Feedback, April 21st
We’re still in crunch mode trying to reach our sprint milestones. Activity-wise we’re more or less working on the sprint goals you already know about. There are a few new things that we’ll talk about in the next activity report. What we’d like to do today is to let you participate in some of our internal debates, and to give you some perspective behind the scenes:
As you already know we’re talking about making areas lawful or lawless based on their geographical location. There’s a debate internally, as well as on the forums, about what should happen near clan cities or other clan holdings. We thought it might be interesting if holdings control the lawfulness or lawlessness of an area, so clans will have to make this decision. There would obviously need to be limits and rules to this. We’re interested in your opinions on this topic.
We’re thinking about making towers deadlier in the capital cities. As we’ve explained before, capital cities will become the only starting areas. Our thought is to make capital cities a safe haven for all players, more so than they are now.
Also under consideration: Clan vendors to clan cities where the clan can set the prices of their goods to be sold. Clans will be able to upload their own items to the vendor.
We’re in the process of redesigning the crafting system and the following few topics have to do with parts of that: What do you think of adding the capability of recycling items and getting some of the raw materials back from them? This is just one of the steps we’re looking into in an effort to add more depth into crafting.
We’re also considering making rare ingots less random in the sense that they will define the quality of the item they are used to create. So higher rank items will require higher rank ingots.
The quality of enchanting materials is also under consideration: We’re looking into making the status of the monsters define the quality of the enchanting materials harvested from them.
Along these lines, we’d also like to raise the damage cap for monsters to better reflect the difficulty level of the monster. We also want to adjust rewards to follow these changes.
We’re taking a better look at specializations/extensions to hopefully make them more meaningful. We’d like to hear more about your experiences with these and have your recommendations.
Addressing Prestige Class concerns: We’re not avoiding the topic, we’re not substituting them with the new armor system, and we have not abandoned adding more class-based specialization options to Darkfall. The armors are just part of this system where by using armors you get locked out of using certain skills while enhancing others. One possible change we’re looking at (feedback please) is to also include a limited number of skills (1-2) from the locked categories to the players arsenal, under the new armor system. Beyond armor, we’re working on an improved concept to prestige classes where players get to make “class” based selections which can lead to the ultimate specialization, especially combined with the right equipment. The philosophy behind this is that while the armor system limits, the new “class” system extends a player’s specialized powers to new levels. This are major changes to the game to say the least. This system will be presented properly with all the details that go along with it.
There are obviously numerous topics like the ones above, but these are the ones we’ve chosen to hit you with today. We look forward to your feedback and comments on some of the topics, we also hope we’ve shed some light on a few of the things we’re working on and made our intentions a bit clearer.
On behalf of the Darkfall team, I’d like to wish everyone a Happy Easter or Passover to those who observe these holidays.
Thanks for reading
Really god job! Will be interesting to see the feedback comin and nice to hear that you really read the forums
Me myself will it post on there.
Start separate threads for each topic in the community forum so the discussion doesnt become a quagmire.
most features still under consideration? i thought ETA was Q2..
all good ideas, you should also add player vendors to NPC cities or clan cities hamlets.. economy is dead,
did i mention you are too slow?
Decent update but.. nothing about self sieging, #1 issue that is destroying the game at the moment, PLEASE – FIX or at least mention what you want to do about it short term, because put it to long term and it will damage the game severely.
About the prestige classes….. You ever played LOL? Leagueoflegends? I guees… Dota aswell. You have alot of different champions and then the same gear for all. . .
I think all should be able to wear the same gear….. Not like “this class” “this gear”.
I think there should be no classes “real live = if you want to do massive dmg you equip a massive axe and dps hat aswell….
Now ppl can choice to be hybrid by changing gear….. Or go only magic dps by using magic gear.
To make it easy to control, not much gear (maybe nothing) may contain any extra spell og extra hit. This can be added, but its harder to control and eachtime you change something this item will change alot… Example…. You make a hammer with DPS and “each time you use a spell your next melee will do spell dmg aswell for 10% of your magic dps”. Its cool but hard to calibrate for you….
Another thing…. Maybe limit the abilities ppl can use… Its oki everyone can learn everything…. But if everyone can cast every spell all the time, there is no point in diciding which spell to go for…. Im just saying LOL is 4 most played game in the world and each champion got 4 spells, thats it. We got 50 or more and its just about to trigger it better and faster than the other.
An example of a system: Lets say you are limited somehow to 10 spells. (could be done by saying “you can use all spells, but you only “”"”FOCUS”"” 10 spells at a time.) Now 1 guy will have to dicide if he only goes for DPS spells and DPS gear, or if he wants some CC aswell, with DPS spells included….
Then revamp buffs, and make it possible to be a “buffer guy”, which can FOCUS 10 buffs that really makes a difference….. Gear for the buffer guy is ofc. ability power which both benefit magic dps and these buffs. . . So no need for any specific buff gear….
Actually gear is down to simple:
Ability Power gear. (magic dmg and buff + heals benefits here… all magic…
Magic resist. (resist magic dps, ofc. it wont resist buffs ).
