Darkfall Activity Report – Optimizing Interaction
Last week we gave you an overview of the Scrum process we have in place, which teams are doing what and how it’s all supposed to come together. We’re in the middle of the current sprint which ends November 19th before the next one begins, so there’s a limited amount of things we can discuss at this time before the results of the sprint are presented to us. These are some of the developments I’ve found interesting this past week along with some of our plans and thoughts for the future:
You’ve probably noticed we’ve been patching quite regularly. This trend will continue whenever possible. There are many minor changes that we want to put out there quickly. In one of the upcoming patches we’ll introduce the offline skilling feature we’ve talked about in the past. With that in the game, you’ll be able to select the option to meditate inside the player Journal, the feature will consume gold, and for its launch we’ll have a limited set of skills available that you can meditate on. Emphasis is placed on making this feature useful, balanced and fair for all. Based on testing, feedback, and interaction with Darkfall players we’ll expand on these by issuing frequent updates.
If there’s a unifying theme for the activities of this past week I would have to say it’s ‘optimizing interaction’.
The most significant task for the next expansion has to be the streamlining the world. This past week we’ve been assessing and grading clan and capital city design based on a large number of factors like for example usefulness, relevance, function etc. and we’re doing the same with starting areas and dungeons. We’re taking a lot of player feedback into account on this and we have been doing this for quite some time. This will all lead to proposals on how to further improve the player experience and interaction between players as well as the new player experience. The ultimate goal here is to cater better to our target audience. As you know, we usually take the approach of small careful steps introducing features and changes and expanding on them. In this context however we’re determined to take whatever steps we deem necessary to make the improvements needed.
More on the interaction theme, we’re still working on the clan and political tools which are to be added in a patch sometime in the near future, we’re also working on adding more convenience to chat functionality, and to player identification. The research on the user interface is also ongoing without having anything specific to report at this time; however it’s a very high priority for us.
A lot of work is taking place as far as game sound is concerned. One aspect of the work being performed is the overall sound volume balance. Also we’re mapping the world right before we place the 3d sounds that make up the ambient sound system for the game. Most of the 3d sound collections are complete and just need to be placed. A lot of these will be placed automatically, however not all of them. There’s a lot of manual work to be done here by the world-builders and our sound designers. Tools have been developed so that the world builders can “paint” the sounds in the appropriate locations. Ambient sounds and monster sounds are also being reworked.
As promised after the recent HellFreeze expansion, we’ve kept working on adding new monsters to the game, as well as updating existing ones. New monster abilities are being created as well as new monster effects. There is a pretty impressive volume of work on this and I would be remiss not to mention it. There are also new armor sets in the not-so-distant future as well as missing pieces added to existing sets.
As far as optimizing community-developer interaction we have more things in store aside from the Darkfall blog, the facebook page, and the twitter activity. The community liaison program is due to come into its own. What hasn’t been apparent so far is that the liaisons have been the community’s advocates within the company. They’ll soon assume a more active role and with some functionality changes to Darkfall’s forums, they’ll also be able to facilitate a better conversation between the developers and the players.
We’re very happy that players have taken our suggestion and are organizing more player events. Kudos to the organizers of last night’s awesome racial war event. The Darkfall event team is also planning several official events which should be coming up pretty soon.
That’s all for this week, thank you for reading.
Fantastic! What about prestige classes?
I am assuming that everything stated in this report are features expected to come before the next expansion?
Thats why prestige classes were not talked about? I am just confused why the UI was talked about and not Prestige classes. I hope they were not put on the back burner of the priority list.
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Woot! Gots some nice info here. Im getting hyped.
While I and many others I’m sure appreciate the communication increase, I feel the core problems with the game still exsist.
The game currently feels like a pvp arena that is too large and that’s still severely lacking in sandbox and living world elements. Houses, cities, hamlets and mob spawns are very static. I do not feel immeserved when I enter the game, instead I feel like I have to either grind my stats and skills to be viable in PVP, or ride around hoping to find pvp.
Loving this blog move guys!
Though I do agree with Xxav. There is a certain lack of immersion atm in Darkfall.
One of the key problems in my mind is the lack of non-PvP content. And I don’t mean fun hulks. Fun hulks feel like you created an alien entity in the game which cannot touch the rest of the world.
A wider range of craftable items, even items not specifically targeted for PvP
Also non-PvP skills. To give a simple example, “gardening”, yes gardening lol. Instead draining the grove n farm nodes, the players can upgrade or replenish them.
But also, non-aggressive social interactions
So far the only way to interact with other player is to go out with an axe and hack them with it!
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Have you ever thought of doing an IRC chat?
we used to have them quite often in POTBS and they always seemed to work really well. I know Mortal Online also uses IRC chats as part of their communication efforts.
Nice one, keep it going! Kudos to AV
Thx for another weekly update. I really like these! Keep that up!
Concerning the developer communication i would really love to see a thing like this, additionally to the “sprint” results:
http://img257.imageshack.us/f/progressav.png/
Emphasizing the word “estimation”; but it would allow us to know a bit better what we can expect the soonest and what we will have to wait for a little longer.
