Darkfall Update March 4th
Development-wise, we gave you a pretty complete picture on what we’re working on in the last Activity Report. We’re still working on the same things more or less with the upcoming patch being our short-term milestone and our next expansion the longer-term. We’re also working on things that we cannot present quite yet, but they have been keeping us extremely busy. Today we have a small update for you during which we’d also like to ask your opinion on two features in deliberation.
It was Darkfall’s second Anniversary this week and we had a few things planned for this, some special pricing offers and free meditation points for everyone, events today and tomorrow, an anniversary patch, and a couple of writeups. There are a couple of issues with the free meditation points for some players but these are being taken care of.
One of our developers and partners, Ricki Sickenger, celebrated our anniversary by posting a short post-mortem on Darkfall development from concept to launch from his perspective. It’s an interesting read and it reminded us of some of the many hardships and hurdles we had to overcome starting out in Greece with such an ambitious project and such a small team. Things have definitely changed for the better since then, and we’re very proud of Aventurine’s contribution in helping the Greek game development scene evolve.
Over the last couple of years we’ve depended on our community’s feedback to improve the game and to find out what works and what doesn’t work. We’ve been listening to our community through the millions of posts on our forum, through reports submitted, through support tickets, and even comments on our updates, and we would be remiss not to thank all of you for your valuable support and your serious contribution in the evolution of Darkfall to-date. I was speaking with our lead developer Kjetil earlier today, debating a couple of potential features, and we thought it would be a good idea to involve the community in this thought process:
The first feature that’s in deliberation used to briefly exist in the game during beta. We had a couple of heated discussions with some of the testers and some friends that were playing the game who thought this took away from the chaos of battle. We didn’t necessarily agree at the time but we yielded to player expertise. We’ll revisit this feature right now, since we believe there’s room for it, so here’s the first topic for discussion:
- Small symbols to signify someone is your clanmate that you can see on their character, most likely over their head.
- What’s in 1. plus small symbols to signify someone is your enemy. So you can see your clanmates and you can see your enemies in this option.
- None of the above
The second feature is inspired by direct player feedback: You go rogue as soon as you enter a clan city, if you don’t already have a specific political stance with the clan owning it.
Thank you in advance for your constructive feedback and brainstorming on these two features in deliberation. As always, the community’s opinion will weigh heavily with the developers. This is not a popularity contest, and that’s why we haven’t attached a poll to this. What we’re looking for here is good feedback to contribute into our internal process.
That’s all for today, thank you for reading and thank you in advance for your feeddback.
Yes,Yes,YES!
I like option number 1, either that or make parties bigger.
My main question is, would those symbols always appear over the character or only when you cross over the player?
In my opinion, that’s fine, but I’m not sure how would that change anything in the game.
Definately yes for going rouge when entering a clan city.
I think the flags idea is great though from an art perspective I would suggest using something like the flags that samurai wore on their back rather than a floating icon above player heads, see this image as an example:
http://www.speedysigns.com/images/decals/jpg/H/431/820.jpg
3. None of the above
and Yes to “You go rogue as soon as you enter a clan city, if you don’t already have a specific political stance with the clan owning it.”
Only if you cursor over them the symbols show.
Rogue in player cities should of been in a long time ago. Or remove alignment in player cities all together.
2nd option on the first one…
Hell yes for the second one
Going rogue when entering a cities that is not allied / friendly / our own is a GREAT IDEA !
i agree because im tired of not being able to kill blues that enter my city
from 10 alignment down to 2 from 1 kill of a blue = no blue killing
On the first point, symbols should never appear over an enemies head to indicate they are enemies. I can imagine situations where these symbols may give away a players position when they otherwise may go unnoticed.
Symbols over a clan member or allies head is okay, but I would rather no symbols at all to keep the current frantic pace of combat. Situational awareness and the ability to find and target enemies quickly is an important part of combat.
On the second point, I have discussed this with many players. My issue with this is that if a red player attacks blues, then runs back to his clans city, as soon as those blues enter that clans system chasing the red, they will go rogue. This means that the blue allies of that red can now kill those players without alignment penalty. This would be a completely unfair system.
