Saturday, January 31, 2009

Darkfall Online: Updated Impressions on Build 110



MikeAtUAH has updated his impressions on Darkfall Online beta with the current patch.

In my original beta impressions post, I tried to offer an objective impression of Darkfall, after 5 days of experiences. In the last day or so, server stability has made a HUGE turnaround. Hourly disconnects have ceased entirely, and the server has only gone down when the devs have shut it down (once today, while I played).

In my original post, I cited the following issues. Since I've been able to play the game for extended periods of time (6+ hour stretch), I've seen a great deal more. I'd like to update my issues with my new experiences:

1. The Darkfall server
The server improved in stability yesterday, and today it was quite stable. Pings were very good, and I witnessed no server lag.

2. The world is absolutely devoid of life.
Since my initial report, I have run for miles and miles and miles. While I have seen more mob types (Golems, black knights, minotaurs and baby dragons), I have yet to see any sort of wildlife. Around all starting areas, the mob population is extremely sparse, and needs to be addressed. Friendly NPC population is in a similar state. The world of Darkfall, while incredibly compelling, needs a population overhaul.

3. Movement speed is painfully slow.
This is still a major issue for me. The sprint mechanic is a poor implementation, and needs to be scrapped. Run speed should simply be a skill that improves with exploration. When a weapon is wielded movement speed should simply be reduced.

4. Combat feels laggy and disconnected.
Since the server stability has improved, this has as well. However, combat responsiveness is not nearly as snappy as it needs to be.

5. The user interface is quite simply the worst I've seen in a game.
I have the same opinion. It's really, really bad. Along with sound, it's the most unfinished component of Darkfall.

6. The clip plane is bad.
I have the same opinion of this as well. The game's environments are so incredibly well crafted - it's a shame they're hindered by such a jarring clip plane.

7. Poor sound effects.
Same opinion. Sound effects and music need a great deal of work.

8. The chat commands are difficult to use, and poorly thought out.
Again, same opinion. The design of commands in general is poor, and the lack of GUI-based alternatives only worsen the issue.

With all that said, I must also say this: Darkfall has the most compelling world I've witnessed, since EverQuest (which I think was amazing). Even with the lack of wildlife and NPCs, it still manages to captivate you. Seeing an enormous tree in the distance, and finding as you get closer that it is the base of a city is quite an incredible sight to behold.

If the developers can manage to see Darkfall through, to a state of completeness, I think it will maintain a large and devoted following. It's a unique experience that is incomparable to any other MMO available.

Darkfall Online: New High-Definition Videos



Alfar character creation

Darkfall at night

 

Update: And one more Video

Darkfall Online: Leaked Beta Patchnotes Build 110



 

New Patch

A new patch has been released.

Fixes and updates in this patch includes:

  • Fixes for Clan and Journal window. People running in 24bit or 16bit desktop mode should now see the Clan and Journal windows correctly.
  • Fixes for client crashes that happened around monsters
  • Fixes for crash when dropping an item onto the same kind of item in the hotbar
  • Updates to the AI.
  • Updates to the AI taunting you
  • More monsters enabled *1)
  • Updates to dungeons.
  • More loot boxes enabled in the world
  • Updates to arrow crafting. You need less resources and get more arrows.
  • Updates to crafting recipes for low level gear. The cost for crafting this has been reduced.
  • Fishing and Herb gathering stamina has increased.
  • Lesser and Greater magic has been tweaked.
  • Harvesting in general has been tweaked
  • Archery has been tweaked
  • Dupe bug has been fixed *2)
  • Fixes to misc rare client crashes
  • Monster that have been missing animations have been fixed
  • Player characters who played the wrong animations have been fixed
  • Updates to the world

Notes for the patch notes:

  • Monsters: *1) We are profiling and tweaking monsters on the live beta servers while you are playing. This might result in whole areas lacking monsters, as we bring them down to analyze data collected..
  • Dupe bug: *2) We have fixed the dupe bug that was discovered. We have also reset the resource count for certain characters.

We are still conducting stress testing and data mining on the live servers, so this might result in us taking down the servers to collect logs AND areas lacking monsters.
We apologize for the inconvenience.

Friday, January 30, 2009

Darkfall Online: More Impressions of the current beta test



And another Darkfall Online Beta leak impression:

 

 

I am Addled who posted the initial review on the blog with the two screenshots at night time.

By now, I have been able to explore more, make a few more characters, see capital cities, try out new weapons, and experience some more PvP.

