Showing posts with label Darkfall. Show all posts
Showing posts with label Darkfall. Show all posts

Thursday, February 25, 2010

Brand New: 7 day Darkfall Trial



Aventurine introduced a brand new trial feature, which allows you to test Darkfall without any financial risk if you don’t like it!

Quickly go out and try it out as long as it lasts. Click on the link and enjoy the trial.

If you’re a true MMO gamer, who played back in times of Ultima Online, Dark Ages of Camelot or Meridian 59, you will love Darkfall, as it Darkfall goes back to the roots of MMOs unlike modern mass produced low quality MMOs like World of Warcraft, Warhammer or Aion.

And as a starter Bonus: If you decide to buy the full game (with 1 or 6 months included), I will offer you in-game start help by both answering your questions, giving your game tips and give you some equipment (weapons and armors), gold and and two mounts which to have a quick and easy start!

After purchasing the game (For Trials accounts created by the link above I can only offer you email support to answer your questions), send me a email at

with the email address you registered with and the date/time, so I can verify that you really registered and not tried to scam me off.

Sunday, June 14, 2009

Darkfall G15 Autoloot Script – Darkfall Online



There are two useful Macros if you’re a proud owner of a G15 keyboard and Darkfall Online player.

The first macro is to find out the screen coordinates where the item should be dragged. Bind this macro to a key, go in-game and move the mouse course to where your bag (or bank) is and click it.

function OnEvent(event, arg)
if (event==”G_PRESSED” and arg==1) then
local x, y = GetMousePosition();
local sFmt = string.format(”Mouse is at %d,%d\n”, x, y);
OutputLCDMessage(sFmt);
end
end
*Use this to get x,y

It will tell you the coordinates. Write down the two numbers as you will need it for the next macro.

function OnEvent(event, arg)
if (event == “G_PRESSED” and arg == 6) then
x, y = GetMousePosition();
PressMouseButton(1)
Sleep(10)
MoveMouseTo(41882, 46793)
Sleep(10)
ReleaseMouseButton(1)
Sleep(10)
MoveMouseTo(x, y)
OutputLCDMessage(”Looted”, 2000)
end
end

Replace the “MoveMouseTo(41882, 46793)” part with the number you’ve written down in step 1. Bind it to a key and next time you loot someone, simply execute the macro and the item will land in your inventory without you having to drag it there.

There are three main advantages using this macro:

  • No annoying work of pulling loot in your bags
  • Very fast looting of enemies (especially if there are other people who try too loot it too)
  • Last but not least: Saves much time, this also means, that you don’t have to spend much time with your looting and the probability is lower that someone will ambush you from behind while you’re looting

Tuesday, March 3, 2009

Darkfall Online: IRC Interview with Brannoc



A few days ago there was an IRC interview with the Aventurine Community Manager Brannoc during one of the shutdowns where a patch was applied.

Many concerns are address/answered here, such as the why the forums where take down while the patch was applied, macroing, payment and preorder questions. Not all of the Questions/Answers are really “serious”, but still some give interesting information.

<Keta>I left my luggage in the forums. And now I have nothing to wear.

<@Brannoc> I shut the forums down because all they were doing was crashing and preventing us from getting information out
<@Brannoc> so...there's the love!

<Junkoe> hey brannoc am I alone in that my account is not inactive but I was playing before servers went down?

<@Brannoc> no Junkoe
<@Brannoc> if this were all a big scam I'd be saying "haha suckers" and drinking

<nox_> are you drinking at a bar?

<@Brannoc> I should be

<Sceleris> can you understand alot of the frustration?

<@Brannoc> of course I can Sceleris, I wanted to be playing by now too
<@Brannoc> no one is more disappointed than we are
<@Brannoc> playing would be a LOT more fun than keeping the forums and irc channel shutdown to keep you guys from crashing them
<@Brannoc> we Must have a way to communicate with people, we couldn't keep the forums online, so, I took the forums down

<RixuS> Brannoc, did they ever diagnose the issue of accounts that *were* active, but suddenly *stopped*?

<@Brannoc> that's on the list, RixuS

<Etherwar> maybe put up the forums but disable new posts?

<@Brannoc> still uses a lot of resources, Etherwar
<@Brannoc> far more than this method

<[AOD]glockjs> Any news on the Credit Card issue?

<@Brannoc> which one, Glockjs?
<@Brannoc> there' at least 3

<Ssly|-W-> brannoc, know anything about the progress of creating more servers to handle the demand?

<@Brannoc> I don't, Ssly|-W-

<ShockWave> Brannoc i repeat do you know when the remaining ppl who preordered are getting in?

<@Brannoc> there is no ETA at this time
<@Brannoc> no ETA for new orders either, but that will come after the patch and after the pre-orders are all fixed

<bunghole> Brannoc,it's not really fair that I can't play and I paid... and others are playing

<@Brannoc> I agree it's not fair at all, bunghole
<@Brannoc> but we didn't do it on purpose

<Squatch> Brannoc are you getting a promotion after all this work?

<@Brannoc> what do you think Squatch

<ShockWave> atleast good you finaly take the time to talk to us Brannoc

<@Brannoc> I've been trying to do that all day, ShockWave

<[Yew]Greg> do your fucking job

<@Brannoc> I don't think you can be anymore informed than you are greg, I'd say your statement is mostly loaded with fail

<[AOD]glockjs> Brannoc, Is there a prob with debit cards with a CC logo that is known?

<@Brannoc> not that I've heard, glockjs

<wired> what is the time estimate for the servers coming back up?

<@Brannoc> I've heard a vague ETA, but if we release an ETA and miss it THEN how pissed will you be?

<wired> more vague than "servers will be up in the evening" like release day?

<@Brannoc> approx eta? 1-4 hours +/- 3

<[WSX]Chrismon> Brannoc are you aware of all the clans that got their citys via exploits?

<@Brannoc> I don't think ALL the clans got their cities by exploits, Chrismon, but we'll review that, last I saw not a single one had exploited
<@Brannoc> I really am highly doubtful of any major exploits taking place, maybe some pathing issues or guard tower issues
<@Brannoc> but I was playing earlier and didn't see any guilds with big cities fucking with bugs

<[WSX]Stig_Arius> Hey Brannoc - are they considering a wipe/reset - anything like that? Can you say whether it has even been brought up as an idea?

<@Brannoc> I don't know, Stig

<[Yew]Greg> Well here’s a little helpful piece of advise if you ladies plan on keeping any sort of player base. Even in the shittiest circumstances, at least tell us to just "fuck off we're working on it". That's all most of us want to know.

<@Brannoc> I'd be happy to tell you to go fuck yourselves! But a lot of people say that's bad PR
<@Brannoc> so...I'm trying not to

<Smoopidhead> how about you guys let people play until you get everything worked out(How ever long it takes), wipe the server. and allow for 30 days play from that date?

<@Brannoc> that'd be a shitty use of resources, Smoopidhead

<Deharakk> Brannoc: I suppose the devs never considered a system of ordering that just queued us to receive orders upon release?

<@Brannoc> I don't know, Deharakk

<Tenzy> Brannoc, do you have a preferred Darkfall race?

<@Brannoc> ork.

<[Lash]> yo b - are u gonna put ur update macro back on for #darkfall

<@Brannoc> nah, leaving the macro off while I'm awake and at the PC, Lash

<Kompressor> Is macroing a bannable offence?

<@Brannoc> not my place to state the official stance on macro'ing
<@Brannoc> but that's common sense, not an official stance
<@Brannoc> I'd say a common sense answer would be that...if you're not macro'ing to exploit the system or for commercial gain...you'll be left alone

<Xace> Brannoc, will we get a list of the fixes in the patch

<@Brannoc> should, Xace

<Keta> Bottom line is what can they do about macroing? Or how can they prove it?

<@Brannoc> exactly, Keta
<@Brannoc> macro'ing skill gain isn't very effective generally

<Keta> Bots are another story.

<@Brannoc> bots wouldn't be that hard to make
<@Brannoc> but they would be hard to keep alive and effective

<Dragon456> Brannoc, is 4-legged running still coming?

<@Brannoc> I don't know Dragon456

<[MC]Butch_T> What about non charged people

<@Brannoc> non-charged people are still on the to do list

<Zaffa> @Brannoc Do you know if prepaid credit cards are accepted for orders?

<@Brannoc> I honestly don't know, zaffa

<[100]Julius> Brannoc any news on the dead zones? This has caused many people to lose their characters permanently meaning they had to create a new character. I have guildies that have had to remake characters over 3 times!

<@Brannoc> should be fixed by the patch, Julius...I think

<Keta> Brannoc: Give people instructions on how to use REST.

<@Brannoc> what's hard about rest, Keta?
<@Brannoc> put it on your bar, use it

<nikki|-W> Brannoc, using ping plotter I consistently ping the DF server around 180ish. While I'm in game my ping ranges from 240-300.. and sometimes spikes. my fps is consistently above 100. What's up with that?

<@Brannoc> your megahurtz must be haxed, nikki!

<Ssly|-W-> brannoc, do you know if the over-filled chaos stone bug is also being worked on in the current patch?

