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Vandhl
10-11-2009, 04:06 AM
I would love to see chat bubbles, as well as taverns with bars so you can get drunk.

HeliosNorlund
10-11-2009, 04:14 AM
after think about it i dislike the overhead text idea
that there is no names and text above charakter heads is one of the main reasons i love the game

its just feels more real than wall of text running around

so a middle way would be

make a little symbol like a blinking talking mouth over charakter head for 10 sec when he wrote something in public chat

so u know this guy said something and if u klick the mouth symbol the public chat tab opens in ur chatwindow

so we easy see when someone was talking public and can fast access public chat tab but still evade wall of text outside chatwindows make nice game ugly

Imrys
10-11-2009, 06:16 AM
A LOT of good ideas and discussions. I got to page 15 but didnt seem like it would end (it was at page 11 when I started on it earlier...).

This is an MMO. Its meant to be played with people. As it is now, there is no interaction till after the kill. You dont have time to sort through blinking chats. I think Signus is right that you dont NEED floating text if the chat window is fixed right. The only problem with Signus idea is that it doesnt give you a visual indicator that its THE GUY IN FRONT OF YOU that is talking. You dont know someones name unless you mouseover them. So you might see your "/say" color saying something, but you wont know who it is saying it unless you mouseover everyone around you until you find the name. Not neat in a crowded area.

I propose (as has been said in other threads) that a "Speaking" emote be added that is controlled by a button press. You push your button and like, you get some sort of visual marker on your toon. It doesnt have to be letters, a star over your head, your name appears even if you arent being targeted, whatever, some sort of indicator that you want to be noticed. This would prompt the person to check their chat window if they give a shit what you might be saying. If they dont, ignore you. It ALSO helps other groups. Combine it with your Vent key, and it would be a visual ingame indicator when you are speaking on vent. It would give whole new meaning to "come to me" when speaking to alliance vents where people might not know your voice.

I think that in order, to improve not just RP experiance, but community experiance as a whole they need to:
1) Fix chat window to be 1 window, different colors, local ALWAYS appears in ALL windows.
2) non-Toggleable MINIMALISTIC player key controlled NON-TOGGABLE "look at me" indicator to get someones attention visually. ("I am talking")
3) Toggleable floating chat / chat bubbles (which I would use personally). These should be transparent so even if they are being used you couldnt spam them for any real gain since you could easily ignore it.

As an extra thing that would stop the kill first talk later / slay everything in sight arena feel of the game:
Add 2 functions:
1) When you die, all your items suffer 50% durability or -10 durability whichever is greater. Also, randomly, 2/3rds of the contents of your backpack are deleted / durability reduced.
2) Combine Gank / Revive function when a person gets to the mercy "Help me" so that when you click it, a window pops up "Gank, Revive" or a 3rd option "Ransom." If you click ransom, you can then see the persons inventory / paper doll, and choose to drag things off of them into a trade box. If they accept, you get those items, and they get revived and an Invuln shield that lasts for a while (like when you spawn at stone). If they decline the "trade" you gank them, and the prior mentioned durability / inventory damage happens.

This option woudlnt be used much in sieges, gank them all. But in small pvp, it would give a reason not to Gank everyone. It would be like Eve, where it is actually more profitable to only make the miner fork over half his inventory, rather than blow him. If you just take half, he will keep mining, and you can come back later. Same idea. You and a buddy are out killing gatherers. If you kill / gank them, they might log off, quit mining, and of course, 2/3rds of what they got disappears anyway. If you ransom them for half of it, they keep half, keep their mining pick / sta gear to keep mining (for you), and probably wont log off... Also the "accept / decline" for the trade gives time to talk to them... They are wounded, near death, maybe almost concious.

These things together I think would make it more easily apparent that you are chasing and PKing PLAYERS not just really smart mobs with variable loot (as it currently feels). It would enhance communication / player interaction as a WHOLE, which would by its very nature enhance RP as well (which is based on communication after all).

junkoe
10-11-2009, 06:49 AM
Let's hear it then, what would you like to see implemented, either in game or out, that you think would promote roleplaying? Do you absolutely hate roleplaying and think it would not fit in Darkfall? With the possibility of GM run events in the future, would you like those to have a role playing flavor? Give us your why's and why not's by posting below.

Really we need overhead chat for public. I don't know how many times I have missed a chance at a conversation over dead silence just because one or both parties didn't bother to check the public tab.

Realbigdeal22
10-11-2009, 09:00 AM
after think about it i dislike the overhead text idea
that there is no names and text above charakter heads is one of the main reasons i love the game

its just feels more real than wall of text running around

so a middle way would be

make a little symbol like a blinking talking mouth over charakter head for 10 sec when he wrote something in public chat

so u know this guy said something and if u klick the mouth symbol the public chat tab opens in ur chatwindow

so we easy see when someone was talking public and can fast access public chat tab but still evade wall of text outside chatwindows make nice game ugly

They kind of did something like that in starwars jedi knight academy.

Like this http://www.youtube.com/watch?v=f5k1EiJQbt0

Skip to 28 sec and try to notice the players that chat. This is the best way Darkfall could have it. If not, just like MO would be the best way since the whole MO is FPV only and it work well with their chat bubble system.

Wanwo
10-11-2009, 11:24 AM
ARAC clans have to go. Bring true race wars.

/signed

It won't happen on NA1, but how about bringing in this ruleset to revive EU1?

NightsSentinel
10-11-2009, 01:50 PM
I want to put some effort into arranging some player events/racial wars as well as some videos of a different nature than just PvP/World tours, could use some help if anyone's interested, currently working on an Ork alliance vs Human alliance.

It appears with the changes to the Darkfall site much of the data that used to be there is gone, fortunately it seems to have been preserved with the wetpaint for Darkfall. The Darkfall wiki has some of the lost info (rather faulty and outdated however) but the Darkfall site's world lore seems to have been reduced drastically with some small additions (Nithron)

While this does have certain advantages regarding player freedom it also detracts from the involvement that could be there. I would LOVE to see the demigods that were mentioned often before release come into play with some GM/Dev control, perhaps turn off NPC city towers for a day and let the races "invade" something to liven things up 8}.

For instance in the first two weeks after release I partook in a city defense when a large band of Alfar showed up to attack, however the action was limited to a stand off as people healed up in tower range and were hesitant to leave while the Alfar would not extend to where the towers could reach, that game mechanic changed the whole concept of the invading force and the player's defending. That was the closest thing to a race war I have seen in this game, before people's innocence was broken by the realization ARAC was essentially the same as being racially exclusive.

Or another instance is a story I was told by one who got to participate in beta (the real beta not just EU 1 8} } I did not unfortunately. In his exploration trips he found himself on Yssam and ended up in one of the volcanoes there where he found a GM/Admin of some kind who happily summoned in a fearsome monster he has never seen before or since which proceeded to maul his brains out. The GM then stood there, laughed and revived the man to continue on his way. Would love to have similar events occur in the actual server to myself.

Eh, this post was mostly a side not but it's got some ideas in it 8{

Liquid20
10-11-2009, 03:34 PM
Chat bubbles.. they will add a whole new layer of communication.

miyagisan
10-11-2009, 04:04 PM
more wandering NPC in the npc city...there is no POPULATION at all !!! we need npc citizens!

Friedrik Chase
10-11-2009, 04:46 PM
Lore
Trading and Economy
Local Banking
Regional Resources
Events
Better chat interface

Did I mention lore?

thanks

Friedrik Chase
10-11-2009, 04:47 PM
please put in notifications for tells etc...

Friedrik Chase
10-11-2009, 04:51 PM
Get rid of global chat! Its crap. Also add chat bubbles.

ARAC ruins lore, give a penalty to ARAC clans.

Regional resources

Full local banking with a caravan system. I want to be able to hop on a ship or pack mules and trade goods across argon, we need tree routes!

Do you even play the game...


there is no global chat and there hasn't been since the third week of release...

Friedrik Chase
10-11-2009, 04:54 PM
How about quests to gain alignment given by npc's at chaos banks and cities? or just in fluff zones? also regional resources and full local banking or at least full local clan banks. trade routes and can we get an explanation of the caravan system?

Mr. BigBlok
10-11-2009, 05:41 PM
I play in one of the few Racial Role Play guilds on NA-1. Something that I have seen quite often is blue-on-blue violence, then farming of reds at a clan city to regain your alignment in a matter of minutes. I think that it would be a good idea to make it harder to farm alignment from an Away from keyboard red. If you were to institute a 30 minute timer on the ability to regain alignment from killing an individual, that would be amazing. I don't think that there should be a timer on the other side of things however, as killing your racial allies over and over should never become 'okay'.

Another thing that I've seen that causes a fair amount of strife is looting of blues after they have died to a mob. I would suggest that if a blue loots you - and you are not allied or grouped, they should go gray for 30 seconds 1 item, 2 minutes 2 items. Just like hitting you.

I would love to see these changes. Thanks for listening.

Mr. BigBlok
10-11-2009, 08:20 PM
With the current situation is very difficult to be a small independant clan who is interested in roleplaying - especially if you own a hamlet or operate out of a village. I constantly see an alfar and a human or a wolf and a human running together with super high skills come through and kill us at our clan's hamlet. It's frustrating to say the least. It would be nice if NPC guards could be hired (for gold of course) to protect your home or hamlet. These could be killed of course, and would not be as strong as zap towers, but they would still offer protection from the wandering ganker. This would be especially nice for traders and crafters, and I think would revitalize many of the areas that are currently unused due to said circumstances.

schlock
10-11-2009, 08:55 PM
With the current situation is very difficult to be a small independant clan who is interested in roleplaying - especially if you own a hamlet or operate out of a village. I constantly see an alfar and a human or a wolf and a human running together with super high skills come through and kill us at our clan's hamlet. It's frustrating to say the least. It would be nice if NPC guards could be hired (for gold of course) to protect your home or hamlet. These could be killed of course, and would not be as strong as zap towers, but they would still offer protection from the wandering ganker. This would be especially nice for traders and crafters, and I think would revitalize many of the areas that are currently unused due to said circumstances.