Armor. (protection against melee and archer).
Attack dmg (DPS for melee and archer).
Hp regen.
Mana regen.
etc. etc. prop miss some… I wont say HP cause there is not need for HP gear actually…. Armor and magic resist is the protection,. Not HP. No need for it, no reason to have it in gear. you cant reargue that.
With this i think we will see: alot of guys having 50 spells, but have to focus 10 spells togehter with 10 pieces of gear.
There will be “buffers”, “mages”, “archers (no armor only attack dps)”, “tanks/melee” (armor and attack dps), “CC’s”, “Hybrids”
Prop all will be a bit hybrid, but there will clearly be a difference between players…..
AND. if someone figure out that “TOXIC rain” is a MOST to have whatever gear and spells you focus… You as the GOD of Darkfall just nerf it, so it wont be such a sure winner spell.
I hope you can use just some of this tiny info…. I played alot of games and i think its important to keep it simple….. By making classes with something specific, you make it hard for yourself and some class will always be OP and its just to hard to work with.
Be the smart developer and let ppl focus 10 spells, let them learn all but only focus 10… Like when you change gear you change focus. You cant wear all gear you cant use all spells at the same time. . .
This way its EASY to nerf and buff gear and spells without killing a class, cause theres no class to kill…. They can just change the spell that is nerfed.
And for the love of GOD. Dont make any “HEALER”. If you make a tactic, theres should be no healer to ruin it…… You can NEVER fight a healer…… There are no reason to have a healer in a game….. NEVER a healer that can heal everyone and himself during combat and will not die before his mana is low.
But i think you are during a good job about the healer thing for now… Perfectly for a gameplay that shouldent be ruined by some healer…. Im talking about GAMEPLAY cause this GAMEPLAY thing can be TOTALLY ruined by a healer. . . Dont ever add a healer something…. No reason for it, no reasaon to do so.
Nice wall of text for no reason.
you’re acting as if they are going to put typical MMO Classes into the game. they aren’t and wont.
Next time post in the forums if its longer then a few lines….
What David said.
i guess u missunderstand them when u afraid of this class that gear
as i understand it its
armor limits urself (useable skills)
prestige class expand ur possibilities
example
robe remove access to 2 hand melee master
spellblade prestige class allow use 2h melle mastery even when u use a robe
special spellblade power
absorb soul – when u gank an enemy u regain 200 mana
example 2
full plate armor remove access to any higher magic schools
paladin prestige class give access to spellchanting arcane magic and earth magic school even if u wear heavy armor
special new paladin powers
blessing – a other buff that is casted on whole group give xy bonus duration is as long as u stay in 100 range near paladin
that are just examples but the idea as i understand it is armor limits and prestige classes allow use special skills even if the armor would normaly not allow it
and also prestige classes add new skills powers that u have no access without the prestige class
This is exactly how I’d like to see it.
And that was exactly what happened when they wanted to introduce specializations. They removed Jump-Shot, Jump-Cast, Water-Arrows etc etc, all to allow people to use them again through specializations.
What they did wrong with specializations tho, was the “debuff”, it was to small, making it no real choice to use them or not.
Hopefully they don’t implement it simply as you said, with no downside to it. Then everyone just has to pick a “prestige class”.
When picking paladin, one should be limited to say Mace ( just an example but you get the point) There should not ever be only benefits to a choice, because then it’s not a choice.
In my opinion, all the current specializations should be removed once they add prestige classes, and distribute allot of “changes” to each prestige class. Prestige Classes is then what will keep the game going, adding a new Prestige Class can be done each expansion with no real challenge, open up something, block something else. Should be no work at all if handled good.
But that all depends on their Unit Interface and their Network System, how much is client side and how much is server side.
From the looks of it, this system is still very much client side, which is bad since that makes data handling very cumbersome.
This exactly!
Recycling of items is a great idea!
As far as vendors, please add SOMETHING, I don’t care if it’s an auction house, contract style system, NPC town vendor, whatever, but you gotta do something.. this game has absolutely no economy to speak of.
How about an in game mail system? I think this was shot down but please re-consider it.
Thanks for the update, Tasos, and Happy Easter and Happy Passover to you and AV as well. Do you have an update on any new videos regarding the new sound system, or perhaps an update on when a next patch will be introduced?
city vendors…good to hear i hope there is loads of options where one can set:
witch rank can use what.
How many can a person buy per day(or a time set) and at what prices.
Who can buy what.
Different tabs where (this clan can buy this, my clan can buy this bal bla bla)
Its nothing realy just couple of options witch everyone might be happy about.
The more options/presets in any system the more widely it will be used and loved.
Give us more options in both bank rules and options!
YES to material recycling. Please make it give back rares/enchanting mats in quantities relative to the durability. Don’t make it give back like 2 normal ore or some leather (thats what I would expect from AV).
Fix the siege system.
Get the complete armor sets/specializations out NOW please. We are tired of waiting.
