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Topic: Darkfall: New Dawn - Roadmap and Features: All information in one location. (Read 5691 times) previous topic - next topic

Darkfall: New Dawn - Roadmap and Features: All information in one location.
-= Darkfall: New Dawn =-


The following is all the information given to us about Darkfall: New Dawn by the developers in one central location. This includes everything from the Game Mechanics page and every page linked to from there and also all the details from the Roadmap page. This is done in order to consolidate all the information into one easy to read place.




Table of Contents
  • General
  • Business Model
  • InDev Server
  • Balance Betas
  • First Development Drive
  • Social Interactions - Alignment
  • Player Progression
  • Daily PVP Activities
  • Player Housing
  • Clan Warfare
  • Player Holdings
  • Racial Warfare
  • Vehicles and Travelling
  • Economy
  • Interface and Various Improvements


Key

Grey Titled Categories
This is main category and can be found in the "Contents" section in which may or may not have a number of subsections for its category.

Red Titled Sub-Sections
A red title means that it is a subsection for a Category but only contains bullet point notes.

Green Titled Sub-Sections
A green title means that it is a subsection for a Category but contains detailed notes, and sometimes bullet point notes as well.



Primary Flaws

Lack of Daily Activities
 
Detailed Notes
Quote
Spoiler (click to show/hide)

The Power Gap and Player Progression

Detailed Notes
Quote
Spoiler (click to show/hide)

The Lack of Positive Player Interactions

Detailed Notes
Quote
Spoiler (click to show/hide)



Secondary Flaws


Multi-Threading and Performances

Detailed Notes
Quote
Spoiler (click to show/hide)

Race Differences

Detailed Notes
Quote
Spoiler (click to show/hide)

Alignment System

Detailed Notes
Quote
Spoiler (click to show/hide)

Racial Wars

Detailed Notes
Quote
Spoiler (click to show/hide)
Player Holdings Value

Detailed Notes
Quote
Spoiler (click to show/hide)

Localized Resources and Local Banking

Detailed Notes
Quote
Spoiler (click to show/hide)

Finishing Half Implemented Systems

Detailed Notes
Quote
Spoiler (click to show/hide)



1. General

Bullet Points,
Quote
Spoiler (click to show/hide)



2. Business Model

Bullet Points,
Quote
Spoiler (click to show/hide)



3. InDev Server

Bullet Points,
Quote
Spoiler (click to show/hide)



4. Balance Betas

Bullet Points,
Quote
Spoiler (click to show/hide)



5. First Development Drive

Performance

Bullet Points,
Quote
Spoiler (click to show/hide)

Anti-Hacking Protections

Bullet Points,
Quote
Spoiler (click to show/hide)

First Features

Bullet Points,
Quote
Spoiler (click to show/hide)



6. Social Interactions

Alignmen

Bullet Points,
Quote
Spoiler (click to show/hide)

Engaged Status and Alignments

Detailed Notes,
Quote
Spoiler (click to show/hide)

Benefits of Being Blue

Overview,
Quote
"One of our biggest gripe with the original Darkfall is that the population took an habit of not caring for their fellow race members. Whether you were of the same blood or unable to breed, the first reaction of a Darkfall player is to kill whoever they meet and take their stuff."

Detailed Notes,
Quote
Spoiler (click to show/hide)



7. Player Progression

Grind as a Tool

Detailed Notes,
Quote
Spoiler (click to show/hide)

Stats, Skills and Abilities

Overview,
Quote
"All stats will get the same diminishing returns treatment that health received. Stat debuffs will be changed to remove percentages rather than flat numbers. Gear tiers will have large increases in cost for small increases in effectiveness. We will also smooth out the way skill effectiveness improves. Rather than having only every 25 levels be meaningful, each individual point will add something. This will have a huge impact on the psychology of a play session and should provide positive feedback at a decreased interval."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Monster Spawn Scaling

Overview,
Quote
"And now our engagement system comes into play! For each player engaged with a mob spawn, the mobs of this spawn will become stronger but also drop more loot. Some spawns will even have more monsters appearing to fight off the player threat."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Meditation and Questing

Overview,
Quote
"We will remove the gold cost of meditation points and provide alternate ways of gaining them. We will also make every skill, ability and stat be part of the system. We will keep meditation as "offline only" initially. It will be easier to handle technically and serves the idea that the meditation system is aimed at newer players and those with less time to play."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes
Quote
Spoiler (click to show/hide)
  • Last Edit: April 06, 2016, 05:27:15 am by Spool Lyger

Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #1
Title System

Overivew,
Quote
"Our title system is an expansion of the titles in the same spirit than the destroyer title. These will NOT be classes and will be completely optional. The idea is to let players focus on specific aspects of their playstyle at the expense of reduced effectiveness in other aspects. The overall goal is to allow newer players, or more casual players, to focus on a limited amount of skills and still be viable."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

8. Daily PVP Activities

Land Trade Routes

Overview,
Quote
"We've always believed it was a shame that the trade route system was never completed. While ideally we would want organic trade routes to exist, having some static systems in place to give the same experience to players without the capital to do actual trade is a great idea."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Sea Trade Routes

Overview,
Quote
"We also believe that expanding the system to ships and a network of harbors would be an amazing way of providing regular naval content. Both of those systems are added as a reason to remain blue and as a reason to be red at the same time. You will have more choices of locations as a positive aligned player, but being a bandit will prove profitable thanks to all those juicy targets on the roads and seas."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Wild Nodes

Overview,
Quote
"Wild nodes are advanced nodes similar to clan nodes that we will place throughout the world. The area around wild nodes will be lawless, which means that there will be no alignment penalty to fight around them. If two characters are engaged against each other and leave a lawless area, there won't be any alignment penalties either. Running won't save you."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Village Capture Mechanism

Overview,
Quote
"Our villages changes are our first foray into player driven territory control. It will not only be a great tool to create small to medium scale PvP, it will also introduce great systems for social hubs, crafting and creating a "home" within Agon. As you've probably understood, we place a lot of value in positive interactions between players, and villages are amazing tools for that."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)



9. Player Housing

Specific Changes

Overview,
Quote
"First and foremost, we will finally add a way to trade a house properly. Then we're changing how the individual slots behave. Their current type of house will now be their maximum possible upgrade and all housing slot start as a cottage that can then be upgraded."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Morale and Other charged Effects

Detailed notes,
Quote
Spoiler (click to show/hide)

Quality of Life Changes

Detailed Notes,
Quote
Spoiler (click to show/hide)
  • Last Edit: April 06, 2016, 05:15:26 am by Spool Lyger

Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #2
10. Clan Warfare

Watchtowers

Overview,
Quote
"The basic feature of a watchtower is to represent territory around holdings and extend their "system" detection range and the area where clan buffs are in effect. If the clan has set their holdings to behave like racial territory, the watchtowers areas also become racial territory and will provide the corresponding buffs. Players will be able to name those watchtowers and get warnings such as: "North West watchtower spotted a band of 5 enemies of the clan R0xx0rz."."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Watchtower Features

Detailed Notes,
Quote
Spoiler (click to show/hide)

Watchtower Siege Rules

Detailed notes,
Quote
Spoiler (click to show/hide)

Waging a Campaign

Overview,
Quote
"In our opinion, the war and sieges in Darkfall were the grandest thing to ever exist in gaming. When everything came together it was a sight to behold, but as all things, there was room for improvement. Mainly that sieges in a well established world could be rare and be immediately punishing. We cannot prevent play to crush mentality, as this is the name of the game, but we can certainly change the way wars are waged in order to become actual campaigns.

With our villages capture changes, our raiding mechanic and our watchtowers mechanic, we've added plenty of reasons to fight daily and wage wars. There are attrition mechanics and reward opportunities included in each of these features. We now need to add the cherry on top by linking them to sieges as an apotheosis to weeks of escalation."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed notes,
Quote
Spoiler (click to show/hide)

Siege Changes

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Clan Diplomacy Changes

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)
  • Last Edit: April 06, 2016, 05:00:46 am by Spool Lyger

Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #3
11. Player Holdings

Overview,
Quote
"As we said in our secondary flaws page, we consider holdings to not have enough uses and want them to be much more central to New Dawn's daily activities. In order to attain this, we will tweak and improve many of the aspects of holdings ranging from customization to added social features."

