Darkfall right now is just one big pvp arena, no depth to it all.
Sadly, this.
That's my main concern too. I love pvp, but I love it in a creative backround and with as many facets as possible. Maybe I was spoiled by EvE but it would be nice if they try to give darkfall more depth.
It is actually very fun, I enjoyed the game. The downside of course was the exploiters and macroers. Hopefully this time around they found a better way to prevent it.
The game did take a bit longer than usual to get into though. I know when I first started I was running around trying to remember where things were and find different mobs to kill to start farming for money to gear up. The game definitely picks up after a couple of hours. The game gets real fun once clans and alliances form and wars break out.
The other good thing is they are not trying to screw over the players who supported the game before as we will only have to pay subscription to play.
The depth in EVE is NPC Policing system right? I haven't played a lot of Eve but my brother has been playing it night and day since years now. But basically you have Hi-sec, low-sec areas? Which won't be in DF. Big deal. Make friends, join clans, tread carefully with strangers you trust and scan out areas before you head out and you won't get ganked all the time. Relying on community to fight against community is what makes MMO's trully great.
I think casuals can like sandbox pvp games too and they can have amazing experiences online. The popularity of games like Demon's and Dark Souls shows even the casual console audience can love hardcore RPG's. They just need to stop playing it like themeparks/ez-mode Bethesda games.
The depth in EVE is NPC Policing system right? I haven't played a lot of Eve but my brother has been playing it night and day since years now. But basically you have Hi-sec, low-sec areas? Which won't be in DF. Big deal. Make friends, join clans, tread carefully with strangers you trust and scan out areas before you head out and you won't get ganked all the time. Relying on community to fight against community is what makes MMO's trully great.
I think casuals can like sandbox pvp games too and they can have amazing experiences online. The popularity of games like Demon's and Dark Souls shows even the casual console audience can love hardcore RPG's. They just need to stop playing it like themeparks/ez-mode Bethesda games.
No it's a big deal what EvE does. You have high,low and null sec as far as security goes. You can pvp in big or small corporations with many varied ways including espionage, full sector war, economic or mercant wars, piracy.
It's not just a division of sectors, it's a very advanced pvp design.
Not everything in EvE has to do with lasers shooting at each other and that's what makes it having a lot of depth.
Darkfall V1 didn't have that, it mainly had clan against clan, which ended in just being big clans fighting each other mainly. The exploits and whatnot took care of smaller scale pvp. And imo Darkfall full loot features are a non issue. Because of its simplicity in PVP you end up having so much loot anyway that losing some is irrelevant.
The depth in EVE is NPC Policing system right? I haven't played a lot of Eve but my brother has been playing it night and day since years now. But basically you have Hi-sec, low-sec areas? Which won't be in DF. Big deal. Make friends, join clans, tread carefully with strangers you trust and scan out areas before you head out and you won't get ganked all the time. Relying on community to fight against community is what makes MMO's trully great.
I think casuals can like sandbox pvp games too and they can have amazing experiences online. The popularity of games like Demon's and Dark Souls shows even the casual console audience can love hardcore RPG's. They just need to stop playing it like themeparks/ez-mode Bethesda games.
The Darkfall has already proven that that casuals don't last long in this game, the hardcore run them off. Like I said, the game would be way more successful and fun if it allowed for more than one single playstyle.
Originally posted by jahgreen do not understand why haters post here. Anyways DF has alot of depth if played right. The game also isn't really that outdated just most people do not ahve the computers to run it properly
Every newly released or soon to be released game gets alot of flak from people who oppose the game. Nothing new from this forums and sadly is one of the reasons why I am "---" this close to deleting my profile and only observing forums of games I look forward too. Its a shame that I would rather brave the wilds of Vanilla Barrens chat for a solid year straight then read some of the comments on this game site.
Playing: GW2 Waiting on: TESO Next Flop: Planetside 2 Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
As far as the many argueing the graphics are dated, should look at WoW. Incredibly outdated graphics, and still the largest MMO out there. Outdated graphics aren't the thing to make a decision on, IMO. Obviously, if graphics is your thing, then that's another story, but for people who look at numerous factors, I don't think it should be the 'one' thing that rules them all.
Originally posted by gandles lmao at glad its a subbed game..anyways game looks too outdated for my taste
If you mean by outdated
Role-playing, strategy, and shooter action in a MMOG
The largest handcrafted online world of its kind.
Over 10 thousand concurrent players per game world.
The largest MMORPG battles ever - involving thousands.
Ultimate PvP action, the #1 choice of top players and clans.
