Darkfall: New Dawn

General => General Discussion => Topic started by: lambdaExpression on April 13, 2018, 01:37:04 pm

Title: Live update patch 1.2 notes
Post by: lambdaExpression on April 13, 2018, 01:37:04 pm
 Update 1.2: Marketplaces Remote View
https://forums.darkfallnewdawn.com/index.php/topic,7478.msg148819.html#new

Today's patch sees the release of a major evolution of our marketplaces: remote view.
When consulting a marketplace, you will now be able to see the content of any marketplace you have access to and purchase remotely.
You still need to go fetch the item, but the purpose of this change is to secure purchases, easily prepare remote stockpiles and perhaps even "pre-order" items before a trip.
It is a good preparation for buy orders and transportation contracts, which will come down the line.
It should also help players see prices for items they have in abundance and motivate trade.

Marketplaces changes:
- There is now a new drop down list of all accessible marketplaces.
- The list is sorted by distance from the current marketplace.
- The list is located just above the button for categories.
- You can select multiple marketplaces at the same time to view an aggregated list of items.
- Base on-sale taxes have been reduced to 5%.
- Buyers can remotely purchase items for an additional 5% of the purchase price. They still have to go pick them up.
- Sellers can remotely withdraw the gold of successful sales to their global gold account. The 10% global account fee is applied as usual, on top of the 5% sale fee.
- Sellers will now see their own sales in the general list of available items.
- Pagination display errors and other minor bugs have been fixed.


Other changes:
- The quest tracker will now show the progression of objectives.
- Linked spells with issues should now be linked properly.
- Weight of bags should now always be accurate.
Title: Re: Live update patch 1.2 notes
Post by: Rigan on April 13, 2018, 01:37:50 pm
was really hoping to see some changes to sieges and the whole lack of racial warfare in there. Hopefully next patch?
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 01:38:13 pm
No arac or siege cost changes



💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩💩



Looks like Uber deleted my thread

Wow


Which said how stupid they prioritise remote market view over arac and siege cost changes

Especially when without these changes it's starving us of creating our own content and affectively killing the game.

The ARAC clan changes and siege cost reductions where promised before launch and in every patch since launch.

And still not patched

Either they are incapable of patching what they promised or they do not understand what there own game needs.
Title: Re: Live update patch 1.2 notes
Post by: Asdrael on April 13, 2018, 01:42:59 pm
Holy Jesus patch! No more ALTfall! Active gameplay becomes rewarding! Warfare is a thing now! Magic is finished! Melee archery is involving! Pure time gating is done with!

Hoh wait, I can just compare prices now. Okay.
Title: Re: Live update patch 1.2 notes
Post by: CistaCista on April 13, 2018, 01:43:09 pm
Quote
- Base on-sale taxes have been reduced to 5%.

Hell yes.

Quote
- Sellers will now see their own sales in the general list of available items.

Ditto.

Title: Re: Live update patch 1.2 notes
Post by: Rigan on April 13, 2018, 01:43:39 pm
p.s @Ub3rgames are there plans to add an NPC to all player holdings that will allow us to actually view the marketplaces and make purchases remotely if not to sell?

seems I have to actually be at A market somewhere, in order to see it all? doesn't help me with a player holding miles into enemy territory.
Title: Re: Live update patch 1.2 notes
Post by: saccade on April 13, 2018, 01:45:33 pm
While I agree we need content, these are good changes that were very needed to have any hope of a thriving economy. Good changes Ub3r. Do content next.
Title: Re: Live update patch 1.2 notes
Post by: 4ifirnul on April 13, 2018, 01:49:27 pm
main problem markets is empty or overpriced...even if its global it will be still shityy cuz we play with shitty people.
they can only spam r10
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 01:49:48 pm
This is like 3rd or 4th time market has been patched, yet 0 changes to siege cost or arac like was sold before launch

Don't doubt these changes are nice for traders

But arac and siege cost reduction is a bigger priority and has been since launch yet consistently ignored for fluff when its the most important part of end game content!!!!!
Title: Re: Live update patch 1.2 notes
Post by: Valar on April 13, 2018, 01:54:27 pm
Meh underwhelming they seem to be losing velocity hard.
Title: Re: Live update patch 1.2 notes
Post by: Xplozyon on April 13, 2018, 01:56:32 pm
Will it be possible to see house's vendor too?
Title: Re: Live update patch 1.2 notes
Post by: lambdaExpression on April 13, 2018, 02:00:08 pm
Thank you for completely ignoring
https://forums.darkfallnewdawn.com/index.php/topic,8873.0.html

I know it's been said already, but as far as I remember without @Ub3rgames  responce.

About 3 days until titles allow ppl to craft r80 staves. Currently the racial recipes are broken, nothing has changed. 2 staves don't even require the supposed to be hard to get gems. Btw, gems aren't a problem with treasure maps around.

Don't screw this ub3r, change it in tomorrows patch.


My confidence in your ability to maintain a healthy economy is all time low
Title: Re: Live update patch 1.2 notes
Post by: whiswher on April 13, 2018, 02:03:37 pm
While is kinda neat, and a needed update for future content, i find only markets affect only a percentage of player base.
When i lived in npc cities i used markets all the time, but when i went to a clan not even once i used. I think a large group of clans have their own markets. Player holdings should be connected somehow to npc markets.  So like everyone said, the next  update should be about something that affects majority of players. 
Title: Re: Live update patch 1.2 notes
Post by: AshDoo on April 13, 2018, 02:09:52 pm
I will not spite on a patch, still better than nothing but as a alt-free/mage it's... mehhh :-\
Title: Re: Live update patch 1.2 notes
Post by: Aglorien on April 13, 2018, 02:11:43 pm
Hire Gm/Support or Devs else we are fucked. Too slow. Too fucking slow
Title: Re: Live update patch 1.2 notes
Post by: amejis85 on April 13, 2018, 02:15:08 pm
Hire Gm/Support or Devs else we are fucked. Too slow. Too fucking slow
3 weeks and only remote view? lmao seriously go early access get more money hire more poeple this is a joke 3. so @Ub3rgames when is next patch another 3 weeks for clan nodes outside cities??
Title: Re: Live update patch 1.2 notes
Post by: Airenn2 on April 13, 2018, 02:15:21 pm
I hope watchtowers and racial warfronts are being worked on in tandum , however based on their explanation on how time consuming it was to add remote viewing markets i guess they are not doing that.

It is underwhelming because this isnt really what the devs need to be bogged down by, all the little bits the pieces should come later the main content and selling point of the game (conquests) should be worked on first without distractions.
Title: Re: Live update patch 1.2 notes
Post by: Niburu on April 13, 2018, 02:16:20 pm
They should have waited till next week and released the other stuff they have with this patch. NOT.

They add small stuff when its DONE instead of bigger patches every 2 months. I rather have the stuff right when its dont since we are in need of adjustments on many fronts. Also they exactly said what will come in the next patches:

In the next couple weeks:
- More magical changes, delivered as they get completed.
- Contextual gray: The first use being a radius during sieges allowing attackers and defenders to kill any interfering parties without being free targets themselves. Mutual allies will be allowed to kill mutual allies as well.
- Declaring war on ARAC/Evil/Racial enemy clans changed to a low flat price.
- Tweaks of the siege rules to make them more engaging and understandable.
- Remote view/purchase from a marketplace to other marketplaces. You will still have to move to get the item. [DONE]
- Remote withdraw of gold for an extra fee. [DONE]
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 02:18:05 pm
They should have waited till next week and released the other stuff they have with this patch. NOT.

They add small stuff when its DONE instead of bigger patches every 2 months. I rather have the stuff right when its dont since we are in need of adjustments on many fronts. Also they exactly said what will come in the next patches:

In the next couple weeks:
- More magical changes, delivered as they get completed.
- Contextual gray: The first use being a radius during sieges allowing attackers and defenders to kill any interfering parties without being free targets themselves. Mutual allies will be allowed to kill mutual allies as well.
- Declaring war on ARAC/Evil/Racial enemy clans changed to a low flat price.
- Tweaks of the siege rules to make them more engaging and understandable.
- Remote view/purchase from a marketplace to other marketplaces. You will still have to move to get the item. [DONE]
- Remote withdraw of gold for an extra fee. [DONE]

This guy isn't upset with the ARAC clan changes / Siege cost reductions still not being patched 3 months post launch even though promised before launch because his clan is happy that it's so expensive to siege them right now.

#justwait
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 02:18:26 pm
This kind of work (minor tweaks of crucial mechanic) should have been done and tested way before launch. You had two years to introduce markets, race wars, local banking. Instead you wasted it on shit that could have been easily changed later (combat tweaks).

Basically you launched darkfall online with untested local banking. And charged us for a "new" game.
Even after this patch, months after release, this is still original darkfall online but with local banking and dumbed-down combat. With band-aids on top of band-aids that repair one thing to damage an other.
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 02:20:00 pm
This kind of work (minor tweaks of crucial mechanic) should have been done and tested way before launch. You had two years to introduce markets, race wars, local banking. Instead you wasted it on shit that could have been easily changed later (combat tweaks).

Basically you launched darkfall online with untested local banking. And charged us for the same game again. And it still is darkfall online with local banking. With band-aids on top of band-aids.
An ARAC game with no ARAC mechanics


It's got so bad most people gave up waiting and gone -100 red lol
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 02:27:37 pm
This kind of work (minor tweaks of crucial mechanic) should have been done and tested way before launch. You had two years to introduce markets, race wars, local banking. Instead you wasted it on shit that could have been easily changed later (combat tweaks).

Basically you launched darkfall online with untested local banking. And charged us for the same game again. And it still is darkfall online with local banking. With band-aids on top of band-aids.
An ARAC game with no ARAC mechanics


It's got so bad most people gave up waiting and gone -100 red lol
Well, some went down to -100 just because they defended themselves fighting ARAC groups. But at least now they can check prices in ALL chaos city markets. lol
Title: Re: Live update patch 1.2 notes
Post by: Niburu on April 13, 2018, 02:28:27 pm
They should have waited till next week and released the other stuff they have with this patch. NOT.

They add small stuff when its DONE instead of bigger patches every 2 months. I rather have the stuff right when its dont since we are in need of adjustments on many fronts. Also they exactly said what will come in the next patches:

In the next couple weeks:
- More magical changes, delivered as they get completed.
- Contextual gray: The first use being a radius during sieges allowing attackers and defenders to kill any interfering parties without being free targets themselves. Mutual allies will be allowed to kill mutual allies as well.
- Declaring war on ARAC/Evil/Racial enemy clans changed to a low flat price.
- Tweaks of the siege rules to make them more engaging and understandable.
- Remote view/purchase from a marketplace to other marketplaces. You will still have to move to get the item. [DONE]
- Remote withdraw of gold for an extra fee. [DONE]

This guy isn't upset with the ARAC clan changes / Siege cost reductions still not being patched 3 months post launch even though promised before launch because his clan is happy that it's so expensive to siege them right now.

#justwait

i think it has more to do with not playing or really knowing about this version 1 day before release.
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 02:32:08 pm

Well, some went down to -100 just because they defended themselves fighting ARAC groups. But at least now they can check prices in ALL chaos city markets. lol

In spite of promises to the contrary, I'd bet my leftie that an alignment reset is coming.  As much as I hate that players can have their cake and eat it too, it'll be better for the game than not.

Well, some went down to -100 just because they defended themselves fighting ARAC groups. But at least now they can check prices in ALL chaos city markets. lol

In spite of promises to the contrary, I'd bet my leftie that an alignment reset is coming.  As much as I hate that players can have their cake and eat it too, it'll be better for the game than not.
I feel you over estimate there capabilities not that they wouldn't want to do an alignment reset it's more can they and how many months/years would it take for them to build the lay down the foundation, work the code, build up the walls, tile the roof then QA it for half a year?
Title: Re: Live update patch 1.2 notes
Post by: Ub3rgames on April 13, 2018, 02:40:20 pm
We patch what gets completed when it gets completed rather than stockpiling them.
This change to marketplaces is a pretty heavy one, equivalent in scope to the initial marketplace implementation.

It is necessary to be done and serve as a tool to promote trade. It will also benefit buy orders and transport contracts when they come in.
There were people that were unaware that, for example, they could be making over x10 on some resources/items.

Regarding ARAc and sieging:
The first step is to complete the feature that prevents sieges to be alignment killers or full of blue blocking.
Without it, sieges would essentially bring most clans to a point of no return alignment wise, and would be a disservice to the racial wars.
That should be completed today and go in QA next week. War and siege changes will come with it.

Then we'll go on to the ARAC consequences, and more importantly, racial buffs.
However, we have to remind players that racial consequences, the perma-rogue for clans and their allies, is mostly fluff.
The real change will come from the incentives to remain in a blue clan long term.

That is an aspect we have yet to outline to the community, but is already work in progress on our end.

@Rigan @whiswher
Not in the short term, but market places as an optional building in holdings is planned.
However, to be optional, we need alternatives that are equally worth it. Arenas, hospitals, and more.
We're not yet at that point.

The lack of knowledge of what is possible has been something hampering players and clans not inclined to be traders.
Statistically, more active characters are without a clan, but regardless, this impact more overall players, and will do so progressively more as we localize resources more and more.

@Valar @Aglorien @Crisply Vague @amejis85
Perhaps we need to explain more, but we have recovered velocity for this patch and the next.
The next one is aimed for next week or early the week after.

This patch is the work of a single dev while others complete work on other aspects of the game (namely, sieges and magic)
Rather than wait an extra week, we patched what was completed.

@Xplozyon
Not at this point. First, we want to focus the bulk of sales on the marketplaces until they work smoothly.
In the long run, we view house vendors as a brick and mortar business with advanced services, like repairs and some automation.
An aggregation of the vendors of a single village is considered too, but not yet planned.

@lambdaExpression
This is not ignored. To explain:
There is currently an issue with mages feeling too weak, while they were considered superior at the end of InDev.
We suspect that the issue is partly economic and partly barrier of entry (grind wise but also player skill wise)

Part of it is the over adjustment in the prices of robes/bones armor, and the low impact of low end staves.
Having the racial staves become bread and butter is meant to help out that part of the population create a potent gear bag.

@wildNothing
If you remember discussions before the launch of InDev and throughout InDev, this was the plan all along.
We realize that our feature creep blurred the lines somewhat, but the strict minimum for a wipe was the goal. We just went further in order to get titles in for release.

In the case of remote views, this is not a minor tweak. Both code wise and concept wise, it is a major paradigm shift.
We initially did not want to implement it. There is a risk for the global market to standardize which will harm dedicated traders and crafters.
However, they will know how to adapt, and it will hopefully help the general population enough to make it worth the tradeoff.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 02:49:34 pm
Regarding ARAc and sieging:
The first step is to complete the feature that prevents sieges to be alignment killers or full of blue blocking.
Without it, sieges would essentially bring most clans to a point of no return alignment wise, and would be a disservice to the racial wars.
That should be completed today and go in QA next week. War and siege changes will come with it.
This statement shows what state the game is currently in. Not even sieges are ready. It's a regress from original darkfall actually. And you took money for this and call it "launched" game. Don't you have any shame?

Then we'll go on to the ARAC consequences, and more importantly, racial buffs.
However, we have to remind players that racial consequences, the perma-rogue for clans and their allies, is mostly fluff.
The real change will come from the incentives to remain in a blue clan long term.
WTF? Racial buffs more important than ARAC penalties? Without ARAC penalties no racial feature will be able to work properly / produce intended outcome. You should know this ffs.
Title: Re: Live update patch 1.2 notes
Post by: Rigan on April 13, 2018, 02:52:04 pm
Then we'll go on to the ARAC consequences, and more importantly, racial buffs.
However, we have to remind players that racial consequences, the perma-rogue for clans and their allies, is mostly fluff.
The real change will come from the incentives to remain in a blue clan long term.
WTF? Racial buffs more important than ARAC penalties? Without ARAC penalties no racial feature will be able to work properly / produce intended outcome. People go red for defending themselves against ARAC groups and you think that making them lose allignment is not enough, you want them to lose racial buffs because they went red? Fucking joke.

To be fair here, they already have plans to address this. Rogue around siege stones/perma rogue of clans who have enemy/red players in their clan/alliance.

All of which I imagine will come before we even see racial buffs.
Title: Re: Live update patch 1.2 notes
Post by: Asdrael on April 13, 2018, 03:00:43 pm
So you recognize there is an over adjustment in the price of bone armor and robes and not do anything about it, after it has been pointed out 20 times and it is just a number change in a crafting recipe? Seriously?

And not touching the r80 issue is equally laughable. It breaks r60-70 staves and all the mat sink, cost and risk)reward that go with it.

Get higher armour rank accessible for mages, up the costs of r80. Same power output, smoothening gear progression cost and power already.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 03:03:20 pm
To be fair here, they already have plans to address this. Rogue around siege stones/perma rogue of clans who have enemy/red players in their clan/alliance.

All of which I imagine will come before we even see racial buffs.

Let's hope so. I'm just pointing out what they said, that a racial feature is more important than ARAC penalties. While without ARAC penalties there are no working racial wars, so no foundation for any racial features. If they say things like this it means they think like this. No logic or coherent vision of the game.
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 03:07:36 pm
The issue isn't that this patch is not good change, the issue is your methodology of priortisation.

Since before launch you made out ARAC changes would be in ASAP, and now 3 months post still not here.

It's simoly not good enough, amount of clans and people who made communities based on these changes which have now disbanded and or quit is countless and that's due to you not prioritising it as something should be patched straight away.

People warned you of the siegestone blueblocking well before you launched the game, but did you listen or take it as a priority.. nope and now it's completely killed the games only true end game content.

Ggwp

@Ub3rgames
Title: Re: Live update patch 1.2 notes
Post by: Meth on April 13, 2018, 03:08:06 pm
2 Weeks since last patch, 4 weeks since this was mentioned, they actually only have 1 dev working for them.

Meanwhile Blue blocking is still a thing, aracs running wild is still a thing nice ub3r you really know whats important.

You guys better not turn subs on or you just might have 10 players left.
Title: Re: Live update patch 1.2 notes
Post by: Battle Smurf on April 13, 2018, 03:08:57 pm
No Magic changes?

https://www.youtube.com/watch?v=cdEQmpVIE4A
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 03:09:46 pm
2 Weeks since last patch, 4 weeks since this was mentioned, they actually only have 1 dev working for them.
I feel lied too,

Also if it's more then 1 dev they must be on shift pattern of 1 hours day work each or something because the work rate vs time taken is literally atrocious for even the worse business in the world it's simply tragic
Title: Re: Live update patch 1.2 notes
Post by: Pallist Horror on April 13, 2018, 03:10:32 pm
@Ub3rgames please patch in funhulks next. They are just as needed as this patch. Thanks
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 03:11:50 pm
@Ub3rgames please patch in funhulks next. They are just as needed as this patch. Thanks
Funny cause it's true.
Title: Re: Live update patch 1.2 notes
Post by: Ub3rgames on April 13, 2018, 03:40:21 pm
@wildNothing
ARAC consequences will come first, but we're warning that they will not be enough by themselves.
Our point is that perma-rogue can be bypassed by not joining a clan. The consequences will only truly work when there will be advantages to joining and remaining in a blue clan as a blue player.
In short: The carrot and the stick work in conjunction. In this case, people over emphasize the effectiveness of the stick alone.

It doesn't mean the stick isn't important, but we have to explain the concept as a whole.

@SupremeBeing @Meth @Pallist Horror
As it was said in the previous response, this is the work of a single dev that was completed in a vacuum and was released on its own.
Things are worked in parallel. This patch did not slow down ARAC, siege or magic changes.

This is a positive change that the player base is receiving now rather than later.
Should we have done the opposite? Delaying these changes because of siege/magic changes?

Marketplaces are a core feature impacting the day to day lives of a majority of players.
Any changes done to the Marketplaces are essentially aimed at casuals and/or part of the NPE.
They are costly and complex, but are an absolute priority, even if you personally do not feel the need.

Remember that whenever we patch something you care about, someone else is not receiving what is important to them.
Title: Re: Live update patch 1.2 notes
Post by: gosti on April 13, 2018, 03:43:28 pm
@Ub3rgames
Care to explain why racial staves are WAY cheaper than r60s? I mean I understand them being cheap with that logic, okay, but why make r60s require q4 hearts and rare ingot Then?
Title: Re: Live update patch 1.2 notes
Post by: Meth on April 13, 2018, 03:43:39 pm
@wildNothing
ARAC consequences will come first, but we're warning that they will not be enough by themselves.
Our point is that perma-rogue can be bypassed by not joining a clan. The consequences will only truly work when there will be advantages to joining and remaining in a blue clan as a blue player.
In short: The carrot and the stick work in conjunction. In this case, people over emphasize the effectiveness of the stick alone.

It doesn't mean the stick isn't important, but we have to explain the concept as a whole.

@SupremeBeing @Meth @Pallist Horror
As it was said in the previous response, this is the work of a single dev that was completed in a vacuum and was released on its own.
Things are worked in parallel. This patch did not slow down ARAC, siege or magic changes.

This is a positive change that the player base is receiving now rather than later.
Should we have done the opposite? Delaying these changes because of siege/magic changes?

Marketplaces are a core feature impacting the day to day lives of a majority of players.
Any changes done to the Marketplaces are essentially aimed at casuals and/or part of the NPE.
They are costly and complex, but are an absolute priority, even if you personally do not feel the need.

Remember that whenever we patch something you care about, someone else is not receiving what is important to them.
mate markets dont effect my game time at all they became useless after the first week yes you should of delayed them for better content.
Title: Re: Live update patch 1.2 notes
Post by: double on April 13, 2018, 03:47:01 pm
I just use markets to buy mounts when I die and can't spawn anywhere close to where I died. Oh, are you reverting the meditation rewards on villages yet? I am almost out. I need to cap 5 villages a day to get 1 night of meditation, gg.

What about the magic changes and fixes? When will that happen? I mean some sort of info every now and then wouldn't hurt, I think.
Title: Re: Live update patch 1.2 notes
Post by: Meth on April 13, 2018, 03:47:38 pm
I just use markets to buy mounts when I die and can't spawn anywhere close to where I died. Oh, are you reverting the meditation rewards on villages yet? I am almost out. I need to cap 5 villages a day to get 1 night of meditation, gg.

What about the magic changes and fixes? When will that happen? I mean some sort of info every now and then wouldn't hurt, I think.
Exactly when I get fucked over from the retarded spawn system i buy an overpriced mount and never use the market for anything else.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 03:55:24 pm
ARAC consequences will come first, but we're warning that they will not be enough by themselves.
I'm glad you are so concerned about them not being enough. Is this the reason you have not implemented them at all? Not for launch, not yet (we are months into the "live" game)?

Our point is that perma-rogue can be bypassed by not joining a clan. The consequences will only truly work when there will be advantages to joining and remaining in a blue clan as a blue player.
BS. Simply same as ARAC clan makes you perma gray, ARAC party should make you perma gray too. Obviously allow people to disable invites from enemy races/reds. If you think your sorry racial buffs will mean anything to a griefer you were never one.
Title: Re: Live update patch 1.2 notes
Post by: Pallist Horror on April 13, 2018, 03:57:50 pm
Ub3r, it's great you patch anything. All progression is good. But in inactivity is creating more inactivity. It's a chain reaction.
I don't have the answer, but something that keeps people logging in would be good.

Also, 25 hour timers were really really stupid. Can't find reliable pvp or nemesis anymore. Now they just log off until villages roll back to their time zone.

@Ub3rgames  again. 25 hour times are really really stupid. The Nerf didn't effect activity. The really really stupid 25 hour timers did
Title: Re: Live update patch 1.2 notes
Post by: Rimamok on April 13, 2018, 04:04:05 pm

@lambdaExpression
This is not ignored. To explain:
There is currently an issue with mages feeling too weak, while they were considered superior at the end of InDev.
We suspect that the issue is partly economic and partly barrier of entry (grind wise but also player skill wise)

Part of it is the over adjustment in the prices of robes/bones armor, and the low impact of low end staves.
Having the racial staves become bread and butter is meant to help out that part of the population create a potent gear bag.


@Ub3rgames do I understand correctly, you're saying that "current low cost of racial staves is OK because mage armor is too high, so it balances out for now"?

If so, that's a really bad answer because sure, it means that to get a TIP TOP bag (good staff and good armor), the cost is the same.  But in reality what WILL happen, what IS happening, is that Mages can get a PRETTY DARNED GOOD bag for absolutely peanuts (extravagant robe + racial staff).  And that there's no real incentive for a mage to farm for a better bag because the incremental cost/benefit is just too small.  He's already GOT a very good bag for almost zero effort... so why put in the effort?