General Changes

Bullet Points,
Quote
Spoiler (click to show/hide)

Customization

Detailed Notes,
Quote
Spoiler (click to show/hide)

Making Holdings a Social Hub

Overview,
Quote
"We believe that holdings should become social hubs not only for clan and alliance members but for neutral players too. Player interaction and political decision should have more factors and we think a great idea to improve that is to have holdings become villages under a clan control. The owning clan would be landlords and noblemen of sorts and will have the choice to have civilian citizens that may help for defense or specifically move in for the promise of protection."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Giving More Value to Holdings

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Tools for a Better Coexistence

Detailed Notes,
Quote
Spoiler (click to show/hide)

Raids

Bullet Points,
Quote
Spoiler (click to show/hide)

Walls and Spontaneous Raiding

Detailed Notes,
Quote
Spoiler (click to show/hide)

Large Scale Raids

Detailed Notes,
Quote
Spoiler (click to show/hide)



12. Racial Warfare

War Fronts

Overview,
Quote
"War fronts will be our first effort at world building. This is the first system we create that will require us to create actual content rather than player interactions, as such it will be refined over time and will see many changes as we learn the tools and observe player behaviors. In short, war fronts are areas of the game that have special rules and will have objectives to capture in the name of your racial alliance. Those are zones where you cannot use instant travel to teleport in or out. Alignment gains and penalties are also doubled."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Racial Wars Bonuses

Overview,
Quote
"The idea here is to motivate global cooperation through individualistic greed. As older games have proven, this kind of 3 way warfare works and is self regulatory if winning gives reasons for players to go out and use what they earned in other parts of the game. As always, keep in mind that all numbers are bound to change and are given as an illustration of the intent. A lot of the details are still up in the air."

Detailed Notes,
Quote
Spoiler (click to show/hide)

Watchtower and Clan Territory Interactions

Overview,
Quote
"It was capital for us that the racial wars do not interfere in what we consider the ultimate end game of Darkfall: empire building. To that end, and you've seen glimpses of it already, the watchtower feature and racial warfares interact with each other."

Quote
Spoiler (click to show/hide)

Commission Points

Overview,
Quote
"Commission points are a currency that can be obtained in war fronts and in certain racial quests/events. Commission points are one of the very few things in Darkfall that will not drop on death. The goal of adding such a currency is to have something of value for players to earn in racial war fronts. For established players, it will be to trade in for  advantages or keeping positive alignment buffs active. For newer players, it will be a great way to get into the game, earn some early equipment trough PvP and have a generally more positive experience.

It will also be used as a balance mechanic to encourage players to fight back even when losing."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes
Quote
Spoiler (click to show/hide)

Contested Central Dungeon

Overview,
Quote
"This change is inspired by other games that had very successful faction warfare. The main idea is to give a reason for organized groups or more PvE oriented players to join war fronts. To that end, we will transform the center dungeon in a global racial alliance reward that gets unlocked once the majority of the central war front gets captured by a racial alliance. If there are players in it at the time the dungeon changes hands, they will still have the ability to exit, but will be at risk of being purged by the new owners."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)
  • Last Edit: April 06, 2016, 04:59:41 am by Spool Lyger

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #4
13. Vehicles and Traveling

Roads

Overview,
Quote
"This one is pretty simple. We want the world to feel "normal". Which means that roads need to serve a purpose, bridges need to be worth making a detour to cross and running through deep jungle should be a bit more time consuming than follow explored paths."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Caravans

Overview,
Quote
"As we've touched on before, we intend on having local banking and localized resources. These features usually mean that there can be a healthy trading meta game emerging. We want to make that even easier by providing tools that allow caravans."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Warhulks Revamp

Overview,
Quote
"The general idea is to give all warhulks a reason to be used and make them a common sight in Agon. We've already added plenty of daily objectives, but we also need to make warhulks combat engaging and a real selling point for Darkfall."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Naval Combat

Overview,
Quote
"Naval combat is one of the biggest selling points of Darkfall. Very few games out there offer something like that. It required coordination and has such a cool factor that even being on small ships was thrilling. Unfortunately, the game was set up in ways that ships were a rare sight. There was also some flaws in design that inhibited the depth of gameplay that could arise from naval warfare.

Just like warhulks, all ships need a purpose and a specific niche in which they can shine. But more than that, they need to become the best and almost only way to fight and travel on water. We're also considering modifying some of the actual naval gameplay, notably repairs, to encourage more fleet interactions and enable some interesting piracy features."

