Activity Report: Community feedback discussion

Activity Report: Community feedback discussion

We had the Scrum planning meeting on Wednesday instead of Monday as originally planned, so I don’t have a debriefing for you yet. We’ll get to that next week, so this week we can talk about something else: The community liaisons have been collecting information, feedback, suggestions and recommendations from the community for quite a while now and they’ve put together a document. I was part of a meeting where some of the issues in this document were discussed along with the lead developers. I’ll give you a brief overview, since most of this information will be passed along in more detail by the community liaisons over time:

Newbie experience feedback discussed in detail. Various items of convenience were brought up, like a rest skill key for example, making the starting experience more intuitive on several levels like the chat system and chat options, various location markers and indicators, tips, and making the Darkfall experience more intuitive for players coming from other MMOs and much more. This is a topic of great importance for us and we might call it the newbie experience but changes in this should improve the general player experience as well.

The User Interface suggestions were many, ranging from fundamental issues needing rethinking to party tabs, crosshair location, magic school skill level, to making system messages more prominent and much more. Since the GUI is getting completely remade, it was a good opportunity to bring up everything that’s been discussed over time. The GUI is another major improvement field for us and all the community feedback on this is quite valuable in the new design.

Crafting will go through several fundamental changes; a small example of this is that players will get the basic skills by default. Most of the player feedback and suggestions having to do with crafting were passed on to the development team, will be evaluated and considered.

Changes and improvements to questing and the quest journal were discussed. The timing is good since questing is currently receiving a lot of attention by our designers. Some of the issues raised had to do with the max number of quests, a quest tracker, quest sharing, highlighting quest objects, bigger rewards from quests and much more.

Additionally, new trade route missions feedback and information was discussed along with future sea fortress changes, on making them go live during peak hours. Solo player combat mechanics and party mechanics were also brought up with feedback on the solo player experience and recommendations on how to make solo players more self-sufficient. Party number limits were also mentioned.

Feedback on mounts was presented and several suggestions were looked at. The possibility of a variety of mount upgrades was discussed.  Community feedback on gear and items is consistent with internal plans of armor choices taking more of a role in one’s chosen playstyle and being directly tied in with the considerable upcoming improvements to the skill and spell system. Along the same lines is the concept of the creation of specialized gear, i.e. for harvesters.

When it comes to ships, the much requested capability of being able to attack players in the water, or otherwise protecting the ship from swimmers has been explored by developers for a while now. Fishing boats were also an internal suggestion and are a definite possibility.

During the PvP and contest mechanic feedback discussion, among other things, the issue of political and strategic decisions made more meaningful is something we agree with, along with issues having to do with the ease war is declared now and how to address this, and various exploits in siege mechanics such as the use of proxy clans.

We agree that as far as alignment goes, going red is too forgiving when it needs to be more of an active decision with implications for the player.

The feasibility of player housing in or around NPC cities, or auction houses were also brought up. Feedback on the economy was presented and a lot of it is consistent with our development plans. Several clan mechanics, and weather system feedback was also presented.

Finally, direct player quotes were passed along to the lead developers. Another document with balancing proposals was also delivered but has not been discussed yet due to time limitations.

I believe that this meeting was very useful for the developers getting a rounded presentation of player feedback, but also for the community liaisons that now have a better understanding of Darkfall development in relation to player feedback and will be better able to communicate on this in the future. Most of all, a communication process like this can only benefit the game.

As you can see, your constructive feedback is very important to us. Please keep it coming and rest assured that it is always taken into consideration.

Thank you for reading.

46 Responses to Activity Report: Community feedback discussion

  1. This is very exciting, the Brigands love this game, and anything done to improve the experience will be icing on top of the cake!

    Good read, and we really appreciate the feedback. This us much better than communication was at launch, I can see you guys are really stepping it up!

    -Captain Bashur (Bloodmoon Brigands)

    • Love your vids Bashur

      Heres my input tho.

      2 things that can vastly improve DFO.

      1. Lower the GRIND again ie. find alternative ways or more rewarding ways to earn xp (maybe more risky ways that still earn xp but can die doing it).

      2. Balance skills so that the game is more about “skills” and less about how much is in a skill. (dont turn the game into WoW where it becomes rock paper scissors but add the “promised” skill caps so a player has to choose his skills wisely and still leaving him with freedom to choose.

  2. Nice to know player input is looked at.

  3. Just some comments

    * Newbie experience – For the love of god do not add “this guy has a quest for you” indicators!

    * User interface – Raid party in the works?

    * Crafting – Goody!

    * Questing – “Highlighting quest objects” NOOOOO PLEASE!

    * Mounts – Real taming in the works? I like everything else very nice

    * Boats – Fishing boats! Being able to pull up nets? Hell ya!