<@Brannoc> I don' know ssly

<Ket> Problem is Brannoc, we are paying customers now, your companies failure to keep the server going is a poor mark on you part

<@Brannoc> I never said it wasn't ket
<@Brannoc> but I have said we're doing the absolute best we can with all the resources we have

<[MC]Butch_T> What is the dev sleep schedule like, brannoc

<@Brannoc> Tasos sleeps 1-3 hours every 16 hours
<@Brannoc> Ricki is about the same
<@Brannoc> so like I said, the team is working as hard as they possibly can to make this work

<T> Brannoc: how much do YOU sleep?

<@Brannoc> about 3 hours a night T

<Vlash> sucks to have paid for the game and not being able to play it

<@Brannoc> I agree vlash
<@Brannoc> Darkfall has been a bigger dream for the developers than for the fans
<@Brannoc> they're giving everything they can because it's their dream, not because they want to "omgmakemoney!" off it...making money is just a nice side effect

<Ket> Yes, thing is, now you all need to take care of the customers if you wish to keep your dream alive

<@Brannoc> we're doing the best we can Ket
<@Brannoc> no patch that has to be done on release day is "easy"

<wired> technically release day was yesterday.

<Mudkipslolwu> Brannoc can i get you to comment on the nude photos that have recently surfaced including both you and tasos?

<@Brannoc> my p*nis is bigger, Mudkipslolwu

Darkfall Online: Developer talking about first weeks impressions



Tasos, one of the Darkfall Online developers, posted on the official forums about the current state of the game servers, answered a few questions regarded macroing and released a few information about the release of more CD Keys.

Latest: 10.25 GMT
We have brought down the servers for scheduled maintenance and patching. We apologize for the abrupt take-down. New ETA is 3 hours, we'll try to be up as soon as possible.

The game has been up consistently without much incident. We are monitoring the situation and keeping track of any issues players have to report.

We will bring down the servers for a patch in a few hours. Estimated downtime will be up to 2 hours for this. The patch contains optimizations of the server and client and various fixes to issues we’ve noticed in the game.

To address an issue reported by players: We generally frown on unattended macroing and if you use macros you do so at your own risk, but it should be mentioned that spamming spells and any macroing WITHIN the protective radius of the guard towers in the starting areas will result in a kick, and repeated offenses could result in a ban.

Support structures will also be available within the next couple of days to improve our responsiveness to your reported issues.

About Darkfall availability, we will give advanced notice for when more copies will be available. We need to run a few tests first to make sure things have improved and we will let you know when we officially make more copies of the game available. Availability is throttled because we need to make sure that the server population is having as good an experience as possible before we introduce more people and more servers. We hoped to be further along but have been held back by the account management system. We’ve made several optimizations since, and we’re working on a permanent solution as soon as possible.

Communication is still at a bare minimum, but this will improve steadily as things smooth out in the next few days and weeks. The forum downtime in the first 36 hours happened because of extreme load, making the forum unusable. We had to bring it down in order to be able to post status reports, and decided to keep it down until we were done fighting through our initial setbacks.

We’ll keep you posted on any developments.

Thank you
The Darkfall Team

Source: Darkfall Forums

Darkfall Online: First Review of the Release Version



Today, RoganBlackheart posted his impressions and reviews of the current post-release state of Darkfall Online.

Hello folks, many of you may know me from the pre-release AOC Boards, the Irth Online Boards, or the pre-release / beta Dark and Light boards. I have tried to infuse some good ideas into the MMORPGs by fostering discussions on unique ideas not seen in most mmorpgs, especially in the games I heavily supported in the past, such as the three above. That being said they were all failures of epic proportion, so when it came to my new hope, Darkfall, I just shut my mouth in hopes I wouldn't jink another release. You will not see any positive or negative posts by me regarding this game anyone, period. I see a lot of misinformation flying around these boards, and it mainly seems to stem from people that are having account issues, or were unable to preorder / order Darkfall, and are for lack of a better term pissed. While I was not in beta, I was lucky enough to get a preorder. After getting a fairly good handle on things, I wanted to post a review for the folks coming here HOPING that Darkfall was the be all end all game, and have no idea what to think since 99% of the posts on this board seem to be uninformative garbage, flames, and rants.

*****WARNING, THIS IS A WALL OF TEXT*****

I can assure you for those not in the game yet and left wondering... hopefully this information will be worth the read.

I also want to emphasize one last point. This is a review of the GAME. I am not reviewing the poor beta process, the poor preorder process, or the poor launch that plagued the first 2 days or so of game play. The game absolutely had all of these problems. Now they are over. 6 months from now they will be all but forgotten. For those of you that cannot play and want to order, this will be corrected in time as well, but I do feel your pain. This is the same mentality though that I see on Cnet, for example, when comparing electronics. They will claim that one TV for instance, has a much higher quality picture than another. But because its $400 more expensive than the lesser quality TV, that somehow makes the lesser quality TV more desirable and therefore a higher rating score? In my opinion this is complete bull shit. I intend the review the product and leave the rest out.

While I do love games in general, once I was introduced to MMORPGs (Ultima Online being my first) I simply couldn't go back. Playing a game with thousands of people that never really ended was just simply for me. Through my mmorpg experiences I think its easy to break down mmorpg players into 3 categories:

-Veterans: Those that have been around when it was creative and fun gameplay that kept these games going, not graphics and hype. For instance, Ultima Online now over 10 years old with its shitty graphics and aging UI STILL has hovered 100,000 active subscriptions to this day.

-Level Based MMORPGers: This group discovered these games after skill based games like UO and Asherons Call. World of Warcraft being the most obvious instance that brought all sorts of gamers from all over the world into the fray.

-Everyone else: Anyone who has never played an MMORPG can be put into this category.

In my opinion if you are a veteran you will want to read more. If you are a Level Based MMORPGer and you feel you have mastered all there is to master in this style of game, you will want to read more. For everyone else, I think this game is simply not for you as it most likely will be too difficult to understand the mechanics, the "What do I do now" feeling, and the general frustration of learning something of this magnitude.

First and foremost this is a not a level based game. Your character is nothing more than a sum of his skills, NOT his level. That may be hard for non veterans to understand. Its much like life if I see someone across the street staring me down, I can try and assess the person the best I can. But in all reality if I never had seen a Jackie Chan movie before and he was the individual staring me down, I would think he looked like a huge pussy. I would of course be wrong, and have my ass handed to me in the process. This is the core element of Darkfall that you must understand. Maybe the guy standing next to me is the best warrior in all the land, and maybe he just has a more expensive suit of armor than me, has shit skill and is a complete pussy. You simply don't know and this adds an element that you simply never find in level based games. The spills over into NPC enemies as well. There is no gauge to spoon feed you the difficulty of the mob so you can know the outcome of the fight without ever fighting it.

So how do I distinguish myself from someone else you may be asking. The character customization in a game like this is fairly huge on several different scales. The first being that you are not bound by any predeterminded notion of what you should be. You have no predefined role. Its very much like life. The harder you work at something the better you become. But working on Swords for instance, does not mean that you now get stronger in something that has nothing to do with swinging a sword, like magic. Where in level based games when you "level up" all of your abilities level with you, whether you actually used them or not. This means that you simply can become better at what you enjoy, and leave the rest alone. If you decide to forgo magic and crafting all together, and just want to swing swords, then you can do so. And your skill in swords will reflect that. There is no limit to the amount of skills you can learn. Its simply using the skill makes you better in that skill. So forget earning "XP" all together.

Money and skills are directly intertwined in Darkfall in 2 ways. First, you must buy many of the skills. For instance if you want to become a weaponcrafter, you must buy the skill. Stuff in this game is expensive, and skills are one of the only things you can hold onto if you die. So its not like everyone can just go and buy all the skills, level them all to max, and be just like everyone else. You must carefully pick and choose based on your play style and your budget. This made me feel like I was really customizing my character, because I was presented with a LOT of choices, and a LOT to work towards as well. Secondly, some skills have "skills within skills"? Wtf does that mean? Well, take mining for example which you start with for free. Once you hit a certain skill level (75), you can buy another skill that improves the length of time it takes for you to mine, thus decreasing your gathering time significantly. So you can decide to improve something you are already good at, or you can choose to grab another skill and learn that one from scratch with your hard earned gold.

Yea yea yea, but how are the graphics? I'm a graphics WHORE! Heh if that fits your mentality then I think you will be pleasantly surprised. This game will not win awards in the graphics department. But that being said the graphics are indeed good. The mobs are fairly unique looking, the character models are ok. The world actually looks pretty nice at times. The engine runs NICE on just about any PC. I have a nice rig and I had everything maxed at 1680X1050 and I get close to 150fps, anywhere, crowded or not. I have a so so rig also that I tried and I was getting 70fps everywhere. That being said I do occasionally see some strange things. For instance when playing and the sun is hitting things pretty hard, distant objects begin to look funny and cartoony. Almost as though they are cell shaded cartoon graphics. This doesnt happen all the time and I can't tell if this is by design, my rig is set up poorly or some other optimizations need to be made. But all in all the graphics are adequate, and for those of us that were stuck playing skill based games with graphics from UP or Asheron's Call can rejoice! I have also seen some pretty big fights with about 50+ people on screen and I can say with a straight face that NO SLOWDOWN OCCURED. This is a very big positive checkmark in the game's corner.