Finally, you start to think about playerdeveloper conversation. But, community liaisons are not devs. So they need to facilitate a dev chat for us to ask questions to the senior developers or else it will be useless. It is not good enough to make a thread and collect questions from it. We need a developer house of commons chat where developers come down from their high horses and answer in real time to questions that are asked in real time. Not picked together and answered a week later.
Taking whatever steps neccesary to improve the relationship with your target audience. Who is your target audience? Core design elements of Darkfall have collapsed today (city building, “borders”, army raising) and political leaders have given up on playing Darkfall as an empire builder/rts/social mmorpg. Furthermore, the game continues to discourage and exclude new players and upcoming forces/clans/alliances from shaping the world by catering to those who play the most and play the sleaziest. Moral values in Darkfall have deteriorated to a street ditch. The language and solidarity is rock bottom in this community. There is no right and wrong. – You think the players make right and wrong? They only do what is easiest or gives the biggest benefit for themselves. Nobody does what is right anymore. People backstab, steal, cheat and harass each other and when the victim asks for help he is discriminated.
The developers have failed the community on many levels. You can start going in the right direction by advertising proper dialogue with your community a long time in advance so that people who left this shit 6 months ago can get the news in time.
Darkfall’s Darwinistic setting is too overwhelming and boring for casual players. This game is even branded as EXCLUSIVE, stating “Darkfall isn’t for everybody.”.
You need to start realizing your faults from this virtual reality experiment and pick up on what the masses that flushed through your game really enjoyed. Your game has disappointed too many people that wanted to play and went through the learning curve.
Building a clan.
Building a city->kingdom->empire.
Gaining power, fame and wealth.
Character and player progression.
Clans or players uniting in a common goal that is RIGHT.
Start developing your game so it actually retains players and grows the active playerbase. A Darkfall server has to have 10,000-30,000 players online at peak time.
The game does not defend and nurture the “weak”, “fallen” or “troubled” enough. Meaning weak players have it too hard against vets, fallen clans have a hard time rising and often disband – there needs to be far easier recruitment and recovery after falling and finally – “troubled” clans that get sieged a lot should have better protection from their enemies by penalizing interfering forces and cockroach guilds that “fuck it up” and more protection that scales if they constantly get targetted. People have real lives too. ….
At the same time a clan with too many holdings should not retain all their holdings so easily. It must require active players to have cities and it should be easier to siege someone that has too many holdings.
The biggest problem is introducing and immersing new players into the game. Yes, theres a tutorial at the start, but I still am constantly seeing new players asking what to do in the beginning. Most don’t even know that the counselors give quests.
I would also suggest improving the rate at which stat points increase along with melee skill gain. At the moment, there’s just too large of a gap between new players and old players (that are still getting stronger and stronger).
Let’s face the facts: this is a PvP game. Make it easier for beginners to match up in regards to hit points mainly.
*lays fanboy hand of s.t.f.u.*
No one shall leave mean comments today.
Great read, and good update guys. Keep up the good work.
*leaves room, flipping his red cape*
-Suncross
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Why not make a pvp map… like world of warcraft and other mmo’s, que for a 1v1 3v3 5v5 10v10?, instead of roaming around for a long time trying to find someone, i think it would attract more attension. Personally i didn’t play darkfall for more than 3 months, mainly because it was very grind based, and not to mention none of my friends like the sound of it, but i enjoyed it, just needs better implication and more creative thought to develope the game imo.
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This is not WoW Reice Wood dont need another MMO that follows all the rest
Darkfall is plenty creative Reice… just because everything there is to do isnt handed to you in the form of a quest or achievement, and because pvp isn’t served up on a platter in instanced battlegrounds, doesn’t mean there isn’t much to do. Start using that model, and you’ll slowly but surely see the subscriber base deteriorate to nothing, because people that want to play something more like wow, should go play wow; and eventually they do. Darkfall has a target audience, and I for one, have no trouble finding pvp. Hell it finds me 90% of the time.
That being said, I think streamlining the world is a fine goal… after-all, Darkfall already has it’s own coven so to speak, might as well give us the immersion we need to never be able to break away. I’m all for it. Sounds like you guys have some great ideas on the table, however; don’t follow the same path as when Fun Hulks were brought in. Usefulness outweighs novel crap 10:1 – and personally i would rather have seen something like… more significance attached to going rogue. As it is… whats the motivation to not go red again? I’m sorry i don’t re-spawn in my home city anymore and lose access to npc cities? From my perspective there is little significance either way… red or blue. If I’m in a clan, I just stay in my clan city 24/7 anyway… if I’m not I just live the life of a highwayman. The decision (or inadvertent) event of going red, should be met with a bigger change in the way you experience things in game for the duration of redness. Also, the act of becoming un-red should be a little more challenging, and without a cap on accruing penalties… (i.e Lineage 2′s karma system… man i think that was perfect but thats just me..)