Yes, this is good for both Role playing and game mechanics. Part of role playing is being surrounded with neat fluff. Guards protecting your city or hamlet is fluffy and useful. It would bring more reason to actually own a hamlet. They should have auto generated names as well to give them personality.

Not so much role playing but connected, gates on hamlets.

Matt5069
10-11-2009, 08:57 PM
Ive read a few of the others posts and the whole floating txt thing would be a cool idea, but only if done correctly. Ive played alot of games that have floating txt and most of them that do this it rlly ruins the game in that part. In crowded cities where ppl are trading and talking i remember not evn being able to see my character because the chat bubbles took up so much of the screen no matter what angle i put the camera. But if u made the chat system more like WoW then it could work. Like if ur in a city and u wanna trade something, instead of running around asking ppl u could make a chat channel that is used specifically for trade or when ur out in the world there could be channels for talking all over the world and then another just for ppl around you.

Signus
10-11-2009, 09:58 PM
thread is instantly hijacked by people who simply don't roleplay.



Also you are aware that chat bubles do not replace chat window (it's only for public)? As for 50% having them turned off, well its a very strong chance that average roleplayer don't want to comunicate with this 50% in public anyway.

You've kind of missed the point. For starters, I DO enjoy roleplaying/immersion/storyline, all that good stuff.

And yes, I am fully aware the chat box does not go away. I'm simply stating that adding chat bubbles won't fix the problem. You seem to see chat bubbles as a way of communicating with JUST roleplayers because you think all roleplayers will have chat bubbles on. I'll be honest, if they get added in, I'll probably turn them off right away. So now we're back to the chat box. It is a problem in itself, because it makes it very difficult to see who is talking it main, when everything pops up in its own tab.

The argument FOR chat bubbles, is making it so that people can communicate with one another, not just for people to roleplay with. Roelplay happens whether there is a bubble or a box. If there is a communication barrier (a bad chat window combined with someone who has chat boxes turned off) then interaction with other people is not possible, and thus, neither is roleplaying (as far as speaking goes, I can roleplay in my head all I want).

So, before chat bubbles can be put into the game, the most basic form of chat has to function first.


Also, can we please keep the ARAC debates out of this thread? And also, by now, I think the devs get the picture that we want the chat revamped, what OTHER ideas do you have for immersion? Roleplay is not just <Jim the pirate says "Yarg give me yer booty"> it's also feeling you belong in the world, feel connected to your character, making him unique, and all that good stuff. Adding a better chat system to a quake server just makes it easier to say "PWNED YOU NOOB", it's not going to make people start suddenly talking in character :P

boxfetish
10-11-2009, 11:19 PM
Also, can we please keep the ARAC debates out of this thread? And also, by now, I think the devs get the picture that we want the chat revamped, what OTHER ideas do you have for immersion? Roleplay is not just <Jim the pirate says "Yarg give me yer booty"> it's also feeling you belong in the world, feel connected to your character, making him unique, and all that good stuff. Adding a better chat system to a quake server just makes it easier to say "PWNED YOU NOOB", it's not going to make people start suddenly talking in character :P

ARACs being rare and difficult to maintain is absolutely essential for immersion and therefore roleplaying. You pretenders who actually want ARACs to be commonplace aren't fooling anyone.

So, no we are not going to keep ARAC debates out of this thread just to suit you and the other two people who are too slow to see the obvious connection between "feeling you belong in the world, feeling connected to your character, making him unique, and all that good stuff" and ARACs being rather rare and problematic because their members are outlaws who are shunned by most everyone.

You say by now you think the Devs get the picture that we want chat revamped. Just as many people want ARAC penalties enacted (Perma-gray is a simple and obvious fix for it that would take seconds to implement). Interesting how you feel that one of them is obviously needed and you stick your fingers in your ears and pretend the other issue doesn't exist.

Jaaden
10-11-2009, 11:54 PM
Lore.

Lore... Lore... And some more Lore...

Uzik
10-12-2009, 12:00 AM
What does Darkfall need for roleplaying to work?

1) More Lore (Both in and out of game)
2) ARAC penalties (The whole racial conflict thing is a moot point at the moment)
3) Alignment fixes (Getting attacked by a 1 man guild in the capital city and people rogue exploiting/red bindstone farming ruins the whole good/evil thing)

bmfof
10-12-2009, 12:49 AM
So, no we are not going to keep ARAC debates out of this thread just to suit you and the other two people who are too slow to see the obvious connection between "feeling you belong in the world, feeling connected to your character, making him unique, and all that good stuff" and ARACs being rather rare and problematic because their members are outlaws who are shunned by most everyone.



Dude, don't get me wrong, I'm all for ARAC penalties, but you're practically saying "Fuck off, I'm going to scream at you everytime you oppose me or my views, at least until you shut up and I get what I want, regardless of other people's wishes and opinions."

Cut the ARAC shit already, you honestly don't think the 20 pages here, and all the volumes of discussions around the boards are enough of an indicator what the general public wants or doesn't want, eh?

Signus
10-12-2009, 03:14 AM
ARACs being rare and difficult to maintain is absolutely essential for immersion and therefore roleplaying. You pretenders who actually want ARACs to be commonplace aren't fooling anyone.

So, no we are not going to keep ARAC debates out of this thread

Actually no, I asked you, three times, to keep ARAC debates out of this thread because everything you have and can say has been said in one of the 20 million threads in the regular forums, and because it always boils down to flame wars and I'm trying to keep this thread on a productive path so the devs don't have to wade through piles of bickering just to read something new. I could care less about ARAC whatever the hell.

Yomaz
10-12-2009, 03:21 AM
from what ive read from this thread it doesnt seem people get the role playing aspect of ur question. Im not a role player but example: I am sexy alfar that like to take long walks through agon my favorite food is shepards pie from some one i just pked turn off include..
next on off topic did u know that u can shoot arrows under water right now not sure if bug or what but totally possible to noch bow under water at moment. i have other comments but ill wait for right thread :idea:

Realbigdeal22
10-12-2009, 03:37 AM
from what ive read from this thread it doesnt seem people get the role playing aspect of ur question. Im not a role player but example: I am sexy alfar that like to take long walks through agon my favorite food is shepards pie from some one i just pked turn off include..
next on off topic did u know that u can shoot arrows under water right now not sure if bug or what but totally possible to noch bow under water at moment. i have other comments but ill wait for right thread :idea:

We talk about feature taht could be added to make RPing more easy then how it is right now. Currently, its not fun and unattractive to RP.

By adding floating text, it add more immersion and you need that to get attracted to RP. Without chat immersion, we ignore players even if we are not the kind of rpers who ignore any players that need help or just want to talk. Instead, we end up having to whisper and do none RP stuff even if a player is 100 rper.

To RP, we 1st have to be comfortable about it or you just end up taking it too seriously because your guild leader force you to RP in order to stay.

Nocturne
10-12-2009, 04:34 AM
this thread (http://forums.darkfallonline.com/showthread.php?t=214646) caught our eye today and we thought it would be a good idea to grant rigan pere's wish and shine the spotlight on it.

It seems that these days quite a few, if not most people, tend to forget or not care that three of the letters that make up the mmorpg abbreviation stand for role playing game.

Darkfall, due to it's sandbox gameplay and open world is seen by some as an ideal game to bring back the old mmorpg feel where people would roleplay more often than use “lol” and “omg” as responses to 80% of their gaming experiences. Still there is room for improvement and we have seen role players wish for more features and mechanics, be it in game or out of game, to help enhance their gaming experience.

Let's hear it then, what would you like to see implemented, either in game or out, that you think would promote roleplaying? Do you absolutely hate roleplaying and think it would not fit in darkfall? With the possibility of gm run events in the future, would you like those to have a role playing flavor? Give us your why's and why not's by posting below.


chat bubbles.

johnnyc3po
10-12-2009, 04:52 AM
1 Better PvE
2 roaming mobs (not random spawns out of thin air)
3 greater variety of materials and drops
4 more crafting options
5 crafting customized items (colors, type of material used),
6 world events,
7 events that matter and mean something,
8 world changing events,
9 events that require large amounts of people to band together,
10 a skill cap system or points system (can't roleplay when everyone is the same thing), with the system i have in mind decay plays a role. You can still become anything you want, you just can't have everything at once. Otherwise, Darkfall is just an FPS with really minor RPG elements.
11 custom city placement (Cities should be able to be placed wherever you'd like, with GM approval to prevent people from being complete retards)
12 More life to the world, travelling NPC vendors.. NPC's that can be attacked and looted
13 Thief Skill, some sort of pickpocketing.
14 Addition of a few more types of combat
15 Revamping the melee combat system, see age of chivalry
16 Different types of resources to gather
17 The ability to create your own crafting recipes
18 PvE mobs should drop whatver they are wearing and using. Used to be like that back in beta, not sure why it changed. Definitely takes away from the feel of the game.
19 GM controlled bosses/mobs to provide players with an additional challenge. Quit trying to fix the shitty AI and just pay a few people minimum wage to control the mobs.