How is the sound, immerisve? Sound for me is a mixed bag. While they are definitely adequate, there are currently 2 big sound issues that piss me off. First the sound in the game when scaled up or down changes your PCs master volume. This gets annoying when trying to use Ventrillo or another voip type application to talk with your in game buddies. The second is that fighting sounds (swords clanking, spells casing, etc) do not seem to scale properly with distance. I can hear fights WAY far away and I often have to check my health to make sure I am not being attacked. I really hope this gets fixed because this kills the immersion a little bit and its really damn annoying.

How is the combat! I want to kill... Well I can honestly say I have had more fun in combat than any mmorpg ever made. This is because it doesnt feel like an mmorpg. In fact, currently I have no weapon skills in my hotbar either . You control when you swing, when you block, essentially everything about the combat. While your skills do play a role in your damage and general combat success, they do not play a role in your hit ratio. Meaning you cannot physically "lock onto" an enemy and then your hit or miss is determine by a random roll of the dice. You must swing your sword on your own (no auto attack) and you also must aim. So if you go to swing at me and I back up quick enough you will whiff. This spills over into archery and magic even more so. This is because magic and archery are done from a first person perspective and it feels very much like a first person shooter. If I pull out my bow I physically have to aim it myself. The arrows also arc instead of firing straight forever. This means that you actually need "player skill" to hit a moving target with archery and magic, especially at a distance. I must say this is strange since this mechanic is virtually non existent in nearly all mmorpgs, but once you get used to the mechanic it just becomes so damn cool. This is the first time I have really seen a player's skill come into combat in an mmorpg and its a welcome change. And again, combat (at least to me) always is exciting because mobs behave differently. They actually will try to run behind you (which does more damage) and it's not uncommon for a mob to try and run away and you will see 4 or 5 PCs chasing that bastard down.

I live to own newbs! Tell me about PVP. Well this is the other core mechanic of Darkfall. As if you didnt already know, this game is hardcore PVP. This means that anyone can kill anyone, outside of town. Not only can you kill anyone, but you are also free to loot EVERY SINGLE ITEM they has on them at the time they died. This makes for a seriously immersive experience. Part of the reason this becomes such a big deal in the everyday life of Darkfall is because of one very little talked about fact: You can only have one character per server. So you are now completely in control of your characters reputation as well. This means that if you attack other players without reason, if you loot other peoples kills constantly, or you are just an annoying fucktard, this stays with you FOREVER. Their talking shit, PKing someone, and then logging onto another character and thus a completely different reputation. For all I know I am grouping with that very guy! Well these days are over. Players are quick to point out who PKed them for no reason, who not to group with / trust because they ninja loot everything, etc. PVP works by having several races being aligned, and all other enemy races free to kill. You have a single alignment status with your own racial alignment. Everyone is a "blue" by default. You lose status by killing members of your own alignment. If your status gets low enough, you turn "red". When red, anyone is free to attack and kill you without taking a status hit, even from your own racial alignment. To get your status back up and become a "blue" you have to go kill some enemy races for some positive alignment. This is a great system in my opinion because you CAN do what you want, with some penalties in place if you do so. So what I like to do is go kill a bunch of enemy races, build up a lot of faction, and then I have a few "few kills" on smacktards in my own racial alignment that I deem it necessary to cut their throats, and chop off their head (which you can in fact chop off their heads as a trophy). One thing that I am a bit up in the air about is the "rogue status" which is a grey category. If you attack a "blue" character then you go grey, which means anyone is free to kill you without penalty, and of course, loot your shit. This status is temporary, and lasts only 8 seconds or so at first. If you attack someone again before this is over with, the flag extends to a full 3 minutes. While this is neat on paper, it has strange results. Since we are all newbs at first, the newbie spawns are obviously fairly camped. So when something spawns and 500 people all attempt to hack away at the mob at the same time. Occasionally, you will miss the mob and hit a friendly player. This will trigger your "rogue status" and you will go grey, while you meant no mal intent. Whats worse is that most times players know it was an accident, but a few of them want to be fags and will attack you partly for fun, and partly because they can loot your shit without penalty. Other players will recognize the mistake, and just ignore it. While this doesnt sound like the best mechanic, I can honestly say I would rather have it than not. Because what you get sometimes will be players just being dicks in general, randomly attacking players when a mob gets close to dieing so the blue player runs in fear of dieing, and the now grey player kills the mob and loots it before the blue player returns to the fight. It's instances like this where I am glad to know I can kill punks like this when I encounter them. I have a feeling this mechanic will get tweaked as time goes on, but again, most times it works well and as intended. Other times issues can arrise.

I am a merchant tell me about crafting! Well this is going to be a mixed bag for people, and it primarily depends on which of the mmorpg categories I you fit into. If you are used to WOW crafting, then you may not like it much. This has a much different feel to it. But everything you can make is needed by someone, even at the early stages. For instance I decided to craft much more than fight initially. I knew that people liked the archery mechanic and that many people might flock towards armor crafting and weapon crafting, so I tried bowcrafting. I can honestly say that you can make a career in this game both as a harvester and as a crafter (or both!). While its not feasible to simply be crafter only, you CAN be a crafter and gatherer and never fight, if you don't want to. This is a welcome change from most games that place rare resources next to high end mobs that decimate most characters. Its nice how nearly everything you craft someone wants. And since everything eventually breaks, or you lose because someone killed you and you lost your stuff, this creates a neat little economy between crafters and players and becomes fairly cyclical. This is SOOO cool in my opinion because if you have a positive experience with someone and are fair with them, they actually become a "customer". Not in the sense that they just bought something from me, but because they now will actively seek me out when they run out of bows and arrows and are happy to buy from me again. Now many times I have people seeking me out instead of me seeking someone out to buy my goods. I havent seen this since Ultimate Online with player run vendors and shops. Furthermore, you feel as though you are building a business. Especially because crafting is HARD. It takes a long time to get good, almost to the point where newbie crafters may essentially drop out as your competition because they cant keep up skill wise or they do not have the will. So as you progress you really feel as though you are accomplishing something. That being said the communication tools you receive for selling your goods suck some major balls. There is no auction houses, which I like because it forces interaction between players and you have interesting exchanges like the ones described above. However, there does not appear to be a trade chat, and most people seem to just speak in their racial alignment chat. This means that if I have to more or less spam my goods in the open chat as my only means of selling. I hate spam, more than most so it makes me feel bad to have to do that. I try to keep it to one message every 5 or 10 minutes, but I can quickly see how this may become insane once more crafters get their footing. They really need to create a trading channel, or categories of trading channels.

Overall Stability. I heard it sucks wtf is the deal? I must say in terms of stability this is one of the most stable games I have ever played at launch. Now before you throw up all over that statement, I must preface it by saying there were BIG issues initially. First the servers went up for 20 minutes and right down again for like 12 hours. Then up for 10 minutes and then down again for 12 hours. There were all sorts of connection, account, and queing issues. Then they came back online for 10 hours or so but had all sorts of synch issues where mobs would just vanish but you were still getting attacked, or mobs wouldnt attack you at all and everything was a free kill. I stopped trying for 2 days and decided to wait until Saturday to play. And when I did the server was up and its been stable since. I have not crashed to desktop ever, I have had no game breaking issues that I have seen in many other mmorpgs, even after the initial release (player getting stuck, falling through world, warping worse than william shatner, etc.). Interestingly enough the server seems to be handling 6k -10k players at once fine, which is amazing, since most games I have played seem to crap out at half those numbers. Keep in mind that there is only one server currently, and that people seem to be playing from all over Europe and the US. I am on the West Coast of the United States and I have maintained a ping of 180 and have noticed to lag or delays whatsoever. Thats a fairly hefty statement in my opinion. So barring the initial launch fiasco they have this nailed hands down.

UI - The user interface takes some getting used to, and could (and probably will) definitely be tweaked in the future. But its slowly growing on my and you can tell that i was designed by gamers. For instance you have two modes, one for free looking and another that makes the mouse appear on the screen. You can set windows to appear in one mode and not the other. So I can be reading some info about my quests and WHAM someone slams be on the back of my head. I never saw it coming, with a single mouse click I switch to my free look mode and the quest window disappears while the windows I want remain. When I switch modes the quest window returns. Its really neat once you get used to it. That being said, there are clearly omissions here. There are a lot of functions of you use the /help command, I mean its fucking ridiculous how many there are with no explanation of anything. There are no buttons to add a group, you physically have to use commands. You can target someone and press a hotkey, but the question comes up time and time again in chat "How do I invite someone to a group", "How do I leave a group", "How do I trade with another player"? I often wonder how they could completely nail an immersive and fun world and completely miss out on obvious mechanics like these. So you must type things like /partyleave to quit the party. Its workable but it seems clunky. Its worse that you cant make text macros and place them on your hotbar. The chat takes a while to get used to as well. There are 2 main windows, and you can customize it more. But the "system" window and the "chat" windows cannot be combine (or at least I have not found a way to do this). This means that to see everything (that I want to see at least) requires 2 chat windows and that really eats up screen real estate. Suffice it to say they have some innovative features here and some ones that leave you saying... wtf?