Seamless, zoneless, non-instanced world. No invisible walls.
No safe zones. Full loot. PvP everywhere with accountability.
No more leveling. Improve the skills you use.
Fight on mounts, ships, man cannons and vehicles.
Siege and conquer cities, build and protect your own.
Craft any item in the world and put your name on it.
And it a full FPS NO GOD DAME TAB TARGET GAME
This gam eis 10 years ahead of its time.
this. The coming games will head in this direction which Darkfall already pioneered. Blizzard's new mmo is already completed and in 110% playable state but they arent releasing shit because games like 'Darkfall and other games taking that direction has to set the standards yet, just so that Blizzard can highen and re-standardize. just what happened in late 2004 with WoW. Because you can bet your ass off that the direction mmo and mmorpgs are headed is in the direction of where Darkfall has already walked for almost 4 years now.
this. The coming games will head in this direction which Darkfall already pioneered. Blizzard's new mmo is already completed and in 110% playable state but they arent releasing shit because games like 'Darkfall and other games taking that direction has to set the standards yet, just so that Blizzard can highen and re-standardize. just what happened in late 2004 with WoW. Because you can bet your ass off that the direction mmo and mmorpgs are headed is in the direction of where Darkfall has already walked for almost 4 years now.
No offence, but I don't think anyone at Blizzard is the slightest bit concerned about Darkfall, nor will they ever be. The biggest competition for Titan is WoW, and no matter what Blizzard wins there.
Based on AV's track record I guarantee DF UW was "feature" complete before they even announced the release date. So don't expect any "new" features to be announced or added cause what they've said is what we'll get nothing more nothing less.
I hope you are right, because we don`t really need that much new stuff for the game to be good. A better GUI, a short grind to be PVP viable, some fluff and I`m happy. Everything else I will consider a bonus.
I don`t really know why so many didn`t like the visuals in darkfall. I agree the running animation looked shit, but the rest was pretty good. Darkfall was close to be a fantastic game, and I hope AV makes it right this time. I`m ready to throw my money at it right now.
this. The coming games will head in this direction which Darkfall already pioneered. Blizzard's new mmo is already completed and in 110% playable state but they arent releasing shit because games like 'Darkfall and other games taking that direction has to set the standards yet, just so that Blizzard can highen and re-standardize. just what happened in late 2004 with WoW. Because you can bet your ass off that the direction mmo and mmorpgs are headed is in the direction of where Darkfall has already walked for almost 4 years now.
No offence, but I don't think anyone at Blizzard is the slightest bit concerned about Darkfall, nor will they ever be. The biggest competition for Titan is WoW, and no matter what Blizzard wins there.
No darkfall is not a concern alone. The main point is that the upcoming games will take different directions, and DF is a game with a very different direction that i belive more and more games will start taking aswell.
this. The coming games will head in this direction which Darkfall already pioneered. Blizzard's new mmo is already completed and in 110% playable state but they arent releasing shit because games like 'Darkfall and other games taking that direction has to set the standards yet, just so that Blizzard can highen and re-standardize. just what happened in late 2004 with WoW. Because you can bet your ass off that the direction mmo and mmorpgs are headed is in the direction of where Darkfall has already walked for almost 4 years now.
No offence, but I don't think anyone at Blizzard is the slightest bit concerned about Darkfall, nor will they ever be. The biggest competition for Titan is WoW, and no matter what Blizzard wins there.
No darkfall is not a concern alone. The main point is that the upcoming games will take different directions, and DF is a game with a very different direction that i belive more and more games will start taking aswell.
I would really prefer games to take EVE's direction over Darkfall.
I'm interested in Darkfall for a few reasons. Interested being the key word, not saying I'm buying it, I'm just interested enough to watch and see.
It looks to be a big facelift from what the original was. (Exploiting and macro'ing still has me concerned, as was in the first one from what I've been told).
Pvp oriented.
Subscription based. This is a big one for me. Games with no subscriptions tend to have a community of people gravitate to it that I don't care to play with.
Smaller community. I'm sick of the communities with the larger games. There's no sense of community and pride with the larger games.
I agree with all of your points there, especially the one in orange - though they're all important to me. Community - as in real server community that encompasses allies and rivals alike, not the "join a guild" type - is a big one too.
But for the bit in orange, it was really bad in DF1. There's people who may still try to say it was never an issue because they (anecdotally) "never saw it happening themselves. But it happened quite a bit. There were videos posted on line, I was a victim of someone hacking personally at least once. Probably more than once, though one of the times is a bit harder to say for sure; I was being shot through solid ground and so I don't know if it was a player hacking or a mob glitching.