Hopefully this isn't ROA where the ONLY thing to balance is whether "combat is balanced", but for me the much more important incentive to KEEP me playing the game is that "I feel that what I'm farming in PVE is relevant". 

Seriously, just add to each racial R80 staff the requirement of two rare ore ingots, as a placeholder.  You can put a better system in later. 
Title: Re: Live update patch 1.2 notes
Post by: Niburu on April 13, 2018, 04:06:19 pm
I just use markets to buy mounts when I die and can't spawn anywhere close to where I died. Oh, are you reverting the meditation rewards on villages yet? I am almost out. I need to cap 5 villages a day to get 1 night of meditation, gg.

What about the magic changes and fixes? When will that happen? I mean some sort of info every now and then wouldn't hurt, I think.

7 Minutes before you posted he answered your question
Title: Re: Live update patch 1.2 notes
Post by: Battle Smurf on April 13, 2018, 04:07:31 pm
Ub3r, it's great you patch anything. All progression is good. But in inactivity is creating more inactivity. It's a chain reaction.
I don't have the answer, but something that keeps people logging in would be good.

Also, 25 hour timers were really really stupid. Can't find reliable pvp or nemesis anymore. Now they just log off until villages roll back to their time zone.

@Ub3rgames  again. 25 hour times are really really stupid. The Nerf didn't effect activity. The really really stupid 25 hour timers did

Everyone has been screaming at Ub3rgames to make villages go vulnerable every 8 hours for months now and with the latest nerf to their rewards it would be a perfect time to increase the frequency and leave the rewards as is

This does multiple things

1. More PvP objectives
2. More rewards than current BUT spread around to more people and different time zones

The problem was a minority of people were getting way too much too easily due to lack of competition and alts

If the total daily output was the same as launch BUT you had to cap the village 3 times a day to get it there wouldn't of been nearly as much of a problem

Title: Re: Live update patch 1.2 notes
Post by: Rigan on April 13, 2018, 04:10:09 pm
Ub3r, it's great you patch anything. All progression is good. But in inactivity is creating more inactivity. It's a chain reaction.
I don't have the answer, but something that keeps people logging in would be good.

Also, 25 hour timers were really really stupid. Can't find reliable pvp or nemesis anymore. Now they just log off until villages roll back to their time zone.

@Ub3rgames  again. 25 hour times are really really stupid. The Nerf didn't effect activity. The really really stupid 25 hour timers did

I disagree when it comes to villages. For EU primetime I'm finding far more I can actually attend at a reasonable hour. Then it's only a waiting game for them to loop back around. Far better than shifting ~15 minutes each day as pre-patch. It's effectively rolled villages around x4 faster, everyone gets to see them more often in primetime.
Title: Re: Live update patch 1.2 notes
Post by: Niburu on April 13, 2018, 04:13:55 pm
I also suggest leaving villages as they are and focus on non-timer based activties like watchtowers
Title: Re: Live update patch 1.2 notes
Post by: DarkKnightNomeD on April 13, 2018, 04:20:46 pm
Hire Gm/Support or Devs else we are fucked. Too slow. Too fucking slow

Light speed compared to AV idiot.
Title: Re: Live update patch 1.2 notes
Post by: Pallist Horror on April 13, 2018, 04:25:31 pm
I also suggest leaving villages as they are and focus on non-timer based activties like watchtowers
Changing timers takes absolute minimal coding compared to watch towers.

While we wait for watch towers, we need reduced timers. I understand 24 was bad, but 25 is worse. NA Main land activity had dramatically reduced from these timers. And it isn't just my perspective saying this.
So sure, switch to 25 AFTER there is shit to do
Title: Re: Live update patch 1.2 notes
Post by: Meth on April 13, 2018, 04:32:15 pm
Hire Gm/Support or Devs else we are fucked. Too slow. Too fucking slow

Light speed compared to AV idiot.

Ahh yes how to stand up for poor developers, bring up a ghost developer that no longer exists.
Title: Re: Live update patch 1.2 notes
Post by: Ub3rgames on April 13, 2018, 04:33:23 pm
@gosti @Rimamok
Because they were left as is while we observed the actual rarity of some mats in a live environment and the gold value of the staffs before them.
Essentially using the time gating and observing the economy to make a better decisions on that front.

However, when we saw there was a disconnect between inDev and Live balance regarding physical/magical playstyles, we decided to let it as is for a while to see if artificially bumping mages to end game "bread and butter" staff had any impact on the perception.
We have a feeling that we have balanced the game around high end both at the gear and skill level, and we want to remove part of the gear equation before addressing the barrier of entry to the magical playstyle.

This would warrant an entire discussion on its own, but that was the tl;dr of our current thought process.

@Meth
Yes, that's our point. Every single patch will have things that does not impact someone.
When we'll do changes to sieges, it won't impact those who have little chance of sieging or owning territory.
At that stage, they will probably feel the lack of PvE or economic changes.

In short: we were asked to split patches more, to increase frequency.
That what we've done with this one. The next one will cover something else but not the markets, and so on.

@Pallist Horror @Battle Smurf
A 24ish timer combined with the ongoing reward is also a potent tool to encourage repeat fights with some meaning.
If someone has something they perceive as "at risk" to be lost, they will come, even if it is just a token force.
Too high frequency, and it becomes mundane and really "just a timer".
The daily appointment has a lot of value to bring in contestation.

The previous timer solution was favored by us because it left players in control of the timers, but it didn't work out as planned.
However, it is important that the timers shift through timezones. The alternative would be the in game world segregated by real world time zones, which is not desirable.
If you lived at the wrong timezone/location combination, you'll be permanently locked out of villages.

At least with the shifting, you get the content periodically, or can follow it and get variety in terms of fighting locations.
Title: Re: Live update patch 1.2 notes
Post by: Dagbu on April 13, 2018, 04:33:28 pm
I also suggest leaving villages as they are and focus on non-timer based activties like watchtowers
Changing timers takes absolute minimal coding compared to watch towers.

While we wait for watch towers, we need reduced timers. I understand 24 was bad, but 25 is worse. NA Main land activity had dramatically reduced from these timers. And it isn't just my perspective saying this.
So sure, switch to 25 AFTER there is shit to do

I don't think the activity drop at villages is because of the 25h rather than the loot diffrence mate.
Title: Re: Live update patch 1.2 notes
Post by: Battle Smurf on April 13, 2018, 04:38:01 pm
Also has Ub3rgames even acknowledged that Mages and Light Hybrids have been fucking hamstrung while melee archery was buffed in this version?

Increase mana regeneration on bone and Robes

Possibly add a little stam regeneration to Robes

Make it so that when you combo two titles such as a melee weapon and a magic school that the negatives they give each other are removed

Self buffs are not being used NEARLY enough make it so that self buffs can be toggled more frequently and more can be maintained on average when specced and geared as a mage i'd say a good number to shoot for is 3 up at once without having negative regen while in rank ~50 gear

Buff rays initial insta damage

Add 5% life leech to all necro spells but remove their stamina/mana damage ONLY (no health damage nerf)

Increase Staff magnitude across the board by 10%

Make water magic titled slow debuffs last longer

Make shards do like a 2 second melee/archery slow

Allow water title mages to use icicle underwater

Make WoF bigger and stronger especially at lower magnitudes so its actually useful

Give Tornado a knock back

Make witches brew affect others as intended but reduce to self healing to 1/2 instead of 1/3

Make Spell Curse an actual powerful single target damage spell with a debuff that lasts 4 seconds and refreshes duration/ stacks up to 5x. Start the damage at moderate and increase per debuff stack until its the hardest hitting single target ranged attack in game

Make Earthquake not suck ass

Make Bone armor and higher end robes take less materials

Have Sithras NOT be affected by negative melee potency titles

Reduce the grind time on magic schools and spells

@ub3rgames there are some good ideas and most would be easy to implement quickly PLEASE READ THEM
Title: Re: Live update patch 1.2 notes
Post by: inkarnation on April 13, 2018, 04:38:37 pm
you guys just dont see the vision
Title: Re: Live update patch 1.2 notes
Post by: Oddjob on April 13, 2018, 04:39:30 pm
Hey Ub3r! Feel free to start billing me for the 2nd month any day now.  Ya'll need it more than I do.
Title: Re: Live update patch 1.2 notes
Post by: Rimamok on April 13, 2018, 04:42:40 pm
/facepalm

Seriously, like talking to my ex-wife.
Title: Re: Live update patch 1.2 notes
Post by: Pallist Horror on April 13, 2018, 04:46:23 pm
I also suggest leaving villages as they are and focus on non-timer based activties like watchtowers
Changing timers takes absolute minimal coding compared to watch towers.

While we wait for watch towers, we need reduced timers. I understand 24 was bad, but 25 is worse. NA Main land activity had dramatically reduced from these timers. And it isn't just my perspective saying this.
So sure, switch to 25 AFTER there is shit to do

I don't think the activity drop at villages is because of the 25h rather than the loot diffrence mate.
People weren't after the loot/med. They were after something to do. No one has said they're not going because not worth it that I've talked to. People stopped going because they're sleeping, at work, or have to travel way too far.
Also before you could reliably fight at villages knowing who would consistently show up and sometimes a random group or two. This allowed clans to size up fights.
You think newer players want to travel 20 minutes to villages where they don't know if much more competitive clans show up and rolfstomp them?

This causes inactivity. And inactivity creates more inactivity.

If rewards nerf is a factor, it's an extremely small one and insignificant enough to consider. People want pvp they can enjoy
Title: Re: Live update patch 1.2 notes
Post by: Meth on April 13, 2018, 04:47:18 pm
@Ub3rgames Whats gonna happen to those of us who paid for indev packages and havent received our free time considering everyone is on free time? will we get the 2 months we were promised when you sort subs out?
Title: Re: Live update patch 1.2 notes
Post by: Dagbu on April 13, 2018, 04:55:38 pm
I also suggest leaving villages as they are and focus on non-timer based activties like watchtowers
Changing timers takes absolute minimal coding compared to watch towers.

While we wait for watch towers, we need reduced timers. I understand 24 was bad, but 25 is worse. NA Main land activity had dramatically reduced from these timers. And it isn't just my perspective saying this.
So sure, switch to 25 AFTER there is shit to do

I don't think the activity drop at villages is because of the 25h rather than the loot diffrence mate.
People weren't after the loot/med. They were after something to do. No one has said they're not going because not worth it that I've talked to. People stopped going because they're sleeping, at work, or have to travel way too far.
Also before you could reliably fight at villages knowing who would consistently show up and sometimes a random group or two. This allowed clans to size up fights.
You think newer players want to travel 20 minutes to villages where they don't know if much more competitive clans show up and rolfstomp them?

This causes inactivity. And inactivity creates more inactivity.

If rewards nerf is a factor, it's an extremely small one and insignificant enough to consider. People want pvp they can enjoy

What you're saying just doesn't add up. Why would any of his be caused by a 25h timer? I always thought people wanted PvP as well, but immediatly after the changes activity at the villages dropped. And that was with shuffled timers.

My best guess is that people went to villages (even in off-hours) because even if they didn't get any PvP, at least they'd get a decent reward. And that in turn attracted people who'd solely go for PvP. Now people just aren't sure if they will find anyone anymore so they just won't bother.
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 05:08:30 pm
/facepalm

Seriously, like talking to my ex-wife.
post of the day?

LOL
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 05:09:30 pm
@wildNothing
ARAC consequences will come first, but we're warning that they will not be enough by themselves.
Our point is that perma-rogue can be bypassed by not joining a clan. The consequences will only truly work when there will be advantages to joining and remaining in a blue clan as a blue player.
In short: The carrot and the stick work in conjunction. In this case, people over emphasize the effectiveness of the stick alone.

It doesn't mean the stick isn't important, but we have to explain the concept as a whole.

@SupremeBeing @Meth @Pallist Horror
As it was said in the previous response, this is the work of a single dev that was completed in a vacuum and was released on its own.
Things are worked in parallel. This patch did not slow down ARAC, siege or magic changes.

This is a positive change that the player base is receiving now rather than later.
Should we have done the opposite? Delaying these changes because of siege/magic changes?

Marketplaces are a core feature impacting the day to day lives of a majority of players.
Any changes done to the Marketplaces are essentially aimed at casuals and/or part of the NPE.
They are costly and complex, but are an absolute priority, even if you personally do not feel the need.

Remember that whenever we patch something you care about, someone else is not receiving what is important to them.
Well if it hasn't slowed down the ARAC/Clan siege cost changes that what the fuck has I remember PM convo with you nearly 2 months with you saying it would be in a couple weeks/soon and rly 2 months later and may aswell be on the fuckin moon
Title: Re: Live update patch 1.2 notes
Post by: Belteyn on April 13, 2018, 05:11:13 pm
@Ub3rgames Please thank your developer for adding player's OWN items into the main buy list. Small change but one that really helps as don't have to keep switching to Sell tab to double check prices.
Title: Re: Live update patch 1.2 notes
Post by: Pallist Horror on April 13, 2018, 05:13:24 pm
You have your guess and I have mine.

Villages had way too high rewards so obviously that had to be fixed. This was asked for by the community.

Villages were moved to 25 hr timers. Community was asking for more frequent timers or a mechanic in between capture timers. 25hr went against what community wanted.

One seems more logical that affected activity levels.... Right?

But that isn't what this thread is about, right? It's about the market remote viewing and we're all so grateful we have it now. Time priority well spent. I'm sure nobody is thinking right now "I'll come back when games done because not waiting weeks for funhulks"
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 05:16:29 pm
Before Ub3r touched Darkfall Online it had sieges, working villages and sea towers. Now all 3 of these are redundant GG

ub3rgames the content killer
Title: Re: Live update patch 1.2 notes
Post by: ohnothatguy on April 13, 2018, 05:21:11 pm
@wildNothing
ARAC consequences will come first, but we're warning that they will not be enough by themselves.
Our point is that perma-rogue can be bypassed by not joining a clan. The consequences will only truly work when there will be advantages to joining and remaining in a blue clan as a blue player.
In short: The carrot and the stick work in conjunction. In this case, people over emphasize the effectiveness of the stick alone.

It doesn't mean the stick isn't important, but we have to explain the concept as a whole.

@SupremeBeing @Meth @Pallist Horror
As it was said in the previous response, this is the work of a single dev that was completed in a vacuum and was released on its own.
Things are worked in parallel. This patch did not slow down ARAC, siege or magic changes.

This is a positive change that the player base is receiving now rather than later.
Should we have done the opposite? Delaying these changes because of siege/magic changes?

Marketplaces are a core feature impacting the day to day lives of a majority of players.
Any changes done to the Marketplaces are essentially aimed at casuals and/or part of the NPE.
They are costly and complex, but are an absolute priority, even if you personally do not feel the need.

Remember that whenever we patch something you care about, someone else is not receiving what is important to them.
mate markets dont effect my game time at all they became useless after the first week yes you should of delayed them for better content.

It's all about you snowflake.
Title: Re: Live update patch 1.2 notes
Post by: Jackiebt on April 13, 2018, 05:25:02 pm
Great patch in itself, helping alot to pinpoint good deals and promote traveling. A future additional feature could be including player vendors aswell. The market system feels much more complete now than before. (Someone else might proposed this but I skipped all the crying)

Hope this will open up time to get on with other aspects of the game and creating new content. Keep it up! :)
Title: Re: Live update patch 1.2 notes
Post by: Ub3rgames on April 13, 2018, 05:58:07 pm
@Battle Smurf
There is an issue with mages that we are trying to track down, but we do not believe it is a matter of raw power.
Mages have the highest potential damage and utility. They are mathematically superior and, at the end of InDev, were superior in perception too. Especially when focusing on a single school.

Melee/archery, however, is simpler and has a lower barrier of entry.
Our feeling is that we have to lower magic's barrier of entry too, without impacting the high end.
But to confirm that, as explained in a previous reply, we're trying to artificially get mages to a high end state.

With that said,
To address some of your suggestions:
Spoiler (click to show/hide)

@Oddjob @Meth
Don't worry. Everyone received the same amount of bonus time on top of what they had paid.
We haven't spent much time on the website since release, focusing on the game first, but we'll upgrade it so that it is clearer.

@Pallist Horror @Dagbu
Regarding VCP rewards and timers:
The current implementation does not result in VCP sliding and remaining in "off hours" where they would remain stuck and uncontested. That's why we moved to a fixed timer.
It should average to more villages available in your time zone, not the opposite. Unless you lived late, even by NA time?

The 25h timer, or at the very least the notion that villages have to slide through timezone is a community request too.
Not as unanimous, but one we agree with. No sliding would cause more issues as some places would become a certain time zone only forever, with no activity at other time.

For the reward, we do think we'll have to eventually buff them again.
The general opinion seemed to be that they should give at most the same as a dungeon quest, so we followed suit.
This might have had an impact, even if your circle didn't feel it themselves, perhaps those you usually opposed felt it more?
On our end, as we said, we felt the initial reward were appropriate. It is plausible to be source of demotivation for anyone who would see better results in PvE for the same time commitment.

@SupremeBeing
Simply put, critical bugs and issues took precedence.
For example, the current work being completed with contested areas in sieges having been started prior to prevent an increase of sieges to have negative consequences.
At some point, plan changes and are shuffled to address immediate issues.
Title: Re: Live update patch 1.2 notes
Post by: eyerot on April 13, 2018, 05:58:45 pm
Great patch @Ub3rgames , can't wait to give it a try tonight and find some juicy deals!
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 06:00:41 pm

@SupremeBeing
Simply put, critical bugs and issues took precedence.
For example, the current work being completed with contested areas in sieges having been started prior to prevent an increase of sieges to have negative consequences.
At some point, plan changes and are shuffled to address immediate issues.
I lied back one for one more post

Uber you were told and asked if this sorted before the game launched long into indev many players asked if this would be sorted as they had the hindsight of seeing this issue and simply either didn't care or ignored them honestly its beyond fustrating

LOGGING OFF NOW BYE
Title: Re: Live update patch 1.2 notes
Post by: Azmoodeus on April 13, 2018, 06:01:44 pm
Also has Ub3rgames even acknowledged that Mages and Light Hybrids have been fucking hamstrung while melee archery was buffed in this version?

Increase mana regeneration on bone and Robes

Possibly add a little stam regeneration to Robes

Make it so that when you combo two titles such as a melee weapon and a magic school that the negatives they give each other are removed

Self buffs are not being used NEARLY enough make it so that self buffs can be toggled more frequently and more can be maintained on average when specced and geared as a mage i'd say a good number to shoot for is 3 up at once without having negative regen while in rank ~50 gear

Buff rays initial insta damage

Add 5% life leech to all necro spells but remove their stamina/mana damage ONLY (no health damage nerf)

Increase Staff magnitude across the board by 10%

Make water magic titled slow debuffs last longer

Make shards do like a 2 second melee/archery slow

Allow water title mages to use icicle underwater

Make WoF bigger and stronger especially at lower magnitudes so its actually useful

Give Tornado a knock back

Make witches brew affect others as intended but reduce to self healing to 1/2 instead of 1/3

Make Spell Curse an actual powerful single target damage spell with a debuff that lasts 4 seconds and refreshes duration/ stacks up to 5x. Start the damage at moderate and increase per debuff stack until its the hardest hitting single target ranged attack in game

Make Earthquake not suck ass

Make Bone armor and higher end robes take less materials

Have Sithras NOT be affected by negative melee potency titles

Reduce the grind time on magic schools and spells

@ub3rgames there are some good ideas and most would be easy to implement quickly PLEASE READ THEM
Agreed on everything.


PVP at the end of DFO was close to balanced. The changes Ub3r have made however just totally shit on mages overall. Losing reliable buffs was the first step. After that it just ramped up with armor traits, titles and so on. Now melee/archers play with a permanent haste with proper gear on meanwhile mages are completely inept in melee unless you're willing to do some heavy sacrifices to both gear and titles.
Title: Re: Live update patch 1.2 notes
Post by: Wyverex on April 13, 2018, 06:02:00 pm
@Ub3rgames any chance Stoneskin could finally see a (small) bundle discount? Currently it counts as 3 buffs, but I have never ever needed all 3 physical protections buffed at the same time.
Most of the time I'd need just one.
Title: Re: Live update patch 1.2 notes
Post by: Azmoodeus on April 13, 2018, 06:11:34 pm
@Battle Smurf
There is an issue with mages that we are trying to track down, but we do not believe it is a matter of raw power.
Mages have the highest potential damage and utility. They are mathematically superior and, at the end of InDev, were superior in perception too. Especially when focusing on a single school.

Melee/archery, however, is simpler and has a lower barrier of entry.
Our feeling is that we have to lower magic's barrier of entry too, without impacting the high end.
But to confirm that, as explained in a previous reply, we're trying to artificially get mages to a high end state.

With that said,
To address some of your suggestions:
Spoiler (click to show/hide)
Do you even play? Seriously? Mages despite self buffs take an insane amount of damage without reliably being able to dish anything back. All fights end up in melee that's just the way the game works and it is impossible for mages to trade back. I can use begone or other displacement spells to force the opponent back but if I miss I'm completely fucked. 1 mistake as a mage and I lose the fight, 1 mistake as a melee/archer and I can make up for it once I get into melee. I've tried both playstyles (melee/archer and mage) and the difference is disgusting.

Tried firebolt on a guy in bone armor while I had a R80 racial staff and giant bone and I did 19.8 damage (spell level 78, 45 intensify, 40 archmage). Didn't even try on plate and above as it's just gonna make me even more sad. Honestly I've just given up on offensive mage and gone full support. Dropped GS skill and went alteration and air instead.

edit: What frightens me the most is that you think the balance is nearly perfect. It's far from it. Look at the more succesfull groups who are out pvping and see what ratio melee to mage they have. I'll give you a hint: around 5-7:1. Try and fucking mathematically calculate that one.
Title: Re: Live update patch 1.2 notes
Post by: inkarnation on April 13, 2018, 06:16:51 pm
wow now i can see how empty all chaos city/alfar markets are
Title: Re: Live update patch 1.2 notes
Post by: Searven on April 13, 2018, 06:24:02 pm
Level your magic, get decent ultilities. Get necro titel (still the best titel spells by far). Meditate vit to get your health up. Gear up with a r60/r80 staves and a bone set and you should be able to compete against melee/archery players 1v1 without much problems.

Dont expect to win fights in a robe. They are okay in grps but suck 1v1.


I would like to see a lower school level requirement for high end spells. Move the unlocking of high end spells to max level 75 and slightly increase mana reg on bone and robes. Maybe reduce bone armor cost to 39 instead of 69. That way you would be able to farm 3 sets per hour solo without any alts involved which might be a bit too good but since only kobolds provide the material it should be fine.

This and the still missing magic changes should be enough to make it easier to start out as a mage.
Title: Re: Live update patch 1.2 notes
Post by: Mycke on April 13, 2018, 06:33:31 pm
@Ub3rgames

You guys do realize the reason you have to waste time redesigning things for this smaller population is a combination of your poor choice in server locations together with you launching without any arac or red punishment, but instead of fixing the disease of the later you wasted time fixing the symptom of poor market use from low pop.

Get it together here and fix the reasons people arent playing and stop wasting time fixing the things that are only broken because people arent playing. I know you arent going to move the server but at least put your time into the primary selling points of the game, race war and conquest because there is not one person who is going to be more inspired to play from this current patch, not one.

FFS....
Title: Re: Live update patch 1.2 notes
Post by: lambdaExpression on April 13, 2018, 06:34:03 pm
@lambdaExpression
This is not ignored. To explain:
There is currently an issue with mages feeling too weak, while they were considered superior at the end of InDev.
We suspect that the issue is partly economic and partly barrier of entry (grind wise but also player skill wise)

Part of it is the over adjustment in the prices of robes/bones armor, and the low impact of low end staves.
Having the racial staves become bread and butter is meant to help out that part of the population create a potent gear bag.

@Ub3rgames  this is the most irrational argument you ever made. You completely missed the point. You are balancing mage with economy...at the expenses of the crafters

Any Alchemist not already won the race to craft racial staves is totally screwed.  You are essentially forcing people to make thousands of expensive staves that nobody will buy when you can get the ultimate staves at much cheaper .  I am speechless if you don't understand the problem of solving balance issue this way...
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 06:34:22 pm
@Ub3rgames

You guys do realize the reason you have to waste time redesigning things for this smaller population is a combination of your poor choice in server locations together with you launching without any arac or red punishment, but instead of fixing the disease of the later you wasted time fixing the symptom of poor market use from low pop.