But macros are ruining the game. DOOM! Let me tell you that this is pure nonsense and anyone that understands the mechanics of the game can attest to this. You can't really unattended macro in this game effectively. First, for harvesting there are several things that prevent this from being effective. Nodes run out of resources, and tools break over time. Unless someone wants to come up with a macro that sends you from node to node and changes tools when necessary and watches out for people that will PK you and steal all your resources when they realize you are macroing then this simply is not feasible. Magic is the next one. There are some rather sucky spells under the heading of "lesser magic" which is what you start with. Magic missile, healing, etc. While you can macro these to an extent, once you get above lesser magic all spells require reagents that are consumed, and expensive. So while you can continue to brazenly macro magic, you will quickly wind up in the poorhouse with no gold and no reagents to continue the macroing process with. Archery is the same thing. If you have unlimited resources then you could possibly macro archery. But truthfully arrows are expensive, and since money is fairly cyclical in this game you need to use your arrows on mobs, to get more gold to buy more arrows and so on. If you blow them on macroing you will again be broke fairly quick. And the last macroing concern, combat, is non existent. This is because you physically have to strike a pc or NPC to gain skill, so whiffing away won't do much. While there are other things that you can possibly macro (like running by running into a wall forever), these do not really have game breaking effects. This is a much better system than one that only allows me to gain every so often, or adding other stipulations that simply confuse how the underlying mechanics operate.

They need to vomit some ban sauce! Kick these cheaters. Another hot topic seems to be wiping the server to get rid of the first 10 hours of exploitation that allegedly occurred when mobs werent properly fighting back. While some people did gain more than others, this simply was not to any degree of legitimacy. I have a LOT of gold right now and it was mostly gotten through building up good relationships through crafting. If I just flashed my cash others may claim I exploited as well. But this is simply not the case and the game did not get ruined in 10 hours of broken game play. I can assure you . Life will go on.

Here are some other things worth mentioning, but not worth of their own category:

* Everything I wrote was from my own experience. Obviously your mileage may vary, but these are my ideas and my thoughts based on my experience. Take that for what its worth

* There will be people legitimately hate this game. Most will fit into category #3, or never really excelled at category #2. This game is not for everyone.

* For those that can't play, it doesnt mean the game sucks... it doesnt mean the game doesnt suck. It just means others are playing while you are not. Please leave your opinions to yourself until you get a chance to play. The fact is that it seems they only had enough money to launch one server. So they sold around 10k accounts on preorder, sold out and this is where we are at. What they claim really doesnt mean shit until they do it. So hopefully they will let more players in soon, but again, I attempted my best to review the game, and not with the problems getting into the game

* I hope you like my spelling / grammar mistakes. I dont give enough of a shit to proof read my own stuff. Deal with it.

* The last point I want to touch on is the fun factor. No matter how well I can detail my experiences, I simply cannot detail out well enough how much fun I am having. The more fun I am having in a game the more bs I am willing to deal with, thats the truth. The game is just fun. No matter what I am doing at any given time (especially exploring but I am running out of time to touch on that) I am just having a blast. This is more than the "new game" feel. It feels more like returning to world I once knew and loved, but was unwilling to return to... like UO and AC. Its like this game has sparked that magic that made me fall in love with mmorpgs in the first place. Darkfall just gets that aspect of the game right.

If you made it this far, I applaud you . I really hope some of this info may help some of you that cannot find legit reviews, or info about the game. I am glad to say I have found my new home. And I can honestly say that the problems the game does have, CAN be fixed. Unlike games like (again, in my opinion) Age of Conan, which are simply a broken core, albeit a pretty one, that simply cannot be fixed. Darkfall is like having a real hot girlfriend with small tits. The tits can be fixed. I doubt I will return to this thread to post anything else as Im sure it will at some point degrade into something ugly. But I do hope some of you got some value with it. Hope to see you all in Darkfall. Take care.

-Rogan Blackheart

Darkfall Online: How the Guild system works



Now that Darkfall is out for a while, many people may be interested in the Guild mechanics.

Main Menu

This is the main menu of the guild interface. Right away we can see that there are a wide variety of features that you won’t find in many other MMOs.  The interface has a built in message board system in the game for your guild, and a separate officer’s forum.  While I am sure most guilds that are remotely serious already have their own website with these, it is definitely an interesting addition.

Darkfall Online Guild Menu

Aside from the forums, we can see some other standard features like the general roster and guild bank management.  Depending on the nature of your guild, there is actually a built in KOS (Kill on Sight) list that some might want to utilize to make a note of who is at the top of your shit list.  If your guild is involved in the conquest side of the game, there is an interface to show your status with other guilds, and another to keep track of your guild’s conquest history.

Roster

This is the bread and butter screen of pretty much every guild interface in every MMO.  The roster in Darkfall contains a lot of the general information listing all of the members, their clan rank, race, gender, and online status.  Unique to Darkfall on this screen however is a listing of each members alignment, so that everyone can monitor how close to going red or blue each member is.

Darkfall Online Guild Roster

Across the top of the roster there are several tabs that provide even more information.  The “Fighting” tab shows a list of all kills that members of your guild have done to people who are on your KOS list or in guild which has been declared as enemy status.  We also see the “Support” tab which keeps tracks of players who have been revived (helping up an incapacitated player) by the guild members during a time of war.  Conversely, the “Ganking” tab tracks the ganks (final blows to incapacitated players) that members have performed to those on the KOS and enemy guild list.

KOS List

The kill on sight list is the tool in which to declare a specific player an enemy of your guild.  I am sure we all have heard other players threatening other players with KOS lists in other games, but Darkfall actually has it built right into the game.  So if you were one of those people who kept the list next to the computer or had the list on your forums, you can put away the pen and paper.

Darkfall Online Kill-on-Sight (KOS) list

With this addition, now all of the members of your guild will have access to the individuals on your shit list.  The list will display data on the KOS individual including their name, guild, rank in that guild, and gender.  This makes for a useful tool to target a specific member of a certain guild without declaring war an their entire roster.  Although one would have to imagine that singling out and killing a certain member of a guild could lead to an escalation, but that is left up to the players to decide.

Guild Bank

This is the tool in the guild interface that allows the guild to track and monitor activity of member interaction with the guild bank.  The main screen can be sorted out between deposits and withdraws, and lists the item and the quantity in each transaction.

Darkfall Online Guild Bank

The amount of data listed can be sorted by time. You can decide to only see today’s transactions, or you can opt take see all the transactions digging back to a week, month, or all time.  Across the top we first see the “Resource” tab, which consolidates the transactions.  For example, instead of seeing 10 transactions from members adding 50 gold each, the resource tab simply consolidates it to 500 gold for easier viewing.  The “Current Items” tab is a complete inventory list of all the items that in the guild bank vault.

Diplomacy

The diplomacy tab is a tool in the interface that displays your relationships with clans as defined by the guild.  Given how guild oriented the game can become, this tool helps you assign a value to guilds so that members can see the policy towards other guilds.  I like to think of this window much like the diplomacy adviser from Civ 4 in that it helps you untangle the web of relationships between your guild and the various others that you are bound to cross paths with as you play the game.

Darkfall Online Guild Diplomacy

Clan Empire

This is the tool in the interface that tracks activity relating to guild conquest.  Think of this an as event log that keeps track of various aspects and events during your wars with other clans.

Darkfall Online Guild Wars

Down the side of the tool, we can see that members are able to filter the list by wins, losses, treaties, and active conflicts.  Across the top of the screen, first we see the “Cities” tab.  This enables guild members to view all information regarding the cities the guild controls and destroyed.  The “Structures” tab lists all structures that the guild has either disabled or destroyed.

The Verdict

The Darkfall guild UI is definitely one of the most intricate my guild has seen in an MMO, and is the first we have seen in a while to give the Everquest 2 guild UI a run for its money.  The only issue is that it seems that opening it up can take a few seconds for it to load because it uses some form of HTML.  Hopefully this should give other guild leaders and future members an idea of the tools that we have at our disposal.  I mentioned in my beta review that to really experience all of what Darkfall has to offer, you should consider playing with friends or joining up with a guild.  I hope that this has provided you with some insight on that experience.  Aventurine has clearly spent a lot of time working on this side of the game, and as time goes on we will hopefully get a better idea of how all of this will come together.

Thursday, February 19, 2009

Darkfall Online: NDA lifted & Darkfall live stream!



Well, topic speaks for itself. The NDA was lifted today as we can read in the official forums. Also the release date and the price of the game was confirmed/published. It seems it will cost 42 EUR for digital download. This is quite disappointing as the developers promised months ago that the game will be free to try and have no “initial” costs bound to it, so everyone could try it out.

Seems this was once again the typical PR-lies. Sad that Aventurine has to us such lame methods for their PR and lie to their fans. Another point is the lame try to make the price look better by excluding the VAT. 11.77 EUR/Month + VAT makes it 14 EUR, making it the most expensive MMO at the moment, significantly higher than the competition.

Read the full official statement at the official Darkfall Online Forums.

If you want to have a first class look at Darkfall Online, also make sure to check out the life stream at Mogulus.com

Go to the Darkfall Online Stream

Wednesday, February 18, 2009

Darkfall Online: Developer Response on Guard Towers



Latest news from the Darkfall Online Beta Forums. The developer posted a statement in response to the newly added towers to protect the newbie areas of Darkfall Online.

Hi everyone,

I want to address some of your concerns real quick:

 

  • We recently added one guard tower to each faction quest hub. There are only three faction quest hubs in each racial territory, so they have little impact on gameplay, other than offering some protection for players who just started playing the game
  • There are no additional guard towers planned
  • We know that at least one tower was wrongly placed close to a chaos stone, and it will be removed shortly
  • As far as rogue/alignment mechanics go, we are looking at various improvements to the system. Keep in mind that at release you can only have ONE character, so the majority of the playerbase may play the game differently than they do in beta
  • We are currently testing functionality that will give city owners more control over when they can be challenged

Tuesday, February 17, 2009

Darkfall Online: Answers to most asked Darkfall questions



Sovlenski compiled a FAQ according to the current Darkfall Online Closed Beta answering some of the most asked questions there.