HURRY UP
Prestige class :
I don’t care about class or not in game, because the most important is the balance between class or play-style.
Capital cities become the only starter areas :
why not but you need to make the area around it interesting (lot of mobs for newbies)
Other NPC cities could become a nice PvE spots with medium mobs but no guard towers.
Holdings control the lawfulness or lawlessness of an area :
YES! sandbox feature.
But you will need to move soem holdings away from NPC cities. There are currently many holdings too close to NPC cities.
How about they just remove half of the worthless NPC cities all together. If not at least slim them down, make them more outposts instead of cities.
Clan cities should always be larger then NPC holdings with one Exception the Capitals.
I disagree with more powerful towers in starting areas. This prepares newbs for pvp, and gives us players who patrol for reds a good bit of action protecting new blues.
Which is exactly what’s not happening.
How often does ppl “guard”, nearly never, and how often does new people want to “learn” to pvp the first few days they enter the game.
All that happens is that people believe they are safe, and then they are not. A combination of bad mechanics and simply all the internets finest griefers joined.
Hopefully the Capital Cities contains more then just starting experience, they should be the headquarters of every racial action, and thus play an important role in the game.
When players are ready to pvp, which most are intending to do, they will leave the player cities, and the pvp you get there, will be much more enjoyable then, compared to killing untrained and occupied new players trying to learn the ropes.
Dear Tasos,
This is by far the BEST report you have given all of 2011. I Dearly thank you for this communication and am really happy today because of it.
Thank you for finally replying to us about Prestige Classes. Thank you for shedding light on all of those awesome changes to crafting, items and clan cities.
Everything you have said in this post I agree with 100%
My only question or concern. What are you going to do with the current starter cities? They are Lesser cities than the capitals. What purpose will they have now?
PS: I do not necessarily agree with upping the tower dmg. But Make them less resistant to Arcane . For example u can run around the towers with full arcane and arcane robe. Make the lowest dmg roll Cap on these towers so it ignores like the arcane robe or something. This would make it impossible to Grief with a healer.
Or just make the person turn grey when he heals a grey or red.
I think towers should just apply a debuff and Damage over time effect similar to venom. Debuff all resistances and them for every time the tower hits it stacks the debuff and the damages.
Added bonus the game then can track people being hit with towers so it can actually mark “red healers” as rouge.
If person has the “Tower Debuff” on them and someone heals them, they go rouge as well. make it last 1 minute as it would be troublesome for people who stumble into a tower. although since there will be less starter cities and a better map, im sure that should happen as much latter on.
NPC Cities Vendor is a step towards to save the dying economy of the game.
You can make it like Local Markets where players can put their goods for sale.
And for gods sake, game tweakings for PvP is not the only thing this game needs.
RP is a factor forgotten and should be paid more attention to it.
And do something with the GOLD SELLERS.
Seems all the comments got blindsided by that paragraph about ArcheAge Online’s class/armor syste… err I mean prestige classes/armor changes so they didn’t comment on the debate…
DO NOT! Give owners of holdings the right to make them lawfull or lawless. It’s common sense what will happen, everyone will pick lawful so if anyone enters there city and attacks they get slapped with negative alignment.
I prefer the whole “certain areas are lawful or lawless” this will create more hot spots for PvP.
I would vote for lawless area around my holding.
Makes more sense anyways as most people just bait you out of your holding to a larger group.
So you rather have your area be lawfull and risk losing alignment if others enter your area? It’s not like you will be able to avoid it yourself now do you? If you’re being sieged you will lose alignment to those participating, and your alliance will lose by defending it.
Most clans would chose to have lawless. But giving players the choice is much better then saying that all of agon is Lawfull, but subcontinents are not…
Yes to allowing clans to decide whether or not the area around them is lawful or lawless. If they choose to make it lawful, perhaps there could be some sort of reward involved in killing enemy races within their area.
Towers in NPC cities are fine as is. They don’t need to be insta-death towers.
Yes, excellent idea. Allow vendors in NPC cities as well! One of the main things this game needs is immersion however. If perhaps multiple vendors could be allowed in a city, each with it’s own customizable sign, we could actually see some marketplaces that would encourage player interaction, and of course, meaningful pvp if players chose to raid the marketplace.
Yes to a salvaging system.
Yes to quality of ingots determining the quality of the weapon. We need more customization in crafting though! It’s simply use x to create y at the moment. There’s no availability for player creativity and personalization.
And please, add rare ingots to village rewards…it would be an easy way to create some great hotspots for small scale pvp, which is exactly what this game desperately needs.
In terms of specializations: Aquashot should not be a specialization. It’s been said many times before, but this does not create diversity. It’s merely a nuisance. A player shouldn’t be able to easily escape a fight in the water because a player pursuing him doesn’t have a certain specialization.
We need an archery spec please! As of now, a mage killer does A LOT less damage in archery against an archer who still has all of his buffs.