    * Trading – No auction houses please. NPC Vendors in player cities and NPC cities would be great though

    Question though, any plans on sharing the quotes, who the players are, and the document itself?

    • “recommendations on how to make solo players more self-sufficient.”

      Ahh, players can already be self-sufficient. We don’t need more self-sufficiency.

    • Adam Westman says:

      Quest “indicators” does not have to be a visual ! ;)
      How about the npc ( along with the new sound system being implemented) shouts to you, “Hey there, have a minute?”

      Much more realistic and also makes you notice them and “want to help” to quiet them.

      And I agree with you on the Auction House part, instead establishing real trade routes, and easier vendors for sale.
      Different resource requests from Vendors would make trading easier aswel.
      Request Selentine Ore for a Rune and similar.

  4. James Dooney says:

    Guys, you need to have a meeting about the grind and how long it takes you to max your character. Its losing you a lot of subs. Thousands of hours to max your character is too much, it causes people to AFK macro and exploit, you need to reduce it down to atleast 200 hours. Stat gains also need to be looked at.

    • Why would you use your last name on the forums!

    • Laenih says:

      Character development has been kept in mind as the overall theme as well. A lot of decisions and discussions are directly related to this topic. We just didn’t mention it as a single topic because it’s very complex and gets influenced by changes in other aspects.

      • Show the community the document!

        • I wouldnt make sense to show a document like that because then everybody will expect all those things to be implementet :) .

          What makes sense is excactly what they do, to bring up some topics being discussed and then later on make posts about what will actually make it into the game.

          Just look at how many posts about old darkfall ideas from 2001-2005 that they keep getting flamed for not implementing.

          It would be suicide to post a brinstorming idealist, since odds are only a fwe of those ideas make it into the game.

          • The document is what the community liaisons gather. Anyone who thinks that “they gathered it so its going to be in game” is dumb. I just want to see what type of things the liaisons collected to see if its the good stuff or the crappy stuff. Don’t you?

    • Jesse Ryan says:

      James, The day when I cannot workout for 2hours gaining skills at my favorite spawn. Is the day Darkfall is no longer played by a majority of people. The idea is not to max your character but to always be progressing him.

    • Aro Ora says:

      You’ve got to be kidding…you want to reduce the entire darkfall grind to 200 hours?

      That’s like 1/100th as long as world of warcraft…wtf are you going to do with all your money if not grinding your enchanting and spell intensifies??!?!?!

      Well, I think the staff has some great ideas. I’m not sure how much they will accomplish since they generally have great ideas but take ages to get around to anything.

      But I can handle waiting as long as I know they’ve still got a good head on their shoulders. I don’t mind small advances forward but I do mind going backwards.

  5. Kevin Zapp says:

    Can’t wait for the new GUI, nice reading

  6. Styrr Lol says:

    I HOPE the new gui will have a fancy new cursor. D:

  7. Brad Risser says:

    IMO the alignment can simply be fixed by not allowing the same person(s) to be farmed for alignment. Either for X amount of hours or days.

    • Stefan Caris says:

      Sir, the problem about the alligment system is simple. Newbie player running around happily and accidently kills someone, he/she goes red and BAM.. End of game time for him? Why? No single newbie wants to run around for 18 hours to find an afk orc to get his alligment back. It happened to me which caused me to quit DF as well. Alligment gain should be made easier. There’s no point other then NPC towers for alligment :)

      • Aro Ora says:

        I think “accidentally killing someone” is better defined as “fighting over a spawn and something bad happened”

        Unfortuantely for you, man-slaughter is still a crime.

        What would help is if triggering the 10 sec grey timer on the same guy over and over would cause you to go perma grey eventually…a lot of blue pks use that tactic to attack and weaken newbies in spawns hoping one of the following would happen:

        1. The spawn will kill them since they are low health
        2. Their regen is horrible since you are hitting them in the back every 10 seconds.
        3. They get upset and start hitting you back, you turn blue, they keep hitting you and now you get a free kill.

        Obviously the game needs to track which players are griefing you. A one time hit is not a big deal but someone who does it over and over and over and over again should be flagged perma grey to you.

        That way you won’t go red for doing that to people…but you will make yourself vulnerable to them for 24 hours.

  8. Steve Weston says:

    I still see nothing about craft able jesters hats…. Chuka needs his hat.

  9. Brian Ward says:

    A LOT of good stuff in there, but some scary stuff as well.

    PLEASE do NOT make this game WoW with visual indicators of Quest NPCs and glowing quest objectives. This game has a WORLD feel, that would make it seem so much like a “game”. It’s what drove many of us away from other MMOs. If NPCs have a visual indicator of a quest, then I have absolutely no reason to check on any other NPC.

    • This.

      Pls dont change your core attitude regarding wowish features like “quest indicators”. I’d hate to see such things in DF.

      @communication:
      Getting better and better. Uncle Tasos, i’m proud.