Read up and enojy

World

Are there any working doors?

No, they are pre-set on/off

Can guilds name their cities when they claim a stone, or do all the spots have a pre-set names?

Preset names.

By what metric is that black dot bigger than Kalimdor? Travel time? In-game size measurements?

Both travel time and size. Movement speed is a lot faster in WoW, the world in DF is more dynamic as the mountain you can actually travel up.

Clan/Cities

Regarding hamlets... can you build guard towers and farms there?

Yup.

What features does a clan offer the player?

A clan offers a contract of safe people to role with, a way to gank people with no penalty except risk by going to war and probably a city to chill at.

Can ranks/titles be given? (military ranks?), and what practical functionality do they offer?

Yes, but the ranks are generic. Ranks offer what access you have in the bank as well as a bureaucratic structure.

How is clan property dealt with? for example, the ownership and/or control of a city, a farm / bank or a certain piece of land (if that's possible)
Who keeps control over buildings like clan houses and banks?
How is a clan bank taken care of, who gets access to items and gold?

The owner ship of the clan city is whoever claim that city with a clan shard. Who ever is the major of the city is the boss. Clan bank is manipulated by the clan leader, (ranks).

I assume 'kingdoms' can be formed, what does a clan need to do to receive the status of 'Kingdom'?
How does a clan/kingdom claim control/ownership over land?
How does a clan/kingdom conquer land from other clans/kingdoms?

Kingdom is merely owning land. On the political map the area your clan controls is indicated with a green box. A clan claims a city/hamlet with a clan shard. A clan starts a siege by using a clanshard inside the enemies territory and 2 hours later their city becomes vulnerable.

Character

Has anyone had the chance to operate a ship? And if so how was it?

So very expensive to get to this stage, but yes and it was just faster travel on the water. Lol it was a raft...

Can the elf and dark elf see better at night?

No.

Combat

How much does your skill level affect your damage output?

Minorly, but it adds up and can give a major advantage.

Are spells influenced by the kind of staff you're using? Or are spells always the same as long as you are holding any staff (even the noob staff)?

Staves affect speed of casting and damage. Read the description of the staff.

Can you enlighten us with descriptions or general information about what each of the stats in game actually DO for you? What effect does each of the stats have on gameplay?

  • Strength: Increase damage dealt with melee weapons, and moderately affects maximum health
  • Vitality: Grants a considerable bonus to maximum Health and a moderate bonus to stamina. A high Vitality may also slightly reduce to effects of poison and bleeding
  • Dexterity: Increase archery damage, and may reduce damage taken from area effects
  • Quickness: Slightly increases melee and archery speed, and may reduce damage taken from such attacks. Grants a moderate bonus to maximum Stamina
  • Intelligence: Increase the power of spells, and greatly affects maximum Mana. Improves resistance against mental attacks
  • Wisdom: Grants a bonus to all crafting and harvesting skills. Also, it moderately affects maximum Mana, and grants a slight resistance bonus to curses

Magic takes time to reach it's target as it's flying.The question is if it differs per magic type; for example a "Ball Lightning"(Since it's cheapest.) versus a Corrosive Blast.

Yup.

Is there a poison skill in the game? How do poisons work? Is there only one kind of poison? How much damage does any known poisons do? Can you make poisons?

Magical dots are the closest thing to poisons. You cannot coat your weapon in dragons blood, sorry.

If you are grouped and on a kill quest do you get credit if a group member kills a mob you are after?

Last hit

When/if you get a chance, I wouldn't mind hearing about mounts and/or mounted combat. Is it fun? Is it even in? Can you fight with any weapon mounted. (I'm pretty sure not a bow however.) Is it like regular combat?

I will verify then answer this in 20 minutes

When someones on the ground and you go to gank them what if you dont use any kind of weapons besides a wand. do you just smack them in the head with the wand? or does your hand burst into flames and you shove it in their chest or something?

You have to have a melee weapon out.

I have heard of many in game using 2 handers, but little mention of knives/daggers. I understand knives are faster, do less dmg with less range, and appear dual wielding, but are they not a viable weapon class?

Verifying check in 10-20 minutes

Will I be at a major disadvantage for not eating in the game?

Yes, stats go up very slowly stacking food 3 times makes everything go faster as well as never ending sprint

Crafting/Trade

How do crafted gear compare to gear dropped from mobs across the board (i.e. low level crafted vs low level dropped, mid level vs mid level, high vs high)?

Crafted gear is better than mob drops and merchant bought items

Just wonder if there's any way to make a fire or something out in the field so you can cook and not have to run back to a town all the time

Nope, you have to be at an oven in any of the cities. But you can send up a magical smoke column.

Darkfall Online: 2 New Videos (Update)



The next two videos shows a boat and mounted combat (woohooo!!)

Small boat:

The mounted combat looks very cool and exciting!

Mirdain Mount:

Monday, February 16, 2009

Darkfall Online: Mounts in Darkfall Online



If you’re eager to see how mounts looks like in Darkfall Online, check out this movies now

Reptile/Wyrm-like Mount

Sunday, February 15, 2009

Darkfall Online: New City Raid Video



The latest Darkfall Online Leak shows a city raid. Lean back and enjoy!

Darkfall Online: Leaked Beta Patchnotes Build 123



New Patch

 

 

  • New loading screen
  • Mahirim male and female armor and clothing graphics have been updated
  • Chat system is being fixed and enhanced
    • You can drag tabs out of the window and they will form new windows
    • You can drag tabs in between windows
    • All problems relating to focus on the chat window has been resolved
    • Closed windows stay closed until you use the main menu chat button to bring up all the chat windows. (If there is a specific chat tab that you don't want to see, then drag it to a new window and close it)
    • You will be given all the tools necessary to configure the chat system to your exact liking in a later patch
  • Some quest fixes
  • Several spells have been tweaked with regards to magnitude, duration, casting-time, lower reagent requirements and blocking timers:
    • Disintegrate in Earth Magic has been tweaked
    • Earthquake in Earth Magic has been tweaked
    • Gravity in Earth Magic has been tweaked
    • Impale in Earth Magic has been tweaked
    • Ironskin in Earth Magic has been tweaked
    • Meteor Strike in Earth Magic has been tweaked
    • Pungent Mist in Earth Magic has been tweaked
    • Stamina Leech in Earth Magic has been tweaked
    • Stone Skin in Earth Magic has been tweaked
    • Tarnish in Earth Magic has been tweaked
    • Dragonbreath in Fire Magic has been tweaked
    • Explosion in Fire Magic has been tweaked
    • Fire Shield in Fire Magic has been tweaked
    • Fire Ward in Fire Magic has been tweaked
    • Fireball in Fire Magic has been tweaked
    • Firebolt in Fire Magic has been tweaked
    • Haste in Fire Magic has been tweaked
    • Impetus in Fire Magic has been tweaked
    • Inferno in Fire Magic has been tweaked
    • Magma Storm in Fire Magic has been tweaked
    • Rapid Shot in Fire Magic has been tweaked
    • Smoke Signal in Fire Magic has been tweaked
    • Volcano in Fire Magic has been tweaked
    • Wall of Fire in Fire Magic has been tweaked
    • Weakening Blaze in Fire Magic has been tweaked
    • Adept in Spell Chanting has been tweaked
    • Bless Other in Spell Chanting has been tweaked
    • Blessing in Spell Chanting has been tweaked
    • Healing Chant in Spell Chanting has been tweaked
    • Infliction Shield in Spell Chanting has been tweaked

Saturday, February 14, 2009

Darkfall Online: MMORPG Interview



We haven't heard anything new from the developers since the Jan 22nd news item announcing the first round of invites. Can you tell us why we haven't heard any further updates?

That’s not entirely correct because we’ve had a substantial update on January 25th and a few interviews since then but basically we’ve been doing what we said on the 22nd. Our first priority is getting the game ready for release. There are also thousands of testers to support and all this has been keeping us very busy. We have announcements coming soon with all the info the public needs in order to play Darkfall.

We keep hearing that the developers have responded to quite a bit of user input since the 22nd. Can you give us an idea of some of the changes that have come about as a result of player feedback?

We have been getting a lot of valuable user feedback and responding to it as we have done throughout the development cycle. Most of the feedback confirms our original intentions meaning that often players ask for changes or fixes that are already planned or in production.

We have benefited from the feedback in several areas where we needed testing input and we’ve had a lot of great feedback related to balancing, and on tweaking the gameplay experience. A lot of the user feedback has led to more testing of features. We’ve also been doing our best to respond immediately to any bugs reported by the testers and so far our track record has been very good at fixing them immediately. By looking at the player logs, we’ve corrected many areas that the players didn’t need to report.

It’s our commitment to continuously and proactively support this game throughout its lifecycle, on a daily basis, and to listen closely to what the players have to say so that the game can evolve and grow. We won’t simply assign a ‘live team’ to support the game while the rest of us move on to something else. The testers working with us already know this.

There had been some speculation that there are plans to push the launch date further back than the originally announced 25th date. Can you tell us if there is any truth to this?