Get it together here and fix the reasons people arent playing and stop wasting time fixing the things that are only broken because people arent playing. I know you arent going to move the server but at least put your time into the primary selling points of the game, race war and conquest because there is not one person who is going to be more inspired to play from this current patch, not one.

FFS....
This has nothing to do with it, shut the fuck up you absolute mongoloid.
Title: Re: Live update patch 1.2 notes
Post by: HarvestR on April 13, 2018, 06:38:12 pm
Players of this "hardcore" franchise are the most whiney bitches. More whiny than the whole WoW community.

Waaa waaaa ... Ub3r why don't you do this.
Waaa waaaa ... Ub3r why don't you do that.
Waaa waaaa ... Ub3r 3 months now.
Waaa waaaa ... Ub3r are liars.
Waaa waaaa ... Ub3r are scammers.

Posting every day the same mundane drivel. Grow fucking up or go play fucking RoA, if you can't handle the frustration you are obviously overwhelmed with because things don't go as you desire. Morons.

But then, it is everytime only the same 4-5 persons crying and bitching all the time. So basically non-factors, who don't matter. They would keep crying even if everything was patched in. They cried in DFO, they cried in DFUW, they cried in RoA and now they cry here.
Title: Re: Live update patch 1.2 notes
Post by: grimtide on April 13, 2018, 06:49:03 pm
Sick patch uber!

Dont listen to these crybabies, mage is FIiiiiNE.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 13, 2018, 06:49:20 pm
@Battle Smurf
There is an issue with mages that we are trying to track down, but we do not believe it is a matter of raw power.
Mages have the highest potential damage and utility. They are mathematically superior and, at the end of InDev, were superior in perception too. Especially when focusing on a single school.

Melee/archery, however, is simpler and has a lower barrier of entry.
Our feeling is that we have to lower magic's barrier of entry too, without impacting the high end.
But to confirm that, as explained in a previous reply, we're trying to artificially get mages to a high end state.

With that said,
To address some of your suggestions:
Spoiler (click to show/hide)
Do you even play? Seriously? Mages despite self buffs take an insane amount of damage without reliably being able to dish anything back. All fights end up in melee that's just the way the game works and it is impossible for mages to trade back. I can use begone or other displacement spells to force the opponent back but if I miss I'm completely fucked. 1 mistake as a mage and I lose the fight, 1 mistake as a melee/archer and I can make up for it once I get into melee. I've tried both playstyles (melee/archer and mage) and the difference is disgusting.

Tried firebolt on a guy in bone armor while I had a R80 racial staff and giant bone and I did 19.8 damage (spell level 78, 45 intensify, 40 archmage). Didn't even try on plate and above as it's just gonna make me even more sad. Honestly I've just given up on offensive mage and gone full support. Dropped GS skill and went alteration and air instead.

edit: What frightens me the most is that you think the balance is nearly perfect. It's far from it. Look at the more succesfull groups who are out pvping and see what ratio melee to mage they have. I'll give you a hint: around 5-7:1. Try and fucking mathematically calculate that one.

This scares me too.

If they were really wanting to have balance and actually give the cannon aspect to the "glass cannon" robed mage, they'd make it to where bolts would hit for 40 to the front with a dark scepter the way they get hit for 40 in the front by a silverbranch.

Until then, robed mages can take their place being buff bots and spending 50% of their spells statting after getting hit once.

maybe I'm just not understanding "the vision"
Title: Re: Live update patch 1.2 notes
Post by: Searven on April 13, 2018, 07:03:05 pm
Bolts are filler spells. They are not supposed to deal high dmg. They are not supposed to be able to compete against a silverbranch.

Whats up with people always complaining about bolt dmg when it comes to mage dmg. R50, r90, rays, etc are your way to go. You should use bolts in between cd's or to kill mounts.
Title: Re: Live update patch 1.2 notes
Post by: gosti on April 13, 2018, 07:03:57 pm
Bolts are filler spells. They are not supposed to deal high dmg. They are not supposed to be able to compete against a silverbranch.

Whats up with people always complaining about bolt dmg when it comes to mage dmg. R50, r90, rays, etc are your way to go. You should use bolts in between cd's or to kill mounts.


Don't tell me how to play, son. :)

Other than that I agree. Bolts can't have same dps as SB...
Title: Re: Live update patch 1.2 notes
Post by: Searven on April 13, 2018, 07:08:16 pm
Bolts are filler spells. They are not supposed to deal high dmg. They are not supposed to be able to compete against a silverbranch.

Whats up with people always complaining about bolt dmg when it comes to mage dmg. R50, r90, rays, etc are your way to go. You should use bolts in between cd's or to kill mounts.


Don't tell me how to play, son. :)

Other than that I agree. Bolts can't have same dps as SB...

Isn't it scary how many people in the forum have dre's bolt mentality? It's weird.
Title: Re: Live update patch 1.2 notes
Post by: gosti on April 13, 2018, 07:25:50 pm
Bolts are filler spells. They are not supposed to deal high dmg. They are not supposed to be able to compete against a silverbranch.

Whats up with people always complaining about bolt dmg when it comes to mage dmg. R50, r90, rays, etc are your way to go. You should use bolts in between cd's or to kill mounts.


Don't tell me how to play, son. :)

Other than that I agree. Bolts can't have same dps as SB...

Isn't it scary how many people in the forum have dre's bolt mentality? It's weird.

But i use a lot of bolts too :(
Title: Re: Live update patch 1.2 notes
Post by: hessenwolf on April 13, 2018, 07:42:21 pm
Thnx to patch now i know that there are no rare ore for sale in all alfar towns and chaos cities. That's what i call healthy economy. Keep up the good job guys.
Title: Re: Live update patch 1.2 notes
Post by: Searven on April 13, 2018, 07:44:30 pm
Bolts are filler spells. They are not supposed to deal high dmg. They are not supposed to be able to compete against a silverbranch.

Whats up with people always complaining about bolt dmg when it comes to mage dmg. R50, r90, rays, etc are your way to go. You should use bolts in between cd's or to kill mounts.


Don't tell me how to play, son. :)

Other than that I agree. Bolts can't have same dps as SB...

Isn't it scary how many people in the forum have dre's bolt mentality? It's weird.

But i use a lot of bolts too :(

And so do i. But we dont expect them to be buffed to compete with archery do we?
I mean, we got like tons of other spells to use.... especially me with my 4 school titles  8) 
Title: Re: Live update patch 1.2 notes
Post by: Aglorien on April 13, 2018, 07:47:22 pm
Thnx to patch now i know that there are no rare ore for sale in all alfar towns and chaos cities. That's what i call healthy economy. Keep up the good job guys.

loool human elf dorf has hundreds of rares on markets, talk about a shitty race, fucking rats
Title: Re: Live update patch 1.2 notes
Post by: Ub3rgames on April 13, 2018, 07:54:54 pm
@Wyverex
For reducing the mana drain of stoneskin, perhaps for a person with the earth magic title.
Toggle buffs are generally underestimated, so they aren't really a focus point right now.

@Azmoodeus @SomeBK @gosti @Searven
We agree, there is an issue if people feel this way.
However, we need to find out why.

Top end power has perhaps been one of the most tested aspect of balance due to InDev.
However, it is true that there is a higher barrier of entry to be a mage, while being a passable physical player is easy.
It is also true that it is the physical playstyle that directs the rhythm of a fight, whether it is in 1v1 or group fights.

It is necessary for any solution we implement to reconcile these facts.
We'll open a discussion thread on it.

@lambdaExpression
Please, don't get us wrong. We did not say it was the perfect idea, just that it is why we let it happen.
It is in absolute terms, a mistake, but as you can see from other comments in this thread, the magic balance is a very hot topic.
We needed answers, and it was a way to get one.

@Mycke
Marketplace changes are a separate development branch than the topics of race and war.
They don't impact each others much in terms of development. However, even if they did, markets are NPE and necessary for all.
If someone comes back when racial changes are implemented, the market changes may be what keeps them in the end.
Or at least removes a frustration that might have made them leave again.

Title: Re: Live update patch 1.2 notes
Post by: Helwyr on April 13, 2018, 07:57:12 pm
@Ub3rgames

Please move the programmer that's been working on markets to assist the programmers working on ARAC/Alignment changes and magic changes.
Title: Re: Live update patch 1.2 notes
Post by: Pallist Horror on April 13, 2018, 08:02:30 pm
Holy shit... Everyone put on your blinders or you'll lose your mind here.

Everything's fine.
Title: Re: Live update patch 1.2 notes
Post by: Mycke on April 13, 2018, 08:03:21 pm


@Mycke
Marketplace changes are a separate development branch than the topics of race and war.
They don't impact each others much in terms of development.
@Ub3rgames

Please move the programmer that's been working on markets to assist the programmers working on ARAC/Alignment changes and magic changes.

This^
Title: Re: Live update patch 1.2 notes
Post by: Wyverex on April 13, 2018, 08:05:06 pm
@Wyverex
For reducing the mana drain of stoneskin, perhaps for a person with the earth magic title.
Toggle buffs are generally underestimated, so they aren't really a focus point right now.
I wouldn't say they are underestimated. I would say they are crap.

Ironskin gives up to 3 times* more protections than Stoneskin. Yes, it has a short duration and requires coordination to pull off.
But it also does not drain mana from my target, isn't impacted by target's encumbrance, and is so insanely strong that I am required to spam it in fights and try to keep it up all the time.

This is how much Stoneskin gives me while I'm in Purple Robe, depending on what weapon I have in my hand:
(https://cdn.discordapp.com/attachments/247768039544717322/432787206352928769/unknown.png)
At the same time, I can easily give my allies (who are already in heavy gear) over 10 Slashing protection lasting ~20 seconds making them take next to no physical damage


* depending on my current gear/encumbrance
Title: Re: Live update patch 1.2 notes
Post by: CistaCista on April 13, 2018, 08:06:56 pm
@Ub3rgames Please thank your developer for adding player's OWN items into the main buy list. Small change but one that really helps as don't have to keep switching to Sell tab to double check prices.
All I need on top of that is the ability to cancel my order as I see it, in the same window! (instead of switching and looking for my order somewhere else)
Title: Re: Live update patch 1.2 notes
Post by: Battle Smurf on April 13, 2018, 08:14:20 pm
@Battle Smurf
There is an issue with mages that we are trying to track down, but we do not believe it is a matter of raw power.
Mages have the highest potential damage and utility. They are mathematically superior and, at the end of InDev, were superior in perception too. Especially when focusing on a single school.

Melee/archery, however, is simpler and has a lower barrier of entry.
Our feeling is that we have to lower magic's barrier of entry too, without impacting the high end.
But to confirm that, as explained in a previous reply, we're trying to artificially get mages to a high end state.

With that said,
To address some of your suggestions:
Spoiler (click to show/hide)
Do you even play? Seriously? Mages despite self buffs take an insane amount of damage without reliably being able to dish anything back. All fights end up in melee that's just the way the game works and it is impossible for mages to trade back. I can use begone or other displacement spells to force the opponent back but if I miss I'm completely fucked. 1 mistake as a mage and I lose the fight, 1 mistake as a melee/archer and I can make up for it once I get into melee. I've tried both playstyles (melee/archer and mage) and the difference is disgusting.

Tried firebolt on a guy in bone armor while I had a R80 racial staff and giant bone and I did 19.8 damage (spell level 78, 45 intensify, 40 archmage). Didn't even try on plate and above as it's just gonna make me even more sad. Honestly I've just given up on offensive mage and gone full support. Dropped GS skill and went alteration and air instead.

edit: What frightens me the most is that you think the balance is nearly perfect. It's far from it. Look at the more succesfull groups who are out pvping and see what ratio melee to mage they have. I'll give you a hint: around 5-7:1. Try and fucking mathematically calculate that one.

This scares me too.

If they were really wanting to have balance and actually give the cannon aspect to the "glass cannon" robed mage, they'd make it to where bolts would hit for 40 to the front with a dark scepter the way they get hit for 40 in the front by a silverbranch.

Until then, robed mages can take their place being buff bots and spending 50% of their spells statting after getting hit once.

maybe I'm just not understanding "the vision"

The funniest thing is Ub3rgames telling US we just don't know how to play mage properly...

Get everyone who works at Ub3rgames on a maxed mage character and I'll put $1,000 on me stomping all of them 1v1 on my half finished melee archer character and 110+ higher ping

Come on @Ub3rgames show us the "right" way to play mage


Title: Re: Live update patch 1.2 notes
Post by: Asdrael on April 13, 2018, 08:16:47 pm
Magic feels unbalance now because:
- mage armor costs go from cheap as hell to way to expensive in one step, so everyone is still wearing extravagant versus Full Plate / Thick Leather + r60
- mage staves r80 are so cheap no one bothers doing r60-r70, so the overall mage gear progression is out of whack
- mage levelling takes longer because multiple spells, subschools, subskills and no direct levelling of secondary stats like vitality ; this also makes meditating much slower than for melee archers
- leather armor giving speed AND damage on melee AND archery with huge stamina regen makes leather armor wearers destroy mages, and studded is cheap as hell for how good it is overall
- bone armor is way too tedious to farm up, requiring slow as hell low lvl mobs and then jumping to giant bone AND thick leather, so despite being a really good caster armor currently most mages don't use it
- magic school are still not finished so people are confused as hell what to build and level up
- people tunnel vision on hp damage and most don't see stat damage in its entirety (sta damage being mostly negated by, again, leather wearers)
- giving a powerful Launch to heavy armor users + mount hp too high makes the initial ranged approach during group fights (where mages excel) too short and avoidable
- a title that gives a boost to melee and archery exist, but there is nothing similar to accomodate for melee and at least 1 magic school without a malus overflow
- self buffs are terrible

Probably other stuff should be mentioned, but that's a rough initial list...
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 13, 2018, 08:17:11 pm
Bolts are filler spells. They are not supposed to deal high dmg. They are not supposed to be able to compete against a silverbranch.

Whats up with people always complaining about bolt dmg when it comes to mage dmg. R50, r90, rays, etc are your way to go. You should use bolts in between cd's or to kill mounts.


Don't tell me how to play, son. :)

Other than that I agree. Bolts can't have same dps as SB...

Isn't it scary how many people in the forum have dre's bolt mentality? It's weird.
So a mage in a purple robe and corpsecall can take 40 damage front shots from a silver branch studded guy yet its perfectly fine that he does 20-25 damage with a bolt?

Guess I'm missing "the vision" when it comes to the cannon part of a robe. Until then, heal bots.

Like Ub3r said, there's something wrong and if they feel that robed mages are mathematically superior then good luck finding another solution passed scaling bolt damage higher with magnitude.
Title: Re: Live update patch 1.2 notes
Post by: Searven on April 13, 2018, 08:17:17 pm
@Ub3rgames 

Pls dont spent time on mage vs whatever balancing right now. ARAC changes are soooooo much more important.
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 13, 2018, 08:18:59 pm
Bolts are filler spells. They are not supposed to deal high dmg. They are not supposed to be able to compete against a silverbranch.

Whats up with people always complaining about bolt dmg when it comes to mage dmg. R50, r90, rays, etc are your way to go. You should use bolts in between cd's or to kill mounts.


Don't tell me how to play, son. :)

Other than that I agree. Bolts can't have same dps as SB...

Isn't it scary how many people in the forum have dre's bolt mentality? It's weird.
So a mage in a purple robe and corpsecall can take 40 damage front shots from a silver branch studded guy yet its perfectly fine that he does 20-25 damage with a bolt?

Guess I'm missing "the vision" when it comes to the cannon part of a robe. Until then, heal bots.

Like Ub3r said, there's something wrong and if they feel that robed mages are mathematically superior then good luck finding another solution passed scaling bolt damage higher with magnitude.
that purple robe is the equivilent to wearing a padded/leather set, yall dumb using that as a comparison you need to use the better robes e.g. archmage and you';ll see big difference in EVERYTHING, your issue is the cost and that is what you should complain about, not the actual balance of combat, since its a clear gear issue made by cost alone.
Title: Re: Live update patch 1.2 notes
Post by: Rigan on April 13, 2018, 08:19:32 pm
@Battle Smurf
There is an issue with mages that we are trying to track down, but we do not believe it is a matter of raw power.
Mages have the highest potential damage and utility. They are mathematically superior and, at the end of InDev, were superior in perception too. Especially when focusing on a single school.

Melee/archery, however, is simpler and has a lower barrier of entry.
Our feeling is that we have to lower magic's barrier of entry too, without impacting the high end.
But to confirm that, as explained in a previous reply, we're trying to artificially get mages to a high end state.

With that said,
To address some of your suggestions:
Spoiler (click to show/hide)
Do you even play? Seriously? Mages despite self buffs take an insane amount of damage without reliably being able to dish anything back. All fights end up in melee that's just the way the game works and it is impossible for mages to trade back. I can use begone or other displacement spells to force the opponent back but if I miss I'm completely fucked. 1 mistake as a mage and I lose the fight, 1 mistake as a melee/archer and I can make up for it once I get into melee. I've tried both playstyles (melee/archer and mage) and the difference is disgusting.

Tried firebolt on a guy in bone armor while I had a R80 racial staff and giant bone and I did 19.8 damage (spell level 78, 45 intensify, 40 archmage). Didn't even try on plate and above as it's just gonna make me even more sad. Honestly I've just given up on offensive mage and gone full support. Dropped GS skill and went alteration and air instead.

edit: What frightens me the most is that you think the balance is nearly perfect. It's far from it. Look at the more succesfull groups who are out pvping and see what ratio melee to mage they have. I'll give you a hint: around 5-7:1. Try and fucking mathematically calculate that one.

This scares me too.

If they were really wanting to have balance and actually give the cannon aspect to the "glass cannon" robed mage, they'd make it to where bolts would hit for 40 to the front with a dark scepter the way they get hit for 40 in the front by a silverbranch.

Until then, robed mages can take their place being buff bots and spending 50% of their spells statting after getting hit once.

maybe I'm just not understanding "the vision"

The funniest thing is Ub3rgames telling US we just don't know how to play mage properly...

Get everyone who works at Ub3rgames on a maxed mage character and I'll put $1,000 on me stomping all of them 1v1 on my half finished melee archer character and 110+ higher ping

Come on @Ub3rgames show us the "right" way to play mage




You are reading in between the lines.

Not everyone can be as awesome as yourself, oh mighty god of PVP.


It's a fast paced twitch style combat. So of course there will be people who simply suck at it, making it harder for themselves if they want to play a mage. That is the point.
Title: Re: Live update patch 1.2 notes
Post by: gosti on April 13, 2018, 08:20:40 pm
So a mage in a purple robe and corpsecall can take 40 damage front shots from a silver branch studded guy yet its perfectly fine that he does 20-25 damage with a bolt?

Your numbers are weird.
Title: Re: Live update patch 1.2 notes
Post by: Searven on April 13, 2018, 08:23:37 pm
Bolts are filler spells. They are not supposed to deal high dmg. They are not supposed to be able to compete against a silverbranch.

Whats up with people always complaining about bolt dmg when it comes to mage dmg. R50, r90, rays, etc are your way to go. You should use bolts in between cd's or to kill mounts.


Don't tell me how to play, son. :)

Other than that I agree. Bolts can't have same dps as SB...

Isn't it scary how many people in the forum have dre's bolt mentality? It's weird.
So a mage in a purple robe and corpsecall can take 40 damage front shots from a silver branch studded guy yet its perfectly fine that he does 20-25 damage with a bolt?

Guess I'm missing "the vision" when it comes to the cannon part of a robe. Until then, heal bots.

Like Ub3r said, there's something wrong and if they feel that robed mages are mathematically superior then good luck finding another solution passed scaling bolt damage higher with magnitude.

How about using those r50's or r90's, those do 30-40 dmg depending on staff type and even give you a free follow up ray hit for 20-30dmg. Or maybe hit a vampiric or a leech for 25 stat drain and land a eye rot or pungent.
If you use arrow shield you only gonna take 35 instead of 40 dmg. Maybe use ultilities like begone or stormblast. Begone + charged ray does around 100 dmg if he tries to melee push you or gets too close.

Dunno man, but maybe consider using other spells besides bolts. Just my humble opinion but i dont think mage is weak. Sure its harder but not weak.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 08:26:06 pm
Mages have the highest potential damage and utility. They are mathematically superior
Autism is a developmental disorder characterized by troubles with social interaction and communication, and by restricted and repetitive behavior.
Title: Re: Live update patch 1.2 notes
Post by: Drthelunghar on April 13, 2018, 08:40:25 pm
Dunno man, but maybe consider using other spells besides bolts. Just my humble opinion but i dont think mage is weak. Sure its harder but not weak.
It depend on how far you are at leveling, you were the one saying that mage is weak couple of weeks ago maybe there are people that have less leveled character than you. Don't get me wrong at 2 maxed character I believe mage is really strong and it kinda balanced, but the closer to new character you check the worse mage looks like.
Title: Re: Live update patch 1.2 notes
Post by: Mycke on April 13, 2018, 08:53:29 pm
Mages have the highest potential damage and utility. They are mathematically superior
Autism is a developmental disorder characterized by troubles with social interaction and communication, and by restricted and repetitive behavior.

I dont agree with much of anything you say these day, but your point here is an exception, at least in that you are right that their logic is poor here.

@Ub3rgames We are not playing a mathematical equation and there are many subtle aspects to game play you arent considering in the 'math'.

1. Mages glow when casting spells and are thus much easier to see and track that an archer or melee
2. Magic glows making it much easier to see an avoid
3. One can not parry mid cast and most of the stronger spells take longer to cast than an arrow or melee swings so mages are much more vulnerable and far less able to quickly react to a bad situation.
4. Heavies dont have much less mobility than mages anymore unless they spec for it (stromblast and explosion)
5. Bone armors that are needed to balance out some of the above issues are far too valuable in effort terms to be worn as much as they need to be.

Mages are easy to see and their magic is easy to see so they and their magic are easier to avoid or track and at long range people just take little splash damage as they easily track the incoming spell and at short range they are easy to catch mid spell with no means to parry and another 1-2 hits before they can cast and release any kind of peel spell after and even then there arent many places they can go with a spell that a heavy cant follow unless they force spec for it.

I am sure this is not in your mathematical equations and though its not as extreme as it could be, all these elements do add up against mages in a way that math can not calculate in terms of human actions and reactions and is leading to issues raw numbers dont show.

PS Please add a bone armor with q1 bone at the r20 level with decent protects but modest magic power (and lower cost of others) so early mages have some means of not being mere blades of grass in a field with weeks of development before any chance.
Title: Re: Live update patch 1.2 notes
Post by: inkarnation on April 13, 2018, 08:55:48 pm
@Battle Smurf
There is an issue with mages that we are trying to track down, but we do not believe it is a matter of raw power.
Mages have the highest potential damage and utility. They are mathematically superior and, at the end of InDev, were superior in perception too. Especially when focusing on a single school.

Melee/archery, however, is simpler and has a lower barrier of entry.
Our feeling is that we have to lower magic's barrier of entry too, without impacting the high end.
But to confirm that, as explained in a previous reply, we're trying to artificially get mages to a high end state.

With that said,
To address some of your suggestions:
Spoiler (click to show/hide)
Do you even play? Seriously? Mages despite self buffs take an insane amount of damage without reliably being able to dish anything back. All fights end up in melee that's just the way the game works and it is impossible for mages to trade back. I can use begone or other displacement spells to force the opponent back but if I miss I'm completely fucked. 1 mistake as a mage and I lose the fight, 1 mistake as a melee/archer and I can make up for it once I get into melee. I've tried both playstyles (melee/archer and mage) and the difference is disgusting.

Tried firebolt on a guy in bone armor while I had a R80 racial staff and giant bone and I did 19.8 damage (spell level 78, 45 intensify, 40 archmage). Didn't even try on plate and above as it's just gonna make me even more sad. Honestly I've just given up on offensive mage and gone full support. Dropped GS skill and went alteration and air instead.

edit: What frightens me the most is that you think the balance is nearly perfect. It's far from it. Look at the more succesfull groups who are out pvping and see what ratio melee to mage they have. I'll give you a hint: around 5-7:1. Try and fucking mathematically calculate that one.

This scares me too.

If they were really wanting to have balance and actually give the cannon aspect to the "glass cannon" robed mage, they'd make it to where bolts would hit for 40 to the front with a dark scepter the way they get hit for 40 in the front by a silverbranch.

Until then, robed mages can take their place being buff bots and spending 50% of their spells statting after getting hit once.

maybe I'm just not understanding "the vision"

The funniest thing is Ub3rgames telling US we just don't know how to play mage properly...