If the system could be altered so that entering the city of a clan with no red allies or red members would turn a player rogue, then this would be a much fairer system, and also give incentives for people to stay blue and be in Racial Alliance only clans.
In regards to your thoughts around the second feature.
Your example sounds like a very minor concern when compared to someone blue abusing this and doing “rougish” actions. In your case you chose to enter the city, which is a choice, but in the case of a resource stealer, the choice is defend and lose alignment or let him steal.
Even with the “red” modification, you punish a whole city, for one persons “red” status, something they are unable to change, unless they kick someone that turn red before logging of.
And while they are without the “blue protection” they would have more of their people turn red while defending, in other words, your system would totally destroy the intent.
Collective punishment is not the way to go, not for one person, I would however acknowledge your “twist” had the amount of blue people required been over say 75%.
That way if you have 20 people, you can have 4 red players without the rest being punished, and these can be told to go repent fast.
That would also promote people to stay friendly and be an incentive that’s much appreciated, but one that does not inhibit “red clans” ability to fight.
if you choose to raid a city, you should be rogue while there. if you choose to kill someone of your race while you are there you should be held accountable. however if someone of your race kills you they should be forgiven, since they were only protecting what was theirs in the first place. if they implemented this it would be totally fair and go a long way toward fixing the alignment system.
This means that player cities will be even more of a safe haven for reds and further penalise blue players for retaliatory attacks against them.
A blue player retaliating against red players and following them back to their city will have no option but to go rogue and lose alignment if they wish to retaliate.
The other option is to stop at the city limits and hope those reds decide to come out for a fight.
In my opinion this creates even more imbalance.
In the context of the alignment system, it doesn’t even make sense that someone should be penalised for killing someone who is allied or clanned with enemy races.
If people are so concerned with going red defending their city, then the solution is to stay in a racial alliance clan with positive alignment players only. In this way, any acts of aggression against their clan will always result in the aggressor going rogue, and the defenders will never lose alignment in defense of their city.
Disagree here completely. The probability of a random blue coming into one’s city versus a blue coming in to retaliate against a red are slim. Furthermore, there would be a lot less random reds running around if we did not go red so much from defending our own holdings. And a blue coming in to a city is attacking more than just one red, he will most likely come in to kill anyone standing around.
I think going rogue when entering a city is a mostly fair way of doing things and am very happy to see it considered. It should probably last longer than other rogue timers, as well, since it is an overt attack and oftentimes chases last a good half hour outside the walls.
Same race / same race alliance guilds and alliances will never work out because people want to hang out with their friends yet everyone wants to be the race of their choosing. I would hate for it to devolve into anything similar WoW-like forcing of things. WoW players can’t even read their enemy’s chatter in public because it is garbled. I want to be an ork because I like them but many of my guildies want to be humans, elves, or alfars because of hit boxes, even if they like orks and mahirims as a race better.
I don’t see an issue at all. If player A enteres city of clan B, he is freekill for clan B. Whether a player of that clan runs back in or not is completely irrelevant here. You are on their ground, they can do what they want. Your fault for being near their city/following the player into *THEIR* city.
That’s hardcore.
Please don’t add symbols but add tabards that you can wear to signify your guild! I love the decision to not use floating chat, health bars and other things above characters heads. It makes the game more immersive and unique. Having a tabard would enhance this rather then detract from it just to solve a problem.
Yes, I agree completely with this. I don’t like the idea of “symbols” over people’s heads, but having tabards that you can design would be awesome.
Yea I like it too. I also like that you go rogue when entering an enemy city.
Don’t really like symbols over head…
1: yes, but go with guild tabard/cloak/samurai flag instead of floating icon over head.
2: probably not needed especially if enemy players go rogue on entering.
3: yes, I like the idea of enemies going rogue when they come into your ‘home’ city, in the US we have something called the Defense of Habitation Law, or ‘make my day’ law which allows a person to defend themselves and their property within their home which suspends normal rights of intruders and attackers. I think this would help remove arbitrary penalty from legit defense of clan holdings while maintaining good faction.