I will begin by breaking it down.

What I enjoy:

Combat

It takes skill. It is definitely similar to Oblivion. Melee, at this point however, is simplistic, and I am sure that with some tweaking to animations and fluidity it will be just fine.

The Environment. Graphically and geographically, it is very pleasing and life-like. It would be impossible to find a complaint here.

The UI

There are many different windows in the menu. It is great to just right click and have all your windows go away temporarily. The Journal is really intuitive: forecast map is great, as are your quest log and personal statistics. The Clan window is very neat and organized also, and each clan having their own little page is interesting.

The skill progression

It is challenging. It takes a very long time to level up skills, but not so long that it is impossible. Currently, after about 5 hours total playing on one character with casting, I am only around skill level 17 or so with lesser magic (and I constantly use it), and around 5/6 with great axes. Specifically, I am only around 20 with Mana Missle, and I couldn't possibly use that spell anymore than I do. However, I do feel my damage improving with it, and it fizzles much less, so it was worth every minute of it.

PvP

OK, this may be generic, but it is true. I truly enjoy the PvP in this game and the intensity of it is reminiscent of good old PvP games like SWG Pre-CU. Seeing an enemy or a rogue character gives me great excitement, especially if they are about to attack me or kill someone else, as there's always the concern for getting or losing more loot. The "Risk" factor really plays a big role here. I have only seen a few enemy faction members at this point however, and most of my PvP has been against friendly rogue players.

Resource gathering

It really can't be done any other way. Macroing resources is better than having to go around and tediously look for little nodes. It is convenient to be done this way, whether it is intended or not.

 

What I feel needs some improvement

Animations

But not all of them. Spell casting animations are fine, as are gathering ones. Melee could use some help, as could all just use a little more fluidity.

NPCs

Where are they? I've come across a few settlements, mostly empty, sometimes with maybe 2 or 3 mobs. These were extremely rare though, and often had enemies too easy (goblins or zombies), or just too hard (dragons). I do believe they are adding these mobs in eventually. It just cannot naturally be this barren.

My Verdict:: There is a very small chance this game will be delayed. However, I personally believe it will not. I will definitely be pre-ordering this game and enjoying every minute of it. I feel the current state of the game is probably 85%-90% complete. Once mobs are added and I can have more time to test these other features like city building and crafting, I will see what other aspects of the game that are not on the server yet or that I have not yet experienced.

I am having a great time in beta. PvP is great! As for PvE, I cannot make a verdict on that yet having only killed a few goblins and skeletons. I have done some quests, most of them are simple and that's all I could ask for.

This is a great game with much potential. It feels like PvP reborn, the way it is supposed to be. If you enjoy PvE and are not much of a PvPer, this may not be your game, unless you are a crafter. If you do enjoy PvP though, this is YOUR game.

I will update this when I see new animations or mobs are more numerous.

 

Ganking a Fallen Player

Darkfall Online: More Darkfall Online Beta Videos



Mirdain Ranged and Melee Combat

Goblin Fight (melee)

The Human Capital of Sanguine

Dwarf Starting Village

Human Starting Area

Dwarf Combat

Mahirim Starting Area (Part 1)

Mahirim Starting Area (Part 2)

Darkfall Online: Alfar Character Creation Video



This video was leaked by Anonymous64 and he will make more later.

Darkfall Online: Preview on City Building



  • 2000g For Clan
  • 1000g Buy Clan Shard and councilor in racial capital.
  • Run to city grid. Double click shard in your bag while within the city limits(as seen in your system info window)
  • 5000g Purchase Construction Skill
  • Grants Two Recipes:
    • Building Module
      250g
      50 stone
      20 wood
    • Repair Shard
      100g
      5 stone
      2 quartz

The lowest tier structures require 10 modules, these include the Clan Bank, Clan Workbench and Clan General Store.

That means you need 2500g, 500 stone and 200 wood (2 wood = 5 timber so 500 timber).

BUT if the devs have not changed it, the base success rate on construction skill is 60% Which means you're going to need a lot wood/stone than the minimum to make a building. Why only wood and stone? because each failure only destroys part of your wood/stone, it does not affect your gold stock pile.

Keep in mind also that the building modules weigh 100 units. Being encumbered slows your mount's speed to a walk as well.

Once the resources are acquired, gold farm, and sufficient explicative have been said over the ridiculous failure rate get the modules to your city.

