline.
The feeling that has been expressed to us regarding this change is that while protection is an improvement, holdings generally still have a feeling of "why bother?".
This is compounded by being in InDev, but it is a general issue too.

Our approach so far has mostly focused on that safety aspect. Time windows, watchtowers, making walls useful and so on.
We assumed that being a starting point for a taxation area, having monsters/clan nodes nearby and being a home would be sufficient if ownership wasn't so risky.
But perhaps we are missing a crucial point?

Should holdings, regardless of a large watchtower network, be a net positive by themselves?

The risk here is that if that is the way we go about it, there is a risk of widening a gap between haves and have not, which is why we haven't considered it yet.
But then again, hoarding of multiple holdings should be much rarer when local banking comes into play combined with upkeep costs, so there would be more targets of various strength levels to pick from.
It would make for a more reasons to wage war over maintaining the status quo.

We believe that anything that would make the showdown and early wars more intense is something of value to our release's success.
We can't help but remember the initial launch when players believed that they were fighting over and building up holdings for a reason.
11
Patch 3.13 - The Great Magic Overhaul

The Great Magic Overhaul:
 This is the meat of this patch. We have reworked nearly everything about the magic system to have the secondary effects of spells also scale with magnitude.

Historically, secondary effects were only tied to the level of spells, increasing step by step every 25 levels. Now, Area of effects, graphical effects, displacement effects, duration and blind effects will all be tied to the same factors affecting damage calculations.
The status quo of what spells used to do at level 75 is set around using a basic bone armor with a medium speed medium rank staff. Anything above is buffed, anything below is nerfed.
The only exceptions to this are blinds and wall of force, which are nerfed with encumbrance but have not been buffed beyond their previous values.
The way encumbrance and gear affects secondary effects is different than for damage.
Encumbrance is frontloaded for secondary effects, meaning that there isn't much difference between high end leather and metal armors, but a large difference between magical gear and physical gear.
Magical traits are also more impactful for secondary effects, which is another relative nerf to naked characters. Wearing even low rank robes should have benefits.
These changes lays a good framework for us to impact the utility of magic schools with titles, and in the short term give a valuable niche to magical characters in group fights.

Feedback request: As an experiment, we've added a lesser version of the stormblast displacement to  lightning strike, air magic's r50 spell. This is a test if it could be a potential flavor for air magic. To us it felt roughly equivalent but different to fire's knockup, with some self-displacement utility.

 
New Village control point capture mechanics:
 After experimenting with multiple new systems, we've landed on something that felt genuinely fun to us in testing.
We're essentially going with a true king of the hill mechanic, with a capture zone clans have to spend the most time within to score capture points.
There are also higher stakes for a fight over a village control point as ongoing ownership and recaptures will now be rewarded, but so will breaking another clan's capture chain.
The intent of the whole system is to have groups of players try to stay in the capture zone of a village control point, and push out other clans.
The variation in the duration of a capture is meant to give potential opportunities to come back for all clans involved, putting emphasis on survival and giving value to each death on each sides.
Everyone involved gets rewarded with meditation, with winners receiving more immediate rewards on top of being the only ones with ongoing rewards.
The more a village is contested, the more value it holds to everyone.

 Details:
- Villages will become vulnerable every 23 hours and 45 minutes.
- To start capturing a vulnerable village, players have to enter and remain in a radius of 12.5 meters around the Village Control Point (VCP).
- Players and their clan will then be "engaged" in combat for this village.
- VCPs store capture progress per engaged clan.
- Looking at a VCP shows the player's clan capture progress, and those of the 3 clans having made the most progress in their capture.
- A player and his clan gets engaged with a VCP when:
    - He enters the VCP capture zone.
    - He damages/debuffs/heals/buffs someone part of a clan that is engaged with the VCP within the VCP lawlessness radius.
   - He is damages/debuffs/heals/buffs someone part of a clan that is engaged with the VCP within the VCP lawlessness radius.
- For each clan engaged the capture time for all clans is increased, with diminishing returns.
- For each player of a clan engaged in a capture, the capture time remains constant and will require more players in the zone.
- Before any modifiers, the base meditation reward for participating in a VCP fight is 6 000 meditation points.
- For each player engaged with the VCP, the base reward is increased in a diminishing returns curve that starts at +10% per player and bottoms out to 1% per player at 25 players and beyond.
- Every player engaged with a VCP upon its capture will receive a percentage of the base meditation reward equal to its clan's capture progress.
- Rewards are further modified by the overall scaling of the current fight.
- The winning clan's members gain:
    - an additional 2 000 meditation points.
    - an additional physical reward in their inventories.
    - ongoing meditation rewards of 500 meditation points per hour.
    - ongoing gold rewards similar to pre-patch values.
- Capturing and recapturing a villages starts and increases an ongoing modifier:
    - Ongoing modifiers increase by 1% per hour of owning a village.
    - Ongoing modifiers are visible by everyone on the world map.
    - When the village changed hands, the ongoing modifier is reset to 0.
    - Instant rewards for a clan that is not the previous owner increase by the ongoing modifier of the previous clan.

