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View Full Version : Time to make DARKFALL A BIT WOW-ISH. Durations...


t527966
10-17-2009, 08:02 PM
Put durations on buffs, potions, debuffs, nourishment effects.

Would also be nice with some kind of better battle-log.
Like: X hit you for Y damage with Z kind of magic. (Z = fire, acid, lightning etc)

EDIT: Its not hardcore neither is it carebear to know the duration of your buffs/debuffs/other effects etc.

DunnyKan
10-17-2009, 08:04 PM
worst. possible. way. of. suggesting. anything.


but seriously it is freaking time to know what time that buff will run out! cannot agree more

w0rm
10-17-2009, 08:08 PM
No way.

DunnyKan
10-17-2009, 08:10 PM
worm you clearly didnt read the thread, seriously what he wrote was actually very needed. its rediculous we cant see so many of the numbers and have to rely on guess work.

also the combat log really is fucking shit


so stop trolling and being incessantly stupid just because he put WOW in the title, close your eyes and think for half a fucking second

t527966
10-17-2009, 10:37 PM
Jumpa bumpa!

dijowoo
10-18-2009, 03:18 AM
Not necessary.

"Oh look, my Arrow Ward only has a mere :13 seconds left on it. I should flee my current engagement and seek shelter so that I can reapply my buff."

Does that sound like DarkFall?

DeManiac
10-18-2009, 03:26 AM
It makes sence to know the duration on buffs, they could fade more and more, if you felt that was better.

That their effect was lessened over time instead of dropped directly, I dunno.


Having a timer for them I'v felt needed sinde day one, never knowing when the foodbuff would end just doesn't make sence.

Sure if it only said 2 minutes, 1 minute, and then poof gone.
It wouldn't have to say 5 seconds etc.
Just show some info.
It wouldn't even have to be a number, it could be a cooldown circle, if you get what I meen, it being filled or unfilled similar to the way it's done with cooldowns on spells now.

t527966
10-18-2009, 03:31 AM
Not necessary.

"Oh look, my Arrow Ward only has a mere :13 seconds left on it. I should flee my current engagement and seek shelter so that I can reapply my buff."

Does that sound like DarkFall?

That made no sense at all.

t527966
10-19-2009, 06:09 PM
Jump

Deviruchi
10-19-2009, 08:54 PM
u are missing the whole point why the DEVs made DF :idea:

xinteractx
10-19-2009, 08:59 PM
signed and bumped. I would like to know when my spells are about to expire so I can recast them.

AC1 was a hardcore PK game (DarkTide) and we had spell timers.

lanigav
10-19-2009, 09:15 PM
Um... even it if it is a good idea don't suggest anything you want to be taken seriously with WoW in the title.

And I can see the ezmodenessity of having spell duration on buffs and that is why i say NO! Do not do that, frankly I don't think the backpack should be sticky-able either (which also means opening a bag puts you in gui mode). Not only is it unfair to players who run lower resolutions and can't afford the real estate to keep the backpack open, it is stupid because if you want to know how much stuff you have in your backpack you should have to open it and dig through to count the items.

DF is a game of skill, timers and open backpacks are ez mode. Nuf sed?

Colleptic
10-20-2009, 02:45 AM
Really, the question is why is there durations at all?

I really like how EQ II has most buffs on the character until cancelled. A vast majority even stay on after resurrection and deaths. I think the problem here is a game that is trying to be cutting edge, a FPS and a RPG, but using the old D&D/EQ Classic turn based spell timers, mixed with action game play from single player games.

Seriously, why are there durations at all? I can understand potions having a durations, which are like pills in real-life, but spells/scrolls should be there until the chant or reversal is done to take them off. That would solve this poster’s requests while making the game much more forward thinking.

Rezwarius
10-20-2009, 03:43 AM
Fuck yes all the way!!

t527966
10-26-2009, 09:25 PM
Bump.

Gray Fox
10-26-2009, 09:37 PM
No timers please, just make the icon glow green in the start and die to other colour when losing the buff effect, like red or gray.

Sarphus
10-26-2009, 09:39 PM
I agree with first reply. Don't refer to wow as a source for your idea. WoW has bad connotations here (because it sucks).

Having the game client give feedback on buff durations is just good UI design.

lanigav
10-26-2009, 10:17 PM
Really, the question is why is there durations at all?

I really like how EQ II has most buffs on the character until cancelled. A vast majority even stay on after resurrection and deaths. I think the problem here is a game that is trying to be cutting edge, a FPS and a RPG, but using the old D&D/EQ Classic turn based spell timers, mixed with action game play from single player games.