Consistent with the usual speculation sources, there’s no truth to this.

Can you give us any more details on pre-order plans?

We will have a pre-order so that we can service Darkfall’s customer’s better pending release. The pre-order customers will be able to download the game prior to the 25th and to enter the game on the launch date. We considered offering early access to the pre-orders, but decided against this due to the competitive nature of the game. Our pre-order consists of a minimal charge to activate the process which will be concluded on the launch date. You’re not pre-buying the game; you’re simply reserving your copy for the launch date. Our billing partner is Globalcollect, a leading and trusted global payment service.

There will be a limited number of pre-order copies of Darkfall offered, and a limited number of copies available at launch. We won’t try to support more users than we can guarantee a good gameplay experience for, and if demand is higher than supply, then we will move to a structured release. It’s also not a matter of simply throwing up a few more servers to meet increased demand. Darkfall being a sandbox, real-time, seamless world able to support over 10 thousand concurrent users requires considerably more infrastructure and support in place than your average MMOG. We will do what is necessary to support the demand, but it’s not going to be instantaneous.
The overwhelming majority of the people who have played the game have expressed their interest in pre-ordering, but it’s not our intention to urge anyone to pre-order, rather to inform that this is an available option.

As of now, are there any systems or features that players have expected to see in the game that will not be ready for launch?

The only feature we haven’t had time to implement is the Mahirim 4 legged run. Mahirim characters can of course use mounts until this is implemented.

We have consolidated several skills and spells and taken out redundant ones but we’ll continue to continuously add more throughout the lifecycle of the game. Running guards have been replaced by guard towers because they are more effective and also because more NPCs in the world just take up player spots. Repair works on ships, cannons, warhulks, structures, but not on player items and this was done to better facilitate the game economy and the appropriate adjustments were made to balance this out.

Then there are the old features we’ve announced changes on already through various updates, like individual player housing consolidated for now under clan housing, ritual magic being left out, prestige classes left out, and ARAC guilds being possible for practical reasons with only the penalty of incompatibility.

I’m sure I’m not addressing a few smaller features since I’m answering this question off the top of my head, but any changes we’ve made are mainly because either the feature was impractical in the Darkfall environment, it wasn’t fun, it was redundant, tedious, didn’t add to the gameplay experience, or because we are rethinking it.

Of course, we’ve also added hundreds of extras to the game that the players are not expecting and will continue to do so throughout the lifecycle of the game.

Can you give us an idea of when you plan to lift the game's NDA

We will lift it in time for people to get enough feedback to make an informed decision. We would rather not say when that is exactly.

Has any progress been made in moving toward a North American launch date after the European date of the 25th?

We’ve been looking at this, but we don’t have anything to announce yet. As I mentioned above, this is a serious commitment in resources and infrastructure, and we need the time to do as good a job as possible. For the time being, the European servers have been handling N. American players very well, and no problems have been reported due to player location. We will of course facilitate the migration of N. American players if they choose to join the N. American servers when these become available. There will be more information on this shortly.

Darkfall Online: Leaked Beta Patchnotes Build 121



New Patch

A new patch has been released.

Fixes and updates in this patch includes:

  • Invisibility problem has been fixed. If you should experience this ever again, please notify us immediately
  • Minimap images and resolution have been updated
  • Darkfall help screen on startup has been introduced
  • Missing magic staff unsheathe animation has been enabled
  • Some bugs in the crafting system has been fixed. (Some stats on player crafted gear was missing or not being influenced by the crafting)
  • Misc. GUI problem fixes
  • Cost and ingredient requirements for alchemy potions have been reduced
  • Success probability for alchemy potions have been slightly increased
  • Monster loot have been updated
  • New big secret dungeon has been enabled
  • Several spells have been tweaked with regards to magnitude, duration, casting-time, lower reagent requirements and blocking timers:
    • Agility in Air Magic has been tweaked
    • Arrow Shield in Air Magic has been tweaked
    • Arrow Ward in Air Magic has been tweaked
    • Ball Lightning in Air Magic has been tweaked
    • Come Hither in Air Magic has been tweaked
    • Exploding Charge in Air Magic has been tweaked
    • Guiding Wind in Air Magic has been tweaked
    • Lightning Bolt in Air Magic has been tweaked
    • Lightning Shield in Air Magic has been tweaked
    • Lightning Strike in Air Magic has been tweaked
    • Lightning Ward in Air Magic has been tweaked
    • Lightning Weakness in Air Magic has been tweaked
    • Stormblast in Air Magic has been tweaked
    • Thunderstorm in Air Magic has been tweaked
    • Tornado in Air Magic has been tweaked
    • Acid Arrow in Earth Magic has been tweaked
    • Acid Rain in Earth Magic has been tweaked
    • Acid Shield in Earth Magic has been tweaked
    • Acid Ward in Earth Magic has been tweaked
    • Brawn in Earth Magic has been tweaked
    • Corrosive Blast in Earth Magic has been tweaked
    • Infliction Shield in Earth Magic has been tweaked
  • Items sold by vendors have been modified in order to remove things that are only to be craft able by players
  • Bags and empty bottles have been added to vendor inventory
  • Updates to the world
  • Some quest updates

Wednesday, February 11, 2009

Darkfall Online: Leaked Beta Patchnotes Build 120



Darkfall Build 120 is out. Enjoy!

New Patch

A new patch has been released.

Fixes and updates in this patch includes:

 

  • Double protection from armor has been fixed
  • Bug with max power level on spells have been fixed *1)
  • Bug with not being able to open clan vault has been fixed; IF you should experience this bug again try to move closer to the bank and open it again. If that doesn't help, save your logs and send us a bug report
  • Sync issues have been addressed for the remaining few. IF you should experience sync issues (other reporting yourself teleporting around their screen), please exit the game and send us a bug report
  • Updates to sounds and how they are handled. (Note that our final sound mix have not yet been placed on the live servers and that is why the volume difference between sounds are not correct)
  • Players being invisible have been resolved
  • Players appearing purple have been resolved
  • Bug where harvesting from empty clan city quarries stopped the players from being able to harvest anymore has been fixed
  • The bug where the roster would not show the correct online status of clan members has been fixed
  • Clan Farms have been updated to give out correct resources and correct amount
  • Clan Groves have been updated to give out correct resources and correct amount
  • Clan Quarries have been updated to give out correct resources and correct amount
  • Clan mines (all versions of them) have been updated to give out correct resources and correct amount
  • Higher level cooking recipes have been tweaked to have a slightly better chance of success

All magic staffs have had their stats enabled:

  • Some staffs will have better performance on a specific magic school
  • Some staffs will reduce overall casting time
  • Some staffs will increase overall casting time, but yield greater results

 

  • Some monster loot have been tweaked
  • A.I. have been tweaked
  • Some updates to the world (World building)

 

*1) Notes on the power levels of spells:
When a spell reaches 100 in skill level, you will have 1 shot that yields a tremendous amount of damage/healing/etc.
When you fire this 1 shot, it drops down again and you can skill it back up to the power shot. You can save up these power shots to use them all against your worst enemies if you like.

Notes on magic staffs and crafting:
ALL the best staffs will only be craftable by players. You will not be able to buy it from vendors. Right now we have enabled some of them on vendors, but this is for testing purposes only. They will be removed shortly.
The same goes for almost all the gear in Darkfall.

Darkfall Online: The Darkfall Manifesto



There is another leaked post about Darkfall, 2 weeks before the release, and it sums up of previously stated developer intents and player feedback.

Read on

The Darkfall Manifesto - *INCOMING WALL OF TEXT, FAIR WARNING*

We are two weeks away from release and while nobody really expects sweeping changes in gameplay at this point there is a great deal of interest in developer intent. This manifesto is the rough sum of previously stated developer intent and player feedback. I will try to go light on specific problems and instead cover general areas of gameplay are not quite where everyone wants them to be. This is going to be long but as succinct on each topic as possible:

Contents:

 

  • 1. Combat
  • 1a. Melee Combat
  • 1b. Archery
  • 1c. Magic
  • 1d. Gear
  • 2. Tradeskills
  • 2a. Harvesting
  • 2b. Crafting/Trade
  • 2c. City Building
  • 3. Exploration/The World
  • 3a. Travel
  • 3b. Monster Spawns/PvE
  • 4. General
  • 4a. Skill System
  • 4b. Audio
  • 4c. Newbie Weapons
  • 4d. Animations

 

1. Combat

The stated intent for combat in Darkfall is that it would contain strong elements of player skill but not necessarily require 'twitch' reflexes. As things stand Darkfall is incredibly close to that ideal, however there is also a lack of depth in certain aspects of combat that allows most good players to master the system in a very short time.

1a. Melee Combat

Melee combat requires a moderate amount of tactics and a low degree of 'twitch' skill. Amateurs often get the impression that melee combat is just a 'clickfest' because of the lack of conventional MMO depth (little to no skills to activate), however this isn't the case. Careful management of stamina, well timed swings and a firm grasp of the reach of whichever weapon you've chosen (as well as your opponents weapon) will give any player an edge over someone who runs in spamming attack and holding sprint. That said, melee combat could be much more involved than it is. Many weapons share the same reach and swing timers, and the animations that drive real-time action based combat are far too homogenized. Many good ideas have been suggested to 'spice up' melee combat, among those the ones that best fit with both the current design of the game and what players want have to do with different swing styles. There are many ways to implement different swing styles, one of the most popular being 'weapon' based styles such as "polearms get an extra long thrust attack". Animation/style changes would make combat more varied and entertaining to watch while also forcing players to reckon with a metagame of how best to tackle users of different styles.