Go up to the clan stone with the modules in your bag and hit "G"

Select Build City

This opens the building menu, with various types of buildings. Once you build one building it will unlock more options. Select a building, and the camera will move to where that building would be created.

NOTE: To be 1000% clear, you don't layout your cities in anyway. The locations of every building is preselected. No one should ask another Q about this!

For your first building select clan bank, hit build and viola! Clan Bank.

Besides build there is also the option to "upgrade", farming with the handful of us we never got to the point where we needed upgrade anything.

Buildings

Clan Bank

  • Clan Workbench (allows construction in the city and creation of ships and warhulks)
  • Clan General Store (spawns a merchant NPC in your city. He puts a dot on ppl's mini-maps and offers nothing extra. Clans have no control over his prices or profits)
  • Houses (I saw three varieties, presumably increases your population cap)
  • Clan Keep (never built one)
  • Oven (likely same as in NPC town, unlocked via General Store)

The tool tips used to be programmer gibberish so I can't tell you how many modules they take. I see in the latest notes they finally addressed the bug reports on it though.

I've probably skipped a point or two, but that's the general gist of it.

This is with a little over 6 people.

3 days to get 2 buildings up.
3 days for about 8 hours a day.

Not too bad.

Darkfall Online: Full List of Skills Leaked



Finally the list of all skills available at the moment was leaked, so we can see what to expect when the game comes out.

All Darkfall Online Skills

Darkfall Online: Official Starter Guide



There is an official (Beta) starter guide/manual for Darkfall Online. You can get a basic idea. Originally it should be only available to beta testers, but the manual/guide can be accessed publicly, so have fun reading.

Darkfall Online Beta Manual/Guide

Darkfall Online: Leaked Beta Patchnotes Build 109



New Patch

A new patch has been released.

 

Fixes and updates in this patch includes:

 

  • Players in gank mode (helpless on the ground) now display their full info to people mousing over them
  • Removed 'm' as a hotkey to toggle mouse smoothing
    'p' Now open/closes paperdoll (You can of course remap the key)
  • 'm' open/closes world map
  • 'b' open/closes backpack
  • Misc. client crashes have been fixed
  • /gui_persist_save will save your current GUI setup (Note: this will not include your key bindings. This will be included in a later patch)
  • Using a bow now drains a bit of stamina
    A Conscript bow has been added to the conscript (starter) weapons
  • Icons for clan city races have been updated
  • Monster loot have been updated
  • Magic ward has been updated
  • Magic shield has been updated
  • Quests have been updated
  • More quests have been added
  • Parts of the world have been update
  • Dungeons have been updated
  • More monsters have been added
  • Monster AI have been updated
  • Riding skills have been enabled
  • Several skills have been updated
  • More weather types have been enabled
  • Objects in the world have been updated

Some of what we are doing now:

We are stress testing the AI nodes on the live server, so if you see monsters suddenly disappearing or reappearing in front of you, that is to be expected.
By this stress testing, whole areas of monsters might appear or disappear as the system sees the need to collect logs and data.

We are also sampling your data to collect logs on stress points in the system.
This means that we have to boot you out when certain 'check points' in the system are signaling. This is to collect the logs and do a full dump of everything, so we have all the data available.

Darkfall Online: First impressions on Patch 103



"justaguy" posted a review about the 103 patch and his impressions. Enjoy reading...

New leaker here, sorta. I originally released the high def map and other tester comments to faithkiller.

 

First thing: as it stands, it looks like I will be buying DF.

 

Now... the character creator. Its a very polished looking character Creator. Better looking then WoW's for sure, and it has more customization options then WoW. It has two slider options for hair color and skin color, but atm they seem to be disabled. Other options include different faces, nose rig, earrings, lip rings, facial hair and other miscellaneous forehead ornaments. Each has around 5 to 17 different options. But don't expect a SWG-level character creator.

 

One cool look with Alfars are these rows of piercings that look like short fat nails that either stick out above or below the lips. Having both gives a visual affect of a mouth wide open with jagged teeth sticking out. Looks cool. Dumbest thing I saw is facial hair for Mahirim, but some of the beards look alright.

 

The world itself is very organic. You feel like you are in a huge world, and not a enclosed play pen. Night and day cycles, weather cycles and realistic moving moons and sun gives the world a grandiose feeling. Sun sets looks ridiculously cool. Night time in some of the Ork starter cities is creepy. Especially with the background music that sounds like it came out of silent hill. My main gripe with look of the world is that from far away buildings and characters tend to have this cell shaded look to them. Im srue you've noticed it in the screenshots.

