View Full Version : New to Darkfall with comments and questions
dtal311
09-04-2008, 05:31 PM
Greetings,
I have just discovered Darkfall. Not sure why I had not heard of it before. www.mmorpg.com is almost my home page.
I wanted to say hello, ask some questions and provide some comments.
I, like many, have played many mmorpgs. The two I played the most was EQ and EVE. I loved playing Eve, though I have retired my account. Eve at its heart is a true competitive online game, with a serious, hardcore player base. Eve is more a a lifestyle and second job, which for me was just fine.
What I like about Darkfall is seeing the parallels in gameplay to EVE: Skill system, pvp, equipment and economy. I am assuming that the devs of Darkfall have played close attention to EVE over the years seeing how the game changed and matured. I left Eve because the fun factor faded and the simple nature of PVP that existed for its first couple of years eroded into Fleet Fest Lag and hard to find small pvp gang encounters. I have not returned to see factional warfare so not sure if it improved the system at all.
Based on EVE I have some questions and comments about Darkfall. Just to add a disclaimer: I do not mean to say that Darkfall should be like EVE, just comparing the similar aspects of both games.
STARTING CITIES: Darkfall will feature starter cities (and other locations?) that are safe from the open pvp. Does that mean they will implement a “CONCORD” type system in cities in which guards will show up the INSTANT a player is attacked by another player? Will there be a lag between the time someone starts to get hacked and the guards show up?
JITA: Secure space in EVE is where most of the player base lives, played and “worked”. It is safe for players to make money, build items and generally interact. 0.0 and low-sec space have only a small % of the player base. I am assuming Darkfall will be the same. Because its an open pvp system, walking out of a safe location will be a gank fest – tread at your own risk. But that does mean that safe zones will be flooded with people who will be running the economies (crafters and traders). I am hoping the devs are taking a close look at the population statistics EVE has been following (more recently with there quarterly economic reports) and understanding how people will congregate into specific in-game locations.
I know there will be many players that will opt for the unsecured – clan held locations (something I know I am looking forward to). I am just hoping the Devs take the game mechanics in mind when they see the “herd” of people all localized in safe areas.
ECONOMY: I am also hoping that the devs are taking the cue from EVE to consult with an economist. Since the game will be driven by player crafting, selling of items and looting / loss of gear, a positive economic cycle will be created. This will be a key and important feature to making this game successful and I hope they keep they have a plan for it.
Sovereignty: Will there be a sovereignty system in place for clans that populate, develop and defend land? Again, take the cure from EVE, though the Sovereignty system (not to mention POS warfare) was flawed and took away form small pvp and made the game borring. PvP games like this lead to true online competition and not just causal game play. Players working hard to maintain a “nation” should be rewarded for their efforts and a clear “nation-state” system should be in place.
At the same time, small skirmishes and small gang warfare should be encouraged from the start and maintained. The pvp system should address this to make a long lasting game.
Equipment: Will there be levels or tiers to equipment? Will some equipment be dependant on skill level to use?
Magic and spells: Is intended that characters that lean towards a solid magic-base-skilled character will be harder to advance and making them a more rare character type?
Thanks for reading and providing comments. This is the first MMORPG I have been looking forward to in forever. Great ideas – hope they can pull it off.
Ababoba
09-04-2008, 05:40 PM
Hello and welcome, but don't expect warm welcome from others in this section of forums. You should head to the Newcomer's forum section found here: http://forums.darkfallonline.com/forumdisplay.php?f=33
Post your questions in the sticky Staff Q&A thread to get an answer from a moderator/staff member.
dtal311
09-04-2008, 05:45 PM
Would it be possible for a mod to please move the post instead of me re-posting
Thanks
LifeWaster
09-04-2008, 06:00 PM
I know there will be many players that will opt for the unsecured – clan held locations (something I know I am looking forward to). I am just hoping the Devs take the game mechanics in mind when they see the “herd” of people all localized in safe areas.
The player owned locations may provide as much or more protection then the starter towns. (the starter cities will be in some ways the easiest to raid once the game progresses and playerbases gain ships and the strength to overcome ai guards, while the fastest closest target to each start city remains one of the enemy starter cities easily reached by ship, as the main continent is round with the start cities on each side coast)
So at this stage clan held territory further inland, with plenty of high ranking clans/allies defending it, may be a far safer place for crafters then their starter town with nothing left there but newbies and some ai guards....perhaps easy prey for a 50gun warship raiding party just a few minutes sail away.