Destroyer spec is fine, although stickybacking needs to be addressed. Because of haste, it’s a bit unbalanced. Perhaps add a small knockback (like the polearm’s) to all weapons. If anything, greatswords need to be balanced. There’s a reason -everyone- uses them.
Magic needs more balancing as well. Mainly knockups, fizzles (remove them), and WoF spam. A great solution would be for Rage to make you immune to the effects of fire knockups and WoF’s.
Ahh yes, and everyone should have both double-step and double-jump
“A great solution would be for Rage to make you immune to the effects of fire knockups and WoF’s.”
OMFG YES ! I wonder how easy that would be to work into the game. Rage already has a nice cooldown so it wouldn’t be to Over Powered only be used once during most fights.
very good news
YES to holding owners decide about lawfull/lawless of area
YES to the described armor/prestige class idea of limiting and extending possibilities thats the BEST news since ages a great idea the diversity solution
Where to begin?
Lawlessness Controlled By Clans
I’m still trying to wrap my head around this concept – why even introduce such an idea? What would be the point of it? Why would a clan NOT turn their holding area to lawless? Just for the sandbox feel? No one wants to lose alignment and every holding is owned by an ARAC clan, so why would anyone want their holding area to be lawful? It certainly wouldn’t act as a deterrent for attackers. I don’t mind such a change, but there are more pressing issues at hand.
Tower Deadliness (safety)
Again, what’s the point of this? Not once have I ever heard a new player say “Man! These NPC towers don’t do enough damage!”. Blue blocking, a problem that has plagued Darkfall since launch, would be more of a problem than ever. As it stands now, one can still live after hitting a blue blocker once. With increased tower damage, hitting a blue might ensure death and exacerbate the blue blocking problem.
You really couldn’t have worded this part any more worse either. Safe haven? Do you even remember what Darkfall is about? No safe havens! The very thought of making more of a safe haven out of NPC cities makes me think that AV really has lost their grip on Darkfall’s core concept. Whatever plans you guys have at making NPC cities safer, tread carefully because you’re close to losing your damn game. Increasing tower damage is a pointless change, blows my mind as to how this takes precedence over some of the more important fixes that need to be made in-game.
Clan Vendors
Where are you going to put these Clan Vendors? In player holdings? Keep in mind that as soon as players hit system, the holding’s inhabitants chase them down and kill the intruder(s). No one is going to stop and ask “Are you here to buy something?” when a player comes into their holding. On top of that, once a player buys something from a Clan Vendor – what’s to stop the inhabitants from just killing that player and taking it back? The holding’s bank is probably closed so customers would have to go elsewhere to bank their purchases. There are different dynamics behind vendors in holdings as opposed to vendors in villages because there is a no tolerance policy for outsiders in every holding. If this is your idea, you need to rethink it. Consider putting Clan Vendors in NPC cities, give us reasons to stay blue.
Recycling Items
This should have been implemented a long time ago.
Specializations
Here’s a breakdown of your specializations;
Guardsman – I don’t think a single Darkfall player uses this. I’m sure this was intended to be used in conjunction with 1 handed weapons but seeing as you made 1 Handed Weapons obsolete in stand alone viability, there’s no reason to pick it up. By making 2 Handed weapons the standard weapon, you released this specialization of any use.
Unfazed – A good specialization, very helpful for new players in PVE.
Indestructible – No comment, as I’m not too familiar with Indestructible. What I do know is that many new players ditch it not long after picking it up because damage from other players is simply more than the protection gives. It’s not an issue of the protections not being enough, it’s more about the damage output by most players (i.e. Mages) is too high.
Destroyer – Probably the most useful current specialization. I have a lot of fun as a Destroyer but since Day 1 of Conquer the Seas, it’s been widely known/agreed upon that Destroyers have a difficult time in solo PVP. Destroyer is a group PVP role that can turn the tide of a battle, but it has it’s problems when fighting alone. Many of these problems deal with the damage gap between bows and mages, I’ll elaborate on this in the Mage Killer section.
One issue that plagues Destroyers (as well as everyone else on the server) is fire knockups. This needs to be changed and again, it boggles my mind as to how you can start thinking about other fixes before this one. There is a unanimous sentiment among Darkfall players that fire knockups are ridiculous and need fixing – it’s probably the biggest problem in current Darkfall combat. A player should not be able to literally juggle their opponent from 100% health to dead (and believe me, that’s a common occurance). Everyone and their mother uses fire knockups right now because it is the end all of easy kills. Mages need a way to get players off of their backs, sure, but three knockups is too much. Once a player lands a knockup on me, my fate is completely out of my hands – I can’t move and I can’t outdamage my opponent from the air.
Mage Hunter – Much like Indestructible, damage output from mid level to high end players is too high to make Mage Hunter of any real use.
Mage Killer – Mage Killer is almost always picked up in conjunction with Destroyer, and this is also where most of Destroyers’ problems come from. Unless I’m using a decent Silverbranch (i.e. a 12k+ gold investment), I hit staff targets for mid 20′s with Mage Killer. Mid 20′s simply doesn’t compete when Mages are spamming spells that hit for low 30′s to mid 40′s per hit.