Request for crowd control should be ignored. The people requesting crowd control in a game that relies purely on positioning and movement in action style combat are just very confused by other MMOs they have played. If you want a better game to compare DF combat to try Jedi Knight I, II, and Academy where force powers (crowd control spells) were, popularly, turned off so that players could enjoy the light saber combat. Please keep DF 'force powers' free; there are plenty of ways to add depth and skill without making players lose control of their characters.

1b. Archery

Archery is a very basic FPS style system that is difficult to find fault with, however it is also lacking in depth. As things stand many players feel it is a bit too effective at low skill levels. One possible solution for this would be to separate arrow types into tiers. Basic arrows would include the starter craftable arrows as well as arrows found off of low level monsters such as kobolds. Basic arrows would deal lower damage than what arrows do currently and higher level arrows (which could be crafted for greater costs at higher skill and found on more difficult monsters) would do the same or more. Archery is a great combat dynamic and it should absolutely not be limited by bow type alone. It would be best if both developers and players looked at archery as stamina based magic. This would open up cool possibilities like poison arrows which stop your food/potion regeneration for a duration.

1c. Magic

Unfortunately, too much about magic is unknown. The only school that can be reasonably addressed is Lesser Magic where players have reached cap on some spells and have experimented with most of the available spells. As things stand the most major issue with magic are the results yielded when switching into a new tier, and unfortunately I'm going to have to cite specific examples since we have so little material to work with. Having Mana Missile leveled to 50 is going to be a very common circumstance for players who have leveled Lesser Magic to 50 and begin using Greater Magic. Players who begging casting Rend (which is comparable to Magic Missile in that its purpose is damage based) will quickly learn that is does less damage than the Mana Missile which they leveled to 50. Not only does Rend deal less damage but it costs a reagent and has a significant cooldown where Mana Missile has neither. A common argument in favor of things working like this is that you can't get the full effect of greater magic while using a newbie staff (and that staff levels haven't been implemented). However, if staff levels should be limiting anything its not schools of magic, but maximum damage dealt. Progression in other areas of the game works smoothly; high skill in Greataxes means dealing more damage. Not just with upgraded weapons, but with any weapon. Same for archery.

Because magic is divided into 'schools' there seems to be a high level of confusion (and tremendous lack of consensus) on how exactly it should work. However, its fair to say that as players skill up and progress to new abilities and skills they shouldn't be forced to 'gimp' themselves by using a skill repeatedly until its as effective as a skill they had earned at a lower tier. The parallel to this in melee combat would be that power attack actually hits for less damage than a normal strike until it gets leveled up. This is silly and counter-intuitive to how the vast majority of gamers have been taught to play games.

1d. Gear

Equipment plays an important role in DF and it looks pretty good so far. Light armor is not very effective but it is also very easy to come by. Heavy armor is very effective and is much more difficult/expensive to acquire. Still, many players feel that the disparity between a lightly armored player and an unarmored one is simply not enough. Fighting naked is currently a viable tactic against all but the most heavily armored opponents. Two naked guys can easily dispatch one heavily armored opponent and that is a concern. Risk vs. Reward is one of the core tenants of gameplay in Darkfall and it would be a shame to see naked raiding parties become flavor of the month after release. A part of the problem is obviously newbie weapons but an equal amount of blame can be put on gear. The best suggestion I've seen deals with a general idealogy rather than hard numbers but it goes something like this:

 

Player Armor Type - Ability to Soak Damage

  • Naked - 1x
  • Light Armor - 2x (leather/studded/ancient/crap)
  • Medium Armor - 3x (chain/banded/scale)
  • Heavy Armor - 4x (scale/plate)
  • Super Heavy Armor - 5x (full plate)
  • Mighty Morphin Power Ranger Dragon Armor - 6/7x

In that system a light armored player could soak (roughly, obviously gear isn't tiered so cleanly) twice as much damage as a naked player and so on and so forth. The weapon system should be similar with a 0.0 weapon doing doing 100% dmg, 0.10 - 110%, 0.20 - 120% all the way up to 200% at maximum skill (more for exceptional quality weapons/dragon armor weapon equivalents). There needs to be a disparity in the way weapons and armor scale because you can wear a ton of armor and only one weapon. If you make weapons too powerful people will just go naked with a weapon, and armor has a penalty tied to it where there is no penalty for using the best possible weapon.

The final issue with weapons is that of durability. More testing will need to take place but unless a repair system is implemented, or crafted weapon durability is increased - it is likely that weapon durability is decaying too quickly.

2. Tradeskills

The largest complaint with trade skills appears to have already been adressed (barrier to entry costs). This leaves the 'grindy-ness' of the system as the primary concern. Almost every MMO to date has had the same basic resource farming mechanics (with a few notable exceptions). There really doesn't appear to be a good 'quick fix' for this. Tradeskilling could be turned into a mini-game but that is a bit gimmicky and probably not what most players are looking for. The biggest and most addressable problem with trade skills is the lack of trade options in the game. The universal banking system removes the need for traveling with goods and the only sanctioned trading areas appear to be in the newbie cities which is going to hurt the game in the long term (as players migrate to the rest of the world). Player cities may become meccas of trade but for this to work correctly some features need to be added.

2a. Harvesting

There is not much to say about harvesting. Its tedious, repetitive and necessary to do everything tradeskill related in the game. Could the system be better? Absolutely. Should it be a priority in this stage of DF's lifecycle? Probably not. Its the same ole same ole for harvesting in DF as every other MMO and while that's not necessarily a good thing, it is something many will be willing to settle for... for a time.

2b. Crafting/Trade

Almost as tedious as harvesting, but not quite. Managing resources and grinding towards bigger and better things is a bit better than the prospect of hitting the same rocks you were hitting at 0 skill when you reach 100 skill in mining. The system could definitely be tweaked to be more interesting. Alchemical crafting systems are always interesting to players (systems where unique combinations of ingredients can yield unique results) but much like harvesting this something that isn't in imminent need of change for most players. What does need to be changed is how players buy and sell items to each other. The ability to set up vendors in player cities is crucial. Player cities shouldn't just be locations to defend and siege, they should centers of player trade and while this may happen to some extent regardless; a little trade support would go a long way. Stockable vendors, price settings, buy orders, sell orders, taxation, and the ability to flag your city as a trade location on the world map are all features that would go a long way towards allowing crafters to make a niche for themselves in the world.

2c. City Building

Like Magic, not enough is really known about city building at this point. The costs vs rewards of city building remain, for the most part, a mystery (unless you include what has been said in the past, but not tested). There have been some good posts on the subject but until this system is more thoroughly tested its difficult to say what really needs to be changed, if anything.

3. Exploration/The World

The world of Darkfall is unequivocally one of the game's greatest strengths. That said, it needs to be more populated with both players and monsters. This should be solved by release so its not a great concern, but it still bears mentioning. Agon is big enough to have plenty of interesting locations but not so big that it will lack for player conflict.

3a. Travel

This a point of some contention mostly due to the fact that its paradigm shift for the majority of MMO players. Ever since the stamina consumption was reduced for mounts there should be no real issue for players wanting to travel across the world. Many players are taking issue with traveling long distances but there are as many cons with quick travel as there are pros. Whatever kind of recall/gate system the game will include (its been mentioned often but the details seem hazy) hopefully it won't shrink the world into a few points of interest that become all most players see of the game.

3b. Monster Spawns/PvE

As mentioned earlier the world needs a bit denser monster population but this is reportedly on the way (and already happening). Not a lot denser, its good to see as many players running around as monsters but there are some barren stretches of land that could use populating, as everyone is no doubt aware. Beyond spawns there are some serious issues with PvE in DF. The monsters are too hard in most situations. The group I play with has been able to kill absolutely everything we've come across (minus the Dragon) but only as ten people. Trying to fight monsters that drop weapons below my skill level even 3v1 is an impossible chore without exploiting the AI. Assuming the AI is tweaked to avoid being exploited its going to take serious group efforts to take down everything above the starter monsters (kobolds, trolls, gnolls etc.). Again, to use a specific example; myself and 2 other players all decked out in plate and chain fought one beastman chieftain (with good weapons and 40-50+ weapon skill) and had we not run away we would have been defeated easily. The amount of hit points even moderate monsters have seems outrageously high compared to the amount of damage a player can take. This is similar to Ultima Online, and sadly this is one area where it would be good to not emulate UO. UO PvE was bad, no one ever really talks about how much they loved the challenge of killing earth elementals or harpies- so making the PvE a bit more approachable would be a great place to start. If solo or small groups players have 30 weapon skill, good armor and an appropriate weapon they should be able to tackle monsters that drop gear at their level.

4. General

Everything else.