Don JoHnson
09-04-2008, 06:18 PM
Greetings,
I have just discovered Darkfall. Not sure why I had not heard of it before. www.mmorpg.com is almost my home page.
I wanted to say hello, ask some questions and provide some comments.
I, like many, have played many mmorpgs. The two I played the most was EQ and EVE. I loved playing Eve, though I have retired my account. Eve at its heart is a true competitive online game, with a serious, hardcore player base. Eve is more a a lifestyle and second job, which for me was just fine.
What I like about Darkfall is seeing the parallels in gameplay to EVE: Skill system, pvp, equipment and economy. I am assuming that the devs of Darkfall have played close attention to EVE over the years seeing how the game changed and matured. I left Eve because the fun factor faded and the simple nature of PVP that existed for its first couple of years eroded into Fleet Fest Lag and hard to find small pvp gang encounters. I have not returned to see factional warfare so not sure if it improved the system at all.
Based on EVE I have some questions and comments about Darkfall. Just to add a disclaimer: I do not mean to say that Darkfall should be like EVE, just comparing the similar aspects of both games.
STARTING CITIES: Darkfall will feature starter cities (and other locations?) that are safe from the open pvp. Does that mean they will implement a “CONCORD” type system in cities in which guards will show up the INSTANT a player is attacked by another player? Will there be a lag between the time someone starts to get hacked and the guards show up?
JITA: Secure space in EVE is where most of the player base lives, played and “worked”. It is safe for players to make money, build items and generally interact. 0.0 and low-sec space have only a small % of the player base. I am assuming Darkfall will be the same. Because its an open pvp system, walking out of a safe location will be a gank fest – tread at your own risk. But that does mean that safe zones will be flooded with people who will be running the economies (crafters and traders). I am hoping the devs are taking a close look at the population statistics EVE has been following (more recently with there quarterly economic reports) and understanding how people will congregate into specific in-game locations.
I know there will be many players that will opt for the unsecured – clan held locations (something I know I am looking forward to). I am just hoping the Devs take the game mechanics in mind when they see the “herd” of people all localized in safe areas.
ECONOMY: I am also hoping that the devs are taking the cue from EVE to consult with an economist. Since the game will be driven by player crafting, selling of items and looting / loss of gear, a positive economic cycle will be created. This will be a key and important feature to making this game successful and I hope they keep they have a plan for it.
Sovereignty: Will there be a sovereignty system in place for clans that populate, develop and defend land? Again, take the cure from EVE, though the Sovereignty system (not to mention POS warfare) was flawed and took away form small pvp and made the game borring. PvP games like this lead to true online competition and not just causal game play. Players working hard to maintain a “nation” should be rewarded for their efforts and a clear “nation-state” system should be in place.
At the same time, small skirmishes and small gang warfare should be encouraged from the start and maintained. The pvp system should address this to make a long lasting game.
Equipment: Will there be levels or tiers to equipment? Will some equipment be dependant on skill level to use?
Magic and spells: Is intended that characters that lean towards a solid magic-base-skilled character will be harder to advance and making them a more rare character type?
Thanks for reading and providing comments. This is the first MMORPG I have been looking forward to in forever. Great ideas – hope they can pull it off.
Since you want it to be put into newbie forum, here some answers:
Darkfall will feature starter cities (and other locations?) that are safe from the open pvp
There is no safe spot in DF. Starter cities are relatively safe due to the protection of guards
But that does mean that safe zones will be flooded with people who will be running the economies (crafters and traders)
There are neither Zones, nor safe Zones. Even capital cities can be raided(but not conquered)
Will there be a sovereignty system in place for clans that populate, develop and defend land?
I dont understand this question. You can build up nations(kingdoms) but everyone is free to be on your land, if you want him dead you have to do it yourself
Equipment: Will there be levels or tiers to equipment? Will some equipment be dependant on skill level to use?
Not to my knowledge. Equipment wont be a big factor in PvP. so i think there wont a a tier 5 sword which is unbelievable strong
Is intended that characters that lean towards a solid magic-base-skilled character will be harder to advance and making them a more rare character type?
Spells cost reagents, so if you are new it wont be easy increasing magic (maybe there are spells without reagents). other than that i dont see why it should be harder
Shaehl
09-04-2008, 06:31 PM
Greetings,
I have just discovered Darkfall. Not sure why I had not heard of it before. www.mmorpg.com is almost my home page.
I wanted to say hello, ask some questions and provide some comments.