But from very early on hacking and exploiting was an issue, people abused it and it made a serious dent in any kind of "balance" in the game. What I mean by balance is that not everyone was progressing and developing their characters via the same means. The people who hacked/cheated got a clear advantage over people doing it legitimately. People who said "well if they don't like people getting farther than them, then they should hack/exploit too" were kinda completely missing the point.
Bottom line is... hacks and exploits were a serious issue in DF1 and while they're a problem in any game, they were/are especially so in a game as competitive as DF is.
I seriously hope AV has anticipated this and has their shit together enough to catch it in time, or at least react much faster if/when it does.
this. The coming games will head in this direction which Darkfall already pioneered. Blizzard's new mmo is already completed and in 110% playable state but they arent releasing shit because games like 'Darkfall and other games taking that direction has to set the standards yet, just so that Blizzard can highen and re-standardize. just what happened in late 2004 with WoW. Because you can bet your ass off that the direction mmo and mmorpgs are headed is in the direction of where Darkfall has already walked for almost 4 years now.
No offence, but I don't think anyone at Blizzard is the slightest bit concerned about Darkfall, nor will they ever be. The biggest competition for Titan is WoW, and no matter what Blizzard wins there.
No darkfall is not a concern alone. The main point is that the upcoming games will take different directions, and DF is a game with a very different direction that i belive more and more games will start taking aswell.
Everyone wants the WoW Themepark market but extremely few are willing to try new areas and find new markets or rather cater back to the classic MMO crowd (before the themeparks came). CCP has to be applauded for supporting EVE Online so well and I wish the best to the Indy devs out there trying new things. Gaming is alive until we have such devs out there.
Originally posted by Ravenmane I think it'll be like Eve since it will be mostly player controlled.
Not even close to EVE. The "hardcore" pvp in Darkfall is what holds it back. Look at the system security in EVE, you have carebear zones, slightly dangerous zones, and hardcore zones. Players are free to play whatever way they want, one day I might feel like playing it safe and the next I might feel like a wildman looking for fights in null sec. Options are very important for a game to be a good sandbox, Darkfall has 1, risk everything always and because of that it will attract only one type of player, the hardcore pvper. In EVE the "carebears" are what fuel the war machine, they mine materials and craft equipment and that makes it easy for the the fighters to keep fighting. Not saying this doesn't happen in Darkfall, but it's noticbly less common.
This.
I know that Hardcore PvPers might not like it, but Aventurine need to understand that in order for this game to last longer than the last one they have to attract also the carebears.
The majority of players even though they like PvP, do not want to PvP 24/7 in a MMO.
That's ok in a Multiplayer FPS, but not good on a MMO.
DF:UW should adopt EVE approach, or it will be another fail.
Originally posted by Ravenmane I think it'll be like Eve since it will be mostly player controlled.
Not even close to EVE. The "hardcore" pvp in Darkfall is what holds it back. Look at the system security in EVE, you have carebear zones, slightly dangerous zones, and hardcore zones. Players are free to play whatever way they want, one day I might feel like playing it safe and the next I might feel like a wildman looking for fights in null sec. Options are very important for a game to be a good sandbox, Darkfall has 1, risk everything always and because of that it will attract only one type of player, the hardcore pvper. In EVE the "carebears" are what fuel the war machine, they mine materials and craft equipment and that makes it easy for the the fighters to keep fighting. Not saying this doesn't happen in Darkfall, but it's noticbly less common.
This.
I know that Hardcore PvPers might not like it, but Aventurine need to understand that in order for this game to last longer than the last one they have to attract also the carebears.
The majority of players even though they like PvP, do not want to PvP 24/7 in a MMO.
That's ok in a Multiplayer FPS, but not good on a MMO.
DF:UW should adopt EVE approach, or it will be another fail.
From what I understand they are in a way, or at least bringng it closer to what EVE is like.
1) They are creating safe areas near starter cities. My understanding of this is that within a certain range around those cities, you cannot attack other players, or there will be some form of protection in place (like towers). I dont believe they have specified yet though if this is something where you gain saftey for X mount of time after starting, or if they are just permanently safe for everyone.
2) They are removing the ability to attack anyone in NPC towns. In DF1 you always had to worry about getting attacked by players who were blue (according to the NPC town) but at war with your clan, meaning they could attack you anywhere without getting killed by towers. Because of this, things like ganking people while crafting or while they were at their bank were commonplace. Now, NPC towns are a safe haven and even attacking clans you are warring with will get you killed.