4a. Skill System

Everything from 'its perfect' to 'grindfest' has been posted in regards to the skill system. One of the biggest complains about skill gains are that the effects aren't very noticeable. The term 'instant gratification' gets tossed around a lot but its probably fair to say that after weeks of playing without a wipe there are still players who feel they have gotten nowhere. These complaints are probably symptomatic of Darkfall's topheavy skill system. Low to medium high (0-70 skill) level skills see very modest differences where some skills have been reported to surge at 99+ (Mana missile does 14 damage at 50, 75, then 26+ at 99). Some players will undoubtedly support this system as it strongly favors 'specialization' over a smattering of decent skill levels, but it will greatly damage the average player's sense of accomplishment. Is there a balance reason for mana missile to double in effectiveness over the course of a single skill point? It's almost as if Aventurine has made artificial skill 'levels' instead of the organic skill system many fans expected. The disparity between high skill and maxed skill is probably too extreme in the current system. The majority of players seem to favor a more natural progession to skill caps over the curren top-heavy incarnation which will greatly favor veteran players over new ones because new players will have a very steep hill to climb before they start seeing significant returns on their time investment.

4b. Audio

If the world is one of Darkfall's strongest aspects, Audio is probably one of its weakest. A total overhaul of audio (with the possible exception of footstep sounds) would make a lot of players happy. Most of it just seems low quality, hashed together, or presented badly. Some audio levels still need to be tweaked (as the guard tower hit volume was lowered recently). The biggest problem is how the directional audio doesn't always work properly. Sometimes it seems to 'stick' and when you turn to a different direction you are still hearing sounds from where you originally heard them. The directional audio issue needs to be resolved asap, the rest can probably be improved later in retail without bothering too many people.

4c. Newbie Weapons

In a full loot game newbie weapons should be absolute garbage. Unfortunately, they aren't. They're quite effective and while you certainly take a damage penalty by not using an appropriately skilled weapon it would be fair to say that the difference between low skill weapons and newbie weapons is very small. If a normal 0.0 skill weapon deals 100% damage (based on the aforementioned damage scaling) newbie weapons should be dealing something like 50% damage. Newbie weapons are never at risk of being lost or decaying. Its silly to even include 0.0 skill weapons in the game when players can equip a newbie sword, bow, and staff to cover every dimension of Darkfall combat with a few one time payments (that are easily affordable). Also, note that the above example would apply an effectiveness penalty to magic as well. Lesser Magic should not get a free ride just because you have to level an individual skills (mana missile/Heal Self) alongside the main one. Ideally, a naked player of one skill specialization should be just as dangerous as a naked player of another skill specialization. This is a very important system that should not be overlooked before and immediately following release. A great deal of naked rushing will be stopped by making newbie weapons less effective, and along with greater disparity between light armored players and no armor we should see, at the very least, people forced to waste basic gear if they want to have any impact on a fight.

4d. Animations

The general consensus seems to be that Darkfall animations need some work. This is a pretty cut and dry topic so the only thing worth mentioning is that when and if the animations are updated it would be a great opportunity to add the swing styles from the melee combat section.

 

Overall DF has a great foundation and personally, I enjoy the game a lot. I will be pre-ordering/buying it for release. All MMOs (especially at release) are works in progress and DF should always be treated no differently. Its core systems need to be fleshed out a bit and of course many things will need tweaking so that some semblance of balance is reached at the end game. The client is incredibly stable for a beta (I've played a dozen MMO beta's and including almost every major one and DF takes the cake on this front), the combat is world's apart from the industry norm (which is great for everone like myself who is tired of getting more of the same), and the world is the first in a long time that I've genuinely wanted to explore. Even Eve, which has set an excellent example as a Sandbox MMO, failed to make a World/Galaxy/Universe that I actually cared about exploring. Aventurine has a tough job ahead of them. "Listening to their players" sounds really good on paper but in reality there is a tremendous amount of disagreement towards how things should be. In my opinion, they should stick as closely as possible to how they are already doing things and focus on the players who already like the game, but want to see it improved - vs. the players who don't like the game and want to see it changed.

DFO Manifesto - Beta Build 119, two weeks prior to release

Darkfall Online: US & European Launch on February 25th?



There was a post on the official Forums about a Google translated Greek page. The rough translation says that the game is supposed to be released on 25. February 2009 and having a subscription fee of ~14 EUR (no info on US prices). However this information wasn't confirmed yet by Aventurine.

14 EUR seems a bit high, not even Mythic/Electronic Arts dared to charge 14 EUR (even though they announced that Warhammer Online is going to be "cost more" than the current MMOs).

However it's yet unknown if you have to buy a retail version for 30-40$ like it's usual with other MMOs. Just let's hope the money will be worth it after the recent Siegesystem which are somewhat alarming and if the release date is true, there is almost no time to address this issues and many others. 

Mythic already did a fatal error pushing their half-done game (2/3 of the endgame was missing, 4 out of 6 towns and 4 out of 24 classes were cut off from the released version and even now, almost 5 months later, the missing content is not in yet, only 2 out of 4 missing classes) and let themselves fool by Blizzards Wrath of the Lich King release.

The result for Mythic was that from 800.000 registered accounts (out of 1.2 million sold copies) ended with only 300.000 subscribers when EA published their annual report at February 3rd. Against beta testers demand to delay the game for another 6 months at least, EA pushed for an overhasty rush if the game in order to release it before Blizzards Wrath of the Lich King, which was a big mistake. Most people quitted a few months later, because they where to busy to with World of Warcraft.

Had they released the game 4-6 months later, they'd had much more time to finish the game instead of releasing a half-done work and could have grabbed some of the people who cleared World of Warcraft's thin content within the first 4-6 weeks and are bored now.

Aventurine, don't do the same mistake! We've seen two big MMOs failed lately because they rushed in order to release their game before Blizzard did (either Expansion or big content patch) and both failed miserably! Take some time, fix the bugs, fix the serious issue and deliver us the old school PvP game we all want!

Tuesday, February 10, 2009

Darkfall Online: Leaked Beta Patchnotes Build 119



Finally a somewhat bigger patch was released. This one is currently 380 big.

Have fun!

    • The bug that would freeze the GUI have been fixed
    • Bug where text on the HUD would be clipped (like player names) after a resolution change has been fixed
    • The bug where the chat box would get focus after pressing a hotkey for a window (e.g. the map) has been fixed
    • Fix for a bug where you would get extra speed if you swam along the bottom
    • Swim skill will now skill up again
    • Some bugged quests have been fixed
    • Bug where you would lose footstep sounds after a respawn has been fixed
    • Timed quests will now display their countdown timer
    • Small graphics update to crafting window
    • Sync issues have been worked through and fixed. The problem of players jumping around on your screen should be severely reduced. We need your help to verify this
    • More fixes has been done to the Clan and Journal window. If you still can't see them, please send us a bugreport with logs. (Also give it some time, since we are running in debug mode)
    • Holes and inconsistencies in the world have been fixed
    • Monster spawn rate has been increased and number of
    • Monsters in spawns has been increased.
    • A.I. has been tweaked
    • Changes to the chat system:
      • /tell has been enabled as an alias for /msg
      • /clan has been enabled as an alias for /say_clan
      • /officers has been enabled as an alias for /say_clan_officers
      • /party has been enabled as an alias for /say_party
      • Global chat has been disabled for players
      • /race has been enabled. This will send a chat message to all members of your race
      • /alliance has been enabled. This will send a chat message to all members of your racial alliance. (e.g. a human using it will send a message to Humans, Dwarves and Mirdains. An Ork using it will send a message to Orks and Mahirims. )
      • /calliance has been enabled. This will send a chat message to all Clans where both your clan and the other clan has declared each other as Allies

Changes to damage, consummation of reagents and more has occured in these spells:

  • Blast in Lesser Magic has been tweaked
  • Eldritch Sphere in Lesser Magic has been tweaked
  • Heal Self in Lesser Magic has been tweaked
  • Health to Mana in Lesser Magic has been tweaked
  • Lay On Hands in Lesser Magic has been tweaked
  • Mana Missile in Lesser Magic has been tweaked
  • Mana to Stamina in Lesser Magic has been tweaked
  • Stamina to Health in Lesser Magic has been tweaked
  • Flesh Curse in Greater Magic has been tweaked
  • Frailty in Greater Magic has been tweaked
  • Heal Other in Greater Magic has been tweaked
  • Infliction Shield in Greater Magic has been tweaked
  • Infliction Ward in Greater Magic has been tweaked
  • Missile Fury in Greater Magic has been tweaked
  • Rend in Greater Magic has been tweaked
  • Shrapnel in Greater Magic has been tweaked
  • Venom in Greater Magic has been tweaked
  • Firebolt in Fire Magic has been tweaked
  • Dragon Breath in Fire Magic has been tweaked
  • Fireball in Fire Magic has been tweaked
  • Inferno in Fire Magic has been tweaked
  • Ball Lightning in Air Magic has been tweaked
  • Acid Arrow in Earth Magic has been tweaked
  • Icicle in Water Magic has been tweaked
  • Disease in Witchcraft Magic has been tweaked
  • Exhaust in Witchcraft Magic has been tweaked
  • Insect Swarm in Witchcraft Magic has been tweaked
  • Palsy in Witchcraft Magic has been tweaked
  • Pestilence in Witchcraft Magic has been tweaked
  • Sluggish in Witchcraft Magic has been tweaked
  • Stupidity in Witchcraft Magic has been tweaked
  • Some magic schools has had their charging effect tweaked
  • Updates to the world (Worldbuilding)
  • Several fixes to rare client crashes
  • We turned off more heavy logging and verification on the client side. Do, however, bear in mind that we are still running servers + clients in debug mode.