I, like many, have played many mmorpgs. The two I played the most was EQ and EVE. I loved playing Eve, though I have retired my account. Eve at its heart is a true competitive online game, with a serious, hardcore player base. Eve is more a a lifestyle and second job, which for me was just fine.
What I like about Darkfall is seeing the parallels in gameplay to EVE: Skill system, pvp, equipment and economy. I am assuming that the devs of Darkfall have played close attention to EVE over the years seeing how the game changed and matured. I left Eve because the fun factor faded and the simple nature of PVP that existed for its first couple of years eroded into Fleet Fest Lag and hard to find small pvp gang encounters. I have not returned to see factional warfare so not sure if it improved the system at all.
Based on EVE I have some questions and comments about Darkfall. Just to add a disclaimer: I do not mean to say that Darkfall should be like EVE, just comparing the similar aspects of both games.
Post in the newb forum, newb.
STARTING CITIES: Darkfall will feature starter cities (and other locations?) that are safe from the open pvp. Does that mean they will implement a “CONCORD” type system in cities in which guards will show up the INSTANT a player is attacked by another player? Will there be a lag between the time someone starts to get hacked and the guards show up?
There are no safe zones. Open PvP is everywhere. In cities, the guards will operate according to their programming, but I don't believe they insta-swarm evildoers like in other games.
JITA: Secure space in EVE is where most of the player base lives, played and “worked”. It is safe for players to make money, build items and generally interact. 0.0 and low-sec space have only a small % of the player base. I am assuming Darkfall will be the same. Because its an open pvp system, walking out of a safe location will be a gank fest – tread at your own risk. But that does mean that safe zones will be flooded with people who will be running the economies (crafters and traders). I am hoping the devs are taking a close look at the population statistics EVE has been following (more recently with there quarterly economic reports) and understanding how people will congregate into specific in-game locations.
Again, there are no safe zones. You can be ganked anywhere. some places will be safer than others (like starting cities, or player cities with strict laws), but you are never completely safe.
I know there will be many players that will opt for the unsecured – clan held locations (something I know I am looking forward to). I am just hoping the Devs take the game mechanics in mind when they see the “herd” of people all localized in safe areas.
lolno safe areas. Clan cities can be just as secure (depending on their laws and the number of guards they hire) as the starting cities.
ECONOMY: I am also hoping that the devs are taking the cue from EVE to consult with an economist. Since the game will be driven by player crafting, selling of items and looting / loss of gear, a positive economic cycle will be created. This will be a key and important feature to making this game successful and I hope they keep they have a plan for it.
Who knows? But you don't really need to bring in the federal reserve here. Let the players manage shit themselves.
Sovereignty: Will there be a sovereignty system in place for clans that populate, develop and defend land? Again, take the cure from EVE, though the Sovereignty system (not to mention POS warfare) was flawed and took away form small pvp and made the game borring. PvP games like this lead to true online competition and not just causal game play. Players working hard to maintain a “nation” should be rewarded for their efforts and a clear “nation-state” system should be in place.
There are 100something clanstones in Agon. You can build a city at each of them. When a clan controls a clanstone, they also control the surrounding region. The world map displays (for everyone) the borders of their territory, just like a real world map displays the borders of nations. Clans gain access to all the natural resources located in their territory. Clans are free to set the laws, rules, taxes, etc. for their territory and city. Enemy clans can attempt to conquer another clan's territory.
That's pretty much it in a nutshell.
At the same time, small skirmishes and small gang warfare should be encouraged from the start and maintained. The pvp system should address this to make a long lasting game.
It's a sandbox game, you can do what you want.
Equipment: Will there be levels or tiers to equipment? Will some equipment be dependant on skill level to use?
Almost everything can be made by the crafters. There's no "tiers", rather, it's just a matter of how good the crafter is and what materials he uses. Regardless, equipment isn't that important. Think of it in terms of an FPS:
Anyone can kill anyone with any weapon. But some weapons make that process a lot easier. For instance, pwning people with a pistol in Halo 3 is possible, but doing it with a rocket launcher is much easier.
Magic and spells: Is intended that characters that lean towards a solid magic-base-skilled character will be harder to advance and making them a more rare character type?
Who knows? I would guess that trying to be 100% mage would be hard, but that's just because you'd be passing up tons of useful skills that aren't magical in nature (like running, or some kind of melee skill for close-combat). The same goes for melee, crafting, and archery though. Going 100% in any direction will be difficult, and maybe not all that advantageous.
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