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Topic: Facebook update: Get Dressed? (Read 1241 times) previous topic - next topic

Re: Facebook update: Get Dressed?
Reply #15
But here's a hint - being able to recall to your clan holding to defend it when you're on the other side of the world doesn't fit the "no instant travel" idea.

LMAO

Re: Facebook update: Get Dressed?
Reply #16
But here's a hint - being able to recall to your clan holding to defend it when you're on the other side of the world doesn't fit the "no instant travel" idea.

LMAO

Why are you playing this game?

You've known for over a year now that this was all coming - that the game was going to be truly localised in every way.

And yet here you are, still behaving as though either a) this is all news to you, or b) you're just jealous that these devs got a licence out of Aventurine and you couldn't.

Re: Facebook update: Get Dressed?
Reply #17
Respawn to nearby bindstone will offer you a choice of where to respawn in a radius, with at least one stone with a bank you can access near it.
The whole point is to test out the range sensitivity of the system to have it fine tuned before local banking and markets are introduced.

A choice? So new traveling meta will be to kill yourself, teleport to bindstone in desired direction and repeat? Meh. Does not look like localized world. Looks like portal chamber network that works only when you are naked. Some terminator shit.
  • Last Edit: September 09, 2017, 01:01:37 pm by wildNothing

  • Raap
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Re: Facebook update: Get Dressed?
Reply #18
With this system you cannot be some place you do not want to be.
It will offer you choices near your death point, and as players control their movement, they control where they respawn.
If you've decided to go far away, it comes with the consequence of being far from home.

For now, there is still global banking, so getting a choice to spawn near a bank should just get you back in the fight faster.

In the long run, the advantages of such a system are:
- At an individual level, it helps newer players that will wipe or die on trips and do not have the reflex of rebinding. Which we expect to be more common as patches roll in. One of the goal for PvE is to have it be challenging enough to wipe groups.
- At a global level, it creates troop commitment, which inherently is an anti-zerg tool allowing for guerrilla tactics.
- At an economic level, it contributes to the barrier of entry that makes trading viable in a localized system.

All fine and fair but this only further adds to the same risk that local banking adds; The risk of gameplay stagnation due to repetition.

A feature like this will only further discourage travel, especially towards new and casual players. You best ensure that the regions people stick to are always capable of providing a good and permanent amount of points of interest for both PvE and PvP.

Lastly, I like the idea of respawning at village stones. Perhaps make village stones function as chaos stones and remove chaos stones. As mentioned, it'd make housing slightly less worthless and house vendors would gain an entry point into a miniature local economy, mostly revolving around gear. Perhaps owning a house should provide a respawn point in that village at a greater distance (not from everywhere), and maybe unlocking that distance bonus requires an expensive/rare "soul catcher" house add-on.
  • Last Edit: September 09, 2017, 12:50:31 pm by Raap

Raap - Uprising

Re: Facebook update: Get Dressed?
Reply #19
@wildNothing
No, because your first deathpoint is saved. You have to move a certain distance away from it for it to be reset and take into account a new selection.
Essentially, you will have to travel enough that suicide hoping will be slower to cover ground.

@Raap
From what we've heard/seen, travels and repetition are only issues for hardcore players, not for casuals.
Casuals actually enjoy the adventures of a trip, and do'nt play enough to "finish" or grow bored of an area.
The frustration of having their trip "reset" by an encounter is one of the prime feedback we received during early InDev, when most new or casual players were active.

If anything, we're afraid that the world is not large/risky enough to dissuade hardcores from doing the trips themselves.
We'll have to see, but for someone playing 6h+ a day, a 30 minutes trip is not that much of a barrier of entry.
If it isn't, it may force them to do it and undermine the convenience goal of local banking.

For villages, we ourselves considered using village stones as respawn points, but decided against it.
Instead, owners and guests in houses will be able to select the house as a respawn location.
This, alongside local banking, should make houses more interesting as a base of operation for their owners.
The Darkfall: New Dawn Dev Team.

Re: Facebook update: Get Dressed?
Reply #20
@wildNothing
No, because your first deathpoint is saved. You have to move a certain distance away from it for it to be reset and take into account a new selection.
Essentially, you will have to travel enough that suicide hoping will be slower to cover ground.
Good! If it's possible next time please give us full information, so we do not have to freak out. :)

  • Raap
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Re: Facebook update: Get Dressed?
Reply #21
We'll see how this plays out.

My personal concerns would be largely remedied by the insurance that the economy patch adds value to each part of the world. Value drives conflict, conflict retains activity and drives conquest. Conquest means the clan scene keeps changing and not grow stale.

It's all about that economy distribution. It is the engine this game runs on.

Raap - Uprising

Re: Facebook update: Get Dressed?
Reply #22
From what we've heard/seen, travels and repetition are only issues for hardcore players, not for casuals.