I think the Samuraii flags for clans is a great idea. I thought that when I went to my first seige. It was very confusing and the FPS was terrible. So by the time I saw if a person was enemy or not it was too late. Very hard to target them. Clan Samuraii flags attached to armour would be awesome and give it a real battle feel.
DING DING DING we have a winner!
Tabards plz, not floating things, and never something similar to option 1.
People going rogue in clan cities is perfect.
Agreed, NO symbols/nothing over the head, maybe cloaks or tabards like in DAOC.
Symbol over their heads do not need to add. I think it should be a clan cloak or other form of clothing that can be removed. Players will be able to paint them self in the colors of the clan and patterns.
Which of the players considered rogue should be configured as access to the bank. For example:
* who entered in the player city
* who is attacking clanmates in the city
* who collects resources
* no one
Need more flexible rules.
1. yes
2. DON’T!!!
3. yes
Just have symbols for clan and alliance members. Being able to see the enemy because of an icon, in this game, makes no sense.
Rogue on entering non-allied cities yes.
symbols overhead no.
As others have suggested for a long time would prefer to see craftable tabards.
I’d like to take point 3 of the first “None of the above”. It’s fine as it is now and needs no improvement. However instead of icons over the head, it would be awesome to see tabards, dyes and clan-banner to differentiate between friend and foe.
The second feature would be awesome to see live.
This is a easy choice. Option 3 of course because this game was advertised as a game that never has floating icons or names over player heads….it even sound like that you would laugh at games who had this when you created Darkfall. That you even think now about icons above player heads let me think you kinda want to switch away from the hardcore/harsh gameworld rules you advertised like you already did with easy portal travel and system messages.
Instead give us the long promised Clan Colors and logo’s for armor and cities/ships
The Rouge think for player cities is a must have and sounds really great.
Symobls????? Why not guild Tabards ????????????????????????????????????
But if i have to chose, then YES to symbol. It s better than nothing
And YES on going rogue when you enter a player city
IF, you decide to remove party and clan symbols you need to add another visual indicator on who is friend or foe that can be easily recognized without having to highlight players with the mouse cursor.
People have suggested that clan tabards or clocks that can be worn, crafted by ranked people in a clan, and are full customizeable. I agree that this should be done
Another thing you guys should consider is the warranted demand for RAID parties, or at the very least, a substantial increase of party size. While I agree not having large parties forces people to be much more vocal about locations and tactics and it can help foster a more skilled playing environment, the differences in latency for voice communication removes the ability to properly manage large forces like a person should be able to do in a real life situation.
Allowing for large group sizes, completely customizable tabards/clock/armor for easy group recognition, and a larger party size will help greatly in facilitating a more robust large warfare environment.
Second idea needs to happen asap. It will go along way in helping to fix a lot of the alignment problems. I would go further with it though and extend the play territory out by at least a few kilometers around the holding, allowing for overlap as a “no mans land” where the alignment system is simply disabled.
No artificial symbols over the head, mainly because of the stealth factor mentioned above. Instead, please add craftable tabards that you can equip and which shows if you are friend or foe.
My favorite kind of tabard would be the old japanese one:
http://www.military-art.com/mall/images/dhm1235.jpg
—
YES
You go rogue as soon as you enter a clan city, if you don’t already have a specific political stance with the clan owning it
YES YES
—->>>>>>>>>> None of the above <<<<<<<<<<—-
The other options make it hard to hide in the world. If you hide in a yssam bush for example they'll see a little floating thing above their head moving around which would completely ruin that dimension of the game. It tends to make things easy mode.
I have NEVER seen this topic discussed on the forums? This sounds like the dev catering to his buddies?
I'd like to see something heavily debated for a while focused on like the siege system and how a LARGE ZERG such as TIA can use a 1 man clan to siege more and more holdings instead of risking their own holdings which don't go vulnerable as they're sieging the world for all of its holdings while able to self siege their holdings safely and siege other's holdings…
For example we had a big multi siege holding on their alliance planned and they transferred Apataun which made spoiled the multi-siege and they were able to continue to siege with their 1 man clan tag… its really lame and takes the dimension of attacking the attackers to steal their holdings out of the game.