The ork areas are mostly empty with players. We really need more ork players. But the Human and Alfar areas are full of people. I haven't tried the other areas yet.

 

As for Pve, Ive only fought goblins..lots and lots of goblins. They are annoying little fuckers, that won't sit there and let you wail on them. Im sure you've heard all this before. They run away, call for back up, kite you, ect...And yes, if they are wearing it, you can loot it. Goblings usually carry a crappy bow and axe, 3-4 arrows and 5 gold. But some come with shields, some cheapy armor, a better bow or some food. And you can see the weapons and armor on them.

 

PVP> With full loot, FFA pvp you really can't go wrong. But I have some issues with it. Keep in mind that Im using mostly the basic stuff you come with and all of it at low skill level. I might see a little over critical, but its really not that bad.

I have played Savage 1 and 2, Jedi Academy Age of Chivlary ... pretty much any FPS game with a melee system, and in comparison DF right now is very basic. Biggest problem with it is the current 3 minute sprint and inefficient block. You've probably read what they are saying about sprint, and I agree its currently a little bit broken. But they are looking into it, and there have been many great ideas brought up by some of the testers.

But as it stands, due to the spring lasting so long, people sprint in melee constantly, so it turns into a chaotic random circling jousting match. What I have tried to do is to let them use up all their stamina running around everywhere, and then just finish them up. Melee fights are won and lost in stamina management. But what people do is run right into you full speed and swing then run another direction ( like jousting). This gives them the initiative and ping/lag advantage, which forces you to do the same. I also tried to use block/parry when they are charging with their jousting tactics, but block uses up so much stamina that i end up losing out in the stamina management department. If they just simply switched sprint and block's stamina consumption, it would go along way to improve melee fights, imo.

Archery and spells fell better. Though with the constant sprint, players can get hard to hit sometimes. With archery you can actually get quite good at hitting targets at range...but it takes practice.

A lot of people bitch about spells being way too hard to land a hit. But most players don't know how some of the spells properly. Anyone who has played tribes will know exactly what im about to describe. A Player and I got together and started ganking players in the goblin area....using the basic mana missiles at range, and then finishing them up once they closed in...or they would simply run away (again --->3 min sprint). It has significant splash. You don't try to hit the players but the ground around the players. You try to anticipate where the player is moving and hit the ground there. Again, If you have played tribes you'll be right at home.

I would write more, but my class starts in 10 minutes. I hope this was informative.

Darkfall Online: Leaked Beta Patchnotes Build 100-103



New Patch

Fixes and upgrades in patch 100-103:

