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cwliias
09-07-2008, 04:56 AM
So basically I remember hearing about when you have clan towns with guards and say your guild leader is a human so u get human guards dwarfs, Mirdain will be able to get by the guards just fine but then you got some Alfar, Orks and Mahirin will not be able to get though with out being attacked then I heard that they were not going to have guards and just (sentry gun) canons in your base don't know if they will attack your "evil race" clan members.... Is this still true or can you have a mix and still have guards or the auto canons. And do they still have guards or is it just canons not?

Any help would be greatly appreciated. Sorry if this has been covered i looked but couldn't find it if it was a link would be nice or an explanation.

Xzi
09-07-2008, 04:57 AM
You can have guards, they won't attack any members of your clan.

Kuroi Aima
09-07-2008, 05:01 AM
You can have guards, they won't attack any members of your clan.

so easy

Trik
09-07-2008, 05:07 AM
You can have guards, they won't attack any members of your clan.

Last I checked that is wrong, its a strong reason why guilds of all races will fail, racial wars apply to all NPCs including your guards. Too have a guild consisting of all races you would need to go without NPCs.

Xzi
09-07-2008, 05:08 AM
Last I checked that is wrong, its a strong reason why guilds of all races will fail, racial wars apply to all NPCs including your guards. Too have a guild consisting of all races you would need to go without NPCs.
Last you checked must have been some time ago...I'll find the quote.

Xzi
09-07-2008, 05:09 AM
2. On "all race clans". There are several questions on this.

The only change we made to our original plans is that we took out the clan city NPC reaction to the owners of the city regardless of race. This means that NPC guards won't attack racial enemies if they belong to the clan, and NPC vendors will trade with them. It makes sense that it would work this way, but the main reason we did this is in the spirit of player freedom, and not wanting to overly restrict player socialization for reason of race. This is not a game with factions as seen in other games. You don't have races with limited interaction or limited ability to interact. There will be one character race per world, so again this makes sense to us. Having said that:
All race clans cannot go everywhere as a clan. Certain members are always at risk of being attacked by racial enemies, and present an alignment problem to defend (see question 3 below).

There's concern by the community that mega-clans will form and own cities in all areas of the world. Size presents serious management problems, but also in Darkfall, the more you own, the more you have to lose. All things considered equal, a compatible race clan can have an advantage over an all race clan.

http://www.warcry.com/articles/view/devjournals/darkfalljournals/4883-Darkfall-Dev-Journal-26-Questions-Answered

Trik
09-07-2008, 05:10 AM
Last you checked must have been some time ago...I'll find the quote.

Please do, id like to see when it changed.

Trik
09-07-2008, 05:11 AM
http://www.warcry.com/articles/view/devjournals/darkfalljournals/4883-Darkfall-Dev-Journal-26-Questions-Answered

Bah they changed that a few months ago, what a waste, they should have left it alone.

Quantrell
09-07-2008, 05:23 AM
Bah they changed that a few months ago, what a waste, they should have left it alone.

I agree, this one of the reasons I actually got interested in DFO. A game that actually followed their lore, whats the point of even having racial enemies now?

Xzi
09-07-2008, 05:28 AM
I agree, this one of the reasons I actually got interested in DFO. A game that actually followed their lore, whats the point of even having racial enemies now?
I'd rather the devs be more interested in improving gameplay than setting up arbitrary restrictions to enforce lore. The players will be the ones to make the lore as they see fit after the game launches anyway. Different races have allied and fought throughout human history, as it is with any world.

Trik
09-07-2008, 05:48 AM
I'd rather the devs be more interested in improving gameplay than setting up arbitrary restrictions to enforce lore. The players will be the ones to make the lore as they see fit after the game launches anyway. Different races have allied and fought throughout human history, as it is with any world.

The whole point was to keep to the lore and have a built in mechanism to avoid zerg guilds all over the place consisting of all different races, now thats shot to shit.

KellorKleft
09-07-2008, 05:50 AM
Bah they changed that a few months ago, what a waste, they should have left it alone.