Darkfiend#billy
10-12-2009, 05:18 AM
I think visual customization is very important to roleplaying. People want to look unique and have their character stand apart from other characters. I think more in game customization features for armor appearance and the like would greatly help with immersion. If a player gets more "in" to his character, he gets more "in" to the game. What makes his bone-wearing alfar different from the dozens of other bone-wearing alfars?

Uzik
10-12-2009, 08:12 AM
Actually no, I asked you, three times, to keep ARAC debates out of this thread because everything you have and can say has been said in one of the 20 million threads in the regular forums, and because it always boils down to flame wars and I'm trying to keep this thread on a productive path so the devs don't have to wade through piles of bickering just to read something new. I could care less about ARAC whatever the hell.

How do you not see that ARAC and RP are linked together?

Hard to have a lawful good human guild when an ARAC guild will just run their human/dwarf/elf guys in front of their orks/dogs/alfar in order to flag you grey.

If fixing the alignment system isn't productive, I don't know what is...

Fifth Entity
10-12-2009, 08:13 AM
2 roaming mobs
..
13 Thief Skill, some sort of pickpocketing
two great ideas!

the roaming mob(s) that u can meet when and where u were NOT ready for it, adds a heap of the real world feeling at once. hard to misuse, because of their random nature
Mister Random Number Generator is a solution to many "becoming routine" (=boring) issues in the gameworld

pickpocketing adds a whole new dimension, apparently

boxfetish
10-12-2009, 09:23 AM
How do you not see that ARAC and RP are linked together?

Hard to have a lawful good human guild when an ARAC guild will just run their human/dwarf/elf guys in front of their orks/dogs/alfar in order to flag you grey.

If fixing the alignment system isn't productive, I don't know what is...

They don't see it because they are only paying lip service to roleplaying or only understand the most superficial aspects of it. I don't roleplay in MMORPGs (and I never really have). I used to roleplay in MUDs and with pen and paper and it couldn't be more obvious that the game world needs to be immersive and needs to have an internal logic or consistency regarding it's own lore and backstory.

This simply isn't possible in a game where the game mechanics are literally at odds with the racial lore of the game.

So, AV either needs to change the ARAC/alignment mechanics to make ARACs outlaws (which they would be in any reasonable implementation of Agon) and to make being an outlaw actually significant or they need to remove the alignment, factions, and racial lore (and perhaps even the races themselves) from their game. It's quite simple really.

The game has enough phony choice and diversity as it is. They need to make choosing a race actually mean something. Making ARACs a rare accurance is absolutely essential to this. Nobody can play the role of a human in a manner that is distinctive from the role of a Maharim when their is no real difference between them and they bake pies and pick flowers together because the game mechanics surrounding race interactions are a fucking joke.

Oo_
10-12-2009, 11:28 AM
1) better chat system that allows you to easily speak to random strangers you happen to meet in the world

2) maybe some more non-combat stuff to do

Ooli
10-12-2009, 12:43 PM
for the start it would be nice to be able to

1 sit on the chairs, benches, ...

2 be able to craft beer(first you can make brew reagents with herbalism and than you can cook it with a empty bottle)

3 when you sit on a chair near a table have the beer/food(has to be equipable than) shown on the table

4 have chatbubbles that are toggleable in options

5 when someone does emotes have it shown after chatbubbles are enabled as *emote* over their head

6 be able to pet your pet, maybe give the drakes meat to heal them up, weed for the horses, aples for the pigs, ...

7 boardgames/cardgames which are craftable and maybe are placed in the npc cities or/and on some nice spots in the world

8 skills like pickpocket(only one item at a time, with turns you grey after getting one), treasurehunter(increases the chance for keys, or when 100% you get a minimum of 100 gold out of chaoschests or +10% from the normal chests).

9 get rit of the hp bar, as the charmodel shows the damage, and put instead a textbar where it shows perfect contition, slightly damaged, ..., nearly dead ...(give it a skill too, so it would be more accurate and maybe get rid of the name and guild too and only after 50% skill you see the name and after 75 skill the guild at 100 maybe see icons for the titles under the name, but leave the name in the system msg, ... maybe skillup by killing racial enemies)

10 pvp titles, like orcslayer after killing 1000 orcplayers, ... or human defender for killing 10000 racial enemies, ...

11 more lore, maybe through gm events to get ppl to recognize it

12 capture the flag, as long as the flag of your race is in the capital city all get +1 regeneration while resting, while you can see your racial flagg always at the map. +0.2 for each other racial flag you can capture and bring back to your capital.(or similar)

13 cloaks that fits into the robe slot but are wearable with armor. or make armors/robes have a slot where you can put a cloak into it.

14 dying and making ally/guild emplems on sails, cloaks, armor, shields...

15 a shovel where you can dig for chests that give something beetween the the normal chests and a selentine chest. the chests should spawn randomly like the chaoschests.

16 armor and weapon research, with it you are able to make recepts fom mobdropstuff, maybe get 5-10 recepts from one item and so you can craft some of them too.

17 rename revive to medic(or something else) and let it use 1 bandage to get ppl back up. enable ghosts instead to the instand respawn, and add a 100 arcanespell revive/ressurection. get rid of the gravestones and let the dead body lie around slowly rotting(same duration as the gravestones now, for players and mobs) and after that let the items lie on the ground for the same duration. and add a 100 necro spell where you can send a ghost back to its last dead body. you should only be able to revive instandly at a church, at a clanstone you get a 30 or 60 sec timer. (maybe let the bodies be skinable for the head and you can craft with jewelsmithing and the head something that you can hang on a wall of your house)

18 no itemtrashing only itemdropping possible, but you can but things into dead bodies. dropped items should be despawning after the same time as a player gravestone despawns now.

19 a skill that skills up on dying, that let you see ghosts. 25 see ghosts, 50 see forename, 75 see full name, 100 see full name + guild of a ghost.

20 decraft items, smelt it back for 30% of its craftingmats or something like that, cut clothes to bandages, ...

21 put weaverskill in the game + loom(crafting tool) and add flax or cotton or add sheeps and make them skin for wool and leather. so you can make your own cloth.

22 in npc cities or areas protected with npc towers, all fighting shall be forbidden. the first who hits someone will be shoot down, regardless of guildsetting or if they are in the same party/alliance...

23 make churches usefull maybe make the altars interactable that as long as you interact with it give you a higher reagenerationrate. +1 or something like that, could be a preaching animation or something like that

24 use different bottletypes, and after drinken a bottle you should be able to get a used bottle back which you have to clean in the water with some tool, let some break after drinking, and some when crafting to compensate for it. same is for bandages(i descriped further up) with a washboard at the water.

25 add a shisha you can spawn like a mount and some players can sit around it, or similar small thinks, like sitting at a campfire, ...

the numbers in the text are just placeholders as i it is no balancing thread just a suggestion thread...

this would be some of the changes i like to see besides what i already saw mentioned by looking through the thread and i think i got a bit carried away :=)

Darkfiend#billy
10-12-2009, 06:51 PM
for the start it would be nice to be able to

1 sit on the chairs, benches, ...

2 be able to craft beer(first you can make brew reagents with herbalism and than you can cook it with a empty bottle)

3 when you sit on a chair near a table have the beer/food(has to be equipable than) shown on the table

4 have chatbubbles that are toggleable in options

5 when someone does emotes have it shown after chatbubbles are enabled as *emote* over their head

6 be able to pet your pet, maybe give the drakes meat to heal them up, weed for the horses, aples for the pigs, ...

7 boardgames/cardgames which are craftable and maybe are placed in the npc cities or/and on some nice spots in the world

8 skills like pickpocket(only one item at a time, with turns you grey after getting one), treasurehunter(increases the chance for keys, or when 100% you get a minimum of 100 gold out of chaoschests or +10% from the normal chests).

9 get rit of the hp bar, as the charmodel shows the damage, and put instead a textbar where it shows perfect contition, slightly damaged, ..., nearly dead ...(give it a skill too, so it would be more accurate and maybe get rid of the name and guild too and only after 50% skill you see the name and after 75 skill the guild at 100 maybe see icons for the titles under the name, but leave the name in the system msg, ... maybe skillup by killing racial enemies)

10 pvp titles, like orcslayer after killing 1000 orcplayers, ... or human defender for killing 10000 racial enemies, ...

11 more lore, maybe through gm events to get ppl to recognize it

12 capture the flag, as long as the flag of your race is in the capital city all get +1 regeneration while resting, while you can see your racial flagg always at the map. +0.2 for each other racial flag you can capture and bring back to your capital.(or similar)

13 cloaks that fits into the robe slot but are wearable with armor. or make armors/robes have a slot where you can put a cloak into it.

14 dying and making ally/guild emplems on sails, cloaks, armor, shields...

15 a shovel where you can dig for chests that give something beetween the the normal chests and a selentine chest. the chests should spawn randomly like the chaoschests.

16 armor and weapon research, with it you are able to make recepts fom mobdropstuff, maybe get 5-10 recepts from one item and so you can craft some of them too.

17 rename revive to medic(or something else) and let it use 1 bandage to get ppl back up. enable ghosts instead to the instand respawn, and add a 100 arcanespell revive/ressurection. get rid of the gravestones and let the dead body lie around slowly rotting(same duration as the gravestones now, for players and mobs) and after that let the items lie on the ground for the same duration. and add a 100 necro spell where you can send a ghost back to its last dead body. you should only be able to revive instandly at a church, at a clanstone you get a 30 or 60 sec timer. (maybe let the bodies be skinable for the head and you can craft with jewelsmithing and the head something that you can hang on a wall of your house)

18 no itemtrashing only itemdropping possible, but you can but things into dead bodies. dropped items should be despawning after the same time as a player gravestone despawns now.