You guys only made things worse for Destroyers/Mage Killers when you increased the mats for Silverbranches. They are just too expensive now to use in casual PVP, and it puts bow users at a noticeable disadvantage to any decent mage. Many players ignorantly talk about how the 12k cost for Silverbranches is nothing compared to the reagent costs of getting spells to 100. What about us players who leveled our magic but still decided to go Destroyer/Mage Killer? This renders that argument null and void, as we’ve spent gold in both worlds.
Mages have too many tricks up their sleeves to make the average Destroyer/Mage Killer a viable solo PVPer. The combinations of blinds, Wall of Forces, fire knockups, and hard hitting R90 spells make bows inferior.
Master Scout – This perk doesn’t even work. It’s been tested again and again, identifying distance is the same for everyone. Mirdain’s special ability is the extra ID range, even theirs doesn’t work. Yet another glorious example of AV’s competence.
Mana Shield – No one uses it, period.
Conclusion;
AV’s track record shows that most of your ideas are not thought out very well – this should be apparent to you when you see that most of your specializations and content (i.e. Ice Dragon and Trade Routes) are completely unused. I suggest putting some extra thought into the upcoming changes you’re making. If you bring in any DF player to AV HQ in Athens and ask them whether or not they want fire knock ups or tower damage changed first, that player would likely slap you in the face. I’m sure there are debates on these issues happening behind the scenes but the fact that you have yet to mention it once in your “updates” makes the community think that you intend to let these issues pass unchecked – a serious mistake indeed.
While a bit cynical I do have to agree to an extent on most of what this guy has to say. I like the ideas of recycling materials and adding vendors that could be used in places other than villages would be great as well.
However, as this poster has said, a lot of your ideas put to work have really flopped and if you are going to do something as big as add “armor specializations” you should definitely make sure all i’s are dotted and t’s are crossed.
Focus more on the things that players are actually worried about, and release them in smaller patches instead of having a 3 gig update that usually ends in 3 weeks of emergency maintenance, because random bugs just keep popping up that you weren’t aware of
at the time you implemented the patch!
One last suggestion I have is if you ever do add lawless and lawful lands, you should really consider making everyone back to +10 alignment under these new rules, because alot of players in non-arac clans were affected by the new alignment changes and are now unable to utilize things for playing the game regularly, and not just “griefing” in NPC areas.
Some good points, I agree on towers, they dont need more power, that wouldn’t do anything but promote griefing. and Av’s current specialisations are REALLY fail, which makes me pesimistic about upcoming armour/prestige but one can hope.
but I disagree with parts. the reason there are no “rp cities” is because there is no point, but if we had city vendors then there would some point: we could make public trading cities. and so setting the law of the land would actually become some what useful.
either way clan city vendors are defintely useful even just for use within clans/alliances, although they would be better in NPC towns to replace the NPC vendors.
why is there never anything about added housing?
easy answer would be the allowance of two bind spots? since that is all that a house is really good for.
Lawful or lawless:
I think it’s important to think about what kind of an effect on gameplay either choice would have for a given clan in a given area.
I suspect that if a clan chose to have a lawful area around their city they would in effect create an incentive for other neutrals to visit this area more frequently. The reason I think this would happen is because even though these neutral wouldn’t be safe by any means from getting killed but they would know that the clan in control of the area isn’t likely to kill them unless provoked.
Likewise if a clan chose to have a lawless are I suspect there would be less neutrals visiting especially with other intention then to look for a fight.
Now you have to think about what the benefits and disadvantages of having more neutrals in your clan city are and balance those with some sort of precautions of making the choice between the two types.
More neutrals would have two effects:
1. mob spawns would get more crowded and the clan in control wouldn’t be able to avoid that
2. trade would blossom for the clan in control if they had shops setup
Less neutrals would have the opposite two effects:
1. anyone could fight for their mob spawn
2. there would be less or no trade
In both cases we get a good side effect for the clan in control and a probably undesirable effect. If you want this choice to be meaningful and balanced you need to add consequences for choosing either way to ensure it.
IMO if a clan chose to have a lawful are the consequence of that choice should be the ability to setup clanshops as you suggested but also not being able to have red players bind to their clan stone.
And the clan that chose a lawless area shouldn’t be able to setup clanshops but can have all players bind to their clan stone irregardless to their alignment status.
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Item recycling sounds great, a way of minimising the loses of the crafting grind.
I don’t think the towers would make any difference to the life of a newbi, other than the very few situations where reds are able to go into town and heal each other whilst running riot.
merely posting feedback on crafting gains.
even though you (AV) have said that you fixed it on the friday (Day after patch), extensive testing has shown that crafting gains (on at the least) the following skills are completly unchanged as of today.
- Enchanting
Gains are no faster. crafting 157 enchants, at 94 skill, has a projected gain of ~0.6 – 0.8 – with an increase that should be (Somewhat) higher – this is not the case.
