It might have dual core support if we are lucky
DF being as unique as it is I truly hope it will succeed and that df 2.0 will be released at an appropriate time, however, the way they communicate made me quit once for quite some time but the unique gameplay had me return.
Last edited by iDarkFish; 05-01-2012 at 22:42.
Gonna be completely honest with you guys....
The art style of Darkfall is amazing and all, but when people join the game why will they stay for longer to try out the other features?
So when a few of my friends joined the game, they immediately thought the UI was bad, the graphics quite terrible, and felt it lacked "life" in the environment.
How do you get new players? Marketing.
How do you keep them?
I agree with those that say there doesn't need to be a gfx overhaul, and I agree with those that say there does need to be one. We need the best of both of those opinions. Better environment, not so much just character models. Better ambience, birds cherping, GOOD weather system. And for fuck's sake, untoggleable shadows.
Last edited by griM'; 05-03-2012 at 02:32.
thx KAPUTT for face montagehttp://thebest404pageever.com/swf/Bounce_em.swf
IGN: Viva Vim
There will NOT be a graphic overhaul. At least on the scale that everyone here thinks.
Character models, lighting, and some of the monsters will change. But thus far, any more than that is speculation or years old comments made by the devs. AV released a screenshot of the "first playable" version of DF 2.0 a few months ago and it looked identical to the current version - houses were the same, water, trees, lanterns, boats, etc.
Can be found here;
A true graphic overhaul that everyone is hoping for would have been put in before this picture was taken in order to fully represent the new lighting system they wanted to show. Agon's landscape has been completely redone* and it would have been remodeled in the new graphics - our only glimpses (the screenshot and the momentum video released earlier) into the world of 2.0 show otherwise.
*which was stated over a year ago, and restated just last month.
With the exception of a few dungeons, I believe the world of Agon will look largely the same with 2.0.
If DF2.0 doesn't have multicore support it will fail on every level. It's 2012 and if they cant manage to implement that into their engine then GG it would be the ultimate fail.
the lighting system is really advanced for MMOs if you know your coding
also I'm looking forward to environmental sounds, feels so weird when nothing ever makes any noise around you, total immersion breaker seeing gigantic machines spinning away with no sound whatsoever.
but for overall graphics only shadows are really getting changed...
but like stated before graphics don't matter and fuck anyone who got AV to worry about it <.<
Nao SouthPaw US1
Originally Posted by Tacos
This is Darkfall 2.0 (not more not less)
- Character skill set customization and role selection through the implementation of Darkfall’s new armor system and through attribute boost via achievements: What armor you wear greatly affects which skills you can use effectively and it makes others ineffective. You’re highly specialized in one role making your character extremely efficient and effective in that role. The major attribute boost works exponentially to give your character access to special items and weapons setting him further apart from the hybrids. New skills are going to be added, and redundant ones will be removed from the game.
- Skill and attribute gains have changed considerably. If a new player focuses on a single role, he will excel at that role in a relatively short time frame through casual play. More options and more roles will become available to him. Players can use one specialization at a time however.
- Crafting System Overhaul: More customization options, visual cues as to what players are wielding as equipment rank is visually distinguishable. Increased importance of rare ores through infusion of other materials and closer correlation of ore rank and equipment rank. Gems are also a lot more important since they’ll be used in enchanting.
- There’s a great increase in player housing spots and a more meaningful connection between villages and player holdings.
- The world map has been completely changed. This isn’t simply about moving locations around, it’s about changing the geography of the world. Monster spawns have been redistributed so they are more relevant, and all NPC and player holdings have been completely redesigned.
- Combat dynamics are much more tactical now. Changes affect several skills like blocking and disabling blow, and introduce new mechanics such as momentum and crosshair wobble.
- Complete redesign of the magic schools and their physics with clearly defined roles to spells, opposing magic schools, ability to assume different roles in combination with the attribute boost system (damage dealer, healer etc.). The magic system is built to promote cooperation among players.
- Complete redesign of most dungeons. New dynamic elements such as traps, moving objects and one-way doors have been implemented.
- Changes to the grid of teleportation chambers. No chambers exist in player holdings anymore and they are strategically placed to enhance PvP tactics.
- More changes to the Alignment system: Lawful areas are limited to the immediate vicinity of racial capitals and surrounding NPC faction cities.
- There’s an increase in the lawful area protection with increased tower coverage.
- The incapacitation system (gank/decapitation/revive rules) is revised in order to improve player PvP and PvE experience.
- There have been adjustments to physics to achieve more realistic results.
- All item properties, numeric values, calculation formulas and the like are completely redone.
- We’ve introduced a new Graphical User Interface which includes both new visual elements and new functionality. It offers a streamlined experience to the players alleviating all shortcomings of the previous one.
- A new map tool with a lot of information added including vendor locations and items for sale.
- Serious improvements to the new player experience, including training quests on all basic aspects of the game.
- More changes to the new siege system we’ve already described.
- Redesigned monsters, monster families, monster abilities, and all loot tables redone from scratch.
- A new lighting system and new visual effects.
- New environmental audio system and many additions and replacements to existing sounds. New area based music.
- Changes in models, textures, animations and most visual aspects of the game.
Source .: http://www.darkfallonline.com/blog/?p=2272