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It's a Huge Day for Big Picture Games as Launch Achieved! - Darkfall: Rise of Agon News

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  • klash2defklash2def Member EpicPosts: 1,949
    how many darkfalls are there? 100?
    "Beliefs don't change facts. Facts, if you're reasonable, should change your beliefs."


    "The Society that separates its scholars from its warriors will have its thinking done by cowards and its fighting by fools."



     
    Currently: Games Audio Engineer, you didn't hear what I heard, you heard what I wanted you to hear. 


  • ChildoftheShadowsChildoftheShadows Member EpicPosts: 2,193










    Greefer said:




    Both are reducing the grind .. This flavor drastically sped up travel with like 70 portals around agon so that you can hop through and loop your way around ..




    That being said .. both versions will have the stat spam spells im sure so .. well you might not enjoy that.





    [mod edit]








    Gotta say, the increased portals thing is a Very Good Thing for this game. With a world as huge as Agon, with such a small playerbase spread out, it always irked me that there weren't more teleports and ways to get around in the original AV version.



    Coming from Lineage 2, where if any action sprung up, or a Clan-mate was being ganked and needed assistance, etc.. you could get to them within 5-10 minutes; this enabled, and encouraged a kind of 'Team Pride' within Clans - you didn't mess with their members, or they'd all show up to deal with you... because they could, no matter where they were at the time. There was always a Gatekeeper within running distance, and a Town Warp Scroll in their inventories.



    I'd log in on my Bladedancer and be told "Get to FG (Forbidden Gateway). PvP happening". Or "get to Cabrio" (world raid boss), etc. In any of those cases, and others, I could get to them within a few minutes. In a game where direct player-to-player interaction/competition is so core, it's important to be able to travel long distances relatively quickly, to get where the action is.



    Yet, I can't recall how many videos I'd seen on YT of a "raid on such and such Guild" that started with a condensed version of a 30 minute ride across large, open and empty landscapes. Or of hearing of something happening in my Guild, but not being able to get there before it was over 'cause I was on the other side of the map and wouldn't have gotten there in time. I think they eventually added a means of teleporting around, but it required some kind of consumable item that wasn't easy to get (again as I recall; it's been a while since I played vanilla DF). I always thought "Why do they make getting around such a huge map such a slow and lumbering process? PvP can flare up at any moment, people should be able to get to it ASAP"



    Anyway... point is, being able to teleport around more easily and quickly, to get where the action is, is a huge improvement right from the word go.




    I have to disagree.   The inability to port all over the world made the world feel large.  It also added strategy and tactics around preparation for assaulting a PC.   If someone is going to come and try to knockdown my walls and take my stuff I want to be able to scout who is coming.  It also encouraged some regional politics.

    Otherwise why have the open world at all?  




    It still feels absolutely massive, unlike a majority of game worlds. You are thinking too much without putting any real experience behind it. Go out there and see.
  • lahnmirlahnmir Member LegendaryPosts: 5,050

    LexDomino said:

    I'm honestly amazed that Darkfail is still around but CoH is dead.


    Or Vanguard.
    Or WAR.
    Or Matrix Online.
    Or Tabula Rasa.
    Heck, even Faces of Mankind.

    But no, we get Darkfall, again, multiple times even...

    /Cheers,
    Lahnmir
    'the only way he could nail it any better is if he used a cross.'

    Kyleran on yours sincerely 


    'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'

    Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...



    'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless. 

    It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.

    It is just huge resource waste....'

    Gdemami absolutely not being an armchair developer

  • AlpiusAlpius Member UncommonPosts: 247
    edited May 2017
    Man i would kill for MxO or Tabula Rasa to come back, forgot how much i missed those.

    Still, im giving DFO a shot, again, hopefully it wont die and stay a small niche game. As it is now, the starter spawns are impossible to do anything with, theres just too many people right now.
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,590

















    Greefer said:





    Both are reducing the grind .. This flavor drastically sped up travel with like 70 portals around agon so that you can hop through and loop your way around ..