Get everyone who works at Ub3rgames on a maxed mage character and I'll put $1,000 on me stomping all of them 1v1 on my half finished melee archer character and 110+ higher ping

Come on @Ub3rgames show us the "right" way to play mage



hum sorry but have you tested damage numbers with 2 naked characters? mage is superior dude, just do the math, disregard gear cost, stat cost, lack of ability to melee, gear resists, etc, we have higher dps potential
Title: Re: Live update patch 1.2 notes
Post by: lambdaExpression on April 13, 2018, 08:56:17 pm
@Ub3rgames

Please move the programmer that's been working on markets to assist the programmers working on ARAC/Alignment changes and magic changes.
They only have one programmer...
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 08:56:21 pm
Dunno man, but maybe consider using other spells besides bolts. Just my humble opinion but i dont think mage is weak. Sure its harder but not weak.
It depend on how far you are at leveling, you were the one saying that mage is weak couple of weeks ago maybe there are people that have less leveled character than you. Don't get me wrong at 2 maxed character I believe mage is really strong and it kinda balanced, but the closer to new character you check the worse mage looks like.
At 2 maxed chars? You mean duels? In duel maxed mage can indeed do good, as it's much easier to control the distance when there is only one guy to look for. Still one mistake and you may be dead. In group fights or in any tighter space mage simply dies, even without mistakes. Just like in UW when there were still strict classes. Ub3r just took the worst combat experience there was in any of darkfall iterations and implemented it in DND.

And guys, please don't get started with - there are no classes in DND bullshit. Titles combined with armor traits force classes on us under the illusion of choice.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 09:03:04 pm
hum sorry but have you tested damage numbers with 2 naked characters?
lol, exactly! :)
Title: Re: Live update patch 1.2 notes
Post by: Drthelunghar on April 13, 2018, 09:11:25 pm
...
I agree with some of the points but mages are not that useless in temafights, buffs heals aoe focus, you can die easier but you still have huge impact on fight.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 09:21:10 pm
...
mages are not that useless in temafights, buffs heals aoe focus, you can die easier but you still have huge impact on fight.
I agree and I have not said that they are useless in team fights. What I meant is that their utilities that allow them to keep single player at distance are getting less useful the more players there are in group fights. It's much easier to sneak on a mage in a group fight. And even if mage succeeds to disengage from one player he may land close to another opponent.

And without ability to keep/control distance mages just die, as all the "combat balance" by ub3rgames relies on mages ability to control the distance. They apparently don't know what darkfall group fights look like. 10 years of darkfall were not enough for them to notice.
Title: Re: Live update patch 1.2 notes
Post by: double on April 13, 2018, 09:59:02 pm
so no fixes to Magic schools like infliction etc? fire and air still the only usable schools? but still too weak to be viable? glad i changed back to melee/archery. Well not glad but not changing again.  wait 2 months and maybe get Someone to half hp.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 13, 2018, 10:02:34 pm
No point discussing balance it seems. I'll just call it like I see it the same way Azmo described. It's a 1:5-7 ratio mages to melee archers in the pvp groups we encounter. I'll let that speak for itself and anyone else who wants to say everything is all good, have at it
Title: Re: Live update patch 1.2 notes
Post by: xzxDJxzx Terrorize on April 13, 2018, 10:05:17 pm
Update 1.2: Marketplaces Remote View
https://forums.darkfallnewdawn.com/index.php/topic,7478.msg148819.html#new

Today's patch sees the release of a major evolution of our marketplaces: remote view.
When consulting a marketplace, you will now be able to see the content of any marketplace you have access to and purchase remotely.
You still need to go fetch the item, but the purpose of this change is to secure purchases, easily prepare remote stockpiles and perhaps even "pre-order" items before a trip.
It is a good preparation for buy orders and transportation contracts, which will come down the line.
It should also help players see prices for items they have in abundance and motivate trade.

Marketplaces changes:
- There is now a new drop down list of all accessible marketplaces.
- The list is sorted by distance from the current marketplace.
- The list is located just above the button for categories.
- You can select multiple marketplaces at the same time to view an aggregated list of items.
- Base on-sale taxes have been reduced to 5%.
- Buyers can remotely purchase items for an additional 5% of the purchase price. They still have to go pick them up.
- Sellers can remotely withdraw the gold of successful sales to their global gold account. The 10% global account fee is applied as usual, on top of the 5% sale fee.
- Sellers will now see their own sales in the general list of available items.
- Pagination display errors and other minor bugs have been fixed.


Other changes:
- The quest tracker will now show the progression of objectives.
- Linked spells with issues should now be linked properly.
- Weight of bags should now always be accurate.

Why on earth did they lower the gold sink?????

The game is flooded with gold already! Unbelievable!
Title: Re: Live update patch 1.2 notes
Post by: Rimamok on April 13, 2018, 10:40:41 pm
No point discussing balance it seems. I'll just call it like I see it the same way Azmo described. It's a 1:5-7 ratio mages to melee archers in the pvp groups we encounter. I'll let that speak for itself and anyone else who wants to say everything is all good, have at it

Obviously these melee-archer-heavy groups just don't UNDERSTAND yet.  Because Ub3r did the math.  And math NEVER makes a ton of underlying assumptions, so it's irrefutable and this discussion is closed. Here, have a cookie.
Title: Re: Live update patch 1.2 notes
Post by: Ub3rgames on April 13, 2018, 10:45:04 pm
As we've said: to be a mage is harder than to be a physical character.

Physical characters are the one dictating the rhythm of the fight both in 1v1 and in group fights.
There are leveling and economic issues too. The mana/stamina costs of spells is potentially an issue too.
The barriers of entry are clearly not the same, but that's besides the point we're trying to make.

We recognize that there has to be an issue for the usage ratios to be so different.
What we're saying is that there are empirical and theoretical evidences that mages are on the stronger side WHEN at the high end.
InDev and formulas agree on that. So the way to fix the issue in our opinion is not to buff damage but to make mages easier to get into.

For an illustration of our argument, here is a comparison of an archer in top end gear and a mage in medium gear:

An extravagant robe attacking an exarch armor:
- Firebolt: R80 25.4 health, Corpsecall 28,52 health
- Firebolt after fireball: R80 27,86 health , corpsecall  31 health
- Firebolt after debuff: R80  31.99 health, Corpsecall: 35.34 health
- Instant dragon breath: R80 10.75 health , Corpsecall: 13.42 health
- Instant dragon breath after fireball: R80 13.7 health , Corpsecall: 16.44 health
- Instant dragon breath after debuff:  R80 18.53 health, Corpsecall: 21.6 health
- Inferno: R80 34.15 health , Corpsecall 37.82 health
- Fireball: R80 28.05 health , Corpsecall 31.65 health

Exarch armor hitting with silverbranch someone in extravagant robe:
- Arrow: 36.92 health.
- Arrow on target with arrow shield and R80 out: 33.17 health.

This is a comparison between the top end leather against the middle of the line robe.

Both characters were fully maxed out, without titles, all gear was lowest rolls and without enchants.
Note that bolts can be casted in these setups with an R80 around 20% faster than arrows without the use of spell haste, however rapid shot has a higher impact.
For example, using a combination of fireball and a queued instant cast ray would be 41.75 damage in around the same time as an arrow. A bolt + ray would be 36.15 damage faster than an arrow.

@xzxDJxzx Terrorize
It has not been removed, it has been moved.
On the gold sink front, this is the choice between 1 purchase at 10 or 3 purchases at 5. The price is lower, but the total is higher.
For example, just between the patch and the hotfix, we saw a noticeable increase in average transactions per minute.
These are potentially transactions that would not have occurred otherwise, occurring at the old 10% due to being remote.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 13, 2018, 11:07:15 pm
Look at all these combos listed from a mage. How much mana is being dumped for that dps vs stam spent from a warrior?
Like @SupremeBeing just said like 2 pages ago, the costs need to be adjusted. I like that approach vs raising damage on particular spells. Make an arrow cost twice as much stam and it forces more mana to stams being casted or the archer to not sprint as much. As I type this out it makes me wonder why the fuck I'm even doing this. Even with all these numbers uber just wasted time getting up, that's still no "cannon" aspect and the "math" now shows it, lol
Title: Re: Live update patch 1.2 notes
Post by: Unknowm Mantra on April 13, 2018, 11:07:33 pm
IMHO, mages in good state for now, except not ready Earth, Arcane, Necro, Spellchanting, Witchcraft magic.

2 main problems:
1) Too expensive armor and alchemy progression
2) Too many skills and passives to max before you can be viable in field. Mages forced to have staffs with better magnitude, coz in case of fight with warriors they just cant escape from them. 1 mistake and you are dead
Example (1st fight)
https://youtu.be/G1mZF3zGAww
I just fucked with stormblast and knock warrior directly to me in the melee reach....

In aspect of damage, escapes, survivability, team fight mages > warriors, BUT

MAGES NEED TO BE SMARTER TO PLAY, this is not anymore low lvl skill mage fight like it was in DFO or RoA, where you can knock ray ray knock ray ray WW all the time. Here you need to think what to do, how to do. AND YOU CAN PLAY YOUR OWN WAY, not like 9999% rest of the server.

Wanna be a good damage mage aka glass cannon? Go single school + potent + scholar and you will overdamage with 1 school.
Fire\water\Air is totally ready to be single school.

When you add more schools you become weaker but gain more support aspects
Title: Re: Live update patch 1.2 notes
Post by: Rimamok on April 13, 2018, 11:10:06 pm
@Ub3rgames do your examples above assume that the mage and archer are having a strafing contest to trade blows?  Because that is NOT reality.

Reality is the archer is constantly pushing to get in melee distance, while constantly barraging arrows.  Whereas the mage is sacrificing damage to use movement spells, and jump kite which greatly reduces his acccuracy AND exposes his back.

The numbers are nice reference but SOOO unrepresentative of an actual fight.

Sort of on topic... this is an example of how annihilating mage melee has COMPLETELY upset the way mages are forced to fight.  The result is a jump kite fest, which unfortunately is just not as fun.
Title: Re: Live update patch 1.2 notes
Post by: heiser316999 on April 13, 2018, 11:10:31 pm
fucking shit show out here
Title: Re: Live update patch 1.2 notes
Post by: Drthelunghar on April 13, 2018, 11:28:28 pm
What we're saying is that there are empirical and theoretical evidences that mages are on the stronger side WHEN at the high end.
InDev and formulas agree on that.
I tought that general idea at the end of indev was that it was kinda balanced apart from infliction that was  OP.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 13, 2018, 11:39:25 pm
@Ub3rgames do your examples above assume that the mage and archer are having a strafing contest to trade blows?  Because that is NOT reality.

Reality is the archer is constantly pushing to get in melee distance, while constantly barraging arrows.  Whereas the mage is sacrificing damage to use movement spells, and jump kite which greatly reduces his acccuracy AND exposes his back.

The numbers are nice reference but SOOO unrepresentative of an actual fight.

Sort of on topic... this is an example of how annihilating mage melee has COMPLETELY upset the way mages are forced to fight.  The result is a jump kite fest, which unfortunately is just not as fun.
I think these guys think their own game is tab target sometimes. There's no point in even trying to paint a picture of what an actual fight looks like.
Title: Re: Live update patch 1.2 notes
Post by: Nuyur on April 13, 2018, 11:51:16 pm
Do you even play? Seriously? Mages despite self buffs take an insane amount of damage without reliably being able to dish anything back. All fights end up in melee that's just the way the game works and it is impossible for mages to trade back. I can use begone or other displacement spells to force the opponent back but if I miss I'm completely fucked. 1 mistake as a mage and I lose the fight, 1 mistake as a melee/archer and I can make up for it once I get into melee. I've tried both playstyles (melee/archer and mage) and the difference is disgusting.

Tried firebolt on a guy in bone armor while I had a R80 racial staff and giant bone and I did 19.8 damage (spell level 78, 45 intensify, 40 archmage). Didn't even try on plate and above as it's just gonna make me even more sad. Honestly I've just given up on offensive mage and gone full support. Dropped GS skill and went alteration and air instead.

edit: What frightens me the most is that you think the balance is nearly perfect. It's far from it. Look at the more succesfull groups who are out pvping and see what ratio melee to mage they have. I'll give you a hint: around 5-7:1. Try and fucking mathematically calculate that one.


You see, i read this and think...i was saying the exact same thing like a YEAR ago back when titles were just an idea.
On the one hand, its extremely satisfying to theorycraft so precisely that an outcome seemed inevitable dispite a severe lack of information.
On the other hand, im playing melee/archer now because it lifts my threat level to unattainable heights for my preffered mage style.
Its boring, but just so much more effective.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 13, 2018, 11:51:48 pm
What we're saying is that there are empirical and theoretical evidences that mages are on the stronger side WHEN at the high end.
InDev and formulas agree on that.
I tought that general idea at the end of indev was that it was kinda balanced apart from infliction that was  OP.

Interesting. So why 80-90% of players decided to go melee/archery on live server in your opinion? Not a result of testing showing clear advantage of melee/archery build and clear disadvantages of mages having no melee in a game like darkfall?

I'm sick already of ub3rgames saying over and over how indev showed that classes are balanced. Stop repeating that after them. It's another lie. It's obvious that wasn't the case.

Also them saying that (whole) indev showed something about balance when they actually introduced titles that changed everything days / weeks before release is another misinformation. They make it sound like balance was properly tested during indev. It wasn't.

@Ub3rgames are liars. They repeat lies in hope you guys will believe in them. I swear, even Aventurine never lied to us that much.
Title: Re: Live update patch 1.2 notes
Post by: Adûn on April 14, 2018, 12:05:14 am
Community imploding. Rip.
Title: Re: Live update patch 1.2 notes
Post by: Battle Smurf on April 14, 2018, 12:10:35 am
As we've said: to be a mage is harder than to be a physical character.

Physical characters are the one dictating the rhythm of the fight both in 1v1 and in group fights.
There are leveling and economic issues too. The mana/stamina costs of spells is potentially an issue too.
The barriers of entry are clearly not the same, but that's besides the point we're trying to make.

We recognize that there has to be an issue for the usage ratios to be so different.
What we're saying is that there are empirical and theoretical evidences that mages are on the stronger side WHEN at the high end.
InDev and formulas agree on that. So the way to fix the issue in our opinion is not to buff damage but to make mages easier to get into.

For an illustration of our argument, here is a comparison of an archer in top end gear and a mage in medium gear:

An extravagant robe attacking an exarch armor:
- Firebolt: R80 25.4 health, Corpsecall 28,52 health
- Firebolt after fireball: R80 27,86 health , corpsecall  31 health
- Firebolt after debuff: R80  31.99 health, Corpsecall: 35.34 health
- Instant dragon breath: R80 10.75 health , Corpsecall: 13.42 health
- Instant dragon breath after fireball: R80 13.7 health , Corpsecall: 16.44 health
- Instant dragon breath after debuff:  R80 18.53 health, Corpsecall: 21.6 health
- Inferno: R80 34.15 health , Corpsecall 37.82 health
- Fireball: R80 28.05 health , Corpsecall 31.65 health

Exarch armor hitting with silverbranch someone in extravagant robe:
- Arrow: 36.92 health.
- Arrow on target with arrow shield and R80 out: 33.17 health.

This is a comparison between the top end leather against the middle of the line robe.

Both characters were fully maxed out, without titles, all gear was lowest rolls and without enchants.
Note that bolts can be casted in these setups with an R80 around 20% faster than arrows without the use of spell haste, however rapid shot has a higher impact.
For example, using a combination of fireball and a queued instant cast ray would be 41.75 damage in around the same time as an arrow. A bolt + ray would be 36.15 damage faster than an arrow.

@xzxDJxzx Terrorize
It has not been removed, it has been moved.
On the gold sink front, this is the choice between 1 purchase at 10 or 3 purchases at 5. The price is lower, but the total is higher.
For example, just between the patch and the hotfix, we saw a noticeable increase in average transactions per minute.
These are potentially transactions that would not have occurred otherwise, occurring at the old 10% due to being remote.



(https://media2.giphy.com/media/l0Iy9Qcyz0AwYvuEg/giphy.gif)
Title: Re: Live update patch 1.2 notes
Post by: dariobrun on April 14, 2018, 12:16:41 am
@Ub3rgames there is one thing at least you are missing, though, in your math calculations as other have already posted: stats consumption.
Not only mages uses mana to cast spells, but they also need stamina, which is getting drained faster than melee/archery, just for shooting spells.
That, combined with its consumption due to sprinting and dmg taken, makes the mage have to fight a constant battle against his own stats, which the melee/arhcer playstile doesn't have nearly as hard.
Moreover, you also don't take into account transfer spells: for melee/archers, mana is basically a backup stamina bar that they can take from to recharge stamina at no penalty, since they use no mana.
Mages, on the contrary, when they need to recover some needed stamina, have to drain another main stats, their mana pool, to do so....which in turns forces them to also have to transer healt to mana, which in turn makes them both lose more time to keep their stats up, lower their dmg output (due to the loss of time) AND make them even more fragile (since they have to cut their own hp to keep up with mana/stamina).

TlDR: stamina cost should be removed from spells OR it should be significantly higher for melee/archery usage (i would prefer the first, though) because mages don't have the "backup" bar to use to keep them up and fighting like melee/archer have
Title: Re: Live update patch 1.2 notes
Post by: Alberton on April 14, 2018, 12:17:07 am
It warms the heart to see 9 pages of posts after a market patch.
Game is clearly holding peoples interest.

Now to sit back with a coffee and enjoy the posts.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 14, 2018, 12:19:23 am
It warms the heart to see 9 pages of posts after a market patch.
Game is clearly holding peoples interest.

Now to sit back with a coffee and enjoy the posts.
Yeah, people gather to watch disasters/catastrophes.
Title: Re: Live update patch 1.2 notes
Post by: Fore Core on April 14, 2018, 12:22:47 am
It warms the heart to see 9 pages of posts after a market patch.
Game is clearly holding peoples interest.

Now to sit back with a coffee and enjoy the posts.

Back to the actual patch lol. 

There are 9000+ items listed for Chaos + Elf,Human,Dwarf.  @Ub3rgames please add a "ALL" option so I don't have to select all the markets.
Title: Re: Live update patch 1.2 notes
Post by: xzxDJxzx Terrorize on April 14, 2018, 12:34:26 am
As we've said: to be a mage is harder than to be a physical character.

Physical characters are the one dictating the rhythm of the fight both in 1v1 and in group fights.
There are leveling and economic issues too. The mana/stamina costs of spells is potentially an issue too.
The barriers of entry are clearly not the same, but that's besides the point we're trying to make.

We recognize that there has to be an issue for the usage ratios to be so different.
What we're saying is that there are empirical and theoretical evidences that mages are on the stronger side WHEN at the high end.
InDev and formulas agree on that. So the way to fix the issue in our opinion is not to buff damage but to make mages easier to get into.

For an illustration of our argument, here is a comparison of an archer in top end gear and a mage in medium gear:

An extravagant robe attacking an exarch armor:
- Firebolt: R80 25.4 health, Corpsecall 28,52 health
- Firebolt after fireball: R80 27,86 health , corpsecall  31 health
- Firebolt after debuff: R80  31.99 health, Corpsecall: 35.34 health
- Instant dragon breath: R80 10.75 health , Corpsecall: 13.42 health
- Instant dragon breath after fireball: R80 13.7 health , Corpsecall: 16.44 health
- Instant dragon breath after debuff:  R80 18.53 health, Corpsecall: 21.6 health
- Inferno: R80 34.15 health , Corpsecall 37.82 health
- Fireball: R80 28.05 health , Corpsecall 31.65 health

Exarch armor hitting with silverbranch someone in extravagant robe:
- Arrow: 36.92 health.
- Arrow on target with arrow shield and R80 out: 33.17 health.

This is a comparison between the top end leather against the middle of the line robe.

Both characters were fully maxed out, without titles, all gear was lowest rolls and without enchants.
Note that bolts can be casted in these setups with an R80 around 20% faster than arrows without the use of spell haste, however rapid shot has a higher impact.
For example, using a combination of fireball and a queued instant cast ray would be 41.75 damage in around the same time as an arrow. A bolt + ray would be 36.15 damage faster than an arrow.

@xzxDJxzx Terrorize
It has not been removed, it has been moved.
On the gold sink front, this is the choice between 1 purchase at 10 or 3 purchases at 5. The price is lower, but the total is higher.
For example, just between the patch and the hotfix, we saw a noticeable increase in average transactions per minute.
These are potentially transactions that would not have occurred otherwise, occurring at the old 10% due to being remote.


Thanks for taking the time to explain.
Title: Re: Live update patch 1.2 notes
Post by: Azmoodeus on April 14, 2018, 12:42:56 am
It warms the heart to see 9 pages of posts after a market patch.
Game is clearly holding peoples interest.

Now to sit back with a coffee and enjoy the posts.

Back to the actual patch lol. 

Currently there are 9199 items listed for me (Chaos + Elf,Human,Dwarf).  @Ub3rgames please add a "ALL" option so I don't have to select all the markets.
PSA: Hold mouse and drag when selecting markets.
Title: Re: Live update patch 1.2 notes
Post by: Battle Smurf on April 14, 2018, 12:48:17 am
Honestly i kind of just want to slap Ub3rgames in the face with a fuckin fish when they keep trying to justify the armor/title melee archery synergy bonuses and how mages shouldn't HAVE to melee, and needs all the negatives even when talking single school magic+ melee

They actually think SINGLE School magic+ Melee builds are better than archery +melee pusher ones

The bottom line is they don't understand the reality on the ground

I can go Melee Archery and take less damage, deal more dps, dictate the fight, be stronger in more locations (buildings water), have no weaknesses, and in group fights i can burst someone down EXtRemely fast with very little stat expenditure thanks to cross buffs, and then immediately go cut the head off another mage or clusterfuck an entire backline group causing chaos and friendly fire then hop out parry and get way better synergy from cross heals thanks to my superior protections and faster stat recovery thanks to not using much mana and my armor stam regen/ title bonuses

Just FUCK OFF to anyone who doesn't understand how much of an advantage that is you don't know how to fuckin play

Oh ya and Seize LMFAO can't forget that

You never should of given melee that without also giving tornado a knockback for counter play its like Ub3rgames never realized melee was ALREADY the most dominate/ simplistic thing in every previous version or how much sustained dps archery was



Title: Re: Live update patch 1.2 notes
Post by: Alberton on April 14, 2018, 01:08:58 am
You yanks sure know how to have a tantrum.

@Ub3rgames - with the changes you made to villages re turning on and off gray zones, how hard would it be to designate one zone on the map as being permanently gray but with no gear drops and no ganking.
Just allow people to teleport to it to test out various combinations. Basically a no-drop arena. Maybe take over one of the less useful dungeons for doing this.
People could set up twitch there and have a great time testing and filming.

It wouldn't hurt your business to have such a media stream and all these theories and opinions could quickly be tested.

It would also be a great way for people to learn to pvp.
Title: Re: Live update patch 1.2 notes
Post by: luckyy007 on April 14, 2018, 01:09:55 am
Honestly i kind of just want to slap Ub3rgames in the face with a fuckin fish when they keep trying to justify the armor/title melee archery synergy bonuses and how magic shouldn't HAVE to melee and need all the negatives even when talking single school magic+ melee

They actually think SINGLE School magic+ Melee builds are better than archery +melee pusher ones

The bottom line is they don't understand the reality on the ground

I can go Melee Archery and take less damage, deal more dps, dictate the fight, be stronger in more locations (buildings water), have no weaknesses, and in group fights i can burst someone down EXtRemely fast with very little stat expenditure thanks to cross buffs, and then immediately go cut the head off another mage or clusterfuck an entire backline group causing chaos and friendly fire then hop out parry and get way better synergy from cross heals thanks to my superior protections and faster stat recovery thanks to not using much mana

Just FUCK OFF to anyone who doesn't understand how much of an advantage that is you don't know how to fuckin play

Oh ya and Seize LMFAO can't forget that

You never should of given melee that without also giving tornado a knockback for counter play its like Ub3rgames never realized melee was ALREADY the most dominate/ simplistic thing in every previous version or how much sustained dps archery was


But but but mages can retreat very well with the only cost being their health and stam pool!
Outplay a Meele/Archery guy and bring him to 50% before he touches you? Have fun chasing him around the tree/objective he is running to while blocking your shots for 80% damage reduction just to be in Meele with you at the terrain.