19 a skill that skills up on dying, that let you see ghosts. 25 see ghosts, 50 see forename, 75 see full name, 100 see full name + guild of a ghost.

20 decraft items, smelt it back for 30% of its craftingmats or something like that, cut clothes to bandages, ...

21 put weaverskill in the game + loom(crafting tool) and add flax or cotton or add sheeps and make them skin for wool and leather. so you can make your own cloth.

22 in npc cities or areas protected with npc towers, all fighting shall be forbidden. the first who hits someone will be shoot down, regardless of guildsetting or if they are in the same party/alliance...

23 make churches usefull maybe make the altars interactable that as long as you interact with it give you a higher reagenerationrate. +1 or something like that, could be a preaching animation or something like that

24 use different bottletypes, and after drinken a bottle you should be able to get a used bottle back which you have to clean in the water with some tool, let some break after drinking, and some when crafting to compensate for it. same is for bandages(i descriped further up) with a washboard at the water.

25 add a shisha you can spawn like a mount and some players can sit around it, or similar small thinks, like sitting at a campfire, ...

the numbers in the text are just placeholders as i it is no balancing thread just a suggestion thread...

this would be some of the changes i like to see besides what i already saw mentioned by looking through the thread and i think i got a bit carried away :=)

Lots of good ideas, lots of bad ones, and some that are fluff.

1) Good
2) Fluff
3) Fluff
4) Good
5) Good
6) Bad
7) Fluff
8) Bad
9) Interesting (I liked NeverWinter Nights)
10) Good
11) Good
12) Bad
13) Good
14) Good
15) Bad
16) Good
17) Terrible
18) Bad
19) Bad
20) Good
21) Bad
22) Good
23) Bad
24) Bad
25) Fluff

Interesting creativity for all of it though.

Kasmos
10-12-2009, 06:56 PM
So, AV either needs to change the ARAC/alignment mechanics to make ARACs outlaws (which they would be in any reasonable implementation of Agon) and to make being an outlaw actually significant or they need to remove the alignment, factions, and racial lore (and perhaps even the races themselves) from their game. It's quite simple really.

The game has enough phony choice and diversity as it is. They need to make choosing a race actually mean something. Making ARACs a rare accurance is absolutely essential to this. Nobody can play the role of a human in a manner that is distinctive from the role of a Maharim when their is no real difference between them and they bake pies and pick flowers together because the game mechanics surrounding race interactions are a fucking joke.

/agree completely

Avran
10-12-2009, 07:16 PM
i miss the following features:

-sit down on the ground / on chairs/ stairs etc.
-create an own shop like in ragnarok /aion. because of the darkfall com (80% childish game destroyer) it should not be able to attack someone that opened his shop. shops can only be opened in npc and chaos towns as well as player towns. you can only create 1 shop every 10 hours. if you are in fight or dont have full hp you are not able to create your shop. so no one can use the feature to protect himself if he gets hunted.
you can sell varoius items in your shop and enter a chatmessage.
-new chatsystem
-> bubbles for the public chat and decrease the range of the public chat
-give clanleaders more rights:
-> let surpreme generals change the names and rights of the ranks
(for example lowest rank is called "thief" by a surpreme general. he is able
to use the clanchat,
see whats in the bank, can kick himself from clanstones and is able to
see the diplomacy stuff etc.)

-give ressources not a x hours global cooldown. give them a weekly cooldown. so players are forced to go far away to harvest. that brings agon back to live, increases the price of harvested stuff and enables mercenary-jobs that guard the harvesters
-radical local banking. that might decrease the ammount of kiddies that still want to destroy the game (like they did in the past) and ruin rp-events.
ps: i want to see trade caravans *-*
-decrease the ammount of item-selling npcs to make player shops (if u implement them)and crafters/ traders more important for cities/darkfall.

PediPhiler
10-12-2009, 10:42 PM
How do you not see that ARAC and RP are linked together?This 1000x

GRCPan
10-12-2009, 11:10 PM
A good question is, why can we create non arac clans? If you make a race only clan it is exactly the same as making an arac clan and just inviting people of the same race only into it.

The answer is that something was supposed to be different about arac clans, and since they didn't drop the idea of being able to choose what type of clan you can make, it must mean that they still want to do something with the different types of clans.

xpiher
10-13-2009, 12:16 AM
ARACs being rare and difficult to maintain is absolutely essential for immersion and therefore roleplaying. You pretenders who actually want ARACs to be commonplace aren't fooling anyone.

So, no we are not going to keep ARAC debates out of this thread just to suit you and the other two people who are too slow to see the obvious connection between "feeling you belong in the world, feeling connected to your character, making him unique, and all that good stuff" and ARACs being rather rare and problematic because their members are outlaws who are shunned by most everyone.

You say by now you think the Devs get the picture that we want chat revamped. Just as many people want ARAC penalties enacted (Perma-gray is a simple and obvious fix for it that would take seconds to implement). Interesting how you feel that one of them is obviously needed and you stick your fingers in your ears and pretend the other issue doesn't exist.

Its not that the issue doesn't exist, its that your soultion fails. Perma gray removes any chance for a person who take part in clan politics participating in the rest of the game. Realize that there are other solution to your "problem" that don't involve cutting half the game out for the majority of people.

xpiher
10-13-2009, 12:22 AM
God I must be tired becuase my last post didn't make any sense. Its not that we non-rpers don't see the problem, its that your solotion for making everyone in an ARAC clan perma gray just fails. By making everyone in an ARAC clan perma gray, you effectively block most people from playing half the game. There are other ways to make races and lore matter than perma gray. How about yellow, where a person is an outsider but not a criminal and therefore can be hit without giving someone penalty but can still go inside towns to do quest. Why not add in RvR elements where clans can swear alligence to one of the races even if they are ARAC!?

boxfetish
10-13-2009, 03:55 AM
God I must be tired becuase my last post didn't make any sense. Its not that we non-rpers don't see the problem, its that your solotion for making everyone in an ARAC clan perma gray just fails. By making everyone in an ARAC clan perma gray, you effectively block most people from playing half the game. There are other ways to make races and lore matter than perma gray. How about yellow, where a person is an outsider but not a criminal and therefore can be hit without giving someone penalty but can still go inside towns to do quest. Why not add in RvR elements where clans can swear alligence to one of the races even if they are ARAC!?

If your sole objection to perma-gray is non-access to quests then you fail. Consistent and rational mechanics for race interactions are crucial to the game. Part of the penalty for being ARAC and therefore being perma-gray would be not having access to everything a non-ARAC would. This is intuitive and necessary in order to "encourage" the player base to make these all race clans as rare as they would conventionally be.

Besides, the players would always still have the choice to form a perma-gray ARAC clan or not form one based on the trade offs involved. Player choice. Player freedom. Player consequences.

If your concern is that that current clans would be subject to this, then give existing clans a limited time option to "choose" to become a clan without racial enemies as membes. All of the players in that clan could then change their race to be compatible with their clan's new requirements or leave.

There is also no reason that AV couldn't add content to replace that lost to players that become perma-gray because their clan is ARAC.

To repeat, making ARACs rare and sensible is way more important than whether or not some players lose access to some of the game and lose the clan politics that have sprung up around ridiculous and broken mechanics for handling ARACs and alignment in general. This game will never be a role playing game as long as this kind of thing is an afterthought to AV.

johnnyc3po
10-13-2009, 06:09 AM
God I must be tired becuase my last post didn't make any sense. Its not that we non-rpers don't see the problem, its that your solotion for making everyone in an ARAC clan perma gray just fails. By making everyone in an ARAC clan perma gray, you effectively block most people from playing half the game. There are other ways to make races and lore matter than perma gray. How about yellow, where a person is an outsider but not a criminal and therefore can be hit without giving someone penalty but can still go inside towns to do quest. Why not add in RvR elements where clans can swear alligence to one of the races even if they are ARAC!?

If you want an ARAC guild, there should be a penalty, plain and simple.

Uzik
10-13-2009, 06:24 AM
Its not that the issue doesn't exist, its that your soultion fails. Perma gray removes any chance for a person who take part in clan politics participating in the rest of the game. Realize that there are other solution to your "problem" that don't involve cutting half the game out for the majority of people.

How would it remove them from clan politics? It would just mean that they can't go into n00b areas. It would actually add a lot more to clan politics if guilds of opposite races couldnt ally without becoming red. Holy shit! An end to nutcupping?

Rhygar
10-13-2009, 05:43 PM
The easy ones to add and which should've been here from the beginning;

1) We need to interact with the world. You need to be able to actually use the chairs & benches in the clan keep or church for starts.

2) For the love of god just give us the ability to customize those ridiculously generic clan ranks AND the rights/restrictions for each rank. We need to be able to split up the bank vault into compartments with its own access levels as well (not really RP but would be useful).

3) A name change option please.

4) Character history sheet viewable by the public. I want to see which clans players had been in before before I recruit them. Name changes can be recorded on this as well. (granted this is also not really RP)

5) Personalised tabards. Don't restrict it to 1 per clan. Each player needs to load his own - which would be whatever a particular clan decrees it is - if they wish to have a standard one.

Unfortunately though even with the above and some of the other good observations made by others this game cannot have a proper RP environment.

