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.
Quote from: Maejohl on September 09, 2017, 12:05:02 pmBut 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
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.
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.
@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.
From what we've heard/seen, travels and repetition are only issues for hardcore players, not for casuals.
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.
After all, some of the most popular games today are the same maps and game modes from decades ago, with only marginal iterations.
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.
Quote from: Ub3rgames on September 09, 2017, 01:06:39 pmFrom 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.
Quote from: Ub3rgames on September 09, 2017, 03:20:00 pmAfter 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?