Ub3r doesn't see that damaging mages have no "forward" pressure in fights; you're always playing kiting backwards and lack the means to finish people off.
Not to talk about the 3 Statpools Mages have to manage vs the 2 Melee/Archery have to manage. And the selfbuffs that basicly burn your own health.
Title: Re: Live update patch 1.2 notes
Post by: Rigan on April 14, 2018, 01:15:23 am
Honestly i kind of just want to slap Ub3rgames in the face with a fuckin fish when they keep trying to justify the armor/title melee archery synergy bonuses and how magic shouldn't HAVE to melee and need all the negatives even when talking single school magic+ melee

They actually think SINGLE School magic+ Melee builds are better than archery +melee pusher ones

The bottom line is they don't understand the reality on the ground

I can go Melee Archery and take less damage, deal more dps, dictate the fight, be stronger in more locations (buildings water), have no weaknesses, and in group fights i can burst someone down EXtRemely fast with very little stat expenditure thanks to cross buffs, and then immediately go cut the head off another mage or clusterfuck an entire backline group causing chaos and friendly fire then hop out parry and get way better synergy from cross heals thanks to my superior protections and faster stat recovery thanks to not using much mana

Just FUCK OFF to anyone who doesn't understand how much of an advantage that is you don't know how to fuckin play

Oh ya and Seize LMFAO can't forget that

You never should of given melee that without also giving tornado a knockback for counter play its like Ub3rgames never realized melee was ALREADY the most dominate/ simplistic thing in every previous version or how much sustained dps archery was


But but but mages can retreat very well with the only cost being their health and stam pool!
Outplay a Meele/Archery guy and bring him to 50% before he touches you? Have fun chasing him around the tree/objective he is running to while blocking your shots for 80% damage reduction just to be in Meele with you at the terrain.

Ub3r doesn't see that damaging mages have no "forward" pressure in fights; you're always playing kiting backwards and lack the means to finish people off.
Not to talk about the 3 Statpools Mages have to manage vs the 2 Melee/Archery have to manage. And the selfbuffs that basicly burn your own health.


They already said a buff was coming to lower level WOF and also buffing the maxed WOF.

I think the moment that change comes in, it will change the whole meta around again. Especially with titles and not everyone even having arcane. Hopefully it comes soon.

I don't think being a mage is that bad though, but I do agree that in group fights having more warrior/archers is deffo the best way to be. Being a mage is atm, all about Kiting people around and bunnyhopping away from harm. But as I said, WOF is the key to that, it's the only crowd control we ever really had, but atm it's nerfed to fucking hell.
Title: Re: Live update patch 1.2 notes
Post by: Nuyur on April 14, 2018, 01:22:43 am
Except that you can sprint through a WoF (even from an evil eye), and not even slow down.
If you add in a timed jump, you even speed up.

Granted, you cant see every wof come all the time...just dont think it will save your ass when a melee is pushing in on you.

I wish i didnt make as many posts as i did, i would put all my pvp balance posts in a spoiler just to show how long ago this was predicted...
Sadly, i dont have time to go through 1800 posts to find the right one, and it seems like my vocabulary is quite limited since its hard to narrow it down to anything worth searching through.
Title: Re: Live update patch 1.2 notes
Post by: luckyy007 on April 14, 2018, 01:35:00 am
You yanks sure know how to have a tantrum.

@Ub3rgames - with the changes you made to villages re turning on and off gray zones, how hard would it be to designate one zone on the map as being permanently gray but with no gear drops and no ganking.
Just allow people to teleport to it to test out various combinations. Basically a no-drop arena. Maybe take over one of the less useful dungeons for doing this.
People could set up twitch there and have a great time testing and filming.

It wouldn't hurt your business to have such a media stream and all these theories and opinions could quickly be tested.

It would also be a great way for people to learn to pvp.

The game should be that area to test stuff out. Sadly we can't change our titles without a 2 months (or atleast 15days) of being handicapped just because Ub3r is afraid of FotM builds. Even tho FotM builds shouldn't be a problem in a game with a proper balancing as they can be adjusted if the meta gets stuck in place too long (see any Moba, Overwatch).
Title: Re: Live update patch 1.2 notes
Post by: Tolbin on April 14, 2018, 02:01:20 am
Thanks for the patch Uber, and for all the communication after posting it- on Friday night after a long week. Looking forward to the next patch.

Me and my guys are mostly happy that a group like Uber are dedicated to trying to improve the game, and generate something that has a chance of succeeding in the long run. Please keep on pushing things out as they are ready.
Title: Re: Live update patch 1.2 notes
Post by: inkarnation on April 14, 2018, 02:19:15 am
You yanks sure know how to have a tantrum.

@Ub3rgames - with the changes you made to villages re turning on and off gray zones, how hard would it be to designate one zone on the map as being permanently gray but with no gear drops and no ganking.
Just allow people to teleport to it to test out various combinations. Basically a no-drop arena. Maybe take over one of the less useful dungeons for doing this.
People could set up twitch there and have a great time testing and filming.

It wouldn't hurt your business to have such a media stream and all these theories and opinions could quickly be tested.

It would also be a great way for people to learn to pvp.

The game should be that area to test stuff out. Sadly we can't change our titles without a 2 months (or atleast 15days) of being handicapped just because Ub3r is afraid of FotM builds. Even tho FotM builds shouldn't be a problem in a game with a proper balancing as they can be adjusted if the meta gets stuck in place too long (see any Moba, Overwatch).
at the rate they patch i still change my build according to fotm even if it takes a month
Title: Re: Live update patch 1.2 notes
Post by: inkarnation on April 14, 2018, 02:21:58 am
As we've said: to be a mage is harder than to be a physical character.

Physical characters are the one dictating the rhythm of the fight both in 1v1 and in group fights.
There are leveling and economic issues too. The mana/stamina costs of spells is potentially an issue too.
The barriers of entry are clearly not the same, but that's besides the point we're trying to make.

We recognize that there has to be an issue for the usage ratios to be so different.
What we're saying is that there are empirical and theoretical evidences that mages are on the stronger side WHEN at the high end.
InDev and formulas agree on that. So the way to fix the issue in our opinion is not to buff damage but to make mages easier to get into.

For an illustration of our argument, here is a comparison of an archer in top end gear and a mage in medium gear:

An extravagant robe attacking an exarch armor:
- Firebolt: R80 25.4 health, Corpsecall 28,52 health
- Firebolt after fireball: R80 27,86 health , corpsecall  31 health
- Firebolt after debuff: R80  31.99 health, Corpsecall: 35.34 health
- Instant dragon breath: R80 10.75 health , Corpsecall: 13.42 health
- Instant dragon breath after fireball: R80 13.7 health , Corpsecall: 16.44 health
- Instant dragon breath after debuff:  R80 18.53 health, Corpsecall: 21.6 health
- Inferno: R80 34.15 health , Corpsecall 37.82 health
- Fireball: R80 28.05 health , Corpsecall 31.65 health

Exarch armor hitting with silverbranch someone in extravagant robe:
- Arrow: 36.92 health.
- Arrow on target with arrow shield and R80 out: 33.17 health.

This is a comparison between the top end leather against the middle of the line robe.

Both characters were fully maxed out, without titles, all gear was lowest rolls and without enchants.
Note that bolts can be casted in these setups with an R80 around 20% faster than arrows without the use of spell haste, however rapid shot has a higher impact.
For example, using a combination of fireball and a queued instant cast ray would be 41.75 damage in around the same time as an arrow. A bolt + ray would be 36.15 damage faster than an arrow.

@xzxDJxzx Terrorize
It has not been removed, it has been moved.
On the gold sink front, this is the choice between 1 purchase at 10 or 3 purchases at 5. The price is lower, but the total is higher.
For example, just between the patch and the hotfix, we saw a noticeable increase in average transactions per minute.
These are potentially transactions that would not have occurred otherwise, occurring at the old 10% due to being remote.

ok now what about melee in extrav vs exarch?
Title: Re: Live update patch 1.2 notes
Post by: MKH on April 14, 2018, 04:23:30 am
Look at all these combos listed from a mage. How much mana is being dumped for that dps vs stam spent from a warrior?
Like @SupremeBeing just said like 2 pages ago, the costs need to be adjusted. I like that approach vs raising damage on particular spells. Make an arrow cost twice as much stam and it forces more mana to stams being casted or the archer to not sprint as much. As I type this out it makes me wonder why the fuck I'm even doing this. Even with all these numbers uber just wasted time getting up, that's still no "cannon" aspect and the "math" now shows it, lol

I can feel Ub3rgames frustration trying to get a point through to you guys when every time you can't really listen.

End of InDev it was very evident that magic was very strong at least on 1v1 situations. Didn't saw all that much group pvp but I'd assume there was very good use of them in there too. But for 1v1 Mylina who is very good player as a mage destroyed every melee archery guy there was trying to fight him. And by destroying I mean they couldnt even get him below 50% HP before dying. Only melee archery guy that I saw win him once and in that he was him self around 5% health so could have gone either way was Haylando who again is considered a very good player. So the balance ain't all that far off in reality if two good players from both worlds can have duels that go that close for which side to win.

Now you saying double the cost for knocking down an arrow. This would basically destroy balance completely. Fact is people ain't playing mage role as well they think they are since there hasnt been any significant changes to balance from end of indev to this moment and yet in the end of indev good mage players were destroying melee archery guys left and right in 1v1.
Title: Re: Live update patch 1.2 notes
Post by: Battle Smurf on April 14, 2018, 04:32:15 am
Look at all these combos listed from a mage. How much mana is being dumped for that dps vs stam spent from a warrior?
Like @SupremeBeing just said like 2 pages ago, the costs need to be adjusted. I like that approach vs raising damage on particular spells. Make an arrow cost twice as much stam and it forces more mana to stams being casted or the archer to not sprint as much. As I type this out it makes me wonder why the fuck I'm even doing this. Even with all these numbers uber just wasted time getting up, that's still no "cannon" aspect and the "math" now shows it, lol

I can feel Ub3rgames frustration trying to get a point through to you guys when every time you can't really listen.

End of InDev it was very evident that magic was very strong at least on 1v1 situations. Didn't saw all that much group pvp but I'd assume there was very good use of them in there too. But for 1v1 Mylina who is very good player as a mage destroyed every melee archery guy there was trying to fight him. And by destroying I mean they couldnt even get him below 50% HP before dying. Only melee archery guy that I saw win him once and in that he was him self around 5% health so could have gone either way was Haylando who again is considered a very good player. So the balance ain't all that far off in reality if two good players from both worlds can have duels that go that close for which side to win.

Now you saying double the cost for knocking down an arrow. This would basically destroy balance completely. Fact is people ain't playing mage role as well they think they are since there hasnt been any significant changes to balance from end of indev to this moment and yet in the end of indev good mage players were destroying melee archery guys left and right in 1v1.

Names ONE good mage playing a boring and gay as fuck damage over time infliction/witchcraft/greater magic spec that won some chaos city duels back in Indev.

Says mage vs warrior is balanced...

Lol get the fuck outta here

I too know a good player who went that spec, only it was post launch. He got everything to 100 including intensify/Archmage (partially thanks to manually grinding hard AF during the first 3 days when gains were off the chart and it only took 24 hours to meditate 1-100 archmage) and guess what... he already quit and WANTS to sell his account because it isnt as effective or fun as his melee archer character in REAL pvp

Too bad nobody seems to want to buy it Because it's a fuckin lame way to play and the games too dead to put any real $ into

Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 14, 2018, 05:36:39 am
Look at all these combos listed from a mage. How much mana is being dumped for that dps vs stam spent from a warrior?
Like @SupremeBeing just said like 2 pages ago, the costs need to be adjusted. I like that approach vs raising damage on particular spells. Make an arrow cost twice as much stam and it forces more mana to stams being casted or the archer to not sprint as much. As I type this out it makes me wonder why the fuck I'm even doing this. Even with all these numbers uber just wasted time getting up, that's still no "cannon" aspect and the "math" now shows it, lol

I can feel Ub3rgames frustration trying to get a point through to you guys when every time you can't really listen.

End of InDev it was very evident that magic was very strong at least on 1v1 situations. Didn't saw all that much group pvp but I'd assume there was very good use of them in there too. But for 1v1 Mylina who is very good player as a mage destroyed every melee archery guy there was trying to fight him. And by destroying I mean they couldnt even get him below 50% HP before dying. Only melee archery guy that I saw win him once and in that he was him self around 5% health so could have gone either way was Haylando who again is considered a very good player. So the balance ain't all that far off in reality if two good players from both worlds can have duels that go that close for which side to win.

Now you saying double the cost for knocking down an arrow. This would basically destroy balance completely. Fact is people ain't playing mage role as well they think they are since there hasnt been any significant changes to balance from end of indev to this moment and yet in the end of indev good mage players were destroying melee archery guys left and right in 1v1.
I literally spent the last two weeks of inDev in Hintenfau watching the same duels you did. Did you also happen to notice every fucking mage without a weapon skill using a poison sithra and being able to whirlwind and stuff without the need of a title?

I'm not at all taking anything away from gohan but you're literally talking about a guy who was obviously using all q5 gear (we controlled the only two q5 enchanters during inDev) vs a guy who was getting some duels in before the end of inDev who hadn't logged in since the Hasaki rampage against the giants six months prior.

At the end of the day, you'll still only see 90% melee archers playing. I'm not going to bother defending any position since I actually play the game, enjoy the game and call it like it is. Just because players like me and azmo are bringing up concerns doesn't mean we're not going to just keep our mouths shut. I just play suppory and have fun still
Title: Re: Live update patch 1.2 notes
Post by: MKH on April 14, 2018, 07:08:45 am
Look at all these combos listed from a mage. How much mana is being dumped for that dps vs stam spent from a warrior?
Like @SupremeBeing just said like 2 pages ago, the costs need to be adjusted. I like that approach vs raising damage on particular spells. Make an arrow cost twice as much stam and it forces more mana to stams being casted or the archer to not sprint as much. As I type this out it makes me wonder why the fuck I'm even doing this. Even with all these numbers uber just wasted time getting up, that's still no "cannon" aspect and the "math" now shows it, lol

I can feel Ub3rgames frustration trying to get a point through to you guys when every time you can't really listen.

End of InDev it was very evident that magic was very strong at least on 1v1 situations. Didn't saw all that much group pvp but I'd assume there was very good use of them in there too. But for 1v1 Mylina who is very good player as a mage destroyed every melee archery guy there was trying to fight him. And by destroying I mean they couldnt even get him below 50% HP before dying. Only melee archery guy that I saw win him once and in that he was him self around 5% health so could have gone either way was Haylando who again is considered a very good player. So the balance ain't all that far off in reality if two good players from both worlds can have duels that go that close for which side to win.

Now you saying double the cost for knocking down an arrow. This would basically destroy balance completely. Fact is people ain't playing mage role as well they think they are since there hasnt been any significant changes to balance from end of indev to this moment and yet in the end of indev good mage players were destroying melee archery guys left and right in 1v1.

Names ONE good mage playing a boring and gay as fuck damage over time infliction/witchcraft/greater magic spec that won some chaos city duels back in Indev.

Says mage vs warrior is balanced...

Lol get the fuck outta here

I too know a good player who went that spec, only it was post launch. He got everything to 100 including intensify/Archmage (partially thanks to manually grinding hard AF during the first 3 days when gains were off the chart and it only took 24 hours to meditate 1-100 archmage) and guess what... he already quit and WANTS to sell his account because it isnt as effective or fun as his melee archer character in REAL pvp

Too bad nobody seems to want to buy it Because it's a fuckin lame way to play and the games too dead to put any real $ into

No need to use so offensive language it really hinders anything else you have to say.

But the thing is people like minded with you are saying magic is completely imbalanced yet evidence from end of indev says otherwise.

I made the example out of Mylina and Haylando cause it can be said both are good players and they fought really good close fights as mage vs melee archery.

But as for other example of balance could be used Haylando playing fire mage with Fyy Fabians account when he destroyed any guy that fought him with eas. Now I didn't see him fought any truly top tier melee archery guy but many that are way above average players and he just destroyed them. If balance was so awfull that you guys paint it to be shouldn't he had been struggling to win  against some decent melee players as a mage? Not just destroy them if magic is so weak?

Also Mylina was destroying every one as water necro mage before but when he fought Haylando he was necro infliction so don't know could he had done the same as water necro.

Point still stands though - balance can't be completely bad when you view things from end of indev where fully developed characters fought each other and good players where doing well with either style magic or melee archery.

I don't think balance is perfect nor I believe it ever can be in any game that has  "classes" there is always something in need of tweaking one way or the other but current balance ain't too far off especially when mages gets all things leveled.

Now If you want to play the style many me included liked to play in old DFO aka very aggressive melee pushing style mage with bone metal mix then that might not be doable style at the moment (don't know for sure thou )  and I can understand frustration if that's the way one wants to play but it doesn't make all mage styles imbalanced.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 14, 2018, 07:22:36 am
Yeah guys. The classes are balanced when 90% of the pop (since launch) have been playing melee archers.
When blizzard has a race in Starcraft that's a little strong in some areas (late game, early rush, mid game) they do mini tweaks to try and balance things out. These things are evident when they notice players queuing into matches as a certain race and winning more than 60% of their matches in doing so.

They follow the same style with overwatch, hots and any other mainstream gargle they're developing.

At some point, when 90% of the playerbase is using melee/archers, do you think the early to mid game might be in dire needs of some tweaking or should we just all be "yes men" and sweep this garbage under the rug?

Maybe once the server is down to the last 50 people dueling all day in Hintenfau (when we've reached the "perfectly balanced" end game) we can all sit back and breath a sigh of relief that balance is finally restored and we can go back to using Hintenfau as our safe haven to gauge all fights because all the footage from launch until then is meaningless.
Title: Re: Live update patch 1.2 notes
Post by: skatkurt on April 14, 2018, 07:23:38 am
We should make bone armor more viable and easier to get,its the only way i can find right now to balance mages

One of my biggest problem to be a fullmage its i cant disable no one so a Guy placed in a córner just parrying its nothing i cant do!i cant melee!its really frustating,no talking that the melee arxhers Will run to a proper clóse Range situation citys..building ..and if u want PvP u should follow or lose the oportunity to do some PvP,reaaly frustating for me playing mage and thinking everyday yo reroll
Title: Re: Live update patch 1.2 notes
Post by: Fore Core on April 14, 2018, 07:31:06 am
Ub3r, it's great you patch anything. All progression is good. But in inactivity is creating more inactivity. It's a chain reaction.
I don't have the answer, but something that keeps people logging in would be good.

Also, 25 hour timers were really really stupid. Can't find reliable pvp or nemesis anymore. Now they just log off until villages roll back to their time zone.

@Ub3rgames  again. 25 hour times are really really stupid. The Nerf didn't effect activity. The really really stupid 25 hour timers did

@Ub3rgames
I live in Darkmoore and we have two villages nearby Sarthan Sea and Savaril.  What was the logic to put them in the same time and they go live 45 min apart?  My clan is mostly NA time zone so 18 / 24 days village will go live outside of our prime time and clan can't participate.  Wouldn't it been better to put these two villages in 12 hours apart?
Title: Re: Live update patch 1.2 notes
Post by: Wyverex on April 14, 2018, 07:36:49 am
Bone armor should definitely be cheaper.
And Magic Schools should definitely level faster.
Title: Re: Live update patch 1.2 notes
Post by: skatkurt on April 14, 2018, 07:39:46 am
Bone armor should definitely be cheaper.
And Magic Schools should definitely level faster.
Think schools are ok,but spells?i still meditating spells 2 months later and still dont have all i need just  a lvl50 ,ofc im 300hp 300sta 390mana,so n more than 6arrows on my back
Title: Re: Live update patch 1.2 notes
Post by: Wyverex on April 14, 2018, 07:45:50 am
Bone armor should definitely be cheaper.
And Magic Schools should definitely level faster.
Think schools are ok,but spells?i still meditating spells 2 months later and still dont have all i need just  a lvl50 ,ofc im 300hp 300sta 390mana,so n more than 6arrows on my back
Spells are useful at 30-50 already.
School you must have at 100 to unlock your abilities.
Title: Re: Live update patch 1.2 notes
Post by: Rigan on April 14, 2018, 10:05:27 am
Yeah guys. The classes are balanced when 90% of the pop (since launch) have been playing melee archers.
When blizzard has a race in Starcraft that's a little strong in some areas (late game, early rush, mid game) they do mini tweaks to try and balance things out. These things are evident when they notice players queuing into matches as a certain race and winning more than 60% of their matches in doing so.

I don't think the ratio is quite that high as 90%. But that said there are lots of reasons why you wouldn't want to pick a mage over a melee character.

- melee archery is far easier to play compared to a mage.

- melee archery characters are far more PvP ready in no time at all, magic grind is fucking shocking.

- it's easier to get decent gear as a warrior, they are hardly "rare" golems anymore. Clans have thousands of rares. And I'm here yet to gather elemental cloth cos it's a stupid amount and miles away!

All the above,  are not directly combat related reasons to not pick a mage, but all help to make playing a mage less attractive.
Title: Re: Live update patch 1.2 notes
Post by: Nuyur on April 14, 2018, 11:29:25 am
Got some help

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

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Spoiler (click to show/hide)

Spoiler (click to show/hide)

There's so many more, its making me sad my input was set aside....
Before you quote these and say im an idiot for mentioning destroyer or the focus title...
Keep in mind the post dates are 2016, 2017.
All at least a year old, back when there was no concrete information on many of the changes that came to pass.
Title: Re: Live update patch 1.2 notes
Post by: Searven on April 14, 2018, 11:36:32 am
Bone armor should definitely be cheaper.
And Magic Schools should definitely level faster.
Think schools are ok,but spells?i still meditating spells 2 months later and still dont have all i need just  a lvl50 ,ofc im 300hp 300sta 390mana,so n more than 6arrows on my back

Do not meditate spells. Meditate vitality as a mage when you have your main magic schools at 100.

Level your main offensive spells in power hours to 30-40.
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 14, 2018, 12:57:46 pm
Honestly i kind of just want to slap Ub3rgames in the face with a fuckin fish when they keep trying to justify the armor/title melee archery synergy bonuses and how mages shouldn't HAVE to melee, and needs all the negatives even when talking single school magic+ melee

They actually think SINGLE School magic+ Melee builds are better than archery +melee pusher ones

The bottom line is they don't understand the reality on the ground

I can go Melee Archery and take less damage, deal more dps, dictate the fight, be stronger in more locations (buildings water), have no weaknesses, and in group fights i can burst someone down EXtRemely fast with very little stat expenditure thanks to cross buffs, and then immediately go cut the head off another mage or clusterfuck an entire backline group causing chaos and friendly fire then hop out parry and get way better synergy from cross heals thanks to my superior protections and faster stat recovery thanks to not using much mana and my armor stam regen/ title bonuses

Just FUCK OFF to anyone who doesn't understand how much of an advantage that is you don't know how to fuckin play

Oh ya and Seize LMFAO can't forget that

You never should of given melee that without also giving tornado a knockback for counter play its like Ub3rgames never realized melee was ALREADY the most dominate/ simplistic thing in every previous version or how much sustained dps archery was




Bad player syndrome

Reason people cry about melee is because they have no idea how to play first off or how to avoid in melee range it's so fucking easily manouver around a player trying to melee you IN MELEE range, just don't have a predictable movement pattern and you can dodge 95% of the hits the 5 percent being whirlwind, bunch of scrubs

And with the new launch now it's even easier to kite then it ever has been

A lot of get good flames required on this thread imo
Title: Re: Live update patch 1.2 notes
Post by: 4ifirnul on April 14, 2018, 01:04:50 pm
you still need to be at market to have a remote view.... ITS A FAKE REMOTE
Title: Re: Live update patch 1.2 notes
Post by: elektrofux on April 14, 2018, 02:05:12 pm
p.s @Ub3rgames are there plans to add an NPC to all player holdings that will allow us to actually view the marketplaces and make purchases remotely if not to sell?

seems I have to actually be at A market somewhere, in order to see it all? doesn't help me with a player holding miles into enemy territory.

I hope they add a market to player cities. There won't be much to do in cities anyways when they move out the nodes, which i hope will first get moved when holding value additions are in place.
Title: Re: Live update patch 1.2 notes
Post by: Asdrael on April 14, 2018, 02:14:27 pm
Beside spell costs, magic output and tools are fine. Character and Gear progression (and possibly titles) during early and mid game is the issue.

Stop rolling in extravagant robe with r40 hoping to 0.5s spam bolt a FP/TL guy down and you will see better results.
Title: Re: Live update patch 1.2 notes
Post by: double on April 14, 2018, 02:16:44 pm
Beside spell costs, magic output and tools are fine. Character and Gear progression (and possibly titles) during early and mid game is the issue.

Stop rolling in extravagant robe with r40 hoping to 0.5s spam bolt a FP/TL guy down and you will see better results.


bolts should be viable tho. try shooting venom.  Need 50 casts to kill a mount.  let alone a player.
Title: Re: Live update patch 1.2 notes
Post by: Asdrael on April 14, 2018, 02:19:10 pm
bolts should be viable tho. try shooting venom.  Need 50 casts to kill a mount.  let alone a player.