 
 
Clan meditation pool and holdings upkeep
The clan meditation pool is something we've wanted to implement for a while now, as it opens up for a lot of future features like clan quest rewards, temporary clan buffs, and any form of maintenance costs where work/time should be abstracted.
We've implemented it in the form of a tax system so that clan leaders have a vested interest in having active members that participate in group activities like village control points or dungeon quests.
We're hoping that this can lead to a mutually beneficial relationship between clans and newer players, with veteran members teaching the ropes of more efficient meditation gains to newer members, helping them experience a smoother progression.
The first use of the clan meditation pool will be to have a maintenance cost for holdings, as an added logistic constraint to owning large empires. We're starting with low amounts, which we'll increase after player feedback.
The intent is to have holdings be reserved to active clans only, and to funnel players towards the most time efficient meditation sources for groups: village control points.
Of course, we've added a way to abandon holdings for clans, which should also serve as a way to trade holdings until a better system can be implemented.
- Clan members will now be taxed 10% of their meditation gains.
- A clan can stockpile up to 75 000 meditation points.
- When the cap is reached, members are no longer taxed and keep 100% of their meditation.
- A city will cost 5 000 meditation points per day to maintain.
- A hamlet will cost 2 500 meditation points per day to maintain.
- Upkeep costs will automatically be taken from the clan's meditation pool once every 24h.
- A clan can be in debt for 10 days before its holdings go neutral. There will be 10% interest per days in dept.
- When a holding goes neutral, the bank will be destroyed and any clan can capture it with a clan shard.
- Supreme generals and generals can abandon a holding as an option for the "alternate use" menu of bindstones.
- A flag is shown on top of the bindstone, similar to house taxes, showing if upkeep costs have been paid.

Clan prime time and vulnerability windows
One of the most attrition inducing factor we've witnessed in Darkfall's history are off-hour sieges. This is our attempt at solving the problem.
The intent is to give defenders control over when they can be attacked, while still leaving some leeway for the attackers.
This coincides with the upkeep additions, as the drawback for this system.
- A day will now be cut in 3 windows:
    - Invulnerability window:
        - Lasts 12 hours.
        - Holdings cannot be sieged.
     - A vulnerability window:
        - Lasts 6 hours.
        - Sieges behave as pre-patch.
- A soft vulnerability window after the vulnerability window:
        - Lasts 6 hours.
        - Siege wagers are increased.
  
- Clan leaders can set their prime time, which will be the start of the vulnerability window in the main menu's conquest window.
- By default, the start of a clan's prime time is set at 6PM GMT.
- Prime time can be changed only once per week.
       
This is a starting point, but we are looking at tweaking values based on feedback.

Dynamic Tombstones and monster death polish
For this patch we spend quite some time trying to polish one of the early immersion breaker for new players: Monsters sliding after death.
And while we were redoing monster deaths, we also added some much requested quality of life for looting/skinning.
- Monster graves will now show their status to players:
    - They will no longer glow when empty.
    - They will transform into a small bag on the ground when they have been skinned.
- Monsters should no longer slide or have a hitbox after their death, and graves should appear and disappear instantly.
- When a monster is dead but still in its death animation, its health bar should look empty to reduce confusion.