  • A new lobby has been activated
  • GUI has been reworked and completely reskinned
  • Sprint hack from earlier builds have been fixed
  • Vendors always place a marker on the minimap now
  • Invisible items on hotbar has been fixed
  • Camera modes have been updated. You can use the mouse wheel to zoom in and out
  • City building mode camera has been fixed, so it never gets stuck
  • Warhulk movement have been enhanced (You can use F12 to toggle camera modes when driving a warhulk)
  • Mount controls has been tweaked.
  • Mount movement bug where you, in some cases, would get stuck close to other players or NPCs have been fixed
  • Rivers have been updated. If you go swim in a river, it will now carry you downstream.
  • Swimming has been tweaked
  • All attributes have been enabled
  • Base attributes increasing will now display a signal to you
  • Resource nodes have been tweaked
  • Resource nodes that are empty will now display a proper message
  • Clan Window and Journal window has been fixed. If a bug is encountered there it will not freeze the game
  • If you get damaged just before you teleport, the damage effect will no longer say on your camera
  • Progress bars will not potentially be hidden behind other windows anymore
  • Extremely rare player trading problem have been fixed
  • NPC animations have been updated
  • Many, many more chests have been added. These need specific keys to access them. You can usually find this on monsters nearby.
  • Many toolboxes, weapon racks etc. have been enabled for you to loot around the world.
  • Crafting window improvements
  • Rune stones(Recall stones) have been enabled. Anyone can use a rune stone, but to bind a location into it, you need to be trained in that skill.
  • A bug where you could not buy greater magic has been fixed
  • You can now configure if you want hit sounds or not (A hit sound is a sound that is played when you do damage to something). It's option can be found in audio options
  • You now start with one starter (conscript) weapon and you can change this, for a price, at a vendor
  • You can now buy more slots for starter weapons at a vendor. (Maximum is 3)
  • Directional attacks for all melee weapons have been added. You can slice vertically or horizontally. The default key for toggling this is 'T'.
  • Animations for seize and knock back skills for melee weapons have been fixed
  • Some problematic gank animations for Mirdain have been fixed
  • Update and new features for the Clan Window
  • Update and new features for the Player Journal
  • Update to the high score lists.
  • Many more quests added
  • High score quests have been enabled
  • Time limit highscore quests have been enabled
  • Massive AI update: Many more monsters have been added
  • AI behaviour has been severely improved
  • More wildlife monsters (tigers, bears, lions etc) have been enabled
  • Underwater monsters have been enabled
  • Dungeon monsters have been enabled
  • Monsters will now visibly taunt you (if you deserve it)
  • Some monsters packs will be roaming: If you meet some monsters at a specific location, that doesn't mean that they will be there the next time you pass.
  • Monsters will now sometimes send personal taunts to you
  • Environment system have been fully enabled: Ambience and weather will now change in both time and as you move around areas. One Darkfall Day is now approx 5 human hours
  • In game help has been enabled. Press the help button on the main menu to get to the help pages.
  • Rest skill will now raise with use and as you get better you will regenerate faster
  • Bindstone recall spawn timer has been fixed and you can now also cancel the skill by moving
  • Updates to armor graphics
  • Environment in Character Creator has been fixed
  • The 'i' key no longer toggles mouse invert. To toggle use the option under Input Options.
  • More player skills have been added.
  • Clan cities belonging to your own clan will now display on your world- and minimap.
  • You can choose what markers to display on your world and minimap by going to Options->GUI Options
  • Initiating a clan conquest against a city will now display countdown timers on all the participants.
  • Initiating a clan conquest will now display the challenged city and the challengers cities on the world- and minimap.
  • Stats from all conquest will now be properly saved
  • The city building process now displays the cost (in building modules) of creating a city building.
  • A challenged city that has been taken over will now properly kick the people who are bound there
  • City local bonuses will now properly be removed when the building is disabled, and re enabled when the building is enabled again.
  • City local and global bonuses (get these by building a unique wonder) will now be enabled correctly again after a server restart
  • Built Clan city cannons are now usable after a server restart
  • Dwarven and Mirdain Clan Cannons now functional in all cities
  • You now have to have the building modules in your back pack when building a city. You can no longer have them in the Clan Vault (so people can kill you and steal it when you are building a city)
  • Entire world has been fixed to remove gaps in the world
  • Updates to the world
  • Riding skill has been enabled
  • Buying clan shards has been enabled again

Darkfall Online: New Beta Screenshots



There are a few screenshots leaked from the current beta. You'll see the login screen, loading screen and a few in-game scenes.

characterselection loadingscreen 162 172 alfar1 182

Darkfall Online: Developer Update & Video



To see the video, scroll down to the end of the post.

Hi everyone,

First I want to thank everyone for helping us test Darkfall and making it ready for release. Your interest and passion for the game is very humbling to us, and we do not take it for granted.

 

We understand that it is frustrating with the constant server shut downs, but they are necessary and extremely helpful to us at this stage.

 

We read the beta boards carefully, and listen to everything you have to say. While we can't respond to every post or thread individually, rest assured that everything is read and considered by us.

 

Now I want to touch on some of the things discussed here as far as design issues go:

 

World Map
The current ingame world map is a placeholder map, and will be replaced soon. The new and improved world map will feature a zoom function and functionality to turn annotations on or off.

 

Regeneration
We believe that the current regeneration rates are good. While significantly slower than some popular PvE based MMOs, we think that a reasonably slow natural regeneration is helpful in rewarding good realtime PvP decisions. We believe that this is one of the fundamentals in making actual player skill stand out in combat.

 

Having said that, we have decided to implement three new skills, which default characters will start with. These skills will help the natural regeneration of health, mana and stamina. The adjustments are small, but they will help you regenerate slightly faster. We recommend eating food, drinking potions and using the rest skill to decrease your downtime.

 

Melee Damage

We have decided to increase the melee damage slightly. It's a very small boost, but it brings it more in line with our plans for combat dynamics. Melee damage output is based on several factors, such as skill level, strength and weapon. We have added a slight damage increase to each of these components.

