Darkfall Blog » Gameplay http://www.darkfallonline.com/blog The Darkfall Online Official Blog Thu, 16 Dec 2010 17:35:02 +0000 en hourly 1 http://wordpress.org/?v=3.0.1 Meditation System 101 http://www.darkfallonline.com/blog/meditation-system-101/ http://www.darkfallonline.com/blog/meditation-system-101/#comments Fri, 10 Dec 2010 14:00:04 +0000 Resfelm http://www.darkfallonline.com/blog/?p=878

As you all know, today’s patch will add the already announced meditation system to the game. Here is some basic information about the system.

In order to use the meditation system you need to purchase meditation points from your journal while being in game. You can buy up to a maximum of 100,000 points which are non-refundable. The gold is taken straight from your bank.

To set up skills to meditate on you can either use the in-game journal page or the out of game Darkfall External Web Interface Tool (D.E.W.I.T). Depending on your server you can access the tool from the following links: EU D.E.W.I.TNA D.E.W.I.T

On the meditation page in your journal, you can select the skill that you want to meditate on. Keep in mind that you must have already purchased the skill in game. You will be able to see how many meditation points a skill needs to get to 100 and if you start meditating on it you will also see how much time it will take. The meditation system is subject to diminishing returns.

You can abort meditation at any point without losing any of the skill points you have already gained. Meditation will stop if you run out of meditation points, if you disable it yourself, if the skill you are meditating on reaches 100 or if your subscription runs out. Meditation will also pause when you log in the game and resume when you log back out. There is also an Auto meditation feature that will randomly select another skill once your current one gets to 100.

Any changes you do to your meditation options needs to be verified by pressing the Save Changes button. If you do not save your changes the meditation options will revert to their last saved state.

As we have already announced, this is the first implementation of the system. Additional skills will be added at regular intervals and the mechanics might change based on player feedback and our own observations.

As soon as the patch is applied a help section entry will be added that will offer more detailed information on the feature.

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Darkfall’s Ships http://www.darkfallonline.com/blog/darkfalls-ships/ http://www.darkfallonline.com/blog/darkfalls-ships/#comments Mon, 29 Nov 2010 16:08:03 +0000 Resfelm http://www.darkfallonline.com/blog/?p=587

From pirate ships to fishing boats, sea vessels have played an extremely important role throughout human history.

Boats in Darkfall serve many purposes. Safe(er) travel in kraken infested waters, naval battles, naval attacks to land targets, it’s all in a days work for a boat. Different sizes and shapes also ensure a perfect fit for whatever endeavor you have in mind.

When it comes to ships, or vehicles in general for that matter, Darkfall has opted for a design that one does not often come across in mmo’s. Usually vehicles come with predetermined “seats” where a player model is attached, thus becoming one with the vehicle for the purposes of movement, physics or even damage. In Darkfall players are free to board a ship just by walking on it and move around on it freely while the ship it’s self moves.

This of course increases game play possibilities, making ships in Darkfall quite unique and interesting for an mmo. It does however make the implementation a lot more complex as well. Determining collisions, player movement, areas of effect and all the other parameters becomes quite challenging when the action takes place on a non scripted, freely moving platform.

Even so, the team at Aventurine is always looking to bring new elements into naval endeavors as it is apparent by the addition of Sea towers, new ship types, ship strongboxes and the like. A brief discussion with a developer revealed that ships and their mechanics are regularly being discussed. While no specifics where disclosed, the team is playing around with some ideas that if implemented will introduce more… recreational aspects to ships as well as improved defensive capabilities.

What sort of features would you like to have added to the sea vessels of Agon?

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Darkfall Entertainment http://www.darkfallonline.com/blog/darkfall-entertainment/ http://www.darkfallonline.com/blog/darkfall-entertainment/#comments Tue, 02 Nov 2010 16:20:54 +0000 Resfelm http://www.darkfallonline.com/blog/?p=421

Darkfall offers a multitude of activities which players can participate in. Be it city building, resource gathering, sieges, or naval battles there is undeniably a lot to do.

A perception about Darkfall shared by some players is that there are many things to do but not all of these are worth doing based on profitability and return. We’ve always thought that being self motivated and making up your own story to go with your actions is one of Darkfall’s strong points.

A recent post on the forums illustrated features in the game that can be used in fun ways even though they were not initially planned that way. Taking control of a Darkfall player village and holding it is one way to solve a problem. For Le Clan Neanias it’s a way to have a base of operations even though their roster isn’t large enough to take over a hamlet or city. This gives them a sense of accomplishment and a worthwhile goal. Ultimately, it’s their way of having fun in the game.

Do you participate in activities  for entertainment or does everything you do need to be optimized and part of a specific plan to become more influential in the world of Agon?

Capturing a Darkfall Village

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