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1
General Discussion / Re: Community driven marketing effort
Last post by skibba -
A new more on-point trailer would be awesome
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General Discussion / NA babies still crying
Last post by Giant -


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Off-Topic Discussions / Re: This is interesting indeed!
Last post by VoQeles -
Long time coming, but now they're old and lived their lives all they have to lose is reputation. I think it's tragic how many people were killed or ruined since the 80s they don't get to see this day.
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Quote
The crafting fragment system was not exactly ideal, no, but look at New Dawn right now, it is the opposite extreme; literally no mob will be worth farming if all they do is remove things from the loot tables without adding anything back.

The lack of acknowledgement regarding the poor state of the economy - and the lack of a solid path going forward with it - alongside their stance on villages and upkeep maintenance distribution, are probably my two main concerns about this game for launch. Two concerns that are not being eased, for with each time they speak of them, my head hurts from face-palming. In fact, I'm starting to believe that is their intention, to cause me much physical harm in real life.

I should be reporting them to their authorities for this.

That being said it is easy for us to knee jerk about Eco having gone through problems with previous iterations of the game. I personally have faith in @Ub3rgames to deliver a solid eco patch with thought (I.e giving every mob a niche as far as loot tables go and not taking away from the player) my understanding is, as they've stated about loot tables, give plenty for the player and then some more to push into the eco via markets/trade. regardless of local banking/no port PVE needs to be profitable for everyone everywhere, not just those who find themselves next to a good spawn (To an extent, else whats the point in territory)

I'm fairly sure it's not an easy thing to plan, it's easy to be a critic.
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It is so painful to watch when you guys jump at someone. Internet..
Don't worry Celiah, you got bad information, you ran with it, you failed. Now you know that stoneskin is equal to three buffs in terms of mana usage. No biggie, Shit happens.

It does not mean that there is no problem with heavy armor, as there clearly is. Less and less people play in full metal.
But again, I think it's not that bad what we have now:
melee/archery - leather
melee/magic - bone
pure magic - robe

And metal for large scale pvp fights or fillers that allow you to boost your protections.

Of course it would be better if there were no armor traits but well, don't think they will remove them.
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General Discussion / Re: Community driven marketing effort
Last post by sodapop -
Personally, I don't care about trailers, I always look up gameplay videos. And if you look up some Darkfall gameplays videos, all you see is ugly graphics, clusterfuck of spell sfx, camera spinning around, characters flying in the air like it's Tribes or something all with some idiotic brostep music playing in the background. Unless you can delete all the "1337 PvP" videos from the yt, I'm not sure you can help that. :)
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We would like to reply in depth to this thread, but right now we can only spare the time to explain in a tl;dr fashion.
Hopefully, this will be interesting enough.

One of the goal is indeed to incorporate new players in the economy faster.
That will come from some "multi usage" drops, such as cheese or potatoes which can be dropped on low tier monsters but still be relevant in high end crafting either as is or in a processed way.
An example we liked to use early on is potatoes. You can eat them as is, or use them to produce baked potatoes at low level, or use baked potatoes as part of a stew/complete meal at mastery level.
The master cook won't gain xp from crafting baked potatoes. If he buys them he saves time and hassle over simply buying unprepared potatoes. Hence a new cook can grow for some profit.

On the topic of entering the economy for newer crafters:
Low level recipes will lose their need in gold, so that the profit margin for a new crafter is wider and the need to PvE is lower.
We're also considering removing transaction fees for low rank items for the same reasons. Jury is still out on this one.
Note that low rank items will stop giving any XP after the crafter outgrows them.

We're not a big fan of cross crafting requirements. We feel it adds complexity but not necessarily depth.
That need is already serviced by a gear bag requiring nearly all crafting skills, with resources from all over the world.
There are some examples in the game of items being cross crafting, and it works for some relevant examples, but we won't be using that as a rule, more as an interesting exception.
Examples being processed raw resources (ingots/wood) and fibulaes for sithras. Both being at the extreme ends of complexity.
Enchanting is also an example from all across the world.

For the looting changes in general:
We've called it the loot apocalypse because it is mostly about removing inflation of gold/resources and direct the economy through crafters/harvesters/traders.

A few of the rules we have been following:
- Everything that is craftable by a player will no longer drop except some rare exceptions.
- Most items will be removed from vendors, aside from the very strict minimum which will be priced high enough to leave room for players to undercut NPCs.
- Gold drops have been removed from nearly all higher end monsters and lowered from everything else. The idea being rare/localized resources should be produced in good enough quantity to "feed" the player and then have surplus to sell to buy from someone farming other rare/localized resources. The market value of killing high end monsters will remain higher, just in a different format.
- We keep exceptions to have some hotspots to direct the wolves towards.
- We're generally tweaking things to remain rarer at the high end but be easier to gain at the low end. We want the average gear bag to be lower than it is now.

These are, in big strokes, our current work on the economy.
Hope this was enough insight to get you guys waiting for the patch itself. :)

@Ub3rgames

Please please please do not go down the DFUW route of making 90% of mob drops obsolete then creating some fancy 'crafting regs' to force people to PVE after you realise everyone is afk harvesting as it yields more than actually doing PVE within the game.

I'm sure you're aware of that disaster...
The crafting fragment system was not exactly ideal, no, but look at New Dawn right now, it is the opposite extreme; literally no mob will be worth farming if all they do is remove things from the loot tables without adding anything back.

The lack of acknowledgement regarding the poor state of the economy - and the lack of a solid path going forward with it - alongside their stance on villages and upkeep maintenance distribution, are probably my two main concerns about this game for launch. Two concerns that are not being eased, for with each time they speak of them, my head hurts from face-palming. In fact, I'm starting to believe that is their intention, to cause me much physical harm in real life.

I should be reporting them to their authorities for this.
9
I'm talking about Darkfall UW, maybe you did not play then.
I led the clan in DFUW and we were constantly at war with Aesir. At no time were we allied.

Either way, ancient history.
10
@Ub3rgames It's pretty reasonable that a large race should have a proportionate damage resistance to mitigate it's size, a mahirim for instance can take 7 % less damage, Ork 5% (random number from top of head) you would just need to find the golden number that compensates having a larger model. It makes sense they are big and physically strong, therefore they should be tougher.

as for weapon reach I think you do it wrong, a mahirims arm is much longer than an alfars so in what reality an alfar can reach a mahirim at the same reach as a mahirim can? It's not logical they are already difficult to melee with, there is a huge difference when you're meleeing with mahirim and even Mirdain, you have problems tracking because your character is taking up the screen. I would even say maybe the right way to balance is to have attack speed modifiers based on race size, smaller races can attack slightly faster (3-5%) while larger races have more reach. Is this not how it is in nature? When a shorter opponent fights a taller opponent their strength is in getting past the comfort zone of a taller opponent where their reach is a disadvantage. But here it should be just enough to compensate for disadvantages, not everything is supposed to be the same, and it isn't anyway. How exactly would you compensate for ork/mahirims obnoxious melee view? FoV makes it better but it's always going to be there