Run Speed

Agon is such a huge world, that moving around may seem a lot slower than it really is. You only get a feel for the real speed if you are inside buildings or running next to small houses. If the movement speed becomes too fast, it becomes a compounding problem; ping times become increasingly important to the outcome of a fight, aiming spells, bows, cannons becomes harder, prediction becomes less reliable etc. We are considering making run a skill that raises by use, which will increase your overall speed slightly, and we are running some internal tests to calculate the impact of it.

Sprint

There has been a lot of feedback about sprinting. We are not entirely happy with how it works on the live servers, and are considering several options. One of the options we are evaluating was suggested by Osium on these boards, and involves two separate forms of stamina - one for sprinting and one for other tasks. If we do change how sprinting works however, it is likely to be sometime after release.

Darkfall is not for everyone, and we are fine with it. Our plan has always been to make a game for players that want something different than the mainstream games, and we feel we are close to having something really special here. No MMO in history has been perfect at release, and Darkfall probably won't be either. Our main focus is to get the very core of the game as good as possible, and then build on it from there. Our plan is to continue to work with you guys, and keep building on Darkfall aggressively after launch.

 

Thanks again for all the help so far, and keep the constructive feedback coming.

 

This is from Claus.

 

If you were wondering what he was referring to when he said about the idea from Osium, here you go:

 

Sprint would function essentially the same way. However instead of having 3 to 3 and a half minutes of constant sprint, the sprinting stamina would quickly drain over a period of seconds, and quickly regenerate. Allowing for frequent bursts of speed. The sprinting stamina would also drain the regular stamina as well while it was being used. In essence the change would change the frequency of sprinting rather than how much you can sprint.

Have fun with the video.

Darkfall Online: Leaked Beta Patchnotes Build 78



And again news from the Darkfall Beta front.

New Patch

We have fixed most of the problems people had with the patching process. You should all get decent patching speeds now.

A new patch has been released.
We've reset the patch system and done some optimization on the dataset. The complete dataset has been reduced to around 8 GB in this patch instead of 20 GB as it was before.

We've gone up several build numbers since the last patch, and the characters have been wiped.

Fixes and Upgrades in this patch includes

  • A new lobby has been activated
  • GUI has been reworked and completely reskinned
  • Sprint hack from earlier builds have been fixed
  • Vendors always place a marker on the minimap now
  • Invisible items on hotbar has been fixed
  • Camera modes have been updated. You can use the mouse wheel to zoom in and out
  • City building mode camera has been fixed, so it never gets stuck
  • Warhulk movement have been enhanced (You can use F12 to toggle camera modes when driving a warhulk)
  • Mount controls has been tweaked.
  • Mount movement bug where you, in some cases, would get stuck close to other players or NPCs have been fixed
  • Rivers have been updated. If you go swim in a river, it will now
    carry you downstream.
  • Swimming has been tweaked
  • All attributes has been enabled
  • Base attributes increasing will now display a signal to you
  • Resource nodes have been tweaked
  • Resource nodes that are empty will now display a proper message
  • Clan Window and Journal window has been fixed. If a bug is
    encountered there it will not freeze the game
  • If you get damaged just before you teleport, the damage effect will no longer say on your camera
  • Progress bars will not potentially be hidden behind other windows anymore
  • Extremely rare player trading problem have been fixed
  • NPC animations have been updated
  • Many, many more chests have been added. These need specific keys to access them. You can usually find this on monsters nearby.
  • Many toolboxes, weapon racks etc. have been enabled for you to loot around the world.
  • Crafting window improvements
  • Rune stones(Recall stones) have been enabled. Anyone can use a rune stone, but to bind a location into it, you need to be trained in that skill.
  • A bug where you could not buy greater magic have been fixed
  • You can now configure if you want hit sounds or not (A hit sound is a sound that is played when you do damage to something). It's option can be found in audio options
  • You now start with one starter (conscript) weapon and you can change this, for a price, at a vendor
  • You can now buy more slots for starter weapons at a vendor. (Maximum is 3)
  • Directional attacks for all melee weapons have been added. You can slice vertically or horizontally. The default key for toggling this is 'T'.
  • Animations for seize and knock back skills for melee weapons have been fixed
  • Some problematic gank animations for Mirdain have been fixed
  • Update and new features for the Clan Window
  • Update and new features for the Player Journal
  • Update to the high score lists.
  • Many more quests added
  • High score quests have been enabled
  • Time limit highscore quests have been enabled
  • Massive AI update: Many more monsters have been added
  • AI behaviour has been severely improved
  • More wildlife monsters (tigers, bears, lions etc) have been enabled
  • Underwater monsters have been enabled
  • Dungeon monsters have been enabled
  • Monsters will now visibly taunt you (if you deserve it)
  • Some monsters packs will be roaming: If you meet some monsters at a specific location, that doesn't mean that they will be there the next time you pass.
  • Monsters will now sometimes send personal taunts to you
  • Environment system have been fully enabled: Ambience and weather will now change in both time and as you move around areas. One Darkfall Day is now approximate 5 human hours
  • In game help has been enabled. Press the help button on the main menu to get to the help pages.
  • Rest skill will now raise with use and as you get better you will
    regenerate faster
  • Bindstone recall spawn timer has been fixed and you can now also cancel the skill by moving
  • Updates to armor graphics
  • Environment in Character Creator has been fixed
  • Default binding of 'i' to invert mouse has been fixed
  • More player skills have been added.
  • Clan cities belonging to you own clan will now display on your
    world- and minimap.
  • You can choose what markers to display on your world and minimap by going to Options->GUI Options
  • Initiating a clan conquest against a city will now display
    countdown timers on all the participants.
  • Initiating a clan conquest will now display the challenged city
    and the challengers cities on the world- and minimap.
  • Stats from all conquest will now be properly saved
  • The city building process now displays the cost (in building
    modules) of creating a city building.
  • A challenged city that has been taken over will now properly kick the people who are bound there
  • City local bonuses will now properly be removed when the building is disabled, and re enabled when the building is enabled again.
  • City local and global bonuses (get these by building a unique
    wonder) will now be enabled correctly again after a server restart
  • Built Clan city cannons are now usable after a server restart
  • Dwarven and Mirdain Clan Cannons now functional in all cities
  • You now have to have the building modules in your back pack when building a city. You can no longer have them in the Clan Vault (so people can kill you and steal it when you are building a city)
  • Entire world has been fixed to remove gaps in the world
  • Updates to the world