If anything – tabards as mentioned.
You should indeed obviously go rogue when entering non-allied cities.
No to Symbles over heads (Takes away from the Thril of “whos that coming straight to me”)
Id say yes to bigger parties though as someone mentioned.
And yes to going rouge in someone elses city
A good thing about tabards contra symbols would be the ability to steal the of opposing clans to “infiltrate”.
It doesn’t have to be costly to make them, there can be a preset of symbols and colors that can be combined.
But say that your color and marks is “compromised” then people can make replicas or steal them of you from corpses of downed players.
All tabards would then have to be exchanged for all of the clan / alliance, to maintain uniform while still differentiate from the ones trying to infiltrate.
I’m not saying that you shouldn’t be able to spot the name tag, however the purpose of them would it not be to reduce the time required to recognize friendlies from enemies.
As you can see there are many opportunities by simply having tabards, especially if they are draped over your normal combat gear, like say a temple knights white robe.
The more choices the better and that is the key purpose as I see it with a sandbox, so this should really be taken into consideration.
I am rather undecided about the icons to show enemey from friend. This would definitely kill some of the feel in battle, but I feel like most people mouse over a person and tell whether they are a friend or enemy anyway. I’m leaning more toward not having them, but I don’t think it’d be game breaking.
As far as turning grey when entering a player city, the only potential problem I see is if you are going to a clan city to trade, you will then turn gray and they can trade gank you. This of course happens anyway, but if you turn gray, the killing party would not take any alignment hit for it. Other than that, no complaints here.
Rogue on entering cities yes. Overhead icons forced on no BUT an option to turn them on or off. So those who want to be *HARDCORE can still be *hardcore. Those that want a more organzied playing field can turn it on. Dont give me that crap it has to be hard for everyone to ID enemies and friendlies and since I can do it better than you you suck. Games are about fun and making elements that increase fun are NEVER bad for a game.
And while your at it make an option for perma death that you can toggle off and on for those that really want to be *HARDCORE. Lets see how many turn that option on……none. so I dont want to hear any more crap about *HARDCORE.
* The word HARDCORE is used in this post to poke fun at those that actually use it to describe their prefered style of gameplay.
if you create some sort of clan signia to wear then maybe we wont need stupid shit above our heads.
- First question:
3. None of the above.
Add clan logos + clothing items where they can be displayed (read: tabards and capes) instead.
- Second one:
Yes please!
those sound like solid ideas. it would give more incentive to declare war as it would mark your target, though it should only work in close proximity. going rogue when entering a clan city would be perfect. now i won’t have to declare war just to defend my holdings without going red.
Add dye-able tabbards dammit, don’t take the cheap lazy way out with stupid floaty icons.
3. None of the above
Party symbols overhead were already gay enough.
If an army marches into a battle and knows how to organize itself properly it will know where are the enemies and friends, a desorganized army can still do that but slower, so if you add icons on clanmenbers and enemies you remove that good aspect of the game and only make “zerging” more viable…
What happened to the guild tabards and dyes?
Why dont you implement them instead?
I think that perhaps instead of symbols, it’d be better if we had some sort of clan insignia we could wear like a tabard or a cape that way we could pick out who our friendlies are by the color/insignia they wear.
Nonetheless I’m still going to say option 1 for the first question since in sieges not everyone who is your enemy will be declared as one via wars, so better if instead you can just tell who is/isn’t in your clan.
and to go with the crowd, to the second question YES
As it is now, with the majority of clans being arac, being blue in a player holding isn’t much help, if they want to kill you they will. At least now if an unaffiliated player goes rogue in a player city then this prevents people from “accidentally” going red when defending against enemies who are not otherwise at war with your clan.