    That being said .. both versions will have the stat spam spells im sure so .. well you might not enjoy that.






    [mod edit]










    Gotta say, the increased portals thing is a Very Good Thing for this game. With a world as huge as Agon, with such a small playerbase spread out, it always irked me that there weren't more teleports and ways to get around in the original AV version.




    Coming from Lineage 2, where if any action sprung up, or a Clan-mate was being ganked and needed assistance, etc.. you could get to them within 5-10 minutes; this enabled, and encouraged a kind of 'Team Pride' within Clans - you didn't mess with their members, or they'd all show up to deal with you... because they could, no matter where they were at the time. There was always a Gatekeeper within running distance, and a Town Warp Scroll in their inventories.




    I'd log in on my Bladedancer and be told "Get to FG (Forbidden Gateway). PvP happening". Or "get to Cabrio" (world raid boss), etc. In any of those cases, and others, I could get to them within a few minutes. In a game where direct player-to-player interaction/competition is so core, it's important to be able to travel long distances relatively quickly, to get where the action is.




    Yet, I can't recall how many videos I'd seen on YT of a "raid on such and such Guild" that started with a condensed version of a 30 minute ride across large, open and empty landscapes. Or of hearing of something happening in my Guild, but not being able to get there before it was over 'cause I was on the other side of the map and wouldn't have gotten there in time. I think they eventually added a means of teleporting around, but it required some kind of consumable item that wasn't easy to get (again as I recall; it's been a while since I played vanilla DF). I always thought "Why do they make getting around such a huge map such a slow and lumbering process? PvP can flare up at any moment, people should be able to get to it ASAP"




    Anyway... point is, being able to teleport around more easily and quickly, to get where the action is, is a huge improvement right from the word go.






    I have to disagree.   The inability to port all over the world made the world feel large.  It also added strategy and tactics around preparation for assaulting a PC.   If someone is going to come and try to knockdown my walls and take my stuff I want to be able to scout who is coming.  It also encouraged some regional politics.

    Otherwise why have the open world at all?  







    It still feels absolutely massive, unlike a majority of game worlds. You are thinking too much without putting any real experience behind it. Go out there and see.



    Why would you assume I don't have any experience with it? I played the original fir a year or so. (I also played the second version)

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

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  • TazdragoTazdrago Member UncommonPosts: 44
    Great game but not a fan of full loot games.
  • ElsaboltsElsabolts Member RarePosts: 3,476
    No thanks, It had its chance one time before will not return.
    " Life Liberty and the Pursuit of Those Who  Would Threaten It "
                                            MAGA
  • GaladournGaladourn Member RarePosts: 1,813
    If only the devs had implemented a skill cap right from day 1.... it would have been such a vastly superior game. One wonders why they never listened to the players
  • ScorchienScorchien Member LegendaryPosts: 8,914

    Galadourn said:

    If only the devs had implemented a skill cap right from day 1.... it would have been such a vastly superior game. One wonders why they never listened to the players



    Truth ...............but no worries DF DAwn is implementing skill caps with diminishing returns, Should be a much better result
  • RaapnaapRaapnaap Member UncommonPosts: 455

    lahnmir said:



    LexDomino said:


    I'm honestly amazed that Darkfail is still around but CoH is dead.




    Or Vanguard.
    Or WAR.
    Or Matrix Online.
    Or Tabula Rasa.
    Heck, even Faces of Mankind.

    But no, we get Darkfall, again, multiple times even...

    /Cheers,
    Lahnmir



    What makes Darkfall stick around where other games do not, is an incredibly passionate playerbase. Even if both Rise of Agon and New Dawn end up failing, don't look surprised if yet another iteration surfaces. For Darkfall players, there is no alternative. The only real debate is which direction is most future-proof and all-inclusive; The RoA, ND, or even the now-obsolete Unholy Wars way. All three camps hold strong differing opinions, but also agree on a lot of subjects.
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