  10. It’s good to see that player feedback is truly getting looked into. I’m also very excited that you have stated the skill and spell system has some major improvements coming.

    By the way, hi Dooney!!!!

    - Kasmos

  11. Finally you talk. Thank you:

    IMPORTANT: During the PvP and contest mechanic feedback discussion, among other things, the issue of political and strategic decisions made more meaningful is something we agree with, along with issues having to do with the ease war is declared now and how to address this, and various exploits in siege mechanics such as the use of proxy clans.

    IMPORTANT: Feedback on mounts was presented and several suggestions were looked at. The possibility of a variety of mount upgrades was discussed.

    ((((What about the horseman prestige class???)))))

  12. Awesome. My old suggestions finally getting fixed.

    Party size not being so limited.

    A better party waypoint system, allowing multiple waypoints.

    Sea towers going live during prime.

    Fixing trade routes.

    Helping fight against the Zerg (solo help).

    All much needed.

    DHW

  13. Jeff Terry says:

    Increase skill and stat gains by at least 2-3 times faster than it is now and the game won’t lose nearly as many subs as it is. This is easily the number 1 problem killing the game. No one wants to grind in a pvp game.

    • James Dooney says:

      This. No harm in doing it, it’ll bring a lot of people back and new players will be more likely to stay.

      Look how many people came back after the HP patch.

      Look how many people were happy after you increased gains with the 1st expansion.

      AV. You know what to do.

  14. Can’t wait to get all that stuff in-game.

    But please, do not polish the game too much, the quests are already wowish about goals, don’t add more fancy indicators so we don’t even need to read the text to do it. Some more complex quests, or group quests would be nice.

  15. Josh Freitas says:

    “Additionally, new trade route missions feedback and information was discussed along with future sea fortress changes, on making them go live during peak hours.”

    !!! NO !!!

    Congratulations by having everything go live during peak times Ive now got half a game. Remember there are guys who play off peak too.

  16. Great news Tasos! You are doing a good job keeping the community updated. We appreciate it a lot!

    It wasn’t mentioned, but I hope you are also looking into how one-handed weapon and shield can be made more useful in PvP combat, for instance by giving it unique, abilities in place of the stock ones, like a “trip” attack that disables sprint for a few seconds instead of the parry disabler, or a “disarm” debuff-attack that reduces the damage dealt by the opponent for a few seconds instead of whirlwind. Just a suggestion to add more flavor and variety to the battlefield.

    It would be great to see the sidestep ability given an update as well. It would be an awesome playstyle – sidestepping spells and arrows to get into melee distance of an opponent – and a nice alternative to the two-handed doublejumpers that dominate the game at the moment.

    PS: I’m happy to see that you’re looking at the consequences of going red. It will be nice to have more meaning behind killing one of your own race.

  17. 1) Method of payment.
    I beg to introduce the possibility to pay the game via Webmoney.

    Information on their credit cards, not all players agree to provide, as the Internet is a zone of risk.
    And there are cases of hacking .
    And to initiate a separate credit card – a troublesome.
    If I see a way to pay through the WM, then I’ll play, just by the fact that I would be comfortable paying.
    I beg to draw attention to the administration that players feel towards themselves, so as that they do not create conditions for a comfortable payment.

    2) you may want to do the translation, for those countries from which is the largest online.
    Many games such as EvE or AoC went on this way, by what it says on the attentive and respectful attitude towards players.

    I apologize for my English.

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  23. Hey,

    I see that there are going to be changes in crafting. I have played since Mar. after start up on EU. I now play on NA. All I do is craft. So, crafting changes will effect me.

    If you are going to make it easier by giving some basic skills then I would like for you to pass this extra on to long time crafters by adding to their skills is amount.

    Some changes in crafting would be nice. I would like to see crafted items to be more useful to players than dropped items. There should be items that can only be make by crafters that are much better than anything that is dropped anywhere in each area.

    Forin Dubh

  24. Aro Ora says:

    BTW, Sea towers are cool and all but do you all remember that player driven racial war event in the middle of Agon last month?

    Why not have something like a sea tower…except with a structure (or structures) in the middle of the map that work along the same lines with the same large reward.

    Sea fortress fighting means water fighting and boats — which are cool…but that’s not even half the story when it comes to Darkfall PVP.

    I’d like to see some kind of capture the base contest in the middle of the map go vulnerable and the way to win is to capture 3/4 of them. Capturing a base would be like capturing a village point — EXCEPT, until someone ‘wins’ by capturing 3/4 fortresses, all your bases can be raided and re-captured.

    Sure, the fight might drag on…but how is that in any way a problem? More pvp is good pvp :) Especially when it only goes vulnerable once a week…

  25. James Dooney says:

    On the topic of sieges, only one holding of a clan can be sieged at a time? Remove that care bear shit asap my AV brothers.

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