- Armoursmithing mastery
at 72 Mastery, the average gain is about ~1.0 per 16 crafts. after the patch i made 40 crafts (80 infernal fillers), which got me 2.7 in gains. (project gain:2.5)
—
after this expensive escapede i’ve decided not to test on.
another played tested by making ~150 shipbuilding modules, which also saw no gain increase what so ever (at 50+ skill)
—-
Going on from this, it is very clear that gains have NOT been changed. somewhere in the line from the developer to the live server the change is not working as intended/expected/announced/told
Long story short:
Enchanting, Armoursmithing (mastery), Weaponsmithing (mastery) tailoring ,alchemy, Shipbuilding OR Warhulk construction.
Long story short: Gains are not increased, Yes, i know you said they were, i also know what is CURRENTLY the fact in-game. they are unchanged.
- Shiva Firewing.
About the enchanting ingredients : higher level players need to be able to farm a high number of low level ingredients from stronger mobs. If i need 400 Q1 stormrune, there is no way i m going to kill 400 low level mobs that skin for 1, i’d rather kill 20 very strong mobs that skin for 20.
Sorry guys, expecting to carry forward with yet more further debates isn’t going to fix this game. We can sit here and contemplate awesome changes for the next 2 years, but there won’t be a darkfall at that point.
Add in the armor changes, bring in prestige classes (why hasn’t this been coded yet? You guys said these were in production like a year ago..) and get your game going again. All that other stuff, fluff. Core combat mechanics- launch asap.
anyone demanding things put in now is asking for things they dont understand.
Sit back drink a cold one and farm some stuff the expansion is going to be a completely different game anyhow. Just let it go.
January 14 2010 at 2:39PM:
I would like to know if herbalism is going to get some love in the near future. – Ford Perfect
Herbalism is useful and balanced for what it does, but we’re always looking into improving trade skills. We have some major improvements for trade skills underway which target their depth and add a lot more items to the game.
—
Are there any plans to further improve the economy/trading in DF? – Drasked Guillotine
Yes this is one of the things we’re focusing on actually. We’re improving monster drops and especially rare drops. We’re planning a huge itemization boost almost doubling the amount of items in the game. This will mean more ingredients, more recipes for crafting, and this should help diversify the economy significantly. We’re also planning on Clan Vendors. We’re planning on player/clan vendors in capitals and possibly in clan cities. You need to compete to secure a vendor spot in a capital, or you need to earn one.
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After soaking in the new patch for a few weeks now it has become apparent that even with specializations the dominate style of play is hybrid. Does AV feel that this is the play style that should dominate or do they plan to continue to balance the specs. and game so that we see more defined roles? – Chief Thunder, VAMP
We’re continuing to balance the specializations and we’re introducing new ones. This is a gradual step process. We’re moving towards more defined roles and introducing longer term choices players will be asked to make.
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Will the community see scavenging (breaking down of completed items into their raw mats) in the near future? – Alaron NeX
Yes this is a feature we’re currently working on.
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Thanks for the majority of the blog being things you were “working on” and/or “considering” over a year ago, Tasos.
YES, let clans choose if they will enforce lawful rules or be lawless in their holdings.
YES, to increased tower damage in capitals, I think DF will benefit from having truly safe areas with things like marketplaces or local auctioneers and safe crafting, I would suggest increasing the gold cost of doing business under the stronger towers, so make crafting combines more expensive and fees higher on any market/auction type transaction. Ultimately non combat sandbox mini game mechanics (see EVE online, free realms, Second life) would need to be added for this to even be relevant.
YES, to Clan vendors, also add market places or NPC city vendors with higher fee rate for use. Any kind of mechanic that will bolster in game economy and facilitate trade is a vast improvement to DF and adds more sand to the box.
YES, recycling mats from all gear, mob dropped and crafted with the recovered resources being determined by quality and durability, maybe even make it so 20 goblin swords are required for 1 ingot kind of exchange rate (gobbo swords etc shouldn’t give much if anything individually, R80 enchanted with decent dura should give chance of rares and enchanting mats, scale accordingly).
YES, Rarity/quality of ingots should go hand in hand with quality of the end weapon.
YES, higher quality enchanting mats should come from higher mobs to make the ranking of them less arbitrary.
YES, harder mobs should give better gear, in a dog eat dog world like DF weak mobs would get rolled for good gear/drops just as much as weak players so maintains internal consistency/immersion.
Making specializations/extensions so that they cater to different game play styles will help mix things up, so 2 hybrids might still have different strengths like shorter range cone damage vs longer range point damage on the same spell with different spec/ext etc, adding a down side to all specs/extensions might also help diversify the game play styles so it is not just a universal upgrade but rather a tactical decision based on desired play style.
My main hope for Prestige Classes and specialized armor are that they will add more sand to the sandbox so that there are multiple viable end game pvp builds instead of full max char> all. Being a generalist should have a downside, jack of all trades master of none being more versatile but less powerful than a Specialized class at its primary skill set. I also hope you will make non combat centric Prestige Classes to make crafter specs give benefits both to end product like the current dwarven equipment buff but also to recycling recovery rate and gathering (Master metal smith, Mason/engineer, horticulturalist, wood shaper etc), I know the game is a ffa PvP focus but it needs more diversity of game play options to feel like a ‘living world’ sandbox and this would allow a combat generalist to at least be a crafting specialist…
I think some of you have fallen so far down the rabbit hole that you have lost touch with reality, really.
