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11
General Discussion / Re: Discussion: Racial Passives
Last post by Raap -

I mean you even went as far to remove any useful passive alfars had lmao

Wot you talkin' about mate, acid resist was great, helped raise Rigor and IP back in dem days.
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General Discussion / Re: Discussion: Racial Passives
Last post by mezferic -
I think these are decent changes, when you take hitboxes and the fact that melee range has been normalized into consideration.

Correct me of I'm wrong but wasn't hitboxes proven to be the same width but wolf / ork slightly taller than the rest? With no reason to aim 4 head in this game I wouldn't call it a significant disadvantage to warrant the buffs.
just take the hitbox in consideration guys, really it's not that bad


only real advantage i see is the human skill, it will be damn neat to farm 20% longer then everyone else, or take 20% less food with me, 20%, i stay human for sure now :D



edit: gief towas!

Hitboxes are literally a thing of the past now that reach has been normalized. The only difference between hitbox is height, and since everyone aims for center mass in this game anyways, it really makes 0 difference.

They adjusted the hit boxes, racial hit boxes are not the same width from testing due to being spheres of different sizes. I found alfar to be significantly shorter but much wider then Mahirim and like they said, dwarf is the smallest.

@Kipsta yes
/ I had a picture of it I'll see if I can find it
13
Gidd da, ska ikkje dokke berre joine oss istadenfor?

Hvorfor være en immortal når du kan være en loserkid? Lett valg
14
General Discussion / Re: Discussion: Racial Passives
Last post by Kipsta -
alfar small, too op, must have nothing

I mean you even went as far to remove any useful passive alfars had lmao
Aren't Alfar kind of considered the pro-gamer choice in Darkfall? Isn't war with everybody considered the useful passive?
15
General Discussion / Re: Discussion: Racial Passives
Last post by clottbott -
dog big so must have more hp and movespeed
orc big so must have more hp and regen
dorf fat so must take less stam dmg
human normal so must have long food duration
elves tall but SLIM so must have nothing
alfar small, too op, must have nothing

I mean you even went as far to remove any useful passive alfars had lmao
16
General Discussion / Re: Discussion: Racial Passives
Last post by Raap -

Alfars offer a thin object to track while dwarves offer a wider one
Examples of broken logic:

Problem: Alfar are hard to track.
Your solution: Make them even harder to track at range due to losing mouse over information at 60 meters.

Problem: Dwarves are hard to hit due to buggy male hitbox.
Your solution: Make them lose less stamina/mana damage when you do manage to hit them.

Problem: You claim you want to make racial choices optional and flavor focused because the old ones were not.
Your solution: Give half the races combat passives while the others get a token racial. Congratulations you just made my Human/Mirdain/Dwarf clan think of race changing for the first time since 2009; All Dwarf sounds pretty likely at the moment.

You seem to be balancing racials not just based on hitbox sizes but also by player representation. I do not believe this is either right or correct; I've personally mostly been fighting Orks/Mahirims for months and the clan racial alliance topic shows a clear peak in numbers for that racial alliance. And that was before these racials were announced.

For the record, I do not believe anyone truly cares for the small health bonus that compensates for slightly larger hitboxes. I do think it is miss-placed myself; Both Orks and Mahirims are actually hard to hit at range due to their 3D model/animation going outside of their actual hitbox, which makes aiming at them require inside knowledge of engine functionality. But the real fault here is the imbalance of primary passives. These should either all have a combat effect, or none of them. This is a competitive game at the core, and the fact you think this is OK is, frankly, concerning.

17
Get an archer friend to disable for you
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General Discussion / Re: Discussion: Racial Passives
Last post by mezferic -

Racial passives per race:
All currently existing racial skills will be removed.

Mahirim :
- Huntspeed: +10% run/strafe speed
- Thick hide:  +30 HP
- Highest point of view and tallest hitbox

Ork :
- Resillience: +12% hp regen
- Thick skin: +15hp
- Higher hitbox and point of view.

Human:
- Human ingenuity: Increases the duration of food buffs by 20% (was 5%)
- Average hitbox size and point of view

Dwarf :
- Perseverance: 10% reduction of inbound secondary damage types. (the stamina/mana damage portion of an attack)
- Shortest hitbox and lowest point of view

Mirdain :
- Elfsight: +50% identification range. Base for all races will be 120m, Elfsight brings it to 180m (it used to only add +10m)
- Average hitbox size and point of view

Alfar :
- Sneaky Approach: -60m to the range at which it can be identified. 60m for most races , 120m for Mirdains
- Smallest visual target and lowest point of view
- Every other race is a free kill to Alfars.


Every mahirim phone call to @Ub3rgames in France NSFW https://youtu.be/OzNvicZWZ_A

Would have really liked to test these but very nice.

Edit- @Ub3rgames what is mahirim strafe speed (new) vs the old? Is the new slower?
19
Gidd da, ska ikkje dokke berre joine oss istadenfor?
20
General Discussion / Re: Discussion: Racial Passives
Last post by Kipsta -
DORFS UNITE