So basically, NPC towns and starter areas will act like High Sec, but going out of those areas is more risky like going to low sec. Going very far away is like null sec,w ith no chance to reach protection and will likely be where the most PvP is happening outside of clan holdings.
Originally posted by Ravenmane I think it'll be like Eve since it will be mostly player controlled.
Not even close to EVE. The "hardcore" pvp in Darkfall is what holds it back. Look at the system security in EVE, you have carebear zones, slightly dangerous zones, and hardcore zones. Players are free to play whatever way they want, one day I might feel like playing it safe and the next I might feel like a wildman looking for fights in null sec. Options are very important for a game to be a good sandbox, Darkfall has 1, risk everything always and because of that it will attract only one type of player, the hardcore pvper. In EVE the "carebears" are what fuel the war machine, they mine materials and craft equipment and that makes it easy for the the fighters to keep fighting. Not saying this doesn't happen in Darkfall, but it's noticbly less common.
This.
I know that Hardcore PvPers might not like it, but Aventurine need to understand that in order for this game to last longer than the last one they have to attract also the carebears.
The majority of players even though they like PvP, do not want to PvP 24/7 in a MMO.
That's ok in a Multiplayer FPS, but not good on a MMO.
DF:UW should adopt EVE approach, or it will be another fail.
From what I understand they are in a way, or at least bringng it closer to what EVE is like.
1) They are creating safe areas near starter cities. My understanding of this is that within a certain range around those cities, you cannot attack other players, or there will be some form of protection in place (like towers). I dont believe they have specified yet though if this is something where you gain saftey for X mount of time after starting, or if they are just permanently safe for everyone.
2) They are removing the ability to attack anyone in NPC towns. In DF1 you always had to worry about getting attacked by players who were blue (according to the NPC town) but at war with your clan, meaning they could attack you anywhere without getting killed by towers. Because of this, things like ganking people while crafting or while they were at their bank were commonplace. Now, NPC towns are a safe haven and even attacking clans you are warring with will get you killed.
So basically, NPC towns and starter areas will act like High Sec, but going out of those areas is more risky like going to low sec. Going very far away is like null sec,w ith no chance to reach protection and will likely be where the most PvP is happening outside of clan holdings.
HAHAHAHA pass those drugs your smokin this way homie.
AV would never ever remove the ability to attack someone, they may make a tower or something to zap you or npc guards to attack you but the ability to attack someone will NEVER be turned off, that is not in their core philosophy. If you want to suicide on someone and have your friend pick up your's and the prey's loot guaranteed you will be able to do it.
There is always a way to kill someone anywhere in the world of Darkfall, you just have to be creative sometimes. AV would never add something to disable the ability to hit another player. As friendly fire is another core concept of the game. When you swing or shoot or cast you hit whatever your aiming at friend or foe doesn't matter you hit someone or something with damage or healing or w/e and the effects will go through.
Originally posted by jahgreen do not understand why haters post here. Anyways DF has alot of depth if played right. The game also isn't really that outdated just most people do not ahve the computers to run it properly
because its mmorpg.com 90% of the people seem to do nothing but bash on games no matter what the game...
You must be new here... Darkfall has ALWAYS gotten far FAR more hate than most of the MMOs on this forum. Almost always it is unfounded irrational hate. I can understand people hating GW2 (the fans are intolerable and inescapbable) and SWTOR (if it had succeeded MMOs would have been dead forever). But DF has no reason for the level of hatred it gets.
Originally posted by Ravenmane I think it'll be like Eve since it will be mostly player controlled.
Not even close to EVE. The "hardcore" pvp in Darkfall is what holds it back. Look at the system security in EVE, you have carebear zones, slightly dangerous zones, and hardcore zones. Players are free to play whatever way they want, one day I might feel like playing it safe and the next I might feel like a wildman looking for fights in null sec. Options are very important for a game to be a good sandbox, Darkfall has 1, risk everything always and because of that it will attract only one type of player, the hardcore pvper. In EVE the "carebears" are what fuel the war machine, they mine materials and craft equipment and that makes it easy for the the fighters to keep fighting. Not saying this doesn't happen in Darkfall, but it's noticbly less common.
This.
I know that Hardcore PvPers might not like it, but Aventurine need to understand that in order for this game to last longer than the last one they have to attract also the carebears.
The majority of players even though they like PvP, do not want to PvP 24/7 in a MMO.
That's ok in a Multiplayer FPS, but not good on a MMO.