Is this a case of only hearing what you want to hear? I would love to believe this response is incomplete and what you mean is that for the initial launch you believe there will be enough to keep people busy for a while until you add more, but having heard that one used already for the roadmap it really is worrying. Then again you always have focused too much on the conquest side of things for my tastes, killing goblins all day just so you can fight the neighbors for the umpteenth time does have a short expiry date.
'Combat will be great - The reason combat will be great is because we will make it great - However, if combat isn't great we will change it so that combat is great, therefore - Combat will be great.' paraphrased from the core circular logic answer to all questions department

Re: Facebook update: Get Dressed?
Reply #23
The loot redistribution should give value to all parts of the world, but our point really was that for casual players, travels and localisation is not an issue.

Casual and new players do not need to be coddled, especially in unjustified ways.
Remember that Darkfall is supposed to be an MMO, a persistent virtual world. Players join it with that expectation and looking forward to that aspect of the game.
That's the appeal. As a casual player, that experience is reinforced compared to a hardcore player. Travels are a trip and the other side of the world is an alien location because it cannot be reached easily. It makes the experience worthwhile.

Looking at the game with a "Darkfall survivor" mindset is really not appropriate.
It cannot be said enough, new/casual players do not operate like vets with less time.

From our observation, "normal" players are extremely inefficient compared to veterans.
They will rarely travel, even less instantly, and will spend very little time doing focused activities. They jump from activity to activity and remain close to their home base, where they have familiarity.
They will enjoy trips when they do take them and it will be a discovery to them. They generally run out of content much slower.

Veterans got used to a past meta, but they are also the ones that will benefit the most from these changes.
A better economy means comparatively less need to travel and, as veterans involved in the conquest meta game, it will mean a deeper game for them to experience.
For them, any Darkfall activity is a repetition of something they've done for years, but an improved quality of that repetition is still valuable to them.
After all, some of the most popular games today are the same maps and game modes from decades ago, with only marginal iterations.
The Darkfall: New Dawn Dev Team.

  • Semu
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Re: Facebook update: Get Dressed?
Reply #24
We'll see how this plays out.

My personal concerns would be largely remedied by the insurance that the economy patch adds value to each part of the world. Value drives conflict, conflict retains activity and drives conquest. Conquest means the clan scene keeps changing and not grow stale.

It's all about that economy distribution. It is the engine this game runs on.

No one cares you idiot!

Re: Facebook update: Get Dressed?
Reply #25
After all, some of the most popular games today are the same maps and game modes from decades ago, with only marginal iterations.

And do any of these mysterious games with no name share anything in common with Darkfall New Dawns genre? Are many of those casuals you got feedback from still playing? This vision is selling Darkfall short, it will be a shallow experience that is left behind after a couple of months. Where is the individual progression, the individual exploration, the rpg and sandbox tools sprinkled with tons of fluff that are needed to give the game longevity?
'Combat will be great - The reason combat will be great is because we will make it great - However, if combat isn't great we will change it so that combat is great, therefore - Combat will be great.' paraphrased from the core circular logic answer to all questions department

Re: Facebook update: Get Dressed?
Reply #26
For me this respawn mechanic seems heavily biased towards reaching your end destination. Its also a concern when the world is populated and your left to wander naked around. What about all the players without a holding? how will this travel meta end up for them? Do non-hardcore players enjoy the tedium of unwanted travel for an extensive amount of their allready limited time? again biased towards reaching the end goal of the journey and too little weight on trips that end short of the destination.

I follow the reasoning, but I think the negative aspect of respawn at bindstone at death, or a selection of nearby + bindstone, is very limited in contrast to the negative effect of spawning at a random chaosstone.

Re: Facebook update: Get Dressed?
Reply #27
For me this respawn mechanic seems heavily biased towards reaching your end destination. Its also a concern when the world is populated and your left to wander naked around. What about all the players without a holding? how will this travel meta end up for them? Do non-hardcore players enjoy the tedium of unwanted travel for an extensive amount of their allready limited time? again biased towards reaching the end goal of the journey and too little weight on trips that end short of the destination.
valid concerns but I guess with alignment (no lawless ares) and localized economy (global gold local markets) working this could end up being quit good mechanic actually. But as always - time will tell.

Re: Facebook update: Get Dressed?
Reply #28
From what we've heard/seen, travels and repetition are only issues for hardcore players, not for casuals.

Is this a case of only hearing what you want to hear? I would love to believe this response is incomplete and what you mean is that for the initial launch you believe there will be enough to keep people busy for a while until you add more, but having heard that one used already for the roadmap it really is worrying. Then again you always have focused too much on the conquest side of things for my tastes, killing goblins all day just so you can fight the neighbors for the umpteenth time does have a short expiry date.
After all, some of the most popular games today are the same maps and game modes from decades ago, with only marginal iterations.

And do any of these mysterious games with no name share anything in common with Darkfall New Dawns genre? Are many of those casuals you got feedback from still playing? This vision is selling Darkfall short, it will be a shallow experience that is left behind after a couple of months. Where is the individual progression, the individual exploration, the rpg and sandbox tools sprinkled with tons of fluff that are needed to give the game longevity?
^^^

Re: Facebook update: Get Dressed?
Reply #29
@Ub3rgames where will you place the markets? Will it be fixed location or player can choose or both?