NO overhead symbols names and so on……
so i vote for 3 on the first question
add tabards and battlestandarts to find out who is friend and who not
friend – foe easy dedection always support the zerg
it would absolute destroy the great look and feel of the game
the party signs are nearly to much already
and instead add more better think about remove partysymbols too …..
the minimap dots make it already easy enought to get a feeling where ur clanmates are
just zoom in to 300% on the minimap and use a 15x zoom on worldmap for a long range radar
but dont place more overhead symbols and crap into game
people maybe say we not forced to use the symbols but that is bullshit
if something give an advantage in pvp u forced to use it
about the second question i dont care
i think there shouldnt be any allignment system at all
player make the laws and they enforce it if u break it
there no gamemechanics needed for that beside a minimum noob protection area in some uninteresting places that contain nothing of value for anyone who plays the game longer than 2 weeks
I agree with some of what you say. The party symbol is really unnecessary and kind of out of place. However, the alignment system has the potential to be a real immersive part of the game, it just needs to not be so universal and it needs to have meaning.
As for as the zerg mention, it’s like republicans and democrats. One side says having more numbers should give that party an advantage, the other says it is unfair to small veteran parties with superior skill to lose to numbers. I personally prefer the advantage of numbers as it makes sense.
1. would be better than nothing, but instead definitely consider Clan Tabards, flags, symbols, and dyes. These are thing that a lot of people have wanted for a long time. You can’t go wrong implementing these things. More sand in the box, a stronger sense of companionship between clan mates, and allows for less chaos in battle to allow new and different tactics.
Option 2 sounds good.
How about option 4.
Remove all of this symbol stuff (from party members too, and even clan tags.
and add in player crafted tabbards which you wear over your armour and can identify clans/groups by the patterns. pherhaps only members of clan can create tabbard of clan pattern.
this would be much more realistic, less carebear, great for sieges. Also means people could potential use disguises, by looting enemy tabbard which means first bit of in game espionage possible
PS: less special effects = less lag in sieges.
PSS: didn’t read above comments and was obviously beaten to suggest this.
id prefer to see something like a tabard the player can wear instead of a little floating symbol.
could take it a step farther and have something like a standard, flag, or other ornament that individuals can wear on their backs to signify some kind of importance or for looks.
Let us hang flags on the walls of our city. Let us carry destructable battle standards into seiges that grant small (non-stacking) bonuses to allied players. Give us tabards and capes to represent our clan. Of course, with all this, let us make a customizable symbol for our clan!
Never, under any circumstance, should an enemy have a floating indicator over their head. That will single-handedly destroy stealthy combat. I can see allies having it as I don’t imagine that messing with the game all that much, but like some have said before me, it isn’t necessary. However, having customizable capes (think Guild Wars!) that can bear you clan symbol or allowing crafters to paint that symbol on a chest piece of armor would be incredibly immersive.
Regarding the second topic, 100% yes to being rogue. I personally believe that any player beyond a certain radius of allied NPC cities or guard towers should be rogue to reflect the danger of being “beyond the realm of law and justice.” How can Sanguine law be aware of a murder that took place on the far corner of Cairn? However, going rogue in clan cities is a start. After all, if you enter a city to which you have no affiliation, shouldn’t they be allowed to deal with the intruder any way they wish without penalty? It is their land; it is their law.
also a 3 for all of the reasons cited above. Identifying enemies unassisted is one of the core skills of large scale pvp.
Secondly, Hiding and stealth is already extremely difficult, if not impossible in the game. Adding enemy symbols will only make that problem worse.
Hello,
yes for symbols overs only clanmates , but definitely not on ennemies , so option 1
And +1 to be rogue when we enter a clan city
Number 3 the change i would like that would give a visual indicator if thier ally or foe would be a tabard with clan/alliance colors and symbol the less artificial markers the better!!
I like symbols above clan mates heads, thats it. Stealth would be difficult if we had enemie symbols over their head. But like a previous poster said above, clan tabards! That would help me identify peoples.
And yes to turning rogue if you enter another clans city.
Who are all of these care bears.
CLAN TABARDS!!!!!!!!!!
thats it.
Tasos you TOLD us you were going to add clan tabards over a year ago. This is stupid feature that will kill the game. I swear if you add a stupid floating icon over enemy players masses of people would leave.
Secondly, Why are these fail design suggestions even talked about. If you listened to the community you would obviously know that EVERYONE wants clan tabards and have been screaming about them on the forums for 2 years.
I apologize to my initial reaction. It is just hard when I am so passionate about this game as a player.