That cannot exist while;

1) Your character lives in a timeless void - all current MMOs are alike in that - and without your character facing real death through, at the very least, some sort of aging process.
2) The only thing to do in the world is PvP or prepare for PvP. But, hey, that is the game the devs wanted right?
3) You have no purpose for non-PvP goods. You can only give value to an item by attaching it to your character's survival (which is why aging and methods in which to slow it down is beneficial).
4) A harsh and all pervasive reputation system that influence both individual and clan features/options - ideally also influencing your lifespan. Thus making clans police their members behaviour and only engaging in wars that will get them the resources required to keep them alive. Without this conflict is frivolous and if death equates to mere timeloss there cannot be any context in which RP can take place.

So unless you implement eventual character death via aging with ways to increase/decrease you lifespan through player conflict/co-operation along with a reputation system which provides context for your actions in the game world RP can only ever be an afterthought. You will also have to redesign the whole god damn game - so RP is pretty much a lost cause here anyway.

I will say that judging by the average post on this board it doesn't really matter as "RP and context" has no meaning for most. If they just want a FPS MMO to kill shit that is fine, but then I ask you with tears in my eyes, why is this thread even been made?

So just add the first five, easy items I mentioned and we can merrily carry on pretending that adding "RP" on top of a game that only has one viable mindset (i.e. PK) has any point what-so-ever. Our characters are seemingly immortal anyway so no need for something as mundane as "reason" to intrude on this little virtual brawl.

EDIT: 6) Add a member contribution system in the clan management system. Something automated.
7) Make the bank logs downloaded to Excel.
8) I want to see who looted my corpse if it wasn't a neutral or enemy character.
9) Log of who is using our clan resources.
10) Activity log for members.

All of the above downloadable to Excel.

Kasmos
10-13-2009, 06:08 PM
If your sole objection to perma-gray is non-access to quests then you fail. Consistent and rational mechanics for race interactions are crucial to the game. Part of the penalty for being ARAC and therefore being perma-gray would be not having access to everything a non-ARAC would. This is intuitive and necessary in order to "encourage" the player base to make these all race clans as rare as they would conventionally be.

Besides, the players would always still have the choice to form a perma-gray ARAC clan or not form one based on the trade offs involved. Player choice. Player freedom. Player consequences.

If your concern is that that current clans would be subject to this, then give existing clans a limited time option to "choose" to become a clan without racial enemies as membes. All of the players in that clan could then change their race to be compatible with their clan's new requirements or leave.

There is also no reason that AV couldn't add content to replace that lost to players that become perma-gray because their clan is ARAC.

To repeat, making ARACs rare and sensible is way more important than whether or not some players lose access to some of the game and lose the clan politics that have sprung up around ridiculous and broken mechanics for handling ARACs and alignment in general. This game will never be a role playing game as long as this kind of thing is an afterthought to AV.

Couldn't have said it better myself, thank you. Racial alliances need to mean something and there needs to be consequences for going against them, and the kind of things that would or could be implemented alongside this would create so many new features and aspects of this game.

How would it remove them from clan politics? It would just mean that they can't go into n00b areas. It would actually add a lot more to clan politics if guilds of opposite races couldnt ally without becoming red. Holy shit! An end to nutcupping?

Holy shit! Two intelligent posts on the same page! What a day in forumfall it's been.

xpiher
10-13-2009, 10:16 PM
If your sole objection to perma-gray is non-access to quests then you fail. Consistent and rational mechanics for race interactions are crucial to the game. Part of the penalty for being ARAC and therefore being perma-gray would be not having access to everything a non-ARAC would. This is intuitive and necessary in order to "encourage" the player base to make these all race clans as rare as they would conventionally be.

Besides, the players would always still have the choice to form a perma-gray ARAC clan or not form one based on the trade offs involved. Player choice. Player freedom. Player consequences.

If your concern is that that current clans would be subject to this, then give existing clans a limited time option to "choose" to become a clan without racial enemies as membes. All of the players in that clan could then change their race to be compatible with their clan's new requirements or leave.

There is also no reason that AV couldn't add content to replace that lost to players that become perma-gray because their clan is ARAC.

To repeat, making ARACs rare and sensible is way more important than whether or not some players lose access to some of the game and lose the clan politics that have sprung up around ridiculous and broken mechanics for handling ARACs and alignment in general. This game will never be a role playing game as long as this kind of thing is an afterthought to AV.

My objection isn't the fact that people who are in ARAC clans won't be able to do quest, the majority of the population doesn't do quest anyways. My primary objection to your (as in most people in this thread) soultion only turns the game into an RvR centric game where players aren't limited to what race they can pick. Not only that, but it doesn't do much to add to the RP aspect of the game except divert clan politics away from player driven to a more "lore" driven flavor. Other mechanics need to be added to the game to make the race wars matter in the grand scheme of things. I'm talking about the ability to for a race to take over outpost in a King of the Hill type objective, the ability to be sent on RvR PvP quest into enemy territory, rep farming, etc. If AV doesn't add those aspects into the game and just punishes ARAC clans, then the RvR/RP aspect of the game is just shallow and won't do anything to help the game. However, if AV adds those options into the game and punishes ARAC clans by making them global gray, then you effective cut out half the game from playing half the game (assuming that you won't be able to change races). Furthermore, you screw over the least popular race alliance. Yes, the ability to change race will solve the issue for most people; however, everyone who chooses to remain ork or wolf will get stomped by the other races. No one who is a wolf/orc in an ARAC clan will stay wolf/orc if given the option to switch races with little to no penalty. You may be fine with imbalanced RvR mechanics, but I am not. I want those RvR elements, but global gray to me isn't the answer for the reasons above. I'll be fine regardless of what AV does though.

slyrover
10-13-2009, 10:43 PM
A new structure called taverns that can be built in player cities, hamlets and villages and also added to existing racial cities and wilderness banks.

Inside we can have a bulletin board that has a random quest generator that sends people out on quests that use the local npcs in the area as quest givers (kill, delivery etc).

Also there can be a bounty board that tracks the top 20 notorious criminals for the area based on how many racial enemies they have killed. Murderers that are red won't be left out and can be tracked and bounties set on them as well. All bounties reset after death of person holding bounty.

Also inside we can have social mini games like beer drinking, liars dice, dwarf tossing, chess, checkers, arm wrestling etc. and the ability to place wagers on said games by the players.

Food and drink would also be served. It would be a place to sit and chill with your friends to and make new ones after a long day of fighting, grinding etc.

I think this will give players more ways to interact with each other in the game when they need a break from gathering, crafting and pvp.

boxfetish
10-13-2009, 10:47 PM
My objection isn't the fact that people who are in ARAC clans won't be able to do quest, the majority of the population doesn't do quest anyways. My primary objection to your (as in most people in this thread) soultion only turns the game into an RvR centric game where players aren't limited to what race they can pick. Not only that, but it doesn't do much to add to the RP aspect of the game except divert clan politics away from player driven to a more "lore" driven flavor. Other mechanics need to be added to the game to make the race wars matter in the grand scheme of things. I'm talking about the ability to for a race to take over outpost in a King of the Hill type objective, the ability to be sent on RvR PvP quest into enemy territory, rep farming, etc. If AV doesn't add those aspects into the game and just punishes ARAC clans, then the RvR/RP aspect of the game is just shallow and won't do anything to help the game. However, if AV adds those options into the game and punishes ARAC clans by making them global gray, then you effective cut out half the game from playing half the game (assuming that you won't be able to change races). Furthermore, you screw over the least popular race alliance. Yes, the ability to change race will solve the issue for most people; however, everyone who chooses to remain ork or wolf will get stomped by the other races. No one who is a wolf/orc in an ARAC clan will stay wolf/orc if given the option to switch races with little to no penalty. You may be fine with imbalanced RvR mechanics, but I am not. I want those RvR elements, but global gray to me isn't the answer for the reasons above. I'll be fine regardless of what AV does though.

/facepalm

xpiher
10-13-2009, 11:07 PM
/facepalm

you could explain yourself instead of being a jackass

Gray Fox
10-14-2009, 10:38 PM
Here is my suggestion about the text above heads: :)
http://forums.darkfallonline.com/showthread.php?p=3801836#post3801836

Discuss.

Alioth
10-15-2009, 02:39 AM
Lore
Trading and Economy
Local Banking
Regional Resources
Events
Better chat interface

Did I mention lore?

QFT.

Short, but pretty.

Teseus
10-15-2009, 06:43 AM
1- Chat Bubble
2- Fluffs (furniture, writeable books, dyes, emotes, etc...)
3- More diversification on the image of armours and weapons.

Miira
10-15-2009, 08:29 AM
Fix the alignment system. I was thinking that simply removing the cap would work. As it is now, no matter how many racial allies I kill, I only have to kill 100 enemies to be blue again. If there was no cap, killing hundreds of allies would screw you over for a very long time. It would also help to add reasons to be blue, repeatable quests only gotten in blue cities(maybe have a 1 day stat buff as the reward), skills only bought in blue cities, etc.

xpiher
10-15-2009, 09:01 AM
Fix the alignment system. I was thinking that simply removing the cap would work. As it is now, no matter how many racial allies I kill, I only have to kill 100 enemies to be blue again. If there was no cap, killing hundreds of allies would screw you over for a very long time. It would also help to add reasons to be blue, repeatable quests only gotten in blue cities(maybe have a 1 day stat buff as the reward), skills only bought in blue cities, etc.