Rework of armor durability losses
Historically, durability losses were quite random, with some items never losing any durability.
We have redone the system. Now, all armors will lose durability in proportion to the amount of paperdoll slots taken.
Durability damage is constant and spread on the equipped items, which means that being close to naked will make individual items last less and balance out risk/rewards a bit better.

Collision system improvements
This change is probably the most grueling one in this patch.
We've spent well over a month investigating the physics and collision engine to start addressing the geometry exploits that are prevalent in Darkfall.
This ranges from how entities are spawned, to handling rotations and movement near geometry.
We know we have not fixed yet all issues, but what worries us more is that players might get stuck now when they would not have before.

So please, stay on the lookout, and if you notice geometry bugs that have not been addressed yet, please send them our way.
We should now be able to fix/address these type of issues much faster now that we have a good understanding of the whole system.

Performances and stuttering
This is the final performance patch we'll do during InDev, and judging by the effects it had on our setups, it may be the most noticeable one.
In addition, we believe we've found the most probable cause of stuttering and fixed it. Hopefully, those that have had that issue should see an improvement.
If you had, or if you knew anyone with performances issue, please let us know.

Miscellaneous and bug fixes:
-The new leather and cloth resources we've added now have in-inventory graphics.
-Hunt quests have received a new calculation formula. Gone are the days of OP rewards, they should now be more in line with Dungeon dailies and VCP rewards.
- Operation screenshakes: Screenshakes will now occur only on the player being hit or very close to it.
- Power hour and general levelling should now impact secondary skills as intended.
- Siege stones will not spawn close to a monster spawn or NPC guard towers.
- Siege stones and strongboxes should now require more room around them before spawning.
- Map markers in holdings should now be correct.
- All linked spawns have been removed from the game.
- Draw distance can now be increased much further in video options.
- Fall damages will start at lower velocities in a more granular way.
- Velocity should now properly be reset when mounting/dismounting.
- When a holding changes hands or goes neutral, all characters bound should properly be kicked.

12
Greetings,
Here is a warning to all clans leadership, should you need time to organize sieges or a comeback prior to 3.13.
QA has validated that holdings upkeep and invulnerability windows are functionally good to go for the next patch.
We're still tweaking the details of both features, but the core functionality is validated.

This means that should you not be active enough as a clan after 3.13, your holdings will return to being neutral.

There will be a way to release holdings, we just haven't decided on the form yet.
The upkeep cost will be a flat amount of meditation per day, with the possibility to be in debt for 10 days before the holdings become neutral.
Clans will gain meditation by taxing a percentage of the meditation gains of their clan members.

The intent is to synergize with the VCP changes to really test the new mechanics with meaningful fights.
We're starting with low upkeep costs to test the mechanic, so depending on the group size, participating in a VCP once every one or two days should be enough for a holding.

More details will come later, but please spread the word so that there are no bad surprises.
Have a nice day.

Discussion thread.
13
Greetings,
Here is a warning to all clans leadership, should you need time to organize sieges or a comeback prior to 3.13.
QA has validated that holdings upkeep and invulnerability windows are functionally good to go for the next patch.
We're still tweaking the details of both features, but the core functionality is validated.

This means that should you not be active enough as a clan after 3.13, your holdings will return to being neutral.

There will be a way to release holdings, we just haven't decided on the form yet.
The upkeep cost will be a flat amount of meditation per day, with the possibility to be in debt for 10 days before the holdings become neutral.
Clans will gain meditation by taxing a percentage of the meditation gains of their clan members.

The intent is to synergize with the VCP changes to really test the new mechanics with meaningful fights.
We're starting with low upkeep costs to test the mechanic, so depending on the group size, participating in a VCP once every one or two days should be enough for a holding.