Most bolts are filer. Venom even more so. Additionaly, look at the overall stat damage of bolts, some hurt sta a lot (which will ruin a heavy user fast, leather not so much as leather armor traits are way too good currently).

Edit: I think the"bolt spam" Playstyle can be viable with the proper enchants and using a bolt friendly school though.
Title: Re: Live update patch 1.2 notes
Post by: Searven on April 14, 2018, 02:29:12 pm
Beside spell costs, magic output and tools are fine. Character and Gear progression (and possibly titles) during early and mid game is the issue.

Stop rolling in extravagant robe with r40 hoping to 0.5s spam bolt a FP/TL guy down and you will see better results.


bolts should be viable tho. try shooting venom.  Need 50 casts to kill a mount.  let alone a player.

I dont have infliction titel, i dont have infliction at level 100 and my venom is only level 30 something. I need 13 venoms to kill a mount.
With my level 100 water magic titel and 40 water magic intensify with lvl 67 bolt i need 8 bolts to kill a mount.

Obviously non armor ignoring spell types do more dmg against a mount or a naked who both have zero armor.


Is anyone here actually playing this game?
Title: Re: Live update patch 1.2 notes
Post by: ironkid on April 14, 2018, 03:37:27 pm
The problem is in group fights. 1v1 is no problem for any competent mage.

After all the changes, group fight dynamics became much different and mages drop like flies. I understand that a glass cannon or a support character should have less survivability. But nerfing them down to easy kills is a bit too much.

It was already a bit of a problem back in indev with the first armor changes. But looks like it got only worse with titles etc.
Title: Re: Live update patch 1.2 notes
Post by: SupremeBeing on April 14, 2018, 03:40:10 pm
The problem is in group fights. 1v1 is no problem for any competent mage.

After all the changes, group fight dynamics became much different and mages drop like flies. I understand that a glass cannon or a support character should have less survivability. But nerfing them down to easy kills is a bit too much.

It was already a bit of a problem back in indev with the first armor changes. But looks like it got only worse with titles etc.
we have seen your videos your issue is that ur fuckin trash kid
Title: Re: Live update patch 1.2 notes
Post by: ironkid on April 14, 2018, 03:41:47 pm
I have to admit I lack your left click skills.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 14, 2018, 06:39:26 pm
Got some help

Spoiler (click to show/hide)

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Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

There's so many more, its making me sad my input was set aside....
Before you quote these and say im an idiot for mentioning destroyer or the focus title...
Keep in mind the post dates are 2016, 2017.
All at least a year old, back when there was no concrete information on many of the changes that came to pass.
Calling it like it is. Crazy you went through and dug all that up. Just proof that feedback from players is meaningless. Once Uber has made up their mind on something, they prefer to learn the hard way.
Title: Re: Live update patch 1.2 notes
Post by: Rimamok on April 14, 2018, 08:00:02 pm
From ther photos, Ub3r staff seem to be in their early 30's.  For many/most "smart" people, it's a time when they're experienced enough to be arrogant about their "abundant" knowledge.  But not experienced enough to know how limited their knowledge REALLY is.  This is the"bitch slap" phase, where they will repeatedly get bitch slapped for thinking they know more than they do.  The skill that Ub3r is obviously slow to learn (like many are) is to LISTEN. 

Once you embrace how complicated the world REALLY is, you learn to not trust only your own brain so much, and start to listen more and tap into all the experienced brains around you.

Some good examples of life bitch-slapping you into becoming a better listener:
- you launch your game 6 months late
- your late launch is woefully incomplete
- your pop is way way down 2 months after launch

To listen doesn't mean doing everything people tell you, by any means.  But it DOES mean really REALLY listening with an open mind.  And not automatically jumping into "defensive" mode when people put out constructive (or not so constructive) criticism. 

I don't really enjoy coming across as a pretentious ass with unsolicited "life coach" advice, but I've heard so SO many people complain about the lack of listening.

Will they learn before DND fails?  Not looking promising, but the world is full of surprises.
Title: Re: Live update patch 1.2 notes
Post by: gosti on April 14, 2018, 08:41:54 pm
Beside spell costs, magic output and tools are fine. Character and Gear progression (and possibly titles) during early and mid game is the issue.

Stop rolling in extravagant robe with r40 hoping to 0.5s spam bolt a FP/TL guy down and you will see better results.


bolts should be viable tho. try shooting venom.  Need 50 casts to kill a mount.  let alone a player.

Bolts are viable. Bolt only gameplay isn't.
Title: Re: Live update patch 1.2 notes
Post by: Battle Smurf on April 14, 2018, 08:47:19 pm
From ther photos, Ub3r staff seem to be in their early 30's.  For many/most "smart" people, it's a time when they're experienced enough to be arrogant about their "abundant" knowledge.  But not experienced enough to know how limited their knowledge REALLY is.  This is the"bitch slap" phase, where they will repeatedly get bitch slapped for thinking they know more than they do.  The skill that Ub3r is obviously slow to learn (like many are) is to LISTEN. 

Once you embrace how complicated the world REALLY is, you learn to not trust only your own brain so much, and start to listen more and tap into all the experienced brains around you.

Some good examples of life bitch-slapping you into becoming a better listener:
- you launch your game 6 months late
- your late launch is woefully incomplete
- your pop is way way down 2 months after launch

To listen doesn't mean doing everything people tell you, by any means.  But it DOES mean really REALLY listening with an open mind.  And not automatically jumping into "defensive" mode when people put out constructive (or not so constructive) criticism. 

I don't really enjoy coming across as a pretentious ass with unsolicited "life coach" advice, but I've heard so SO many people complain about the lack of listening.

Will they learn before DND fails?  Not looking promising, but the world is full of surprises.

It's standard French mentality
Title: Re: Live update patch 1.2 notes
Post by: Adûn on April 14, 2018, 10:29:36 pm
Ub3rgames are conscientious, intelligent individuals who have displayed quite a fair bit of integrity. But those traits will not be what makes their game survive. Much more integral, are adaptability, flexibility, and humility, traits which they have yet to display as their strong suit. This is actually the sole basis by which RoA has become "relevant" again: they've been able to roll with the punches and adapt their gameplan (to be fair, this is much easier to do when you don't have much of a gameplan to begin with) to suit the needs of the present and future playerbases.

I fear that if Ub3rgames does not move on from this mentality of explaining why everyone else is wrong and their statistical, "empirical-in-a-vacuum" approach is uniformly the correct one, they will achieve the same result that is always achieved by prescribing so strongly only to one's philosophy over observable reality: alienation and deterioration. Both of which seem to be well underway.

By the way, this isn't to say that I think they don't "listen". But there is a difference between INGESTING something and actually LISTENING. Though, nor is this to say that they should just kneejerk to every sensationalistic reaction on the forum and adapt it into their gameplan and vision, but there needs to be a BALANCE struck between it all, and no one can help them do that but themselves. We can only continue to share our experiences of the game itself.

This was actually why I had originally suggested the implementation of a Community Manager. An entity that would act as a "liaison" and "advocate" for the devs AND the playerbase, letting information be facilitated and filtered as objectively as possible.
Title: Re: Live update patch 1.2 notes
Post by: lambdaExpression on April 14, 2018, 10:53:51 pm
Agree.  How dare Ub3rgames acts like William Shakespeare, Danielle Steel, Stephen King and doesn't consult with the populist opinion to dictate how the book is written!
Title: Re: Live update patch 1.2 notes
Post by: Prometheus on April 14, 2018, 10:55:59 pm
Ub3rgames are conscientious, intelligent individuals who have displayed quite a fair bit of integrity. But those traits will not be what makes their game survive. Much more integral, are adaptability, flexibility, and humility, traits which they have yet to display as their strong suit. This is actually the sole basis by which RoA has become "relevant" again: they've been able to roll with the punches and adapt their gameplan (to be fair, this is much easier to do when you don't have much of a gameplan to begin with) to suit the needs of the present and future playerbases.

I fear that if Ub3rgames does not move on from this mentality of explaining why everyone else is wrong and their statistical, "empirical-in-a-vacuum" approach is uniformly the correct one, they will achieve the same result that is always achieved by prescribing so strongly only to one's philosophy over observable reality: alienation and deterioration. Both of which seem to be well underway.

By the way, this isn't to say that I think they don't "listen". But there is a difference between INGESTING something and actually LISTENING. Though, nor is this to say that they should just kneejerk to every sensationalistic reaction on the forum and adapt it into their gameplan and vision, but there needs to be a BALANCE struck between it all, and no one can help them do that but themselves. We can only continue to share our experiences of the game itself.

This was actually why I had originally suggested the implementation of a Community Manager. An entity that would act as a "liaison" and "advocate" for the devs AND the playerbase, letting information be facilitated and filtered as objectively as possible.

- about community manager -

its a waste of time and money, if you can remember they AV had 3 "community managers" who where close to the players, in the end (my personal view) it is way better to stay close on the Agenda (with their Milestones, and check the real datas) instead of "listen" to some individuals who have just their own ingame-advantages in their mind.

The point why they do not community that hard like before is that they are far behind their own milestones on the feature-pipeline. On my personal view i say its arround 4-5 months behind they normaly should be.

Also there is a mindset of negative people - who spread bullshit everywhere, trolling here and there, just to say afterwards hey you fuckers i told you so. Those individuals will never have success in their lives and nobody should listen to these negative drama boys.

One last point @Adûn - you, me and alot of other people here also play mmos/online - games who have a much much bigger community and ofc a much bigger team of devs in these studios.. i guess downsizing the expectations all arround is key.


Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 14, 2018, 11:09:01 pm
Ub3rgames are conscientious, intelligent individuals who have displayed quite a fair bit of integrity. But those traits will not be what makes their game survive. Much more integral, are adaptability, flexibility, and humility, traits which they have yet to display as their strong suit. This is actually the sole basis by which RoA has become "relevant" again: they've been able to roll with the punches and adapt their gameplan (to be fair, this is much easier to do when you don't have much of a gameplan to begin with) to suit the needs of the present and future playerbases.

I fear that if Ub3rgames does not move on from this mentality of explaining why everyone else is wrong and their statistical, "empirical-in-a-vacuum" approach is uniformly the correct one, they will achieve the same result that is always achieved by prescribing so strongly only to one's philosophy over observable reality: alienation and deterioration. Both of which seem to be well underway.

By the way, this isn't to say that I think they don't "listen". But there is a difference between INGESTING something and actually LISTENING. Though, nor is this to say that they should just kneejerk to every sensationalistic reaction on the forum and adapt it into their gameplan and vision, but there needs to be a BALANCE struck between it all, and no one can help them do that but themselves. We can only continue to share our experiences of the game itself.

This was actually why I had originally suggested the implementation of a Community Manager. An entity that would act as a "liaison" and "advocate" for the devs AND the playerbase, letting information be facilitated and filtered as objectively as possible.

Also there is a mindset of negative people - who spread bullshit everywhere, trolling here and there, just to say afterwards hey you fuckers i told you so. Those individuals will never have success in their lives and nobody should listen to these negative drama boys.

Told you so.

Title: Re: Live update patch 1.2 notes
Post by: MNO on April 14, 2018, 11:14:24 pm
This is the"bitch slap" phase, where they will repeatedly get bitch slapped for thinking they know more than they do.

I feel like you're going through this phase, maybe perpetually.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 14, 2018, 11:15:02 pm
Also there is a mindset of negative people - who spread bullshit everywhere, trolling here and there, just to say afterwards hey you fuckers i told you so. Those individuals will never have success in their lives and nobody should listen to these negative drama boys.
See that @Nuyur , you're just a fucking troll.

Anyone who gives negative feedback is just wrong and should be labeled a troll until they conform to the "yes man" mentality like this guy here.
Title: Re: Live update patch 1.2 notes
Post by: Wyverex on April 14, 2018, 11:21:59 pm
Negative feedback can be salty and unconstructive, or one can try to at least be somewhat constructive.

Both yes-men and negative nancies bring nothing constructive to the forums. Some praise blindly, some shit talk... yet they are equally unproductive.
Title: Re: Live update patch 1.2 notes
Post by: Adûn on April 14, 2018, 11:22:07 pm
@lambdaExpression
To any strong mind, popular opinion is nothing more than tempered, often multivariate, feedback. However, there is a fine line between succumbing to the mob, and isolating oneself in an ivory tower where all seems divine for lack of intrusion. The strongest minds are able to live and function in the real world, take the good with the bad, while still maintaining their own agency and legend for what is right and wrong. Balance is the key, and without it, there is only either ivory-tower arrogance, or mob rule, with no middle ground.

@Prometheus
I hear you. But on the argument against Community Managers, people seem to oppose them on the basis of citing previous CM's which failed to have an impact. This is only a matter of how they themselves are managed and implemented.

The fact is, both the devs AND the playerbase tunnel vision on their own perspectives, which is a common human phenomenon: adversity, on a long enough timeline, ultimately seeks abatement or relief of some kind, and the most direct route to that is hunkering down on one's own experience and perspective and nothing more; and objectivity becomes a luxury most cannot afford. Therefore, having a "third party" for both devs AND the playerbase, helps solve this issue. While maintaining an ORGANIZED line of contact for both. In any case, I won't push the issue, as it's clear it will never happen.
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 14, 2018, 11:26:47 pm
Also there is a mindset of negative people - who spread bullshit everywhere, trolling here and there, just to say afterwards hey you fuckers i told you so. Those individuals will never have success in their lives and nobody should listen to these negative drama boys.
See that @Nuyur , you're just a fucking troll.

Anyone who gives negative feedback is just wrong and should be labeled a troll until they conform to the "yes man" mentality like this guy here.

He is so invested in the game that he is in self denial and simply cannot come to terms with any negativity towards the game, so has no rational reasoning but to call anyone giving criticism or hate ''trolls''

This is true for many other fanboys, although a large majority of them have quit in the past month, but have no admitted they were wrong. They simply quit like @SoethThoth and went into hiding.
Title: Re: Live update patch 1.2 notes
Post by: CistaCista on April 14, 2018, 11:32:18 pm
From ther photos, Ub3r staff seem to be in their early 30's.  For many/most "smart" people, it's a time when they're experienced enough to be arrogant about their "abundant" knowledge.  But not experienced enough to know how limited their knowledge REALLY is.  This is the"bitch slap" phase, where they will repeatedly get bitch slapped for thinking they know more than they do.  The skill that Ub3r is obviously slow to learn (like many are) is to LISTEN. 

Once you embrace how complicated the world REALLY is, you learn to not trust only your own brain so much, and start to listen more and tap into all the experienced brains around you.

Some good examples of life bitch-slapping you into becoming a better listener:
- you launch your game 6 months late
- your late launch is woefully incomplete
- your pop is way way down 2 months after launch

To listen doesn't mean doing everything people tell you, by any means.  But it DOES mean really REALLY listening with an open mind.  And not automatically jumping into "defensive" mode when people put out constructive (or not so constructive) criticism. 

I don't really enjoy coming across as a pretentious ass with unsolicited "life coach" advice, but I've heard so SO many people complain about the lack of listening.

Will they learn before DND fails?  Not looking promising, but the world is full of surprises.

What the fuck did I just (half) read.
Title: Re: Live update patch 1.2 notes
Post by: Nuyur on April 14, 2018, 11:32:48 pm
Thankfully ive never brought good arguements, or explained my logic behind my thoughts.
Its just random rants and negativity being spewed onto the forums.

And i just so happen to be right...you know...if you actually check the post history quite a lot.
Almost like i know what im talking about, but surely with as many trolls that are around there's bound to be one that turns out to be right most times.

Just like enough monkeys with type writers will eventually write a novel
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 15, 2018, 12:14:24 am
And i just so happen to be right...you know...if you actually check the post history quite a lot.
Almost like i know what im talking about
don't forget to change your diaper bitch
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 15, 2018, 12:37:15 am
Also there is a mindset of negative people - who spread bullshit everywhere, trolling here and there, just to say afterwards hey you fuckers i told you so. Those individuals will never have success in their lives and nobody should listen to these negative drama boys.
See that @Nuyur , you're just a fucking troll.

Anyone who gives negative feedback is just wrong and should be labeled a troll until they conform to the "yes man" mentality like this guy here.

He is so invested in the game that he is in self denial and simply cannot come to terms with any negativity towards the game, so has no rational reasoning but to call anyone giving criticism or hate ''trolls''

This is true for many other fanboys, although a large majority of them have quit in the past month, but have no admitted they were wrong.

Add him to the list then. He's already inactive in game but he'll log in here to blindly defend the game is fine and just fall back on "the vision" taking time to be fulfilled.
Title: Re: Live update patch 1.2 notes
Post by: dariobrun on April 15, 2018, 03:19:35 pm
Yeah, they should listen to each whining thread on the forums because those that write them know how to make a game much better than them: just like with the village nerfs.
Devs clearly were wrong stating the rewards were fine and if they nerfer them people would not go to villages anymore, right?
Oh wait...now the same people are complaining that villages are noth worth their time anymore after they nerfed the reward as they asked them to do?
/sarcasm off
Title: Re: Live update patch 1.2 notes
Post by: lambdaExpression on April 15, 2018, 04:15:32 pm
Village participation has more to do with the constant shifted time then loot. It is still very good. I have not heard anyone passing villages because loot is not  worth . Because this game has almost no sink (full bank) all loot regardless of how much becomes not worth it.

Can we hold the developers accountable for once with half complete game, stupid server location and terrible idea of putting shifted village timer?
Title: Re: Live update patch 1.2 notes
Post by: double on April 15, 2018, 05:20:56 pm
Village participation has more to do with the constant shifted time then loot. It is still very good. I have not heard anyone passing villages because loot is not  worth . Because this game has almost no sink (full bank) all loot regardless of how much becomes not worth it.

Can we hold the developers accountable for once with half complete game, stupid server location and terrible idea of putting shifted village timer?

no Because people NEED any kind of medpoints they can get. It is shit, and doing dungeon quests are not rewarding either.  People dont think loot is good, its out of necesity.
Title: Re: Live update patch 1.2 notes
Post by: Oddjob on April 15, 2018, 05:33:05 pm
I'm very disappointed that the world is actually emptier after this patch than before. 

The failure to make people actually play the game to advance their characters was never addressed, and since there is no content outside of advancing characters, there's no longer any reason for most people to log in. 

No longer is the hope of the latest patch enough to bring anyone back.

Ub3r has failed.  The roadmap a lie.  The purchase of the Darkfall IP a waste.  The effort something to look back on as futile.  You deserve ridicule and shame for these failures.  You don't deserve to put this project on your resume. 

I'm not quitting right this moment but I'm not gonna be the last guy to log in on the last day before it's shut down.   I'll probably not allow the billing system to bill me for the 2nd month once they get that figured out.

My only remaining faith is in Darkfall itself as a game world and game engine.  Unfortunately it's in the hands of incompetent stewards, will Gandalf come and free us from Denethor?
Title: Re: Live update patch 1.2 notes
Post by: Niburu on April 15, 2018, 05:35:49 pm
They slowly work on the stuff on the roadmap and you claim it's a lie
Title: Re: Live update patch 1.2 notes
Post by: Oddjob on April 15, 2018, 05:37:12 pm
The roadmap that brought me here from RoA and claimed to have certain things done by launch is a lie. 

The roadmap that has replaced the roadmap for going forward has been lying about clan nodes being ready for 3 patches now, if we want to get into technical inaccuracies this would qualify. 
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 15, 2018, 05:56:48 pm
I'm very disappointed that the world is actually emptier after this patch than before. 

The failure to make people actually play the game to advance their characters was never addressed, and since there is no content outside of advancing characters, there's no longer any reason for most people to log in. 

No longer is the hope of the latest patch enough to bring anyone back.

Ub3r has failed.  The roadmap a lie.  The purchase of the Darkfall IP a waste.  The effort something to look back on as futile.  You deserve ridicule and shame for these failures.  You don't deserve to put this project on your resume. 

I'm not quitting right this moment but I'm not gonna be the last guy to log in on the last day before it's shut down.   I'll probably not allow the billing system to bill me for the 2nd month once they get that figured out.

My only remaining faith is in Darkfall itself as a game world and game engine.  Unfortunately it's in the hands of incompetent stewards, will Gandalf come and free us from Denethor?


Key flaws in the game have been identified through countless feedback on the forums, Ub3r just chooses to ignore it and stick to their ''vishun'' rather than admitting they made some huge mistakes.

At Least the ROA devs admit to mistakes and work to fix  them and change the path of the game,
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 15, 2018, 06:03:51 pm
Yeah, they should listen to each whining thread on the forums because those that write them know how to make a game much better than them: just like with the village nerfs.
Devs clearly were wrong stating the rewards were fine and if they nerfer them people would not go to villages anymore, right?
Oh wait...now the same people are complaining that villages are noth worth their time anymore after they nerfed the reward as they asked them to do?
/sarcasm off
You must live on Cairn or Niff if you say people don't go to villages anymore.

Maybe less players are playing than at launch, I'll give you that of course but another contributing factor to less players at villages is no one cares to multibox 3+ accounts to go to them anymore now with them being on fixed timers.

I guarantee you if they would've put the current village tweaks in since launch like we inDev participants warned them to do, you'd still see the same amount of actives (maybe more) during this process from launch.

Fucking gross "yes man" over here who probably doesn't even log in anymore.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 15, 2018, 06:06:21 pm
I'm very disappointed that the world is actually emptier after this patch than before. 

The failure to make people actually play the game to advance their characters was never addressed, and since there is no content outside of advancing characters, there's no longer any reason for most people to log in. 

No longer is the hope of the latest patch enough to bring anyone back.

Ub3r has failed.  The roadmap a lie.  The purchase of the Darkfall IP a waste.  The effort something to look back on as futile.  You deserve ridicule and shame for these failures.  You don't deserve to put this project on your resume. 

I'm not quitting right this moment but I'm not gonna be the last guy to log in on the last day before it's shut down.   I'll probably not allow the billing system to bill me for the 2nd month once they get that figured out.

My only remaining faith is in Darkfall itself as a game world and game engine.  Unfortunately it's in the hands of incompetent stewards, will Gandalf come and free us from Denethor?

I'll give ROA that after "the pivot" announcement. Before that they were just as good at trolling players who made suggestions or disagreed with them.

Their game is still just as lacking with a pipe dream road map
Key flaws in the game have been identified through countless feedback on the forums, Ub3r just chooses to ignore it and stick to their ''vishun'' rather than admitting they made some huge mistakes.

At Least the ROA devs admit to mistakes and work to fix  them and change the path of the game,

I'll give ROA that after "the pivot" announcement. Before that the devs were trolling people just as much as their "yes men" to any suggestions or criticism
Title: Re: Live update patch 1.2 notes
Post by: Rimamok on April 15, 2018, 06:26:30 pm
It's upsetting that they're not the "perfect" devs we'd like them to be, especially as pop is seeming to reach critical mass (on the low end).  However, as slow as they are, they're still ten times faster than AV ever was.

We all knew when these Marketplace patch notes came out that it would draw exactly zero pop back.  Yeah, it sucks they chose to prioritize it, but at least they'll be moving onto the next item that WILL bring back more pop.

There's still life around Agon.  In one dungeon I frequent, I find people in there EVERY single time I go.  And that's NA time, not the servers peak time.  It's nothing to sing about, but it's keeping me entertained until a meaningful patch DOES come.

Edit: I take it back, ROA is ten times faster than AV.  DND is probably only three times faster.
Title: Re: Live update patch 1.2 notes
Post by: dariobrun on April 15, 2018, 08:50:32 pm
You must live on Cairn or Niff if you say people don't go to villages anymore.

Maybe less players are playing than at launch, I'll give you that of course but another contributing factor to less players at villages is no one cares to multibox 3+ accounts to go to them anymore now with them being on fixed timers.

I guarantee you if they would've put the current village tweaks in since launch like we inDev participants warned them to do, you'd still see the same amount of actives (maybe more) during this process from launch.

Fucking gross "yes man" over here who probably doesn't even log in anymore.
I actually live on mainland and still go to villages when i can (just as i did before)...i just noticed we find no one there to contest them more than before, and i highly doubt it is due to the timers.
People went there because they were getting tons of money and meditation, and they don't got there anymore because they don't feel it's worth their time.

To me it was fine even before; it is fine even as it is now, and infact i still go whenever i can.
But i don't care too much about the reward, i go for the chance of having some fun.