Thats one way to fix it :D

johnnyc3po
10-15-2009, 05:30 PM
I wish they'd get rid of gravestones and just leave a dead body of "x race"

Ausei
10-15-2009, 07:20 PM
CHAT BUBBLES



mybubbles...

warriorswar
10-15-2009, 08:08 PM
Chat:

-chat over head, in option (possibility to unable it);

-Turn the public chat to a lower area (only near to you), the current public chat is a fail.

Add more possibility for involve player-created content and player-created event:

-No-combat stuff and tools like cloth, scissors, ect.. that's you can use without a craft station.

-Extend housing for "friends activities" suck a player owned bar (with player created dwarf beer!:D), mini-games, and much more...

-More no combat "option" for player'adventure and world exploration like possibility to making small fire everywhere for cooking the fresh catched food, player camp with a limited form of local banking (a chest?), etc...

Robert1213
10-15-2009, 09:37 PM
text bubbles ftw

princedrake
10-16-2009, 01:55 AM
1) Chat System upgrade for face to face conversation.

2) Tweak game mechanics/alignment/lore to promote Race vs Race and Good vs Evil conflict rather than the current chaotic clan vs clan or me vs everyone else environment.

PediPhiler
10-16-2009, 03:11 AM
you could explain yourself instead of being a jackassThat's what war declarations are for, so you can fight your own race if you need to.

xpiher
10-16-2009, 03:29 AM
That's what war declarations are for, so you can fight your own race if you need to.

Problem is people think that just by adding a punishment to ARAC you solve the issue. All you create by doing that is a shallow RvR system. If you punish ARACs in subtle ways that makes their life difficult, but not impossible (other than global gray) while adding incentives to participate in the proper RvR system you will have both a deep RvR and player created political environment.

Luthorn
10-17-2009, 05:33 AM
Well.. I been thinking of giving Darkfall a whirl but after finding out that it doesn't have chat bubbles.. idk.. i hate scrolling in chat box just to read up things that was sad long ago.. while with chat bubbles I can see whats being said this second.. I for one enjoy to roleplay.. and I though this game would be best for it.. but from what I read so far.. it seems it does need lore.. If all Darkfall is to run around find someone and kill them.. then I know it will just eventually get boring.. lol I like to sit down drink in game chat with people but if chat box is only way to communicate.. then that just sucks :( T'ill a better chat system is in then you will have me and a bunch of my buddies get Darkfall going. :)

GO CHAT BUBBLES! o_O

grimfees
10-18-2009, 03:31 AM
Problem is people think that just by adding a punishment to ARAC you solve the issue

thing is, you do.

Signus
10-18-2009, 06:33 PM
thing is, you do.

Not really, no, people aren't going to suddenly start to RP if race warfare was enforced. That'll just make people PvP in a different way.

Draxous
10-18-2009, 10:55 PM
Chat bubbles should be a separate system from the current chat... even if the interface for it is found in the "chat tabs."

That way, players can still communicate in game without revealing their location unintentionally.

Things like being able to sit in chairs, lay in beds... and so on would go a long way to help.

RonarcBracklaw
10-18-2009, 11:43 PM
Someone said ARAC clans should be disallowed or penalized... I don't care if you RP on my server, but don't expect me to take a penalty just to help you do it.

xpiher
10-18-2009, 11:55 PM
thing is, you do.

Thats laughable. The primary reason why ARAC clans are possible is becuase once you have a city, NPC cities become useless.

xzxDJxzx
10-19-2009, 12:23 AM
text clear bubbles not huge white bubbles.

TradeCartel
10-19-2009, 01:58 AM
While I think Chatboxes would definitely help, the main thing I think that handicaps a game in terms of being able to Roleplay is also mostly in the "fluff".

Now I hardly wish to draw comparison here, but if you look at MMOs like WoW that have a huge RP crowd, there is a lot of vanity in that game that makes it more immersive, you have numerous alcoholic beverages that while ultimately serving no true purpose, create an interesting dynamic in the social aspect of the game. You also have numerous NPCs that whether interactive or not add extra depth to the game world. In addition you have things like vanity pets (not needed for Darkfall), and greater interaction with the environment and emotes (sitting in chairs, lying in beds, dancing, etc.) which I think would help Darkfall.

I think the whole thing stopping it for me is there's no real interaction to the world, it's pretty, but it lacks substance, every mechanic and feature in the game thus far minus the paltry range of available emotes, are all designed to be applicable to the core game mechanics, in a sense, they are all necessary, there's nothing there that doesn't have a practical use. I walk through the desolate NPC towns quite a bit and see obvious places where there's an Inn or an outdoor cafe, but I can't sit at the table with a group of adventurers in a tavern, have an ale, and share stories of my exploits, I can't do a drunken dance atop the bar, I can't go up to a bookshelf and read a little background story about the lore of Malaut, there's just nothing to really tie me to the lore of this world, it's not that there isn't lore so much, the problem is to really know ANYTHING of the lore, you HAVE to learn it outside the game, which is what ultimately is the failing of it.

The quests could also be made more dynamic and less cookie-cutter (kill/gather x number of this).

Bslev
10-19-2009, 03:34 AM
Player interaction is very limited in DFO because interacting with anyone is a chore even for practical purposes like trading... let alone for RP purposes. Before chat bubbles, what we need is a chat system that is actually useable at all.

The current chat system is the worst I've ever seen in a MMO, even compared to decade-old systems like UO. Chat in UO was much more limited but much more useable, while DFO's system is just a mess.

Make a proper system with the ability to create and destroy chat windows/tabs at will, filter which channels go into each window/tab, toggle grouping of all PMs in one single window/tab regardless of sender, and edit the name/text color for each channel separately. Really, this is what EVERY game has been doing for years. You guys tried to re-invent the wheel here, and it wasn't necessary.

Other ideas, from most desperately needed to least desperately needed:
1) A chat system that works. This is absolutely desperately needed. Whoever wrote the current chat system better be good at something else, or he's just a waste of company money.
2) A one-click way to /tell people who are around you. Maybe add "Send Tell" to the "G" key menu when you click a player.
3) Wildlife, not necessarily aggressive or rewarding to fight. Just so the world feels immersive instead of empty.
4) Chat bubbles, with a short range and LOD checks for neutral/hostile targets.
5) Emote/chat-macro interface (like an extra hotbar, on which you can add emotes or custom chat message macros as clickable/bindable buttons).
6) Fluff like sitting on chairs or opening up the interiors of more buildings in NPC cities.

Draxous
10-19-2009, 04:17 AM
3) Wildlife, not necessarily aggressive or rewarding to fight. Just so the world feels immersive instead of empty.
4) Chat bubbles, with a short range and LOD checks for neutral/hostile targets.
5) Emote/chat-macro interface (like an extra hotbar, on which you can add emotes or custom chat message macros as clickable/bindable buttons).
6) Fluff like sitting on chairs or opening up the interiors of more buildings in NPC cities.

:)

Banok
10-19-2009, 05:46 AM
ARAC clans pretty much destroyed the lore...

this. not against having arac clans just the way they are implemented is a joke, for example it doesn't affect alignment.

floating text would be great, no one reads or talks in local as it is.

I would suggest a alternative roleplaying chat channels but the reality is ppl will prolly just yell abuse in it unless it is heavily moderated.

Banok
10-19-2009, 05:47 AM
6) Fluff like sitting on chairs or opening up the interiors of more buildings in NPC cities.

this too!

DeManiac
10-19-2009, 06:19 AM
Ok this is what I'd like to see, first.

General Channel
A channel, name it General or whatever.
In this one, everything that's written is viewed, be it clan, tell, public, trade, everything Except System messages.

You should then be able to filter it through options( accessed through the right corner option /customize button of each frame).
There you can chose if you want it to show Trade, Race, etc etc.

Then the other "channel frames" would still be there, but you could X them if you want.

Chat bubbles
Now with that done, add chat bubbles, and no, not chat bubbles that are visible to everyone from miles range, depending on if you have it on, or off.

You set if you want to show your Chat bubble to others for each specific channel( in the same right hand corner option).

This way, the only ones that can see your chat bubble are those you want to see it, and if you want to show it.
You cannot use this feature to sneak on others, because they chose if they want to view it themselves, and it's only visible to those that can read the text in that particular channel.

If you want to, you could chose to disable all chat bubbles in GUI options.
Then it doesn't mater if people have it activated in all their channels, you won't see them anyway.



Summary
So, with this brand new General channel, everyone will have allot easier to keep track of tells and all other channels at the same time(those they want to pay attention to, that is)
Also if you want to, to make it easier for others to know that you're speaking, you can enable your chat bubble for a specific, or all channels.



Last Words
This would make everyone happy I believe, no forced chat bubbles that give away your position if you're afraid of that, and a general channel that people can use to keep track of conversations and important information, easier.
This makes the communication part of RP easier, but if it's enough to support all out RP I'm not sure.
But I'm certain there are others, more used to RP then me that will voice their opinion.

TradeCartel
10-19-2009, 07:10 AM
How about have different methods for the chat bubbles to be displayed, based on what you're doing...

/say - displays a chat bubble everyone can see in that immediate area, centered above the person's head, possibly with LOS applying.

/csay & /psay - displays a chat bubble only for those in your clan alliance or party

/rsay - displays a chat bubble only for good aligned members of your race or race alliance

Whispers don't need chat bubbles, they're intended to be private conversations anyway.

you also have /yell which really anyone should be able to see, and probably shouldn't be LoS


Maybe even introduce some kind of incomprehensible muttering or something akin to Simlish (http://en.wikipedia.org/wiki/Simlish) where you can't see the chat bubbles if LoS but you hear talking going on, and make it timed-based upon how many words there are, so someone saying a word you will only hear for a split second, where-as someone who says a whole paragraph you can hear for a good 20-30 seconds.

