Update April 20th 2012
Since the blog is down, along with other parts of our web presence for upgrading and updates, we'll post today's update here. First I'd like to say that we have signed an agreement with our Korean partner to co-develop a project to-be-announced. We'll share more news about this in good time, in the meanwhile our main focus is getting Darkfall 2.0 out.
Some Darkfall 2.0 development news on resource gathering, many thanks to Vangelis for collecting and writing up this information:
In Darkfall 2.0 we look at resource gathering as an activity, a marketing opportunity, a risk versus reward mechanic and most importantly, a driving force behind territory control.
As an activity, harvesting resources in an efficient way, had previously been quite repetitive, without much challenge and a down time activity for the most part.
Marketing wise, trading in resources was quite difficult and there were no opportunities to profit from fluctuating prices and the like.
The risk vs. reward aspect of resource gathering was also somewhat skewed as nodes would share the same loot tables no matter in how dangerous an area they were. As a result there was not much reason to fight over resources and in turn fight over areas in which specific resources where more bountiful than others.
All this is changing and below we will describe all the available methods of obtaining resources as well as the philosophy behind these changes. There are also some things we have discussed internally but we would like your feedback on.
The first and simplest way to gather resources is by picking up the appropriate tool and harvesting a resource node. Nothing much to say here apart from the fact that we are considering making resource nodes have different loot tables depending on how dangerous an area they are in. By that logic, resource nodes closer to an NPC city drop less rare materials than ones that are further away.
The second way to gather resources is harvesting clan holding resource nodes such as mines, groves, farms etc. In this instance, we are considering moving there nodes outside of the holdings and placing them in nearby villages. This serves two purposes. First, it creates an extra PvP hotspot for small to medium groups. Also, the idea is for the node to serve as an indication to what type of resources the village offers.
This brings us to the next way to harvest resources which is capturing a village. Villages will provide resources to the clan that has captured them but not all types of resources. The clan resource node, as we mentioned above, will indicate the type of resources a specific village will provide to its owner. If there is a mine, the owning clan will receive ore and so on. We are also considering the possibility of nodes other than mines providing infused materials so that villages with mines are not the only ones that are sought after. For example, a village with a grove would provide, apart from normal wood, the rare variants as well.
Moving on to resource monoliths which we have already discussed, we would just like to note that the philosophy is to provide players interested in PvP with a viable way of providing their clan or themselves with resources, while doing what they enjoy most in the game. Sea Fortresses also serve the same purpose.
Finally, various monsters carry various types of resources. There are of course very rare resources that can be found only on monsters such as Dragon scales.
It is our belief that this system, along with other driving forces in the game, will create a lot of meaningful and relentless conflicts as well as prompt cooperation, adding a new dimension to gameplay.
Thank you for reading.