The fact is that the same people that are now asking for them to increase the rewards again are exactly the same ones that were asking them to nerf them because they were destroying the economy.
No matter what the devs will introduce or modify in the future, these people will still keep on complaining on the forum if the game is 0.1% different from what THEY think should be the way to go.
Title: Re: Live update patch 1.2 notes
Post by: Dunnin on April 15, 2018, 11:21:04 pm
Who said nodes will be in for 3 patches now? People misread promises so often, it's annoying really... Trolls here are much more annoying than Uber's slow pace...
We all have to accept that we either don't like the situation (slow pace until they grow their team) and play something else or provide constructive criticism and just enjoy the game. I really don't understand why some people here shit talk that much and hurt the game...
Title: Re: Live update patch 1.2 notes
Post by: MKH on April 16, 2018, 06:53:22 am
As we've said: to be a mage is harder than to be a physical character.

Physical characters are the one dictating the rhythm of the fight both in 1v1 and in group fights.
There are leveling and economic issues too. The mana/stamina costs of spells is potentially an issue too.
The barriers of entry are clearly not the same, but that's besides the point we're trying to make.

We recognize that there has to be an issue for the usage ratios to be so different.
What we're saying is that there are empirical and theoretical evidences that mages are on the stronger side WHEN at the high end.
InDev and formulas agree on that. So the way to fix the issue in our opinion is not to buff damage but to make mages easier to get into.

For an illustration of our argument, here is a comparison of an archer in top end gear and a mage in medium gear:

An extravagant robe attacking an exarch armor:
- Firebolt: R80 25.4 health, Corpsecall 28,52 health
- Firebolt after fireball: R80 27,86 health , corpsecall  31 health
- Firebolt after debuff: R80  31.99 health, Corpsecall: 35.34 health
- Instant dragon breath: R80 10.75 health , Corpsecall: 13.42 health
- Instant dragon breath after fireball: R80 13.7 health , Corpsecall: 16.44 health
- Instant dragon breath after debuff:  R80 18.53 health, Corpsecall: 21.6 health
- Inferno: R80 34.15 health , Corpsecall 37.82 health
- Fireball: R80 28.05 health , Corpsecall 31.65 health

Exarch armor hitting with silverbranch someone in extravagant robe:
- Arrow: 36.92 health.
- Arrow on target with arrow shield and R80 out: 33.17 health.

This is a comparison between the top end leather against the middle of the line robe.

Both characters were fully maxed out, without titles, all gear was lowest rolls and without enchants.
Note that bolts can be casted in these setups with an R80 around 20% faster than arrows without the use of spell haste, however rapid shot has a higher impact.
For example, using a combination of fireball and a queued instant cast ray would be 41.75 damage in around the same time as an arrow. A bolt + ray would be 36.15 damage faster than an arrow.

@xzxDJxzx Terrorize
It has not been removed, it has been moved.
On the gold sink front, this is the choice between 1 purchase at 10 or 3 purchases at 5. The price is lower, but the total is higher.
For example, just between the patch and the hotfix, we saw a noticeable increase in average transactions per minute.
These are potentially transactions that would not have occurred otherwise, occurring at the old 10% due to being remote.



(https://media2.giphy.com/media/l0Iy9Qcyz0AwYvuEg/giphy.gif)

First DnD tournament and mage won and in group of best four were two mage so I think we can say balance ain't all that bad? Now if there would have been infliction mage around you'd seen how melee boys would get destroyed to pieces. But tournament showed that air necro arcane mage is viable and also fire mage.

This is the problem when some one now yells how imbalanced something is and if the dev team wouldn't trust the insight from indev and the stats. There would be now great imbalance towards mage being OP if they've done things some of louder forum posters are demanding because of the feel they have about balance. I'm just glad these devs don't follow easily aggressive forum posting but rely on data and info from  indev.

Title: Re: Live update patch 1.2 notes
Post by: AbusiveLover on April 16, 2018, 11:38:18 am
I dont think anyone cares at this point.
Title: Re: Live update patch 1.2 notes
Post by: MKH on April 16, 2018, 01:43:39 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.

Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 16, 2018, 02:22:29 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



The earth is flat.
Title: Re: Live update patch 1.2 notes
Post by: Niburu on April 16, 2018, 02:28:21 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.
Title: Re: Live update patch 1.2 notes
Post by: AbusiveLover on April 16, 2018, 03:45:03 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.
Title: Re: Live update patch 1.2 notes
Post by: MKH on April 16, 2018, 07:00:41 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 16, 2018, 07:20:03 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.



Title: Re: Live update patch 1.2 notes
Post by: Nuyur on April 16, 2018, 07:39:49 pm
Tibia, about 5 times over by now...
Id argue UO, given that there's a large backing for the older versions of the game thats hosted on private servers that keep dieing (or stop being hosted), but i can see how thats not an official release.

Aside from that, i think MO would do it if they actually got to a real release at some point.
They've mostly fallen off the grid though in a perpetual beta test where progress is dead slow and the same old people keep toiling away at the game and each patch that comes gives them something new to play with.
It at least has not died, dispite being on life support for like a decade now?

The more recent mmo's are all setup as a cash grab.
They get a big purchase price, which gives x ammount of months sub.
There's content for 1/5x at best, so people simply stop playing before the first real resub time and never look back.
Most of those do retain some population, but the remainder dies out in a year or so...by which time the dev's have made a "new" game again. Mostly new UI and graphics, but the same engine and basics.
Title: Re: Live update patch 1.2 notes
Post by: MKH on April 16, 2018, 08:55:57 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.

Game had same old graphics same old grind same old gui in release and people still bought it and came to play. It's because people that play this love the concept already but when you run out of things to do after grind and don't any more get regular pvp you see people not logging in any more. Now if this game gets things from their road map I implemented which will create a lot of content to fight over constantly im pretty sure a lot of guys that now only logs every now and then will be logging in regulary which will make game more alive which will create demand for different gamer types which will give more people reasons to start playing which can lead to steadily growing population.

But no need to argue over it though time will tell anyways. I'll wish for the best 👍 and I'm sure you'll do the opposite.
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 16, 2018, 09:15:23 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.

Game had same old graphics same old grind same old gui in release and people still bought it and came to play. It's because people that play this love the concept already but when you run out of things to do after grind and don't any more get regular pvp you see people not logging in any more. Now if this game gets things from their road map I implemented which will create a lot of content to fight over constantly im pretty sure a lot of guys that now only logs every now and then will be logging in regulary which will make game more alive which will create demand for different gamer types which will give more people reasons to start playing which can lead to steadily growing population.

But no need to argue over it though time will tell anyways. I'll wish for the best 👍 and I'm sure you'll do the opposite.

That's where you are wrong, people didn't quit because they ran out of things to do or pvp, they quit because ub3r made the game extremely tedious, they literally made it worse than the original. And unfortunately ub3r has no plans to change these features so the game will stay like this forever until they finally admit they made some huge mistakes.

Traveling is one of the biggest flaws, i have said it since release and i'll say it again, you cannot remove fast travel without implementing anything to help normal travel.

If i go to a village for some pvp, i dont want to spend another 15 minutes running back to my holding, it sucks and it makes it tedious.

If i die in the middle of nowhere, not only do i have to deal with having died, but i then have to run to a market to purchase a mount and then make the travel all the way back to my holding. Its tedious.



Title: Re: Live update patch 1.2 notes
Post by: MKH on April 17, 2018, 07:06:24 am
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.

Game had same old graphics same old grind same old gui in release and people still bought it and came to play. It's because people that play this love the concept already but when you run out of things to do after grind and don't any more get regular pvp you see people not logging in any more. Now if this game gets things from their road map I implemented which will create a lot of content to fight over constantly im pretty sure a lot of guys that now only logs every now and then will be logging in regulary which will make game more alive which will create demand for different gamer types which will give more people reasons to start playing which can lead to steadily growing population.

But no need to argue over it though time will tell anyways. I'll wish for the best 👍 and I'm sure you'll do the opposite.

That's where you are wrong, people didn't quit because they ran out of things to do or pvp, they quit because ub3r made the game extremely tedious, they literally made it worse than the original. And unfortunately ub3r has no plans to change these features so the game will stay like this forever until they finally admit they made some huge mistakes.

Traveling is one of the biggest flaws, i have said it since release and i'll say it again, you cannot remove fast travel without implementing anything to help normal travel.

If i go to a village for some pvp, i dont want to spend another 15 minutes running back to my holding, it sucks and it makes it tedious.

If i die in the middle of nowhere, not only do i have to deal with having died, but i then have to run to a market to purchase a mount and then make the travel all the way back to my holding. Its tedious.

I get you feel that way and friends you played with might feel the same but as general queries have shown most don't hate slow traveling as it's a must so there could be more different types of players. That we all agree that necessary tools to make it work ain't there yet. Like roads that eat less mount Stam, trading contracts which makes trader type players to get their field of gaming in. No new watch tower siege system and warfronts which would make local conflicts that more appealing and make less need for people to travel further etc.

But making fast travel to game would only appeal to those few old DFO players which ain't gonna lead to no good anyways.

I support their vision trying to make this truly more like an MMO and I rather see them try and fail than making this back to more like old DF where you fought same few all over the map.

Trading contracts and buy orders alone makes traders life so much more better that if that's combined with warfronts and new siege system and you get a lot of meaningful activities for many types of players.

Hopefully these things starts to pop Ingame so we can see does they boost population or not. I can see how it could but time will tell.
Title: Re: Live update patch 1.2 notes
Post by: ruckus98 on April 17, 2018, 09:46:08 am
In this day and age you need to release a good game and continue to improve it to have it survive. Long dead are the days that you can release shit and have it survive until you make it good. People have been burnt by too many paid, early access "releases" for that to work in todays world.

Darkfall: New Dawn is dead. It won't gain back any relevant population even if everything on their long-term roadmap were released in the next 2 months, and there's no world in which that is happening.
Title: Re: Live update patch 1.2 notes
Post by: wildNothing on April 17, 2018, 09:55:52 am
In this day and age you need to release a good game and continue to improve it to have it survive. Long dead are the days that you can release shit and have it survive until you make it good. People have been burnt by too many paid, early access "releases" for that to work in todays world.

Darkfall: New Dawn is dead. It won't gain back any relevant population even if everything on their long-term roadmap were released in the next 2 months, and there's no world in which that is happening.
yep, and there is one to blame - not community, not darkfall (as interest was there) but terrible devs. Worst devs darkfall has ever witnessed.
Title: Re: Live update patch 1.2 notes
Post by: Airenn2 on April 17, 2018, 11:49:29 am
In this day and age you need to release a good game and continue to improve it to have it survive. Long dead are the days that you can release shit and have it survive until you make it good. People have been burnt by too many paid, early access "releases" for that to work in todays world.

Darkfall: New Dawn is dead. It won't gain back any relevant population even if everything on their long-term roadmap were released in the next 2 months, and there's no world in which that is happening.

I think people are burnt out after 4 or so re-releases, when someone from anyone of those other releases comes here and quit its at least the 2nd time they've quit this game, those people arent coming back.

That delusion about the grind being content and expecting to lose about 80% of customers until the game becomes good is just french stubbornness or ego, game is dying at a fast rate dont even know if they can fix it.
Title: Re: Live update patch 1.2 notes
Post by: elektrofux on April 17, 2018, 11:50:05 am
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.

Game had same old graphics same old grind same old gui in release and people still bought it and came to play. It's because people that play this love the concept already but when you run out of things to do after grind and don't any more get regular pvp you see people not logging in any more. Now if this game gets things from their road map I implemented which will create a lot of content to fight over constantly im pretty sure a lot of guys that now only logs every now and then will be logging in regulary which will make game more alive which will create demand for different gamer types which will give more people reasons to start playing which can lead to steadily growing population.

But no need to argue over it though time will tell anyways. I'll wish for the best 👍 and I'm sure you'll do the opposite.

That's where you are wrong, people didn't quit because they ran out of things to do or pvp, they quit because ub3r made the game extremely tedious, they literally made it worse than the original. And unfortunately ub3r has no plans to change these features so the game will stay like this forever until they finally admit they made some huge mistakes.

Traveling is one of the biggest flaws, i have said it since release and i'll say it again, you cannot remove fast travel without implementing anything to help normal travel.

If i go to a village for some pvp, i dont want to spend another 15 minutes running back to my holding, it sucks and it makes it tedious.

If i die in the middle of nowhere, not only do i have to deal with having died, but i then have to run to a market to purchase a mount and then make the travel all the way back to my holding. Its tedious.





You are still moaning over the travel concept? Really? After how many months/years? It is getting boring don't you think. I think everyone knows your opinion on that by now. I want faster roads too but i dont bitch around like a 5 year old. Man, suck it up.

It is very misleadin. This game has more important stuff that needs to be done than faster roads.
Title: Re: Live update patch 1.2 notes
Post by: NeroImperitus on April 17, 2018, 12:09:41 pm
This tragedy was written on the wall months ago

Encouraged by the almost "cultist" likes of fanboys (Maejohl and crew) Ub3r decided to go through with the premature launch.

And anyone raising concerns, questioning this decision for being premature were shut down by this fanboy cult or Ub3rs usual ignorant "know-it-all" attitude
Title: Re: Live update patch 1.2 notes
Post by: AbusiveLover on April 17, 2018, 03:18:50 pm
tbh im not sure what what we expected from frenchies
Title: Re: Live update patch 1.2 notes
Post by: dariobrun on April 17, 2018, 04:54:12 pm
damn guys, you're really stubborn at whining and trolling, aren't you?
Don't you ever get tired of writing the same stuff over and over and over in every single thread of the forum?
One would hope that people have better things to do in their life....but it doesn't seem that way for everyone...
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 17, 2018, 05:15:24 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.

Game had same old graphics same old grind same old gui in release and people still bought it and came to play. It's because people that play this love the concept already but when you run out of things to do after grind and don't any more get regular pvp you see people not logging in any more. Now if this game gets things from their road map I implemented which will create a lot of content to fight over constantly im pretty sure a lot of guys that now only logs every now and then will be logging in regulary which will make game more alive which will create demand for different gamer types which will give more people reasons to start playing which can lead to steadily growing population.

But no need to argue over it though time will tell anyways. I'll wish for the best 👍 and I'm sure you'll do the opposite.

That's where you are wrong, people didn't quit because they ran out of things to do or pvp, they quit because ub3r made the game extremely tedious, they literally made it worse than the original. And unfortunately ub3r has no plans to change these features so the game will stay like this forever until they finally admit they made some huge mistakes.

Traveling is one of the biggest flaws, i have said it since release and i'll say it again, you cannot remove fast travel without implementing anything to help normal travel.

If i go to a village for some pvp, i dont want to spend another 15 minutes running back to my holding, it sucks and it makes it tedious.

If i die in the middle of nowhere, not only do i have to deal with having died, but i then have to run to a market to purchase a mount and then make the travel all the way back to my holding. Its tedious.

I get you feel that way and friends you played with might feel the same but as general queries have shown most don't hate slow traveling as it's a must so there could be more different types of players. That we all agree that necessary tools to make it work ain't there yet. Like roads that eat less mount Stam, trading contracts which makes trader type players to get their field of gaming in. No new watch tower siege system and warfronts which would make local conflicts that more appealing and make less need for people to travel further etc.

But making fast travel to game would only appeal to those few old DFO players which ain't gonna lead to no good anyways.

I support their vision trying to make this truly more like an MMO and I rather see them try and fail than making this back to more like old DF where you fought same few all over the map.

Trading contracts and buy orders alone makes traders life so much more better that if that's combined with warfronts and new siege system and you get a lot of meaningful activities for many types of players.

Hopefully these things starts to pop Ingame so we can see does they boost population or not. I can see how it could but time will tell.


Then why does nearly every bit of feedback from people who quit contain something about slow travel ? If you think roads and less stamina drain are going to drastically reduce travel time then you are wrong. Travel time has doubled since the original and i don't see them making roads double your speed. Plus, you still have to be actively watching your character as you travel.

Another point nearly everyone who quit has complained about is the insane death penalties, being stuck in the middle of nowhere is just terrible design. A great idea suggested would be a recall to base (Naked,No items with reduced stats for 10 minutes) Although last time this was suggested, people got defensive and thought that it would hurt the game. Guess what has hurt it more ?

Title: Re: Live update patch 1.2 notes
Post by: elektrofux on April 17, 2018, 06:25:08 pm

They will never make travel speed double quick. Their thing is based on regional stuff wether you like it or not. It doesnt fit to their vishun as you say and it is clear to see why that is.  If we go back to old Darkfalls system we could have stayed there anyways -didnt work with recalls. They might introduce faster roads but dont expect them to make travel as quick as in old Darkfall. Making this the number one reason why people left is delusional. Sure some didnt like it but far more obvious is the total absence of sieges and warfare. THAT is the reason. In a regional economy additional holdings dont yield enough benefit (not getting better when nodes are outside). The siege System is not working (blue blocking/arac- next on the list), the wardec costs are too high (also next to be fixed), watchtowers are missing as a vital part of the siege and regional warfare system. Furthermore racial warfronts - not there and the Seatowers still closed. Anything you said about travel speed is totally secondary. Double up speed and people would still leave.
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 17, 2018, 06:41:28 pm

They will never make travel speed double quick. Their thing is based on regional stuff wether you like it or not. It doesnt fit to their vishun as you say and it is clear to see why that is.  If we go back to old Darkfalls system we could have stayed there anyways -didnt work with recalls. They might introduce faster roads but dont expect them to make travel as quick as in old Darkfall. Making this the number one reason why people left is delusional. Sure some didnt like it but far more obvious is the total absence of sieges and warfare. THAT is the reason. In a regional economy additional holdings dont yield enough benefit (not getting better when nodes are outside). The siege System is not working (blue blocking/arac- next on the list), the wardec costs are too high (also next to be fixed), watchtowers are missing as a vital part of the siege and regional warfare system. Furthermore racial warfronts - not there and the Seatowers still closed. Anything you said about travel speed is totally secondary. Double up speed and people would still leave.

Then why has no one mentioned they quit because of no sieges ? i haven't seen a single person say that. Most people quit because of travel/death issues & other brain dead things like the title system, altfall etc, not sieges and warfare.
Title: Re: Live update patch 1.2 notes
Post by: Prometheus on April 17, 2018, 06:46:21 pm
people just leave....
Title: Re: Live update patch 1.2 notes
Post by: MKH on April 17, 2018, 07:28:50 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.

Game had same old graphics same old grind same old gui in release and people still bought it and came to play. It's because people that play this love the concept already but when you run out of things to do after grind and don't any more get regular pvp you see people not logging in any more. Now if this game gets things from their road map I implemented which will create a lot of content to fight over constantly im pretty sure a lot of guys that now only logs every now and then will be logging in regulary which will make game more alive which will create demand for different gamer types which will give more people reasons to start playing which can lead to steadily growing population.

But no need to argue over it though time will tell anyways. I'll wish for the best 👍 and I'm sure you'll do the opposite.

That's where you are wrong, people didn't quit because they ran out of things to do or pvp, they quit because ub3r made the game extremely tedious, they literally made it worse than the original. And unfortunately ub3r has no plans to change these features so the game will stay like this forever until they finally admit they made some huge mistakes.

Traveling is one of the biggest flaws, i have said it since release and i'll say it again, you cannot remove fast travel without implementing anything to help normal travel.

If i go to a village for some pvp, i dont want to spend another 15 minutes running back to my holding, it sucks and it makes it tedious.

If i die in the middle of nowhere, not only do i have to deal with having died, but i then have to run to a market to purchase a mount and then make the travel all the way back to my holding. Its tedious.

I get you feel that way and friends you played with might feel the same but as general queries have shown most don't hate slow traveling as it's a must so there could be more different types of players. That we all agree that necessary tools to make it work ain't there yet. Like roads that eat less mount Stam, trading contracts which makes trader type players to get their field of gaming in. No new watch tower siege system and warfronts which would make local conflicts that more appealing and make less need for people to travel further etc.

But making fast travel to game would only appeal to those few old DFO players which ain't gonna lead to no good anyways.

I support their vision trying to make this truly more like an MMO and I rather see them try and fail than making this back to more like old DF where you fought same few all over the map.

Trading contracts and buy orders alone makes traders life so much more better that if that's combined with warfronts and new siege system and you get a lot of meaningful activities for many types of players.

Hopefully these things starts to pop Ingame so we can see does they boost population or not. I can see how it could but time will tell.


Then why does nearly every bit of feedback from people who quit contain something about slow travel ? If you think roads and less stamina drain are going to drastically reduce travel time then you are wrong. Travel time has doubled since the original and i don't see them making roads double your speed. Plus, you still have to be actively watching your character as you travel.

Another point nearly everyone who quit has complained about is the insane death penalties, being stuck in the middle of nowhere is just terrible design. A great idea suggested would be a recall to base (Naked,No items with reduced stats for 10 minutes) Although last time this was suggested, people got defensive and thought that it would hurt the game. Guess what has hurt it more ?

Where do you get these stats like most that quit do it because of this? Only stats I can see has been queries made on forums and in those most support slow travel. And many guys that I know are atm semi active or very little active because they went hard at start got character almost fully leveled and felt afterwards there is very little to do in game.

Tedium comes from feeling that you need to travel all over map to find pvp when the idea with watch towers and warfronts and changed siege system is that you mostly fight locally. Then there is room for those guys that love to do trading and make those long journeys for profit and fuel the local fights.

Making naked respawn would be bad in this scenario that ub3rgames are pursuing for. With low population I can understand why it feels something that needs to be in game but it doesn't fit the long term goal.

I understand players that are now done with leveling and want action but can't find it regulary near where they live -  since only villages pretty much atm are place to find action -  want to travel distant villages and when die there feel annoyed but that's not how it's meant to be anyways. There just ain't the things in game yet that creates  constant local conflict.

But changing game now more to that old DF way where you fight the same old faces on every corner of the map ain't just appealing for me at least so I rather see how things go when they get those essential things in game to give local banking a real chance to show wheter it can work or not.
Title: Re: Live update patch 1.2 notes
Post by: ruckus98 on April 17, 2018, 07:49:26 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.

Game had same old graphics same old grind same old gui in release and people still bought it and came to play. It's because people that play this love the concept already but when you run out of things to do after grind and don't any more get regular pvp you see people not logging in any more. Now if this game gets things from their road map I implemented which will create a lot of content to fight over constantly im pretty sure a lot of guys that now only logs every now and then will be logging in regulary which will make game more alive which will create demand for different gamer types which will give more people reasons to start playing which can lead to steadily growing population.

But no need to argue over it though time will tell anyways. I'll wish for the best 👍 and I'm sure you'll do the opposite.

That's where you are wrong, people didn't quit because they ran out of things to do or pvp, they quit because ub3r made the game extremely tedious, they literally made it worse than the original. And unfortunately ub3r has no plans to change these features so the game will stay like this forever until they finally admit they made some huge mistakes.

Traveling is one of the biggest flaws, i have said it since release and i'll say it again, you cannot remove fast travel without implementing anything to help normal travel.

If i go to a village for some pvp, i dont want to spend another 15 minutes running back to my holding, it sucks and it makes it tedious.

If i die in the middle of nowhere, not only do i have to deal with having died, but i then have to run to a market to purchase a mount and then make the travel all the way back to my holding. Its tedious.

I get you feel that way and friends you played with might feel the same but as general queries have shown most don't hate slow traveling as it's a must so there could be more different types of players. That we all agree that necessary tools to make it work ain't there yet. Like roads that eat less mount Stam, trading contracts which makes trader type players to get their field of gaming in. No new watch tower siege system and warfronts which would make local conflicts that more appealing and make less need for people to travel further etc.

But making fast travel to game would only appeal to those few old DFO players which ain't gonna lead to no good anyways.

I support their vision trying to make this truly more like an MMO and I rather see them try and fail than making this back to more like old DF where you fought same few all over the map.

Trading contracts and buy orders alone makes traders life so much more better that if that's combined with warfronts and new siege system and you get a lot of meaningful activities for many types of players.

Hopefully these things starts to pop Ingame so we can see does they boost population or not. I can see how it could but time will tell.


Then why does nearly every bit of feedback from people who quit contain something about slow travel ? If you think roads and less stamina drain are going to drastically reduce travel time then you are wrong. Travel time has doubled since the original and i don't see them making roads double your speed. Plus, you still have to be actively watching your character as you travel.

Another point nearly everyone who quit has complained about is the insane death penalties, being stuck in the middle of nowhere is just terrible design. A great idea suggested would be a recall to base (Naked,No items with reduced stats for 10 minutes) Although last time this was suggested, people got defensive and thought that it would hurt the game. Guess what has hurt it more ?