Wednesday, January 28, 2009

World of Warcraft: IGE Wrath of the Lich King Guide



Just wanted to share this guide with all of you.

This Guide Includes:

  • All boss information and Descriptions needed
  • Instance maps
  • Walktroughs
  • A World Map
  • Much Much more!

Download Link

Passwort: http://mmo-worlds.blogspot.com/

Update: Wooops! Forgot the link, I'm sorry! Fixed!

Tuesday, January 27, 2009

World of Warcraft: Deathknight Rune Tap Healing Exploit



With this exploit you can heal yourself much more than you usually would do (pretty useful in raids and group PvP/Battlegrounds or Arena).

Requirements

With all of this, you can get ridiculous healing from Rune Tap, just do the following:

You may ask yourself, what on this is an exploit?
Well, the exploit here lies in the Dancing Rune Weapon. What the spell does, is it copies everything you do and also has every Glyph you have equipped too. However, it has a bug. The Dancing Rune Weapon will try to heal your party too for 10% of it's HP. But as pet's aren't really "in the party", they will fail to heal the group members. Instead, all heals will be redirected to you.

Notice: The extra amount healed, really depends on the size of your party. If you're in a 2-man party, you will only get 10% extra healing, if you're in a full 5-man party, you will get healed for an extra 40% of your max HP (making it 20% from your spell + 40 from the Dancing Rune Weapon). So this is only really useful in big parties (like in Battlegrounds, a 3v3 or 5v5 Arena Match or in a raid). In a tanking set this can heal as much as 25-30k HP, in offensive Gear somewhat less, but still enough to make it more than worth. This exploit won't work solo, because there won't be any party members your Dancing Rune Weapon attempts to heal.

World of Warcraft: Fight Malygos on Drakes in Phase 1/2 Exploit



There is a little nasty exploit which allows you to use Drakes from Phase 3 in Phase 1 & 2, which will make the 6 min Achievement much easier.

It was tested in Malygos 10-man instance, but probably works in 25 instance too. So far, it seems to only work with Mages and Rogues, as they are the only ones who can get out of combat and while remaining invisible. Maybe it will work with Shadowmeld too, but is untested.

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide This little exploit can give you pretty nice dps increase in Phase 1 to get quickly into Phase 2 and saves pretty much time and you can also heal up your group this way.