DF:UW should adopt EVE approach, or it will be another fail.
From what I understand they are in a way, or at least bringng it closer to what EVE is like.
1) They are creating safe areas near starter cities. My understanding of this is that within a certain range around those cities, you cannot attack other players, or there will be some form of protection in place (like towers). I dont believe they have specified yet though if this is something where you gain saftey for X mount of time after starting, or if they are just permanently safe for everyone.
2) They are removing the ability to attack anyone in NPC towns. In DF1 you always had to worry about getting attacked by players who were blue (according to the NPC town) but at war with your clan, meaning they could attack you anywhere without getting killed by towers. Because of this, things like ganking people while crafting or while they were at their bank were commonplace. Now, NPC towns are a safe haven and even attacking clans you are warring with will get you killed.
So basically, NPC towns and starter areas will act like High Sec, but going out of those areas is more risky like going to low sec. Going very far away is like null sec,w ith no chance to reach protection and will likely be where the most PvP is happening outside of clan holdings.
HAHAHAHA pass those drugs your smokin this way homie.
AV would never ever remove the ability to attack someone, they may make a tower or something to zap you or npc guards to attack you but the ability to attack someone will NEVER be turned off, that is not in their core philosophy. If you want to suicide on someone and have your friend pick up your's and the prey's loot guaranteed you will be able to do it.
There is always a way to kill someone anywhere in the world of Darkfall, you just have to be creative sometimes. AV would never add something to disable the ability to hit another player. As friendly fire is another core concept of the game. When you swing or shoot or cast you hit whatever your aiming at friend or foe doesn't matter you hit someone or something with damage or healing or w/e and the effects will go through.
I meant the ability to freely attack people with no consequences, not the ability to attack at all. Reread the paragraph, last sentence. Attacking people will get you killed.
As far as doing things like you said with killing and having someone else loot. Hopefully theyre smart enough to consider that (especially considering it's something people already use) and put safeguards in place for that. Otherwise, it kind of defeats the entire purpose of the protection system in the 1st place.
Originally posted by Ravenmane I think it'll be like Eve since it will be mostly player controlled.
Not even close to EVE. The "hardcore" pvp in Darkfall is what holds it back. Look at the system security in EVE, you have carebear zones, slightly dangerous zones, and hardcore zones. Players are free to play whatever way they want, one day I might feel like playing it safe and the next I might feel like a wildman looking for fights in null sec. Options are very important for a game to be a good sandbox, Darkfall has 1, risk everything always and because of that it will attract only one type of player, the hardcore pvper. In EVE the "carebears" are what fuel the war machine, they mine materials and craft equipment and that makes it easy for the the fighters to keep fighting. Not saying this doesn't happen in Darkfall, but it's noticbly less common.
This.
I know that Hardcore PvPers might not like it, but Aventurine need to understand that in order for this game to last longer than the last one they have to attract also the carebears.
The majority of players even though they like PvP, do not want to PvP 24/7 in a MMO.
That's ok in a Multiplayer FPS, but not good on a MMO.
DF:UW should adopt EVE approach, or it will be another fail.
From what I understand they are in a way, or at least bringng it closer to what EVE is like.
1) They are creating safe areas near starter cities. My understanding of this is that within a certain range around those cities, you cannot attack other players, or there will be some form of protection in place (like towers). I dont believe they have specified yet though if this is something where you gain saftey for X mount of time after starting, or if they are just permanently safe for everyone.
2) They are removing the ability to attack anyone in NPC towns. In DF1 you always had to worry about getting attacked by players who were blue (according to the NPC town) but at war with your clan, meaning they could attack you anywhere without getting killed by towers. Because of this, things like ganking people while crafting or while they were at their bank were commonplace. Now, NPC towns are a safe haven and even attacking clans you are warring with will get you killed.
So basically, NPC towns and starter areas will act like High Sec, but going out of those areas is more risky like going to low sec. Going very far away is like null sec,w ith no chance to reach protection and will likely be where the most PvP is happening outside of clan holdings.
HAHAHAHA pass those drugs your smokin this way homie.
AV would never ever remove the ability to attack someone, they may make a tower or something to zap you or npc guards to attack you but the ability to attack someone will NEVER be turned off, that is not in their core philosophy. If you want to suicide on someone and have your friend pick up your's and the prey's loot guaranteed you will be able to do it.
There is always a way to kill someone anywhere in the world of Darkfall, you just have to be creative sometimes. AV would never add something to disable the ability to hit another player. As friendly fire is another core concept of the game. When you swing or shoot or cast you hit whatever your aiming at friend or foe doesn't matter you hit someone or something with damage or healing or w/e and the effects will go through.