Where do you get these stats like most that quit do it because of this? Only stats I can see has been queries made on forums and in those most support slow travel. And many guys that I know are atm semi active or very little active because they went hard at start got character almost fully leveled and felt afterwards there is very little to do in game.

Tedium comes from feeling that you need to travel all over map to find pvp when the idea with watch towers and warfronts and changed siege system is that you mostly fight locally. Then there is room for those guys that love to do trading and make those long journeys for profit and fuel the local fights.

Making naked respawn would be bad in this scenario that ub3rgames are pursuing for. With low population I can understand why it feels something that needs to be in game but it doesn't fit the long term goal.

I understand players that are now done with leveling and want action but can't find it regulary near where they live -  since only villages pretty much atm are place to find action -  want to travel distant villages and when die there feel annoyed but that's not how it's meant to be anyways. There just ain't the things in game yet that creates  constant local conflict.

But changing game now more to that old DF way where you fight the same old faces on every corner of the map ain't just appealing for me at least so I rather see how things go when they get those essential things in game to give local banking a real chance to show wheter it can work or not.

Blah blah blah. We all understand the fucking vision. Enough with this bullshit. It failed. Doesn't matter what your vision is if it's out of reach. I don't care about a bunch of shit being put in place in anticipation for systems being added a year into launch. That isn't how you develop a game or launch a product. Not a successful one, anyways.
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 17, 2018, 07:52:43 pm
I dont think anyone cares at this point.

Many care, and there are plenty guys supporting what Ub3rgames is trying to do but time will tell does they get them in in time. But combat balance wasn't the reason many are semi active or very little active atm. But if Ub3r gets warfronts,  buy orders, trading contracts, watch towers, new siege systems etc. Implemented into game I wouldn't be surprised if population started drastically increase. There is just so little to do in game atm. So just need to wait and see if they get implemented or not.



oh god, a post that makes sense.

I mean yeah, if they managed to turn darkfall into a great game then people would play it....it goes without saying. If that happens ill cut off a finger at the first knuckle to apologise for my doubts.

Well I do believe they are capable of making those things they've listed in road map into game. And I do think then it will be a really good game also. Hopefully they get them done fast enough before every one tires out playing the same old. Fingers crossed but my world won't shatter if it doesn't succeed. I still rather see them try to make darkfall something new than just tweak it to back to that old DFO style which I definitely loved but I don't see it can ever be that true MMO sandbox that could attract all sorts of type players. Wheter or not DnD can do it I don't know but if they get those things from road map into game I think they have a real chance anyways. But no need to worry about it I'll enjoy the game while waiting and hope for them to succeed.

Their roadmap will do nothing for the game, it will still be the same old graphics, old UI, broken economy, tedious running simulator requiring alts to play and extreme death penalties.

There's literally no new players coming in for a healthy mmo and even when they do they quit within a few hours without even experiencing the roadmap content.

Is there an MMO out there that has dropped to critical numbers that has brought the playerbase back to a sustainable level ?

I don't think so.

Game had same old graphics same old grind same old gui in release and people still bought it and came to play. It's because people that play this love the concept already but when you run out of things to do after grind and don't any more get regular pvp you see people not logging in any more. Now if this game gets things from their road map I implemented which will create a lot of content to fight over constantly im pretty sure a lot of guys that now only logs every now and then will be logging in regulary which will make game more alive which will create demand for different gamer types which will give more people reasons to start playing which can lead to steadily growing population.

But no need to argue over it though time will tell anyways. I'll wish for the best 👍 and I'm sure you'll do the opposite.

That's where you are wrong, people didn't quit because they ran out of things to do or pvp, they quit because ub3r made the game extremely tedious, they literally made it worse than the original. And unfortunately ub3r has no plans to change these features so the game will stay like this forever until they finally admit they made some huge mistakes.

Traveling is one of the biggest flaws, i have said it since release and i'll say it again, you cannot remove fast travel without implementing anything to help normal travel.

If i go to a village for some pvp, i dont want to spend another 15 minutes running back to my holding, it sucks and it makes it tedious.

If i die in the middle of nowhere, not only do i have to deal with having died, but i then have to run to a market to purchase a mount and then make the travel all the way back to my holding. Its tedious.

I get you feel that way and friends you played with might feel the same but as general queries have shown most don't hate slow traveling as it's a must so there could be more different types of players. That we all agree that necessary tools to make it work ain't there yet. Like roads that eat less mount Stam, trading contracts which makes trader type players to get their field of gaming in. No new watch tower siege system and warfronts which would make local conflicts that more appealing and make less need for people to travel further etc.

But making fast travel to game would only appeal to those few old DFO players which ain't gonna lead to no good anyways.

I support their vision trying to make this truly more like an MMO and I rather see them try and fail than making this back to more like old DF where you fought same few all over the map.

Trading contracts and buy orders alone makes traders life so much more better that if that's combined with warfronts and new siege system and you get a lot of meaningful activities for many types of players.

Hopefully these things starts to pop Ingame so we can see does they boost population or not. I can see how it could but time will tell.


Then why does nearly every bit of feedback from people who quit contain something about slow travel ? If you think roads and less stamina drain are going to drastically reduce travel time then you are wrong. Travel time has doubled since the original and i don't see them making roads double your speed. Plus, you still have to be actively watching your character as you travel.

Another point nearly everyone who quit has complained about is the insane death penalties, being stuck in the middle of nowhere is just terrible design. A great idea suggested would be a recall to base (Naked,No items with reduced stats for 10 minutes) Although last time this was suggested, people got defensive and thought that it would hurt the game. Guess what has hurt it more ?

Where do you get these stats like most that quit do it because of this? Only stats I can see has been queries made on forums and in those most support slow travel. And many guys that I know are atm semi active or very little active because they went hard at start got character almost fully leveled and felt afterwards there is very little to do in game.

Tedium comes from feeling that you need to travel all over map to find pvp when the idea with watch towers and warfronts and changed siege system is that you mostly fight locally. Then there is room for those guys that love to do trading and make those long journeys for profit and fuel the local fights.

Making naked respawn would be bad in this scenario that ub3rgames are pursuing for. With low population I can understand why it feels something that needs to be in game but it doesn't fit the long term goal.

I understand players that are now done with leveling and want action but can't find it regulary near where they live -  since only villages pretty much atm are place to find action -  want to travel distant villages and when die there feel annoyed but that's not how it's meant to be anyways. There just ain't the things in game yet that creates  constant local conflict.

But changing game now more to that old DF way where you fight the same old faces on every corner of the map ain't just appealing for me at least so I rather see how things go when they get those essential things in game to give local banking a real chance to show wheter it can work or not.

Just read some of the feedback left on the forums.
Title: Re: Live update patch 1.2 notes
Post by: elektrofux on April 17, 2018, 08:01:10 pm

They will never make travel speed double quick. Their thing is based on regional stuff wether you like it or not. It doesnt fit to their vishun as you say and it is clear to see why that is.  If we go back to old Darkfalls system we could have stayed there anyways -didnt work with recalls. They might introduce faster roads but dont expect them to make travel as quick as in old Darkfall. Making this the number one reason why people left is delusional. Sure some didnt like it but far more obvious is the total absence of sieges and warfare. THAT is the reason. In a regional economy additional holdings dont yield enough benefit (not getting better when nodes are outside). The siege System is not working (blue blocking/arac- next on the list), the wardec costs are too high (also next to be fixed), watchtowers are missing as a vital part of the siege and regional warfare system. Furthermore racial warfronts - not there and the Seatowers still closed. Anything you said about travel speed is totally secondary. Double up speed and people would still leave.

Then why has no one mentioned they quit because of no sieges ? i haven't seen a single person say that. Most people quit because of travel/death issues & other brain dead things like the title system, altfall etc, not sieges and warfare.

Because not all people yell and whine on forums why they lost interest. They just leave.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 17, 2018, 08:42:39 pm
That is true but to be fair, the feedback that has been provided has been mainly in favor of tedium/travel in some form or another
Title: Re: Live update patch 1.2 notes
Post by: Prometheus on April 18, 2018, 09:16:47 am
.. the feedback that has been provided has been mainly in favor of tedium/travel in some form or another

no it has been not. just from the very....VERY.. small crowd who want to be everywhere in any time.. and those are a minority at the people who are interested in the DND.

Not everyone wants to be at every village, not everyone wants to have 5-12 accounts and abuse the market system. Not everyone wants to be at yssam, midmap, ruby at the same time.

These changes and features are meant to be as a zerg-prevention, it will take some time but you will get it..sooner or later. That the population drops has 2 reasons, we all know them.

I'have told in december that release is 6months too early. The other point is, the healthy people dont sit at 25+ °C and sunny weather in a small room and waste their time in the virtual reality.

its now biergarten time (till september).

(http://www.tz.de/bilder/2012/04/30/2298699/1644976719-biergarten-checkliste-3Xef.jpg)
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 18, 2018, 05:02:03 pm
.. the feedback that has been provided has been mainly in favor of tedium/travel in some form or another

no it has been not. just from the very....VERY.. small crowd who want to be everywhere in any time.. and those are a minority at the people who are interested in the DND.

Not everyone wants to be at every village, not everyone wants to have 5-12 accounts and abuse the market system. Not everyone wants to be at yssam, midmap, ruby at the same time.

These changes and features are meant to be as a zerg-prevention, it will take some time but you will get it..sooner or later. That the population drops has 2 reasons, we all know them.

I'have told in december that release is 6months too early. The other point is, the healthy people dont sit at 25+ °C and sunny weather in a small room and waste their time in the virtual reality.

its now biergarten time (till september).

(http://www.tz.de/bilder/2012/04/30/2298699/1644976719-biergarten-checkliste-3Xef.jpg)


So because I tell a fact that the people willing to give feedback after they left have stated for reasons of tedium/travel you automatically assume I feel the same way?

If that was the case, why am I still logging in regularly and you're not?

My opinion is people have left due to prepatch marketplaces being tedious and AltFall and the devs pushing an unfinished product.

And if you really set aside your fanboism to take the time to read the travel/tedium feedback, you'd see there are those who are fine with the travel distances, they just wish the mechanics to better expedite local banking were in place. Faster rafts/ships, roads

No more fanboism man. You're no better than the people that deliberately come on here to troll. Learn to construct an argument and use supporting points to your posts. Stop citing some old trash and thinking you're special being a darkfall historian
Title: Re: Live update patch 1.2 notes
Post by: 4ifirnul on April 19, 2018, 12:32:46 am
all spells is broken,morons.
its better to use r1 nuke with debuff than anything else!
fireball/magma only viable vs naked/robe.
Only one good working spell atm is eye root!
Title: Re: Live update patch 1.2 notes
Post by: 4ifirnul on April 19, 2018, 12:36:53 am
Please tell me,why i cant have real magic power,if i capped by titles??????
You added some kind of skillcap and also you cut magic power at the same time.Are you really crazy?
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 19, 2018, 12:39:07 am
Funny thing is, you can put in all the changes you want, but you will not stop zerging. Seems to me SUN really had an impact on this version.

People quit  because of tedium, go read some feedback posts.

Title: Re: Live update patch 1.2 notes
Post by: na0cho on April 19, 2018, 01:18:32 am
I quit because of tedium and travel.

I have limited time to play, not enough to run for half an hour to whatever it is I want to do then log out because running back takes another half hour. Next time I log in I have to run back so that adds yet another half hour. Etc etc etc

That is exactly why I quit.
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 19, 2018, 01:23:13 am
I quit because of tedium and travel.

I have limited time to play, not enough to run for half an hour to whatever it is I want to do then log out because running back takes another half hour. Next time I log in I have to run back so that adds yet another half hour. Etc etc etc

That is exactly why I quit.

Me too, yet these idiots think people quit because lack of content.

Hilarious.
Title: Re: Live update patch 1.2 notes
Post by: SoethThoth on April 19, 2018, 02:12:48 am
Update 1.2: Marketplaces Remote View
https://forums.darkfallnewdawn.com/index.php/topic,7478.msg148819.html#new

Today's patch sees the release of a major evolution of our marketplaces: remote view.
When consulting a marketplace, you will now be able to see the content of any marketplace you have access to and purchase remotely.
You still need to go fetch the item, but the purpose of this change is to secure purchases, easily prepare remote stockpiles and perhaps even "pre-order" items before a trip.
It is a good preparation for buy orders and transportation contracts, which will come down the line.
It should also help players see prices for items they have in abundance and motivate trade.

Marketplaces changes:
- There is now a new drop down list of all accessible marketplaces.
- The list is sorted by distance from the current marketplace.
- The list is located just above the button for categories.
- You can select multiple marketplaces at the same time to view an aggregated list of items.
- Base on-sale taxes have been reduced to 5%.
- Buyers can remotely purchase items for an additional 5% of the purchase price. They still have to go pick them up.
- Sellers can remotely withdraw the gold of successful sales to their global gold account. The 10% global account fee is applied as usual, on top of the 5% sale fee.
- Sellers will now see their own sales in the general list of available items.
- Pagination display errors and other minor bugs have been fixed.


Other changes:
- The quest tracker will now show the progression of objectives.
- Linked spells with issues should now be linked properly.
- Weight of bags should now always be accurate.

Awesome patch @ub3rgames

Keep up the great work!
Title: Re: Live update patch 1.2 notes
Post by: elektrofux on April 19, 2018, 10:48:28 am
Funny thing is, you can put in all the changes you want, but you will not stop zerging. Seems to me SUN really had an impact on this version.

People quit  because of tedium, go read some feedback posts.



This statement is wrong and you have answered yourself why it is wrong. Tedium does prevent zerging.
I also don't deny that some people quit because of the no recall tedium regardless of the fact that alot of other sources of tedium (gear grind, and leveling grind) have been significantly reduced compared to older versions of Darkfall.
In my clan, which is one of the bigger ones, the majority of players went inactive because there was no warfare, no diplomacy, no sieging no big events only smallscale. The bulk of players sits in the bigger clans and they need big events now and then. People were generally fine with the risk of a walk of shame and adapted by placing mounts in banks all over the world.
No recall is a discussable thing but definitly not the most pressing thing imho.
Title: Re: Live update patch 1.2 notes
Post by: Zoran_Styx on April 19, 2018, 11:43:34 am
Stopped month ago because of bad local banking shit + walk of shame.
This was the most boring DFO iteration I played and I played all of them....

Having all my 3 account still active and free but have absolutely zero willing to play is something that should ring a bell in the tiny little dev head.
Very bad vision of what current player want.

This version is an huge fail and will never recover from the basics mistakes they made at the so called "release".
Title: Re: Live update patch 1.2 notes
Post by: na0cho on April 19, 2018, 03:01:59 pm
Funny thing is, you can put in all the changes you want, but you will not stop zerging. Seems to me SUN really had an impact on this version.

People quit  because of tedium, go read some feedback posts.



This statement is wrong and you have answered yourself why it is wrong. Tedium does prevent zerging.
I also don't deny that some people quit because of the no recall tedium regardless of the fact that alot of other sources of tedium (gear grind, and leveling grind) have been significantly reduced compared to older versions of Darkfall.
In my clan, which is one of the bigger ones, the majority of players went inactive because there was no warfare, no diplomacy, no sieging no big events only smallscale. The bulk of players sits in the bigger clans and they need big events now and then. People were generally fine with the risk of a walk of shame and adapted by placing mounts in banks all over the world.
No recall is a discussable thing but definitly not the most pressing thing imho.

It doesn't prevent anything all it does is make shit take LONGER. ITS BORING. THE WHOLE FUCKING THING IS BORING.   Before I'd quit I'd literally log in, think about all the bullshit I had to go through to get it done, then log back out.


It's not fun. Period. What an epic waste of time. All dnd did was sap players that could have played RoA.


I gave this game a fair shake and wanted it to do well.

It didn't.
Title: Re: Live update patch 1.2 notes
Post by: heliumbox on April 19, 2018, 03:13:21 pm
How do you guys make a 16 page thread on a paragraph of patch notes.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 19, 2018, 04:39:34 pm
How do you guys make a 16 page thread on a paragraph of patch notes.
From the looks of it, it seems like it's a couple people complaining that the game is tedious and then a couple fan boys (who also don't currently play) saying the quitters don't get the "vision" and that not all people are quitting due to travel/tedium. And that has now sparked more people to chime in and write why they quit: tedium.
Title: Re: Live update patch 1.2 notes
Post by: lambdaExpression on April 19, 2018, 05:01:48 pm
How do you guys make a 16 page thread on a paragraph of patch notes.
From the looks of it, it seems like it's a couple people complaining that the game is tedious and then a couple fan boys (who also don't currently play) saying the quitters don't get the "vision" and that not all people are quitting due to travel/tedium. And that has now sparked more people to chime in and write why they quit: tedium.
And you are the righteous one..
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 19, 2018, 05:23:07 pm
How do you guys make a 16 page thread on a paragraph of patch notes.
From the looks of it, it seems like it's a couple people complaining that the game is tedious and then a couple fan boys (who also don't currently play) saying the quitters don't get the "vision" and that not all people are quitting due to travel/tedium. And that has now sparked more people to chime in and write why they quit: tedium.
And you are the righteous one..
I still play the game. Don't hate me because I call it like it is and have never sported the rose colored glasses bud
Title: Re: Live update patch 1.2 notes
Post by: Big Abbo on April 19, 2018, 05:37:14 pm
@SomeBK

Id ignore @lambdaExpression hes a trader, he enjoys the travelling, loves to be able trade with zero risk, therefore loves the game being dead.

He actually think's that market place patches boosted the population, cause hes selling 1 r40 a day instead of 1 r30.

xD

Title: Re: Live update patch 1.2 notes
Post by: elektrofux on April 19, 2018, 09:23:06 pm


Have some logic please. Tedium of travel means you dont take part in distant sieges/villages thus zerging gets less likely.
Of course it is boring, it has to be to some extent. If there is no tedium of travel we dont need all that local banking, regional economy/warfare etc etc. And if we dont need that we might aswell play roa.
There is no need for two mainly identical versions of Darkfall. There are not enough players for both.
Either this works or not and i support them in trying it out instead of producing a redundant game.

It is also very boring to argue about who left for what reason but the fact remains, we didnt have a proper siege so far when we should have tons already. And the reason is that the mechanics are just plain missing or are faulty. I dont fucking care if i get from a to b a bit faster if that is not fixed first. It is one of the main parts of Darkfall and it is missing.
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 19, 2018, 09:39:37 pm


Have some logic please. Tedium of travel means you dont take part in distant sieges/villages thus zerging gets less likely.
Of course it is boring, it has to be to some extent. If there is no tedium of travel we dont need all that local banking, regional economy/warfare etc etc. And if we dont need that we might aswell play roa.
There is no need for two mainly identical versions of Darkfall. There are not enough players for both.
Either this works or not and i support them in trying it out instead of producing a redundant game.

It is also very boring to argue about who left for what reason but the fact remains, we didnt have a proper siege so far when we should have tons already. And the reason is that the mechanics are just plain missing or are faulty. I dont fucking care if i get from a to b a bit faster if that is not fixed first. It is one of the main parts of Darkfall and it is missing.


Clans will literally run across the map for a siege.  All this tedium is for nothing.
Title: Re: Live update patch 1.2 notes
Post by: elektrofux on April 19, 2018, 11:08:14 pm


Have some logic please. Tedium of travel means you dont take part in distant sieges/villages thus zerging gets less likely.
Of course it is boring, it has to be to some extent. If there is no tedium of travel we dont need all that local banking, regional economy/warfare etc etc. And if we dont need that we might aswell play roa.
There is no need for two mainly identical versions of Darkfall. There are not enough players for both.
Either this works or not and i support them in trying it out instead of producing a redundant game.

It is also very boring to argue about who left for what reason but the fact remains, we didnt have a proper siege so far when we should have tons already. And the reason is that the mechanics are just plain missing or are faulty. I dont fucking care if i get from a to b a bit faster if that is not fixed first. It is one of the main parts of Darkfall and it is missing.


Clans will literally run across the map for a siege.  All this tedium is for nothing.

Why would Clans run across the map when it is so much tedium? Do you even hear yourself? On the one hand you whine about how long it takes from a to b and on the other hand you expect others to neglect the tedium.
Title: Re: Live update patch 1.2 notes
Post by: SomeBK on April 19, 2018, 11:23:57 pm


Have some logic please. Tedium of travel means you dont take part in distant sieges/villages thus zerging gets less likely.
Of course it is boring, it has to be to some extent. If there is no tedium of travel we dont need all that local banking, regional economy/warfare etc etc. And if we dont need that we might aswell play roa.
There is no need for two mainly identical versions of Darkfall. There are not enough players for both.
Either this works or not and i support them in trying it out instead of producing a redundant game.

It is also very boring to argue about who left for what reason but the fact remains, we didnt have a proper siege so far when we should have tons already. And the reason is that the mechanics are just plain missing or are faulty. I dont fucking care if i get from a to b a bit faster if that is not fixed first. It is one of the main parts of Darkfall and it is missing.

I'll type it out again.
If you read closely to the tedium/travel feedback, the legitimate complaints are not local banking and the travel associated with it, they are concerned with the proper tools not being in place to support local banking.

Where's the ability to "leash" 5 battlehorns filled with stuff title?

Where's the faster roads/ships?

Where's the title that allows me to have access to markets another players wouldn't normally have access to (Alfar able to see human markets)?

Where's the ability for a city to have a marketplace of their own so it invites known traders to come in and put stuff up for sale and buy stuff from the holding market?

I could keep going: buy orders, trade shipment orders, sell orders, meaningful alignment so that other blues want to help each other move their shit by helping kill reds to get actually good rewards in doing so.

In before some fanboy tells me "soon tm" or "I just don't see the vision"
Title: Re: Live update patch 1.2 notes
Post by: elektrofux on April 19, 2018, 11:35:14 pm


Have some logic please. Tedium of travel means you dont take part in distant sieges/villages thus zerging gets less likely.
Of course it is boring, it has to be to some extent. If there is no tedium of travel we dont need all that local banking, regional economy/warfare etc etc. And if we dont need that we might aswell play roa.
There is no need for two mainly identical versions of Darkfall. There are not enough players for both.
Either this works or not and i support them in trying it out instead of producing a redundant game.

It is also very boring to argue about who left for what reason but the fact remains, we didnt have a proper siege so far when we should have tons already. And the reason is that the mechanics are just plain missing or are faulty. I dont fucking care if i get from a to b a bit faster if that is not fixed first. It is one of the main parts of Darkfall and it is missing.

I'll type it out again.
If you read closely to the tedium/travel feedback, the legitimate complaints are not local banking and the travel associated with it, they are concerned with the proper tools not being in place to support local banking.

Where's the ability to "leash" 5 battlehorns filled with stuff title?

Where's the faster roads/ships?

Where's the title that allows me to have access to markets another players wouldn't normally have access to (Alfar able to see human markets)?

Where's the ability for a city to have a marketplace of their own so it invites known traders to come in and put stuff up for sale and buy stuff from the holding market?

I could keep going: buy orders, trade shipment orders, sell orders, meaningful alignment so that other blues want to help each other move their shit by helping kill reds to get actually good rewards in doing so.

In before some fanboy tells me "soon tm" or "I just don't see the vision"

Valid points, i have pointed the importance out of some of them in indev too. i just think they are of lesser importance atm. Trade, travel, magic.... I dont know. It is all working far far better than warfare which is non existant from day one.

And i was just arguing that blackmeat is contradicting himself when saying slow travel doesnt do anything to prevent zerging.
Title: Re: Live update patch 1.2 notes
Post by: Blackmeat Bonekiller on April 22, 2018, 10:41:18 pm


Have some logic please. Tedium of travel means you dont take part in distant sieges/villages thus zerging gets less likely.
Of course it is boring, it has to be to some extent. If there is no tedium of travel we dont need all that local banking, regional economy/warfare etc etc. And if we dont need that we might aswell play roa.
There is no need for two mainly identical versions of Darkfall. There are not enough players for both.
Either this works or not and i support them in trying it out instead of producing a redundant game.

It is also very boring to argue about who left for what reason but the fact remains, we didnt have a proper siege so far when we should have tons already. And the reason is that the mechanics are just plain missing or are faulty. I dont fucking care if i get from a to b a bit faster if that is not fixed first. It is one of the main parts of Darkfall and it is missing.


Clans will literally run across the map for a siege.  All this tedium is for nothing.

Why would Clans run across the map when it is so much tedium? Do you even hear yourself? On the one hand you whine about how long it takes from a to b and on the other hand you expect others to neglect the tedium.

because it's all about risk vs reward. Sieges are the biggest and most awesome part about darkfall, and everyone wants to be a part of the action.

The potential fun of a siege outways the hour round travel. Doing daily tasks like villages and mobs though ? nahh.