Notice: You can't attack the adds while on drake! But Healing still works

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide In order to for this exploit to work, you need to get into Phase 3 at least and must be a Mage or Rogue. And just before the platform shatters Rogues/Mages use their Vanish/Invisibility and remain in stealth/invisible until the rest of your group is mounted. Then all other (except Mages and Rogues) immediately dismount from their Drakes and fall into the void and die. On the same time, the Rogues/Mages run far away on the outer parts of the instance so that Malygos won't agro them. It's important that they don't enter combat at any price, otherwise they will die too.

When Malygos resets, the Mages/Rogues will remain on their drakes and can use them in Phase 1 (and party in Phase 2 too, for healing for example, but you can't attack the adds while on drake)

Update: There are also reports, that there is another way to accomplish this, by dying in Phase 1 or 2 and waiting in front of the Eye of Eternity Portal and enter it before the platform is shattered (1-5 seconds before). This however wasn't confirmed yet.

Update 2: There is another way, to keep the drakes for phase 1 & 2
Have the paladins cast Divine Intervention on raid members who can't vanish or go invisible. All they have to do is to immediately drop Divine Intervention. They will leave combat and stay out of it, which allows them to keep the drakes for the next try. - Thanks to QdlatY for sharing this!

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

World of Warcraft: Discover All Alchemy Discoveries Exploit



Currently there is an exploit with Discoveries in Alchemy, which allows incredibly increases your chances to discover new recipes.

How-to guide for this exploit:

  1. Prepare enough materials for you specialization (enough to create at least 20-40 Potions or Elixirs depending on your specialization), but don't craft them yet!!
  2. Buy enough Vials for the craft (buy as many vials as necessary to craft all of the Potions/Elixirs in one batch)
  3. Still don't craft them yet! Instead, use Transmute (Only Eternal Transmute and Titansteel Transmute will work!)
  4. Now be careful! Immediately after the transmutation cast was finished, start crafting of all your Potions/Elixirs (Important: You have to use "Create All" Button to craft of off them in one batch and immediately start crafting after the transmutation was done)

By following this guide, you should be able to discover 5-12 new discoveries within the crafting attempt. It's important that the batch is big enough (at least 20 items to be crafted, better 40)

Sunday, January 25, 2009

Warhammer Online: Squig Herder Template/Build



PvP build, your three top stats will be:

  • Ballistic Skill = adds to ranged DPS
  • Toughness = reduces incoming DPS
  • Wounds = adds to hit points

Assign 25 points as follows:

Quick Shootin: 15
In Quick Shootin tree buy

  • Run Away
  • Da Waaagh is Strong
  • Rotten Arrer
  • Shootin Wif Da Win0d
  • Behind Ya
  • Arrer o’ Mork

Don't buy

  • “Splinterin Arrers”

Assign remaining 4 points in “Big Shootin” tree. Any additional points should also be placed in “Big Shootin”, no reason for the bottom skill in the tree.

Assign 80 RvR in ...

  • Marksmen level 1 = 1 point
  • Marksmen level 2 = 3 points
  • Marksmen level 3 = 6 points
  • Marksmen level 4 = 10 points
  • Marksmen level 5 = 14 points

  • Fortitude level 1 = 1 point
  • Fortitude level 2 = 3 points
  • Fortitude level 3 = 6 points

  • Sharp Shooter level 1 = 2 points
  • Sharp Shooter level 2 = 4 points

  • Sure Shot level 1 = 5 points
  • Sure Shot level 2 = 10 points
  • Sure Shot level 3 = 15 points

The main purpose of this build is to put out massive ranged AOE damage..

Here are the planned active morale skills

  • Level 1 = Point Blank
  • Level 2 = Squig Goo
  • Level 3 = Explosive Shots
  • Level 4 = Arrer O’ Mork

Tactics can be changed anytime, as long as you are not in combat. There are 5 of them, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a “PvP fight”:

  • Steady Aim
  • Strength in Numbas
  • Da Waaagh iz Strong
  • Shootin’ Wif Da Wind

Build Strength

This build will makes you overpowered! 

If you look at EVERY core skill in the “Quick Shootin” tree, you will notice that you can use them all “on the move”. Being able to fling massive AOE damage at a range of 100,(increased from 65 feet to 100 feet with “Shootin Wif Da Wind”) AND being able to do this on the move, makes this build OP compared to other classes. Being overly mobile makes your survivability, and ability to lay down DPS on a target, honestly unfair to the other classes.