Are you blind to what AV is trying to do with their game? Grow it, grow it with players different than you. The diehard population has hit a wall, flatlined.
In order for your beloved DF to survive and grow it has to grow through change, deal with it. Listening to someone hemmorage because Taso used the word safe shows me they do have to change. Mr anti safty guy is not someone Im going to bank the future of my business on. Now for my input on the changes.
I see no downsides in letting city owners decide the state of the territory. People will ultimately choose the one that makes the most sense for them.
I see no problem why towers cant basically one shot people in NPC cities. This will assure at least one place to yes I said it “safely” trade big ticket items. And give some reason to remain blue (trader). Blue blockers would be irrelevant if the original attacker is insta gibbed within the city. For fights taking place outside the city within tower distance, retreat and call it a day. Thats a retarded fight to engage in anyway, vets looking to mess with newbs in starting areas.
Clan vendors all good.
Recycling items yes adds depth.
Class and armor specialization yes. This game desparately needs to reward players that enjoy a particular play style, currently you need to be the master of everything to succeed. This is not a realistic long term system.
AV I can assure you the “new” players you have been getting lately are not the original “hardcore” day one player types you started with and are in agreement of your decision to broaden the player base through diversity, you cant survive on the current small sub base of hardcore players that only want more ways to fuck over their brethren.
You’re about as stupid as it gets, Bobby.
As far as your whole anti-safety bashing rant, you obviously don’t know MMORPGs. Any seasoned MMOer (which you’ll most likely claim to be) knows that once a game starts turning away from it’s core principles, that game fails. Take a look at the following statement;
“No safe zones. Full loot. PvP everywhere with accountability. ”
That’s been on Darkfall’s official website for as long as the game’s been out. What are they going to say next? “No safe zones…..mostly. Full loot. PVP everywhere with accountability”. You want safety? Go find yourself a different game. Finding safety in Darkfall has not, and will never be the reason why the game and population is in it’s current broken state. Of course Darkfall has to change to grow, but going back on core principles is not the way to go.
“Blue blockers would be irrelevant if the original attacker is insta gibbed within the city.”
Do you even play Darkfall? Blue blocking almost always occurs when a blue character aids one of two war targets fighting inside tower range – there is no “original attacker”. To think that insta-death is a solution to blue characters jumping in my line of fire while I fight a war target is beyond me.
Is your only reasoning behind this to prevent trade ganks? If you aren’t trading “big ticket items” with a middle man then you’re doing it wrong. Yes, increased tower damage might prevent a trade gank, but will kill a lot more people who get blue blocked.
“We thought it might be interesting if holdings control the lawfulness or lawlessness of an area, so clans will have to make this decision.”
This is a great idea although like you said there needs to be rules and regulations to this. For example, say clan A owns a holding and they decided the area around their holding is a lawful area. If clan B declares war on clan A, then that area is no longer a lawful area for clan B. Then again if clan B sieges clan A’s holding, then the area around that holding becomes lawLESS for everybody.
This feature could also be tied with city guard towers. For example since clan A set their area to be a Lawful area, if clan B were to raid and destroy all guard towers, the area would then become a Lawless area until clan A repairs the guard towers to 75% or even full.
That way players would still have incentive to raid and grief “lawful” areas. And it also somewhat helps prevent a clan city from becoming a “safe” area because of the alignment hit.
Along with this Lawful and Lawless area, there needs to be an alignment wipe ( everyone reset to 0 alignment ) and the limit needs to be reset to something along the lines of -40. And you should only lose -4 alignment for a kill and -4 alignment for a gank. There should also be more ways for people to GAIN alignment other than paying money and waiting for 3 months.
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“We’re thinking about making towers deadlier in the capital cities. As we’ve explained before, capital cities will become the only starting areas. Our thought is to make capital cities a safe haven for all players, more so than they are now.”
This is a good idea as well, capital cities should be well guarded but they should not be to the point where there is absolutely positively NO WAY for somebody to get killed within the city. This would then completely ruin the concept of “you can run but you can not hide” in darkfall.
I am not a griefer but I still think that you should be able to survive the guard towers when at full health when for example, you get jumped by an orange and a blue character jumps infront of your swing and boom your dead from the guard tower…
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“Also under consideration: Clan vendors to clan cities where the clan can set the prices of their goods to be sold. Clans will be able to upload their own items to the vendor.”
This is an amazing idea! An addition that can go along with this is bulletin boards within Chaos Cities, Capital Cities and even other Player Cities where players can go to and “read” the bulletin board. This bulletin board would then contain the full inventory, cost, location, etc of the items within these Clan Vendors. But they do not give you the option to purchase them, you should have to be at the clan city to purchase the item. Also there should be the option to bank your item within the city you purchased the items from. Otherwise the purpose behind running to the city and buying the item, is completely demolished if you have to run or recall over-encumbered.