I meant the ability to freely attack people with no consequences, not the ability to attack at all. Reread the paragraph, last sentence. Attacking people will get you killed.
As far as doing things like you said with killing and having someone else loot. Hopefully theyre smart enough to consider that (especially considering it's something people already use) and put safeguards in place for that. Otherwise, it kind of defeats the entire purpose of the protection system in the 1st place.
Consequence really must mean somthing. That is key. When I left it sounded like they tried to make it a bigger penalty when a blue kills a blue by making it harder to get back in good standing. Did it work?
When I see I blue, I should be on guard, but it shouldn't be an automatic "Get him" type of attitude. When you see a red, it should and does mean a threat.
Originally posted by Ravenmane I think it'll be like Eve since it will be mostly player controlled.
Not even close to EVE. The "hardcore" pvp in Darkfall is what holds it back. Look at the system security in EVE, you have carebear zones, slightly dangerous zones, and hardcore zones. Players are free to play whatever way they want, one day I might feel like playing it safe and the next I might feel like a wildman looking for fights in null sec. Options are very important for a game to be a good sandbox, Darkfall has 1, risk everything always and because of that it will attract only one type of player, the hardcore pvper. In EVE the "carebears" are what fuel the war machine, they mine materials and craft equipment and that makes it easy for the the fighters to keep fighting. Not saying this doesn't happen in Darkfall, but it's noticbly less common.
This.
I know that Hardcore PvPers might not like it, but Aventurine need to understand that in order for this game to last longer than the last one they have to attract also the carebears.
The majority of players even though they like PvP, do not want to PvP 24/7 in a MMO.
That's ok in a Multiplayer FPS, but not good on a MMO.
DF:UW should adopt EVE approach, or it will be another fail.
From what I understand they are in a way, or at least bringng it closer to what EVE is like.
1) They are creating safe areas near starter cities. My understanding of this is that within a certain range around those cities, you cannot attack other players, or there will be some form of protection in place (like towers). I dont believe they have specified yet though if this is something where you gain saftey for X mount of time after starting, or if they are just permanently safe for everyone.
2) They are removing the ability to attack anyone in NPC towns. In DF1 you always had to worry about getting attacked by players who were blue (according to the NPC town) but at war with your clan, meaning they could attack you anywhere without getting killed by towers. Because of this, things like ganking people while crafting or while they were at their bank were commonplace. Now, NPC towns are a safe haven and even attacking clans you are warring with will get you killed.
So basically, NPC towns and starter areas will act like High Sec, but going out of those areas is more risky like going to low sec. Going very far away is like null sec,w ith no chance to reach protection and will likely be where the most PvP is happening outside of clan holdings.
HAHAHAHA pass those drugs your smokin this way homie.
AV would never ever remove the ability to attack someone, they may make a tower or something to zap you or npc guards to attack you but the ability to attack someone will NEVER be turned off, that is not in their core philosophy. If you want to suicide on someone and have your friend pick up your's and the prey's loot guaranteed you will be able to do it.
There is always a way to kill someone anywhere in the world of Darkfall, you just have to be creative sometimes. AV would never add something to disable the ability to hit another player. As friendly fire is another core concept of the game. When you swing or shoot or cast you hit whatever your aiming at friend or foe doesn't matter you hit someone or something with damage or healing or w/e and the effects will go through.
I meant the ability to freely attack people with no consequences, not the ability to attack at all. Reread the paragraph, last sentence. Attacking people will get you killed.
As far as doing things like you said with killing and having someone else loot. Hopefully theyre smart enough to consider that (especially considering it's something people already use) and put safeguards in place for that. Otherwise, it kind of defeats the entire purpose of the protection system in the 1st place.
Consequence really must mean somthing. That is key. When I left it sounded like they tried to make it a bigger penalty when a blue kills a blue by making it harder to get back in good standing. Did it work?
When I see I blue, I should be on guard, but it shouldn't be an automatic "Get him" type of attitude. When you see a red, it should and does mean a threat.
Lol, hate to tell you guys this but you should probably not play this game. The consequences are already there, i.e. guard towers. Perhaps they will do more damage but in Darkfall IT WILL BE IMPOSSIBLE TO EVER HAVE A %100 SAFE ZONE. Yes, npc cities will be "safer" but there will always be a way to kill someone somehow. %100 safe will never happen, if that is what you are hoping for and it sure sounds like it just move along because it won't work that way. Somebody somehow will figure out a way to gank in the npc cities.