Yes, it must make a lot of sense attacking a man you pledged to fight with and for, because of his race, which you should not have joined because so in the first place. >.>

The guards were hired to protect the city and fellow clan members. that would break their contract.

Archbow
09-07-2008, 06:38 AM
Well it would make an interesting plot line imo. Think, an evil race is part of the clan, making a truce between the NPC's. Grunts of disrespect towards the guardsman, a lesser race protecting you. How foolish, but to keep order, a truce is mended for the greater plans of the clan leader.

Xzi
09-07-2008, 06:40 AM
The whole point was to keep to the lore and have a built in mechanism to avoid zerg guilds all over the place consisting of all different races, now thats shot to shit.
There will be zerg guilds whether or not multi-race clans work. Still not a good reason to limit players.

Aeros
09-07-2008, 06:47 AM
yay, now i know to join an AR clan, will definitely have bonuses from all races inside one clan!!!!

Rhinocrash
09-07-2008, 06:56 AM
Yea zergs happen no matter what. Wouldn't really break lore to have ARAC clans, players who see opposing races that are not their clan will most likely still kill on sight. Being this is a sandbox game it would be kinda silly to restrict clan cities and who you associate with in your adventures.

acrb101
09-07-2008, 07:19 AM
Yes, it must make a lot of sense attacking a man you pledged to fight with and for, because of his race, which you should not have joined because so in the first place. >.>

The guards were hired to protect the city and fellow clan members. that would break their contract.

How would the guards know to not kill those specific Maharim, or Orks.

I would prefer if you could tell the Guards who to attack.

Rhinocrash
09-07-2008, 07:27 AM
I actually believe there is a quote that says exactly that, you can tell them who to attack. And they would recognize clan members cus its coded into your character that you are <clan name here>

Renvex
09-07-2008, 10:17 AM
Having said that:
All race clans cannot go everywhere as a clan. Certain members are always at risk of being attacked by racial enemies, and present an alignment problem to defend

For those of you who didn't catch this, what it means is;

If my human clan mate gets attacked by a mahirim, then i as a mahirim can't defend him without taking an alignment hit.

And you wouldn't be able to travel to NPC towns for this same reason. If a group of clan mates, say a human, ork, and alfar for example, go into an Alfar controlled NPC town then the human and ork will be attacked.


So there are definitely some disadvantages to ARAC.

Razmuffin
09-07-2008, 10:40 AM
This is why you use your Clan City, a mutual place for all races to meet and trade and all that stuff. The alignment solution to attacking this multi racial clan group is to declair war on them. this will enable you to attack them whenever you want without allignment issues.

andy9306
09-07-2008, 11:04 AM
This is why you use your Clan City, a mutual place for all races to meet and trade and all that stuff. The alignment solution to attacking this multi racial clan group is to declair war on them. this will enable you to attack them whenever you want without allignment issues.

You can't declare war on someone who decides to attack you out of the blue. If you do, it will be after you take the alignment hit from defending your friend in the first place, so it isn't like that would even help you.

There will also likely be a limit on the number of wars you can declare per day.

Renvex
09-07-2008, 11:14 AM
This is why you use your Clan City, a mutual place for all races to meet and trade and all that stuff. The alignment solution to attacking this multi racial clan group is to declair war on them. this will enable you to attack them whenever you want without allignment issues.

You can't just declare war on every player that jumps out of the bushes.

First of all, you probably won't be able to identify them till combat is over because of the nature of focusing on fighting and not on hovering your aimer for a bit then identifying the person's clan and declaring war. (That is assuming you have the priv in your clan to declare war)

Things like that just wont happen.

And yeh it's probably possibleto only use your clan town, but you would still be negatively effected by not going to other towns. This would limit trade, for a start.

Valaska
09-07-2008, 11:25 AM
And aside from this all they said if you are defending, you take no alignment hit.

Renvex
09-07-2008, 11:31 AM
If you are defending yourself you take no alignment hit.