General Changes

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Customizing Ships

Overview,
Quote
"The first change we want to implement is complete fluff. We want to give players the ability to name ships the same way we can name bags."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Ship Repairs

Overview,
Quote
"Naval combat was very much a matter of whom could out repair the other one. And repairing was not a fun or glamorous activity. Most of the time it was just hiding in the hull, repairing on cooldown. We hope to make it a bit more interesting."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Points,
Quote
Spoiler (click to show/hide)

Boarding and Piracy Mechanics

Overview,
Quote
"We already mentioned a boarding plank that the captain can extend. This is meant to board other ships but can also be used to make an unruly crew walk the plank. Yaarrrr."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Individual Ship Changes

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)
  • Last Edit: April 06, 2016, 04:56:06 am by Spool Lyger

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #5
14. Economy

Sinks and Faucets

Overview,
Quote
"The goals of our economy improvements are to keep the inflation in check and give meaningful gameplay for harvesters, crafters and traders. As we have said in the description of our vision for the game, New Dawn will be focused on empire building and conquest, but for it to work we need a thriving virtual world economy to serve both as a fuel and a goal for war. The economy will be the most looked at and analyzed data set of the game. It is essential to the success and sustainability of New Dawn."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Crafting - A Full-time Activity

Overivew,
Quote
"While Darkfall boasts a great combat system, offering PvP and PvE as viable and rewarding full time activities, economy related activities were mostly a second though and served as side projects for players."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)

Banking Revamp and Long Distance Trades

Overview,
Quote
"Even if we improve the lives of crafters and offer tools for trading, we still won't have a thriving economy that serves to fuel conflict and player interactions. For this we need to create geographical sub markets alongside partially localized resources. This will allow enterprising players to act as a bridge between sub markets and make a profit. And that will enable equally enterprising players to watch the roads and wait for an interesting "business deal" to pass along."

Bullet Points,
Quote
Spoiler (click to show/hide)

Detailed Notes,
Quote
Spoiler (click to show/hide)



15. Interface and Various Improvements

Bullet Points,
Quote
Spoiler (click to show/hide)
  • Last Edit: April 06, 2016, 04:56:58 am by Spool Lyger

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #6
Now, i know i will not be bored at work during downtime and there`s plenty of that.

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #7
Does this poster work for Ub3rgames? looks like alot of work but very good work =]

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #8
Does this poster work for Ub3rgames? looks like alot of work but very good work =]

Nope! I don't work for them. I was just thinking how annoying it was to find all the information all over the website and decided it wouldn't take too long to put it into a thread. Next thing, 5 hours later and I've done no work at work other than put together this thread. Haha.

There's still more information to add to the list and correlate, and I will try formatting it a bit better as well but overall its a good start and getting all the information in one place.

  • Fnights
  • [*][*][*][*][*]
Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #9
Kudos on you for this big summary, is an excellent work. Keep it updated. :)
DnD full roadmap
***
Darkfall Online (Eu-1)
2009~2012
DF1 broken issues

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #10
Kudos on you for this big summary, is an excellent work. Keep it updated. :)

Will definitely try keep it updated. The next step will be to try source statements made on the forums from Ub3rgames and put them in a spoiler tag alongside the main Categories above.

So basically if anyone has information missing from the summary above please reply to this thread with that information, a link to the source of the information and then I'll include it in the summary above.

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #11
Nice summary. However, you should probably avoid describing some these proposed changes in first person (unless quoting), as it incorrectly implies that you are associated with @Ub3rgames and speak on their behalf.

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #12
Nice summary. However, you should probably avoid describing some these proposed changes in first person (unless quoting), as it incorrectly implies that you are associated with @Ub3rgames and speak on their behalf.

Indeed! It is implied that anything in the spoiler's are quotes. But I will additionally put quotes around those. Thanks for the feedback.

Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #13
Great summary!
As we are reworking the main website to be easier to read and straight to the point, this post comes at the perfect timing. It will keep details readable for those that are interested while we make the first impression easier.

It earned the first player post sticky status.
The Darkfall: New Dawn Dev Team.

  • Fnights
  • [*][*][*][*][*]
Re: Darkfall: New Dawn - Roadmap and Features: All information in one location.
Reply #14
Is chat bubbles (toggeable) for local area still considered? If this is the case you can add it to the list. :)

Also disabling shoot and blow work only when you parry/block actively.
  • Last Edit: April 05, 2016, 08:49:11 pm by Fnights
DnD full roadmap
***
Darkfall Online (Eu-1)
2009~2012
DF1 broken issues