I found a post on the forums that better explains what I wanted to say:
No to floating icons.
Yes to armor dyes and tabards.
Yes to going rogue when entering a non-affiliated city.
Lets not break what little bit of immersion Darkfall has even more by putting in floating icons.
I agree with Tom Kammerer II, if AV adds the symbols over head then they will see massive amounts of people leave the game. i am a kinda new player to the game and i would leave do to this fact of enemy clan symbols over yeah. I also agree with everyone that there needs to be tabards or capes. I also think that there should be armor dyes in game.
To answer your questions either combine questions 1 and 2 and go with Tabards. which the majority of people have said they wanted. but if tabards are not an option then my answer is number 3 keep it the way it is.
Either option 1 or something like guild tabards. Also for the entering a clan city and becoming rogue, yes please.
On the first topic; we already have floating clan and party symbols over player’s heads. Maybe an additional symbol for allies would be nice, but option 1 is fine.
On the second topic, I agree. I also think it would be worthwhile to implement a system that allows clans to align themselves with a particular racial alliance.
Add Guild/Armor Color Dyes and Tabards.
The flags posted above are to easily seen when trying to hide or something so i say no to that.
Still leave the Color names so that the allies can still function well.
Going rouge when entering any city you aren’t allied to would be awesome for the game. Also Lets make the range around the city to go rouge larger then the Entering city message. It wouldn’t have to make a system message for the players of that city but at least it will allow ppl to defend against the ppl before they enter.
All I am asking is that you all do not give the zergs anymore help in combat. Tabards would be awesome. Give them basic shapes and colors and 3 layers ppl will be happy enough with just that. Have it show on their chest and back. Done and Done. I wonder tho if it would cause anymore lag, i suppose it wouldn’t be all that bad since you could treat it like any other piece of armor loading.
1 and 2 , i don’t really care .
3 YES please !
Parties should have a total revemp, with making me enter 0 comands and shit (like /waypoint, /create. /invite, /leave) and more GUI
Also more grp space.
There is already a post of how i wana see the grp chat that i created a while ago, maybe if av bothers should go find it
Than again i agree with 1.
What many have been asking for, for a long time, is some form of coloured clothing, dye and/or banner that characters can choose to wear.
— Notes: logically a temporary dye applied to an armour piece or all armour worn at the time and/or an in-game ‘real flag’ (not an overhead out-of-game symbol): such small flagpoles were usually installed on the back of a warrior’s armour; like the Samurai Sachimono).
Friendly/Enemy overhead out-of-character symbol: No.
Rogue when entering an un-allied city/hamlet : Yes.
I second this post!
+1
/signed
The Samuraii flags idea is great. You should put in clan flags to show clan alignment. Each clan flag could be attached to a players back like a Samuraii and could be customized to a clan. I thought about this when I went to my first siege. It was chaos and my FPS was low. By the time I figured out if it was an enemy in front of me or friend it was too late. The Samuraii flags would give pride and a real battle feel to it.
can enemy players see your party icon above your head??
no they cant so why would they see your clan/alliance icon?
personally i would prefer customizable tabards/dyed armors myself, but not necessarily only to be used by that clan, so for example an enemy could dress us in one of your fallen allies armor to “blend in” and cause all sorts of mischief.
also if you do add icons for clan/alliance then theres really no reason to mark enemies(where the problem would arise that you could see if they were hiding) as anyone without an icon is fair game….
as for the grey status, I fully agree and it has been a long time coming.
I just want to say also, Thank You AV. You have come a long way since I started playing this game two years ago. Know that at least some people appreciate what you are doing and this wonderful game you have made.
No symbols above the head please, I can go with tabards.
Players should go rogue when raiding a city!
Organizing during a fight and working together as a team can be very hard if you’re not in the same group. But it’s also true that being able to work together is what distinguishes good and strong players from weak and bad players.
I think the 2nd option for the 1st feature proposed would make it a bit too easy but I think since we already have symbols for group members the 1st option is ok and I support it.