You will find safety in a clan, a good clan that is but you will never be %100 safe.
Consequences do mean something and if you looked at the political map instead of running your mouths like little babies you would see that the majority of players these days are pegged at full blue. Less than %10 of the population is red, this is because of .........the alignment system and consequences! (thats already in place, the "get him" attitude disappeared from the game over 2 years ago)
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It is actually very fun, I enjoyed the game. The downside of course was the exploiters and macroers. Hopefully this time around they found a better way to prevent it.
The game did take a bit longer than usual to get into though. I know when I first started I was running around trying to remember where things were and find different mobs to kill to start farming for money to gear up. The game definitely picks up after a couple of hours. The game gets real fun once clans and alliances form and wars break out.
The other good thing is they are not trying to screw over the players who supported the game before as we will only have to pay subscription to play.
I played DF 1 also which is why I will not hype or bash this game. I remain skeptical with my wallet firmy in my grasp.
Dragnon - Guildmaster - Albion Central Bank in Albion Online
www.albioncentralbank.enjin.com
One big PvP Arena > One big controlled PvP Arena
The depth in EVE is NPC Policing system right? I haven't played a lot of Eve but my brother has been playing it night and day since years now. But basically you have Hi-sec, low-sec areas? Which won't be in DF. Big deal. Make friends, join clans, tread carefully with strangers you trust and scan out areas before you head out and you won't get ganked all the time. Relying on community to fight against community is what makes MMO's trully great.
I think casuals can like sandbox pvp games too and they can have amazing experiences online. The popularity of games like Demon's and Dark Souls shows even the casual console audience can love hardcore RPG's. They just need to stop playing it like themeparks/ez-mode Bethesda games.
No it's a big deal what EvE does. You have high,low and null sec as far as security goes. You can pvp in big or small corporations with many varied ways including espionage, full sector war, economic or mercant wars, piracy.
It's not just a division of sectors, it's a very advanced pvp design.
Not everything in EvE has to do with lasers shooting at each other and that's what makes it having a lot of depth.
Darkfall V1 didn't have that, it mainly had clan against clan, which ended in just being big clans fighting each other mainly. The exploits and whatnot took care of smaller scale pvp. And imo Darkfall full loot features are a non issue. Because of its simplicity in PVP you end up having so much loot anyway that losing some is irrelevant.
The Darkfall has already proven that that casuals don't last long in this game, the hardcore run them off. Like I said, the game would be way more successful and fun if it allowed for more than one single playstyle.
Every newly released or soon to be released game gets alot of flak from people who oppose the game. Nothing new from this forums and sadly is one of the reasons why I am "---" this close to deleting my profile and only observing forums of games I look forward too. Its a shame that I would rather brave the wilds of Vanilla Barrens chat for a solid year straight then read some of the comments on this game site.
Everything you need to know about Elder Scrolls Online
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Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
I self identify as a monkey.
If you mean by outdated
No offence, but I don't think anyone at Blizzard is the slightest bit concerned about Darkfall, nor will they ever be. The biggest competition for Titan is WoW, and no matter what Blizzard wins there.
I hope you are right, because we don`t really need that much new stuff for the game to be good. A better GUI, a short grind to be PVP viable, some fluff and I`m happy. Everything else I will consider a bonus.
I don`t really know why so many didn`t like the visuals in darkfall. I agree the running animation looked shit, but the rest was pretty good. Darkfall was close to be a fantastic game, and I hope AV makes it right this time. I`m ready to throw my money at it right now.
http://www.youtube.com/watch?v=NX-Mu6NSceM
This was the old Darkfall and it was scary and fun.
No darkfall is not a concern alone. The main point is that the upcoming games will take different directions, and DF is a game with a very different direction that i belive more and more games will start taking aswell.
I would really prefer games to take EVE's direction over Darkfall.
I agree with all of your points there, especially the one in orange - though they're all important to me. Community - as in real server community that encompasses allies and rivals alike, not the "join a guild" type - is a big one too.
But for the bit in orange, it was really bad in DF1. There's people who may still try to say it was never an issue because they (anecdotally) "never saw it happening themselves. But it happened quite a bit. There were videos posted on line, I was a victim of someone hacking personally at least once. Probably more than once, though one of the times is a bit harder to say for sure; I was being shot through solid ground and so I don't know if it was a player hacking or a mob glitching.