If you are defending your clan mate (by attacking the enemy) then you do take an alignment hit, because you'll be hitting the enemy before they hit you. Then they can hit back without an alignment hit.
(assuming you are racial allies with this enemy)

Requiamer
09-07-2008, 12:05 PM
I think the guards should have a chance to not react and not defend a clan member that is in an enemy race territory.
Let say an ARAC city is in an orc territory. A human clan member get killed in the city by an orc which is not member of the clan, i think the guard should have a chance to let it be and not attack the killer. Also i think that chance should be pretty high, like 45% That would make sense imo.

Nitewolf
09-07-2008, 12:10 PM
I think the guards should have a chance to not react and not defend a clan member that is in an enemy race territory.
Let say an ARAC city is in an orc territory. A human clan member get killed in the city by an orc which is not member of the clan, i think the guard should have a chance to let it be and not attack the killer. Also i think that chance should be pretty high, like 45% That would make sense imo.

and it would make sense because? given the clan pays their bill and all.

Requiamer
09-07-2008, 12:22 PM
and it would make sense because? given the clan pays their bill and all.

Because there is a huge difference between accepting to close your eyes for money and be a whore...

Renvex
09-07-2008, 12:24 PM
Because there is a huge difference between accepting to close your eyes for money and be a whore...

Prostitution is out. (as a game mechanic anyway >.> )

Mhorham
09-07-2008, 12:43 PM
You can't just declare war on every player that jumps out of the bushes.

First of all, you probably won't be able to identify them till combat is over because of the nature of focusing on fighting and not on hovering your aimer for a bit then identifying the person's clan and declaring war. (That is assuming you have the priv in your clan to declare war)

Things like that just wont happen.

And yeh it's probably possibleto only use your clan town, but you would still be negatively effected by not going to other towns. This would limit trade, for a start.

Yes and every player character and NPC in the area will target your nonaligned guildmates. How fun will it be trying to live in an player owned ARC town when every time you step out the gate someone is hunting you for the alignment points no matter if you are in a group or not?

And likewise when you declare war all your town assests become vulnerable. Everyone on the server can attack your town when you declare war on another clan.

JetShield
09-07-2008, 12:47 PM
I think the guards should have a chance to not react and not defend a clan member that is in an enemy race territory.
Let say an ARAC city is in an orc territory. A human clan member get killed in the city by an orc which is not member of the clan, i think the guard should have a chance to let it be and not attack the killer. Also i think that chance should be pretty high, like 45% That would make sense imo.
interesting. now, can you have guards of multiple races?
some random orc jumps a human clan member - orc guard chooses to ignore it - human guard defends human clan member - orc guard has a (very small) chance to attack human guard....this kind of thing could make for all kinds of fun :ninja:

too bad it'll never happen:(

Mhorham
09-07-2008, 12:49 PM
interesting. now, can you have guards of multiple races?
some random orc jumps a human clan member - orc guard chooses to ignore it - human guard defends human clan member - orc guard has a (very small) chance to attack human guard....this kind of thing could make for all kinds of fun :ninja:

too bad it'll never happen:(

your NPC race is based on where there town is built. That is why the change was needed.

Kccank
09-07-2008, 12:53 PM
I have played games with both ARAC and lore and lore always wins out because of the trust factor.

Lagoon
09-07-2008, 02:53 PM
I see no problem in an alignment hit for helping a clan mate depending him against an attacker of my same race... I'll take that alignment hit, who cares... It won't happen each and every minute, it's an episode and it's a fair price to pay for helping him. Of course, for larger scale fights there'll be war declaration.

Shadun
09-07-2008, 03:09 PM
If you feel you absolutely must avoid taking an alignment hit for helping your clan mate, just act as a body shield; jump in the line of fire. If and when you take a hit, then you're free to kill the attacker with no penalty.

Lictor
09-07-2008, 05:38 PM
yay, now i know to join an AR clan, will definitely have bonuses from all races inside one clan!!!!

no.

Requiamer
09-07-2008, 10:57 PM
I think ARAC city gates will be a very nice camping place...