However rather then giving automatic symbols have you guys thought about revising the waypoint feature for groups? I have this idea where you could replace the /waypoint command with an actual spell that would shoot a flair or create a colorful symbol where you’d point your crosshair at and you could maybe craft the reagents and depending what you used you’d get different symbols and colors and what I think is most important everyone, not just your group, could see them.
It would be interesting to see if during a big battle mind games would be played with these “flairs” and how clans and alliance could use them to signal eachother their positions.
As for the 2nd feature proposed I fully support it.
No to clan symbols and no to enemy symbols. Just add some type of gear or form of identification players can wear. I mean where do we draw the line Av, when I subscribed at EU launch I was very disappointed that shadows, and use the grass coverage were just fluff I could turn off. Then spawn sounds were added and acted as alarms from players yet again lowering the stealthy immersion even more. Ontop of that we have player proximity system messages for clans. See I like stealth and being able to sneak around it’s my playstyle and one of the reasons I have for playing Darkfall.
Lets rename the game *YourNotEvenAllowedToThinkOfSneezingWithoutTheUniverseKnowingFall*
Like Tom I feel I need to apologize also for I too am passionate about this game, but he has a point some things are better left unsaid and we’ve been discussing the stuff uptop in the suggestion forums for quite sometime.
3. None of the above.
I would hate to see added features to this game that are not realistic. These symbols are just the start to the name floating above someones head or what not.
Keep darkfall the way it is, but add in Armor dyes, and capes or talbards so that the sand in this game is overflowing.
If my clan can rep this armor dye with this cape and my enemy can rep their armor dye and their cape that would be very very realistic as every major war up till today has their own colors on uniforms.
They might be wearing similar gear for their time, but they have it tailored to be differnt so you know on the battle field.
i gotta agree, no symbols above the head needed, they’re already orange blue green etc in name. as for going rouge when entering another clans city.. seems a bit much to me. i agree, just give us armor dyes and i’m happy. dont wanna see anything floating above anyones head.. to wow’ish.
floating samurai flags ftw
As for idea 1, option 2 is ideal, providing it’s something you can switch on and off in UI options, seeing a big floating name when you point at someone is no less immersion breaking and moreoever having it would facilitate combat within large battles
As for part 2, sure, however this “rogue” status should be more like temporary grey and turn back to your original status when you leave.
to prevent stealth combat being affected perhaps only enable it if your in a party? with a minimum number of members, also a battle system for larger groups with multiple parties for battles(or major pve) be nice, perhaps roll the change up into this.
The second option would give away positions which is not good ..
The rest seems fine.
we want samurai flags, that is what the game needs, will be great for population
i think clans alliances should be made to choose good alignment or evil alignment . clans and alliances dont need to go and choose whatever side they feel like it cause they want battle loot. if a clans good well they need to find other good aligned clans to help with sieges and whatnot have stat penalties for killing same alignment ,who the hell is gonna kill a guy that is aligned good when you are and lose 10 of each stat for 12 hrs if they click do not forgive button no ones cares the way its setup now and yah this has everything to do with seiges and shit yer red yer dead none of this 2 hr crap with putting 20 clans in yer alliance for 1 siege that you will prolly be fighting in the next one your either good or evil simple on the battle field makes it real simple dont it none of this flag crap no confusion who to kill
Regarding the first topic i would have to say “none of the above” as the current system is allready working fine and no extra signs would be needed. But you could easily implement a clan sign displayed in certain objects worn by players.
Regarding the Rogue system i think yes. You definetely have to get rogue entering a player city not affiliated with you.
3. None of the above
Should make a cloth tabard over your gear, with clan symbols and such.
No to the symbols over clan mates or enemies, unless it is something you are wearing.
YES to going rogue when entering player cities.
Dont listen to them AV. DON’T DO IT.
However, YES to going rogue
going rogue when entering a player city*
^^ yes to that is what I meant.
No floating above the head anything.
Allow tabards or give us clothing we can wear over our gear that we can also dye different colors.
Rogue seems ok
Option 3: None of the above, I like the fact of not beeing sure if someone is friend or foe from the distance, feels more realistic.
No overhead symbols but a proper group system, pretty please.
I would say no to such symbols, unless they were to be implemented in more subtle fashion; perhaps items crafted in clan holdings would have the name of the owning clan, or clan alliance, stamped or painted onto them.