But from very early on hacking and exploiting was an issue, people abused it and it made a serious dent in any kind of "balance" in the game. What I mean by balance is that not everyone was progressing and developing their characters via the same means. The people who hacked/cheated got a clear advantage over people doing it legitimately. People who said "well if they don't like people getting farther than them, then they should hack/exploit too" were kinda completely missing the point.
Bottom line is... hacks and exploits were a serious issue in DF1 and while they're a problem in any game, they were/are especially so in a game as competitive as DF is.
I seriously hope AV has anticipated this and has their shit together enough to catch it in time, or at least react much faster if/when it does.
Everyone wants the WoW Themepark market but extremely few are willing to try new areas and find new markets or rather cater back to the classic MMO crowd (before the themeparks came). CCP has to be applauded for supporting EVE Online so well and I wish the best to the Indy devs out there trying new things. Gaming is alive until we have such devs out there.
This.
I know that Hardcore PvPers might not like it, but Aventurine need to understand that in order for this game to last longer than the last one they have to attract also the carebears.
The majority of players even though they like PvP, do not want to PvP 24/7 in a MMO.
That's ok in a Multiplayer FPS, but not good on a MMO.
DF:UW should adopt EVE approach, or it will be another fail.
From what I understand they are in a way, or at least bringng it closer to what EVE is like.
1) They are creating safe areas near starter cities. My understanding of this is that within a certain range around those cities, you cannot attack other players, or there will be some form of protection in place (like towers). I dont believe they have specified yet though if this is something where you gain saftey for X mount of time after starting, or if they are just permanently safe for everyone.
2) They are removing the ability to attack anyone in NPC towns. In DF1 you always had to worry about getting attacked by players who were blue (according to the NPC town) but at war with your clan, meaning they could attack you anywhere without getting killed by towers. Because of this, things like ganking people while crafting or while they were at their bank were commonplace. Now, NPC towns are a safe haven and even attacking clans you are warring with will get you killed.
So basically, NPC towns and starter areas will act like High Sec, but going out of those areas is more risky like going to low sec. Going very far away is like null sec,w ith no chance to reach protection and will likely be where the most PvP is happening outside of clan holdings.
HAHAHAHA pass those drugs your smokin this way homie.
AV would never ever remove the ability to attack someone, they may make a tower or something to zap you or npc guards to attack you but the ability to attack someone will NEVER be turned off, that is not in their core philosophy. If you want to suicide on someone and have your friend pick up your's and the prey's loot guaranteed you will be able to do it.
There is always a way to kill someone anywhere in the world of Darkfall, you just have to be creative sometimes. AV would never add something to disable the ability to hit another player. As friendly fire is another core concept of the game. When you swing or shoot or cast you hit whatever your aiming at friend or foe doesn't matter you hit someone or something with damage or healing or w/e and the effects will go through.
You must be new here... Darkfall has ALWAYS gotten far FAR more hate than most of the MMOs on this forum. Almost always it is unfounded irrational hate. I can understand people hating GW2 (the fans are intolerable and inescapbable) and SWTOR (if it had succeeded MMOs would have been dead forever). But DF has no reason for the level of hatred it gets.
DEEP THROMBOIS will control the economy agin
I meant the ability to freely attack people with no consequences, not the ability to attack at all. Reread the paragraph, last sentence. Attacking people will get you killed.
As far as doing things like you said with killing and having someone else loot. Hopefully theyre smart enough to consider that (especially considering it's something people already use) and put safeguards in place for that. Otherwise, it kind of defeats the entire purpose of the protection system in the 1st place.
Consequence really must mean somthing. That is key. When I left it sounded like they tried to make it a bigger penalty when a blue kills a blue by making it harder to get back in good standing. Did it work?
When I see I blue, I should be on guard, but it shouldn't be an automatic "Get him" type of attitude. When you see a red, it should and does mean a threat.
Lol, hate to tell you guys this but you should probably not play this game. The consequences are already there, i.e. guard towers. Perhaps they will do more damage but in Darkfall IT WILL BE IMPOSSIBLE TO EVER HAVE A %100 SAFE ZONE. Yes, npc cities will be "safer" but there will always be a way to kill someone somehow. %100 safe will never happen, if that is what you are hoping for and it sure sounds like it just move along because it won't work that way. Somebody somehow will figure out a way to gank in the npc cities.
You will find safety in a clan, a good clan that is but you will never be %100 safe.
Consequences do mean something and if you looked at the political map instead of running your mouths like little babies you would see that the majority of players these days are pegged at full blue. Less than %10 of the population is red, this is because of .........the alignment system and consequences! (thats already in place, the "get him" attitude disappeared from the game over 2 years ago)