Seriously, why are there durations at all? I can understand potions having a durations, which are like pills in real-life, but spells/scrolls should be there until the chant or reversal is done to take them off. That would solve this poster’s requests while making the game much more forward thinking.

Not a bad point, but then everyone would jsut run amock with buffs everywhere and the buffs would be pointless. Watching your buffs and keeping them active is skill, I have EVERY buff in the game and it puts me to around 50% mana to cast them all. Some are higher than others, e.g. my arrow shield is only in the 20's so I have to refresh it fairly frequently.

For example water combat, it is crucial to have gills, stoneskin, and arrowshield up. But casting these is 6-7 arrows you could have fired. Which do you do?

pstallworth
10-26-2009, 10:59 PM
In my opinion, a suitable middle ground would be to explore the idea of having text based timers similar to what someone suggested before as the messages being "1 minute" or "2 minutes".

I would look towards MUDs for ideas there and make it something like

Affect will not wear off for a long time
Affect will wear off in a little while
Affect will wear off soon
Affect will wear off any moment

Under the hood, your spell casting abilities could determine the exact counter so the text based messages could simply indicate a range which would eliminate people from knowing that a specific message = exact amount of time

A tiered system provides the updates to the time remaining that people wanting exact seconds desire, but using text only description ranges still means you have to be thinking and paying attention, which should appease those wanting a more "hardcore" situation.

Just a thought.

ikhoefnix
10-26-2009, 11:20 PM
when the icon disappears, the buff is gone.

DAMN what a concept. rebuff.

Wizard of Yndor
10-27-2009, 12:36 PM
.

At least have it so the buff and de-buff icons flash for several seconds before they actually wear off. (10 seconds maybe?)

In the heat of combat with stacks of buffs, and de-buffs on screen it's just a hassle to constantly keep looking at all those icons to see which buffs are still up, and which need recasting. Should be a bit more intuitive.

And timing buffs is NOT a friggin WoW invention by any means.

davgame
10-27-2009, 12:44 PM
a good game interface is a good think for the game :) , so dont hope see it on DF :(

Edit: the no options for configure or set what do you see on the system log is really annonying

Realbigdeal22
10-27-2009, 03:57 PM
Well, pots really need a cooldown. Food maybe too, but buff, i dont really think so because it already have an amount of minutes before it go off so what would be the point?

Currently, it look like we can use sprint infinitly. I mean, we can have infinit stamina if we use our stuff like pots and all at the right time. So it make melee combat even more impossible to achieve. Because you just put out 4 strike and go range again.

Drago Palmas
10-29-2009, 03:23 PM
but seriously it is freaking time to know what time that buff will run out! cannot agree more

Absolutely. It is time to make the interface just a tiny bit User friendly.

amah
10-29-2009, 05:01 PM
i favor ease .I understand the point of view some people have about "hardcore" but i consider the idea very good.

Walking Target
10-29-2009, 05:27 PM
I don't think it's necessary, but some information in the spell/food description telling you how long it is GOING to last would be nice, with modifiers from whatever you have for duration showing as well (survivalist, duration upgrades on spells). I get tired of the "err how long does lobster last" conversations etc.

lanigav
10-29-2009, 06:42 PM
I don't think it's necessary, but some information in the spell/food description telling you how long it is GOING to last would be nice, with modifiers from whatever you have for duration showing as well (survivalist, duration upgrades on spells). I get tired of the "err how long does lobster last" conversations etc.

You can tell when you cook them, hover over the picture... but for the record

All fish are 2mins
Lobster 15
meat stew 15?
jerky 10
apple pie 10
carrot soup 15
berries 3 seconds

schlock
10-29-2009, 07:04 PM
More accurate info on damage dealt/taken? yes.
Buff durations? no.

The icon showing the buff is just fine. Having an idea when it's going to end takes skill.

Now being able to choose your own icons from a long list would be good. For instance, I would change the "i just ate food" icon to something more food based like a hunk of cheese.

xzxDJxzx
10-29-2009, 07:10 PM
Sandbox game.

Robert1213
10-29-2009, 07:13 PM
Not necessary.

"Oh look, my Arrow Ward only has a mere :13 seconds left on it. I should flee my current engagement and seek shelter so that I can reapply my buff."

Does that sound like DarkFall?

if you do this your trash

Shioni
10-29-2009, 11:38 PM
Maybe if the icon would blink when it only has 10 seconds left