As to the second feature, well I must say I quite like the way that sounds. If possible, however, I would suggest implementing it as an option for the clan holding the city.
I am coming back here to post again.
I still think we should go grey when entering a player city, but I thought it would be cool if we could get clan tabards. That would be awesome.
I’ve seen this green marker in beta before, and it was a good help for >10 groups.
But I’d rather see a raid party system, with no marker on the map, only a marker over the head for fighting.
And please no marker on enemy head, it’s not WoW, we don’t need any marker over the bush.
+1 for going rogue on entering cities, but let this be controlled by the owner of the city – for trades hub and npk guilds.
I would rather see a way to customize your armor to indicate friendly membership. Like a blue armband.
I definitely vote for #2.
Please also add some more player housing =)
1. Would rather see a tabard like many have mentioned before but anything is better than nothing
2. No
3. Yes please
Change the EARRING spot to a tabard slot… pretty simple!
no,no, yes
I vote for 3 in the first only because i agree that it should not be above the player’s head as it may give away their position as has already been stated. I have no problem with having symbols for this, just not above the head.
On the second, I wholeheartedly say yes. If a blue chases a red back to their clans city, they should expect to be attacked by that red’s friends, kind of a duh.
Also if your chasing them back to their clan city, it should be a given that you should not enter that city, you are entering your enemy’s territory & should be treated as such, an enemy.
I’m genuinely quite surprised at how many think floating symbols above the heads of players is a good idea. It is slightly hypocritical and contradictory. Aventurine themselves have stated from the get-go that Darkfall aims to not be a theme park game and will not have immersion-breaking features like floating text or symbols. This has been the main argument from day one to not improve the public chat with Ultima Online above-head text.
And yet they suggest this, it seems a bit silly, and I truly hope this doesn’t mean they’re taking Darkfall in the direction of simplifying and standardizing the game. The best solution, to stay in keeping with the current ethos of Darkfall, would be other forms of visual cues, like I’ve seen people suggest, such as clan tabards players can wear. Expanding the amount of people that can be in a party is also a good idea, as the party above-head markers are only visible to the people in the party, and therefore provides a minimum amount of immersion-breaking.
I have no opinion on the going rogue in player cities suggestion, but it’s interesting to note that this means Aventurine have completely put away the idea of player cities as trading hubs, and now consider cities solely a military asset – nothing wrong with that, it’s Darkfall after all. It would just be nice to have Aventurine come up with a new list/manifesto of what they want Darkfall to be, as the pre-launch vision no longer applies.
To be quiet honest I believe tabbards are a great idea anything else is just bollocks.
I believe the term is “Fog of War”. Meaning during a battle it is natural for chaos, and disorientation between members of a combat unit.
Without leadership signals and orders you have friendly fire, people cut off from their unit and ambushes which occur.
Tabbards would be a huge plus. As far as floaty things above my head… haha I didn’t come here to play sims leave that crap off my noggin.
wow. alot of comments here
Yes, make the player go rogue when they walk into a clan city that they are not a part of, but also make it that there is no broadcast to everyone in the city that someone is sneaking around, takes the element of sneaking out of the game – and for low level newbs like myself, that is the only thing we can rely on, being sneaky, plus its fun.
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The icon (which we should be able to turn on and off and maybe scale the size of it in settings) for clanmates and allies is cool with me. The enemies one isn’t needed and could ruin certain situations as stated above.
And yes for the blues entering your clan holding going grey.
Overhead symbols contributes to the cause no more than targeting a player and checking their clan tag. If you want a solid way to differentiate clans during battles then capes and banners is a good way to go.
As for players entering a non-allied holding. Blues should turn rogue to avoid exploitation of alignment on the defenders. I never tested it, but assuming that the red alignment is done correctly, red should overwrite rogue regardless of the players action, thus rewarding a blue for killing a red (even if the blue is in rogue status).
Yes, a player should go grey upon entering a non-allied city, BUT the system message alerting the clan that owns the city should be removed!
I think that’s a fair trade-off and will add some interesting encounters to the game.