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  1. #16
    5000+ Captain Kirk's Avatar
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    It might have dual core support if we are lucky


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  2. #17
    2000+ Zalasahr's Avatar
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    Quote Originally Posted by Captain Kirk View Post
    It might have dual core support if we are lucky
    it will!
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  3. #18
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    Quote Originally Posted by Bodona View Post
    one thing you seem to miss is that even if they create a new ui if they change functions that interact with the ui they have to redo that part of the ui, and even if the new ui is finished doesn't have to mean that they are textured and ready to go, creating a game like darkfall were you have to create everything from scratch is a lot more works then creating a new version of the sims or a new fifa where the developers already have all the custom tools they need, if you want nicer graphics or better ai you will have to wait till the programmers are done creating the basics and then they have to create the tools for the game designers to work with.

    You usually sketch the way you want the ui to function and how you will programme it and so on. If they did that one time it should take considerable less time the following.

    Quote Originally Posted by Zalasahr View Post
    it will!
    Source where they confirm dual core support? You are too big a fanboy to be objective.


    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.

    Edit: Spelling
    Last edited by iDarkFish; 05-01-2012 at 22:42.

  4. #19
    2000+ Zalasahr's Avatar
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    Quote Originally Posted by iDarkFish View Post
    You usually sketch the way you want the ui to function and how you will programme it and so on. If they did that one time it should take considerable less time the following.



    Source where they confirm dual core support? You are too big a fanboy to be objective.


    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.

    Edit: Spelling
    they said it in the past that the df2 comes with dual core support..

    you can them call everytime liars but this is how you have to deal with them, has nothing to do with being a fanboy.
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  5. #20
    2000+ griM''s Avatar
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    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?

    First Impressions.

    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.
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  6. #21
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    My impression:

    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;

    http://www.darkfallonline.com/blog/?p=2601

    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.

  7. #22
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    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.

  8. #23
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    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 <.<
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    A flu isn't an excuse for delay. It became a game of the community and we're the people who mistreated it.

  9. #24
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    Quote Originally Posted by Zalasahr View Post
    if i read this , i see a guy who didnt read the news and dont know whats going on.

    the point of the gui was focused 2 month ago
    hiring more people 1 month ago
    getting more fresh cash into company 2 month ago
    announce of new partners 1 month ago


    dude if you are a real interested person in this game, you have to read and understand whats going on (include the massive changes in the company) and why something need so long.

    regards
    Well, dude, if you have been following the game you would know the gui has been promised for a couple years or more. You would know, if you followed this game, that AV has a long history of misreprenting the current state of affairs of the development of the game. No one takes AV at their word any longer.

  10. #25
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    Quote Originally Posted by Bodona View Post
    one thing you seem to miss is that even if they create a new ui if they change functions that interact with the ui they have to redo that part of the ui, and even if the new ui is finished doesn't have to mean that they are textured and ready to go, creating a game like darkfall were you have to create everything from scratch is a lot more works then creating a new version of the sims or a new fifa where the developers already have all the custom tools they need, if you want nicer graphics or better ai you will have to wait till the programmers are done creating the basics and then they have to create the tools for the game designers to work with.


    You should go into politics with this talent for spinning.

  11. #26
    2000+ Zalasahr's Avatar
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    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
    ___________

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