Draxous
10-19-2009, 04:23 PM
How about have different methods for the chat bubbles to be displayed, based on what you're doing...

/say - displays a chat bubble everyone can see in that immediate area, centered above the person's head, possibly with LOS applying.

/csay & /psay - displays a chat bubble only for those in your clan alliance or party

/rsay - displays a chat bubble only for good aligned members of your race or race alliance



I think the /whatever commands in this game are too much and too confusing already to continue adding to that system.

I doubt I know 10% of the commands available... and already need a handbook with them all written out in order to use them.

pixels
10-19-2009, 04:52 PM
I'm not a roleplayer but I think it would be good 2 have chat bubbles like a lot of games have.

Signus
10-19-2009, 05:01 PM
No need for chat bubbles until the initial system is fixed. If the only way to see local chat is to have chat bubbles, and half the people turn them off, we have an even bigger problem.

Fix the chat interface, make stuff appear in one tab with optional side tabs, and make local chat global for every tab unless you specifically turn it off.

coz
10-19-2009, 05:21 PM
Expanding on the above:

Require crafting/gathering specializations in order to gather the highest quality resources and craft the best items in the game. Make it so these specializations give combat disadvantages so one player can't maximize their ability to gather/craft and PvP at the same time.

A real, complicated, detailed trade and merchant system. Full local banking and a comprehensive player vendor, trade, and caravan system to facilitate this. Once this is in place, begin offering specializations with an explorer or merchant bent (which again will require tradeoffs in the PvP area).

Legitimize and expand the game's existing "lore" by enforcing the racial dynamics. Either disallow or implement severe penalties for ARAC clans. In this same vein, implement more resources or items or skills that differentiate the races and the regions they occupy.

Once these are in place many types of players which are currently missing from this game with come back or sign up and the "role" playing will take care of itself because there will actually be distinct roles to play.




I hope they(devs) see and seriously consider this idea.

Rage
10-19-2009, 05:37 PM
Roleplaying? Seriously?
I personally can't stand being around roleplayers in this game. Simply put, they are distracting and annoying. This game is a hardcore MMOFPS not a MMORPG. I am personally not assuming the role of my character when I play. If you really feel as though you're a fire breathing, necro casting, melee destroying, badass while you're playing... you need psychiatric help immediately. If you want to sit around at a raid and have a tea party then this isn't the game for you (Witnessed first hand). There is a place for roleplayers, darkfall is not it.

Draxous
10-19-2009, 05:43 PM
Roleplaying? Seriously?
I personally can't stand being around roleplayers in this game. Simply put, they are distracting and annoying. This game is a hardcore MMOFPS not a MMORPG. I am personally not assuming the role of my character when I play. If you really feel as though you're a fire breathing, necro casting, melee destroying, badass while you're playing... you need psychiatric help immediately. If you want to sit around at a raid and have a tea party then this isn't the game for you (Witnessed first hand). There is a place for roleplayers, darkfall is not it.

This game is for everyone. Not just you.

Thanks.

Kasmos
10-19-2009, 05:59 PM
Roleplaying? Seriously?
I personally can't stand being around roleplayers in this game. Simply put, they are distracting and annoying. This game is a hardcore MMOFPS not a MMORPG. I am personally not assuming the role of my character when I play. If you really feel as though you're a fire breathing, necro casting, melee destroying, badass while you're playing... you need psychiatric help immediately. If you want to sit around at a raid and have a tea party then this isn't the game for you (Witnessed first hand). There is a place for roleplayers, darkfall is not it.

No, this game is an MMORPG with FPS elements. Always has been advertised as such and always will be, just look at their (now two) sites. You "hadcore" Counterstrike kids need to come to terms that this game will evolve to have a lot more RPG elements then it does now, and has NEVER been designed to be simply a "pew pew pew pew I killed you" fest.

So there is a place for the straight FPS kids, Darkfall is not it.

Abaratican
10-19-2009, 06:03 PM
Roleplaying? Seriously?
I personally can't stand being around roleplayers in this game. Simply put, they are distracting and annoying. This game is a hardcore MMOFPS not a MMORPG. I am personally not assuming the role of my character when I play. If you really feel as though you're a fire breathing, necro casting, melee destroying, badass while you're playing... you need psychiatric help immediately. If you want to sit around at a raid and have a tea party then this isn't the game for you (Witnessed first hand). There is a place for roleplayers, darkfall is not it.

Anyone who argues with this man will henceforth be referred to as "girly-man".

I agree.

Signus
10-19-2009, 07:17 PM
Roleplaying? Seriously?
I personally can't stand being around roleplayers in this game. Simply put, they are distracting and annoying. This game is a hardcore MMOFPS not a MMORPG. I am personally not assuming the role of my character when I play. If you really feel as though you're a fire breathing, necro casting, melee destroying, badass while you're playing... you need psychiatric help immediately. If you want to sit around at a raid and have a tea party then this isn't the game for you (Witnessed first hand). There is a place for roleplayers, darkfall is not it.

Who let you out of dust_1css? This is an mmoRPG. Learn to deal. It's a game that suits many playstyles, but it will always be an RPG.

Oh, and so far in the history of Darkfall, the largest Empire was a clan of roleplayers. That must burn in nasty places, huh?

vendettarock
10-19-2009, 07:22 PM
Roleplaying? Seriously?
I personally can't stand being around roleplayers in this game. Simply put, they are distracting and annoying. This game is a hardcore MMOFPS not a MMORPG. I am personally not assuming the role of my character when I play. If you really feel as though you're a fire breathing, necro casting, melee destroying, badass while you're playing... you need psychiatric help immediately. If you want to sit around at a raid and have a tea party then this isn't the game for you (Witnessed first hand). There is a place for roleplayers, darkfall is not it.

F.A.Q

1.What is Darkfall?
Darkfall is a groundbreaking real-time Massively Multiplayer Online Role Playing Game. (MMORPG) developed by Aventurine SA , released in Europe on February 25, 2009. A North American release is planned for July 13th 2009

So, sorry. What?

Abaratican
10-19-2009, 07:26 PM
the largest Empire was a clan of roleplayers.
Largest empire == massive numbers of players with no player skill whatsoever, who in spite of their numbers had their empire crumble because they were too busy roleplaying/sucking to actually succeed in Darkfall. Perhaps if they were suited to play a game such as Darkfall they would still exist.

Hmm.

Draxous
10-19-2009, 07:34 PM
Largest empire == massive numbers of players with no player skill whatsoever, who in spite of their numbers had their empire crumble because they were too busy roleplaying/sucking to actually succeed in Darkfall. Perhaps if they were suited to play a game such as Darkfall they would still exist.

Hmm.

Even elite, smaller guilds crumble... not sure what the point you're trying to make is... but role-players add a lot to a game.

The bread gets passed all the way around the table... it doesn't just stop at your plate.

Signus
10-19-2009, 07:42 PM
Largest empire == massive numbers of players with no player skill whatsoever, who in spite of their numbers had their empire crumble because they were too busy roleplaying/sucking to actually succeed in Darkfall. Perhaps if they were suited to play a game such as Darkfall they would still exist.

Hmm.

Sounds like somebody is a little resentful that they got beaten by a bunch of roleplayers. If they were soooo bad shouldn't you "elite" PvPers have been able to wipe them out with your superior skills and strategy?

samureyed
10-19-2009, 08:17 PM
Not to feed the trolls.. but to those of you above arguing about Darkfall and roleplayers.. We are not only talking about "roleplayers" and the stereotypical D&D guys that get into character.

This thread is talking about roleplaying aspects that should be implemented to improve game-play. ie: chat system, emotes, wildlife, clothing, etc. These are gameplay features that allow better communication, playing experiences and character diversity. If you are too dumb, ignorant or stubborn to accept the fact that Darkfall is an MMORPG and will benefit from these ideas than you are not playing the game the way it was meant to be played IMO.

Abaratican
10-19-2009, 08:28 PM
Sounds like somebody is a little resentful that they got beaten by a bunch of roleplayers. If they were soooo bad shouldn't you "elite" PvPers have been able to wipe them out with your superior skills and strategy?

argest Empire was a clan of roleplayers

You speak in the past tense for a reason.

Honorius
10-19-2009, 08:42 PM
You speak in the past tense for a reason.

Why is that? The Kingdom is still around and very much alive, we are one the largest organizations in Agon and growing rapidly.

Aristos
10-19-2009, 08:52 PM
You speak in the past tense for a reason.

From what I understand, the downfall of Hyperion was due to internal affairs, not lack of player skill or anything like that.

In fact, I've met countless players from said alliance that were extremely skilled.


Referring to your previous posts, please don't expect the game to morph to suit your needs alone. Other people play the game other than FPS junkies believe it or not, and you'd be surprised how many aspects of the game could be considered "roleplay". Roleplaying doesn't necessarily have to be players talking in dialogue relevant to their in-game characters, it can be something as simple as personalizing your character to your desire, equipping him with an armor set you like, or choosing a magic school that you think is the coolest. Hell, even choosing your race is part of roleplaying. If Darkfall was the game you and Rage think it to be, everyone would look the same, have the exact same skills/abilities, and there would be no need for leveling or character customization. Unfortunately, without a skill cap the game seems to be going in that direction anyways. So you are partially right. If they removed the grind, races, and the small amount of character customization, this could probably be called a MMOFPS. But I don't think that's what the Developers wanted considering they've been advertising it as something compelety different since the beginning.