More details will come later, but please spread the word so that there are no bad surprises.
Have a nice day.
14
Patch 3.12

Timed blocking:
- Starting to parry will interrupt your current attack
- When you start to parry, there is a 0.5s window where you will do a "timed" block/parry with maximum damage mitigation.
- Starting to parry costs 4 stamina and keeps the character parrying for 0.3s.
- After the perfect parry window, there is a 0.5s period where damage mitigation progressively lowers down to regular parrying values.
- Perfect blocking a melee attack with a shield will cost stamina to the attacker proportionally to the damage mitigated.
- Damage mitigation values are as follows:
   - One handed and shield: 80% timed, 50% regular.
   - Two handed weapons: 65% timed, 35% regular.
   - One handed alone: 50% timed, 25% regular.
- Disabling blow and disabling shot:
   - Can only be done on a character that is parrying or has been parrying in the last 200ms.
   - Lasts 2 to 4 seconds and has a cooldown of around 8 to 10 seconds depending on weapon attack speed.

Character progression:
- All skills, sub skills and non-linked abilities are now part of the meditation system.
- The meditation timescale has been reworked to be linear to encourage active gameplay over disconnecting at low to medium level.
- Meditation cost per hour increases based on skill level, to reward participating in openworld activities as the player becomes more advanced.
- Wisdom can no longer be meditated, and wisdom no longer impacts max mana.
- Harvesting skills will provide attributes other than wisdom at half the rate.
- Archery will now level endurance.
- Archery's leveling speed has been reduced by 20%.
- Melee weapon leveling speed has been increased to match Archery's leveling speed, with tweaks to take attack speed and damage into account.
- This should increase the leveling speed of strength, vitality and quickness.

Distances based harvesting evolution:
Fishing, chaos chests and treasure maps are now part of the distance base mechanic.
The calculation of the distance has been reworked to be a more accurate heatmap of how "civilized" a location is.
A location surrounded with many banks and guard towers will be lower, while a location close to only a single wilderness bank will be better, even if closer to the bank.
The center area of the map is now considered a wasteland that isn't appealing for harvesting.

New map marker icons:
A new icon system has been implemented for each type of point of interest on the map. Some markers can now be "qualified" with a main marker and a smaller addition on top of it.
Additionally, performances should be improved with map markers activated.

Balancing:
- Spells have had their damage frontloaded. The most noticeable aspect is that there are no longer 25 levels increments and no surging system anymore. Secondary effects will come in the next patch.
- In that process, we have changed the scaling of level, gear and staves to be felt more. This increases slightly the average magic damage, especially on bolt which used to scale very little.

- The mana burn effect of hasten spells has been divided by two.
- Physical debuff duration has been slightly increased.
- Increased casting speed of all buff others by 60%. This should make them much easier to use in the flow of battle.
- Toggle buffs are now instant and have their mana cost reduced to 3 mana.
- Exhaust, undeath and burden now have the same duration as spellchanting hymns.
- Monsters can now be debuffed just as much as players.

- Rays power discrepancy has been reduced. Unholy caress hasn't changed but the other rays were brought in line with it.
- Impale does piercing damage and meteor strike does bludgeoning damage now.
- Bolts now cost only one reagent, the reagent of the school.
- Rays now cost one reagent when instant, two when charged up.

- Beacon and smoke signal now have a cooldown of 10 seconds, a cast time equivalent to a bolt and a reach increase from 40m to 70m.
- Reflect spell has been changed to be used reactively: base stats are 500ms cast time, 10 second cooldown and lasts 2 to 3s.
- Blast damage over time component has been reduced and has had its mana cost increased.

Miscellaneous:
- Performances changes have been made which should improve FPS stability for some configurations.
- Stackable loot set at 100% probability will now always drop a stack.
- You can now interract from the comfort of your mount with the following objects:
   - Banks
   - Players
   - Corpses
   - Dynamic chests
   - Strongboxes
   - NPCs
- Battlehorns get in the way at some angles.
- You can hold on an auto cast spell to charge up a ray. You can also cast an instant ray bellow 30 mana.
- Deleting multiple items will not reset your deletion confirmation window.
- Forced mount graves should no longer have collisions.
- Players climbing on a mount have their personal velocity reset.
- Mounts should have less tendencies to go in submarine mode.
- Telekinesis does small arcane damage.
- Infliction ward no longer has an aoe.
- Rays should no longer be the best way to level a magic school.
15
Greetings,
Let's start a new discussion here for combat balancing.
Some of the few important topics for us to get feedback on:
- Charge up ray balance.
- AoE drop off balance.
- Look out for leather armors.

Thank you in advance, and have fun!