Abaratican
10-19-2009, 09:05 PM
Why is that? The Kingdom is still around and very much alive, we are one the largest organizations in Agon and growing rapidly.
No, it's dead and gone. The remnants are trying to reform desperately now that most of the NA people who smacked them down before are gone. What is being reformed is an attempt to replicate the previous, failed alliance, with as many of the old members as possible but it is still largely new members. It is even using the same alliance name in an attempt to perpetuate the myth that they are "back".

From what I understand, the downfall of Hyperion was due to internal affairs, not lack of player skill or anything like that.
That's what they'd like for you to believe. However, you acknowledge that they failed in your own statement, which was really the entire point.

Other people play the game other than FPS junkies believe it or not
That's why pvp gets boring unless you attack targets you know have skill (very few targets to choose from), because I would state that 90% of the playerbase can barely even turn a 180 without thinking you would require a macro to do so, much less can they aim or swap between skills effectively. Almost every fight in this game makes you feel like you're throwing rocks at a cripple that's dragging their self across the ground with nothing more than their chin. And this isn't necessarily because oneself is so incredibly elite that they are godlike, it's because everyone else is just so terrible. Once in a blue moon, you find good pvp, but more often than not you see people with skills are reminiscent of those who scrape down the walls looking at the sky/floor in FPS games. Lack of auto targeting does that to them.

In fact, I've met countless players from said alliance that were extremely skilled.
As per the previous comment, a player's interpretation of skill is relative, and you're likely just worse than the other bad players so you think there's good ones in the mix.


I'm done spamming the spotlight at this point, but feel free to hopelessly attempt to refute my statements. You may think you have, but at the end of the day, I speak the truth. :)

Azraine
10-19-2009, 09:54 PM
The combat in this game takes no skill, so your whole point is mute arbafag. You can spam the unmissable missles with the most amount of damage and have more hp = you win. So yea, take your trash talk somewhere else.

Roleplaying aspects are wanted and needed in order for the game to survive let alone just to make it a decent game.

1. All the FPS fans are not going to play this game because it already has too many out of combat elements that drain time, and grinding. Most hardcore FPS fans dont want that (and dont want to pay monthly either). Plus as a straight out FPS, its just doesnt compete.

2. The more MMORPG fans you can get (which means roleplay elements) the more chance this game has of not becoming dead, and for all your elitist wankers, you will have people to kill and hunt and dominate. So its a win on both levels.


So anyone who doesnt want more rp elements (customizable armours, sit animations, taverns and things, better dialouge, possibly a bigger focus on Race vs Race) all your doing is killing the game.

Aristos
10-19-2009, 10:15 PM
No, it's dead and gone. The remnants are trying to reform desperately now that most of the NA people who smacked them down before are gone. What is being reformed is an attempt to replicate the previous, failed alliance, with as many of the old members as possible but it is still largely new members. It is even using the same alliance name in an attempt to perpetuate the myth that they are "back".


That's what they'd like for you to believe. However, you acknowledge that they failed in your own statement, which was really the entire point.


That's why pvp gets boring unless you attack targets you know have skill (very few targets to choose from), because I would state that 90% of the playerbase can barely even turn a 180 without thinking you would require a macro to do so, much less can they aim or swap between skills effectively. Almost every fight in this game makes you feel like you're throwing rocks at a cripple that's dragging their self across the ground with nothing more than their chin. And this isn't necessarily because oneself is so incredibly elite that they are godlike, it's because everyone else is just so terrible. Once in a blue moon, you find good pvp, but more often than not you see people with skills are reminiscent of those who scrape down the walls looking at the sky/floor in FPS games. Lack of auto targeting does that to them.


As per the previous comment, a player's interpretation of skill is relative, and you're likely just worse than the other bad players so you think there's good ones in the mix.


I'm done spamming the spotlight at this point, but feel free to hopelessly attempt to refute my statements. You may think you have, but at the end of the day, I speak the truth. :)

I'm curious as to how you know so much about what happened, were you in the alliance yourself? Because if not, it's all just speculation and you know no better than I. Yes, I know they failed. I don't remember saying they didn't. I just personally believe it was due to drama between some of the higher ups rather than a lack of player skill.

Then they're easy, free kills. I'm sorry, but the game would get boring if I met the same, exact type of player every single time with the same skill level. There would be no variety. If I wanted to play that type of game, I'd go play a game that's focused solely around FPS's (which I do often).
It keeps things interesting when you meet a player with very little player skill one second, then one with equal or superior than yours the next.

And apparently you must spend most of your time killing new players at goblin spawns, because I find a fair amount of skilled people to PvP against. I'm sorry but 90% of the population is a huge overexxageration.

It's funny how you think the game even takes skill anymore though with the huge AoE and damage output of high end magic. I'm starting to wonder if you began thinking you're more skilled than 90% of the population because you decided to grind your magic up...

And what makes you think I'm not skilled? Tip, if you want people to actually listen to what you have to say and take it to mind, don't insult them without reason. I didn't insult you in any manner in my previous post, so you're random insult is an obvious testament of your lack of self esteem and need to demean others to give yourself false confidence in yourself.

Considering the fact I regularly play a popular FPS with professional gamers that have repeatedly won several MLG tournaments, I'm pretty sure I'm at least somewhat skilled.

No, you speak your opinion.

Aristos
10-19-2009, 10:18 PM
The combat in this game takes no skill, so your whole point is mute arbafag. You can spam the unmissable missles with the most amount of damage and have more hp = you win. So yea, take your trash talk somewhere else.

Roleplaying aspects are wanted and needed in order for the game to survive let alone just to make it a decent game.

1. All the FPS fans are not going to play this game because it already has too many out of combat elements that drain time, and grinding. Most hardcore FPS fans dont want that (and dont want to pay monthly either). Plus as a straight out FPS, its just doesnt compete.

2. The more MMORPG fans you can get (which means roleplay elements) the more chance this game has of not becoming dead, and for all your elitist wankers, you will have people to kill and hunt and dominate. So its a win on both levels.


So anyone who doesnt want more rp elements (customizable armours, sit animations, taverns and things, better dialouge, possibly a bigger focus on Race vs Race) all your doing is killing the game.

Well said. I don't see how some people would be able to enjoy the game if they turned it into solely an FPS. Compared to countless other shooter games I've played, the gameplay experience would fall extremely short and get dull very fast.

boxfetish
10-19-2009, 10:19 PM
Largest empire == massive numbers of players with no player skill whatsoever, who in spite of their numbers had their empire crumble because they were too busy roleplaying/sucking to actually succeed in Darkfall. Perhaps if they were suited to play a game such as Darkfall they would still exist.

Hmm.

Buttsore much?

Arkiran
10-19-2009, 10:19 PM
One of my biggest problems with Darkfall on the RP area at the moment, is that it seems you're just running around a coloured non-interactive cave, you really need to be able to interact with objects in the world, like something as simple as sit on a chair or bench, maybe eventually things like activating a rune tablet would make your char "inspect" it visually until you moved.

Another issue is the whole racial "war" thing, which is virtually non existant, however I do not wish to see it implemented in the cut-out-in-paper "this guy is your enemy just because" fasion.
What I mean is, in the lore the orks and mahirim aren't actually allied, they just share a mutual respect because of each other's capabilities, and so a single person should also be able to prove himself to a race, while not redeeming his race, atleast he would earn respect towards himself.
This (http://forums.darkfallonline.com/showthread.php?t=217035) thread pretty much describes the idea and how it would work.

samureyed
10-19-2009, 10:27 PM
That's why pvp gets boring unless you attack targets you know have skill (very few targets to choose from), because I would state that 90% of the playerbase can barely even turn a 180 without thinking you would require a macro to do so, much less can they aim or swap between skills effectively. Almost every fight in this game makes you feel like you're throwing rocks at a cripple that's dragging their self across the ground with nothing more than their chin. And this isn't necessarily because oneself is so incredibly elite that they are godlike, it's because everyone else is just so terrible. Once in a blue moon, you find good pvp, but more often than not you see people with skills are reminiscent of those who scrape down the walls looking at the sky/floor in FPS games. Lack of auto targeting does that to them.


Wow.. this paragraph is reminiscent of a conversation I had with a 7 year old about whos better at the red ranger or the blue ranger. Only your english is a little better.

In fact, the only thing this paragraph proves is that you obviously enjoy killing unskilled new players.

Im not even a mod, but can we please stay on topic ffs. Remember... What roleplaying elements would everyone like to see in Darkfall?

Nocturne
10-19-2009, 11:22 PM
Largest empire == massive numbers of players with no player skill whatsoever, who in spite of their numbers had their empire crumble because they were too busy roleplaying/sucking to actually succeed in Darkfall. Perhaps if they were suited to play a game such as Darkfall they would still exist.

Hmm.


And what the hell is your definition of "suited to play"? To winzor guud and get loot? This game is open ended, every individual and clan can do whatever the frak they want that they find enjoyable. Your single-minded way of growing your e-peen fame by winzoring is not the "only" way to play Darkfall.

Yew is an enforced RP-PvP guild.. and we were the original three clans to form Death Alliance, held our city for what.. some 5-6 months.. survived 2 double sieges and even took the city back from Afghan/NWO. We rolled with some of the best (Lords of Death/KillCult/SiN ect)... just proof that the game can and does accommodate all playstyles... all the while saluting/forming drinkin' and saying "FOCH YEH!" all the damn day long.

So suck it. Viva la roleplayers.

Back on topic, give us chat bubbles, race specific guilds with race specific benifits, atleast SOME ability to interact with the world (like chairs...)... and we'll be good to go.