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“What do you think of adding the capability of recycling items and getting some of the raw materials back from them?”
This idea has been suggest several times! Please implement it!
Also, a good suggestion that came from somebody else ( I can’t remember the name ), is to make it so you can forge your item to become a higher rank. For example. You can forge a r30 weapon to have the stats of a r60 weapon for roughly the same cost ( most likely a tad bit higher ) as a standard R60 weapon. This would require minimal coding because you wouldn’t have to remodel any weapons, just add the material cost and crafting levels to the crafting system.
This system would add great diversity to what you want to wear seeing as how you can just forge it to become a higher quality gear but still have the same appearance.
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“We’re also considering making rare ingots less random in the sense that they will define the quality of the item they are used to create. So higher rank items will require higher rank ingots.”
Another good idea. Although I think that the higher rank ingot you use, the less of a range you have when crafting the quality of the item. For example Selentine Ingots ( lowest quality ) would have a range of 1-5, Veilron would have a range of 1-4, Neithal would have a range of 1-3, Leenspar would have a range of 1-2, and Theyril would have a range of 1-1 (same craft everytime). The higher wisdom you have the great chance you have of crafting a high quality item. I think that if you have max wisdom and max crafting skill you should ->Always<- craft the HIGHEST quality item possible regardless of the ingot.
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"We’re looking into making the status of the monsters define the quality of the enchanting materials harvested from them."
This is already in the game for the most part, but yes it would be nice to be able to skin low end mobs for low end mats and high end mobs for high end mats.
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"Along these lines, we’d also like to raise the damage cap for monsters to better reflect the difficulty level of the monster. We also want to adjust rewards to follow these changes."
I think monsters should do more damage and be more challenging, I also think that it would be epic to make it so mobs were worth farming in groups, especially dungeons. Right now 90% of the mob spawns are not worth farming in groups because of the insanely low gold drops.
Then again this could be a problem because there is no economy at all. Basically the only thing worth looting in darkfall right now is gold, enchanting mats, and r50+ weapons
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"We’re taking a better look at specializations/extensions to hopefully make them more meaningful. We’d like to hear more about your experiences with these and have your recommendations."
BALANCE THE MAGIC SCHOOLS BEFORE YOU START ADDING MORE STUFF!!!
Seriously, get rid of the "Knock Up" effect of fire magic spells, make it a Knock BACK effect instead or something. Make schools competitive with each other if someone were to specialize in a single school. You stated a long time back that you had a team dedicated to balancing schools of magic. Is this team dead or did they give up?
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These are my thoughts and opinions on what you posted. All in all, your plans for DF Arena look good, just don't let us down with another Hellfreeze expansion…
Also: I believe that the Darkfall Community would like to hear what your plans are on the Self Sieging problem.
We have no clue we dont play our own game and have no idea how to fix it.
Please give us some ideas to help.
Summation of the above blog.
Clan Vendors —> Awesome
Crafting patch with resycled raw materials etc. —> Awesome
On crafting, please read.
The real issue in crafting is with mob drops and durability. currently people use very low durability gear and mob drops in pvp because it means less risk and there is no disadvantage. This can be fixed simply by an making items stats dependant on durability NOT chance in crafting, and not higher rank ingots. Durability should be important in pvp not just for pve.
For example a r60 greatsword mob drops for .80 damage is just as effective in pvp as a low roll .80 crafted one full durability. With my idea instead of random damage roles in crafting giving it between .80 and .84 damage; a full durability sword is max damage .84 and as it wears down the edge dulls until at low durability it becomes lowest damage .80 like the mob dropped sword. This means no more spending expensive mats crafting weapons which often have no value.
This should also be true for armour, a full durability set of infernal should get a fairly large stat advantage over a set about to break. This idea means risk vs reward, a concept which should be KEY in a FFA full loot pvp, but is shockingly lacking or absent in most aspects of darkfall!
To compound that, they should also make all mob dropped gear low durability to begin with that caps at maybe 30% of the maximum. Also, mob dropped weapons shouldn’t have the same perks associated with them that crafted weapons should be able to have (unless it fits with the lore of the particular monster dropping it…)
A player should be able to take a basic sword recipe and add a specific rare ingot into the mix to give it (example) higher durability. This sword can then be enchanted to be (example) keened and now this sword you bought off of weapon-smith “X” is more powerful then some low durability junk sword of the same rank with no perks you found from a mob you wiped the floor with. This gives the crafting community more importance in the overall economy and promotes trade to acquire the better of the best gear.
Since it is fairly connected, salvaging should absolutely be possible and the feasible gain from recycling an item should also be connected with the durability. Low durability items found from mobs can be recycled but won’t always yield materials. Perhaps a sword about to break has a 10% chance of salvaging for 2 iron ore, a 20% chance of salvaging for 1 iron ore, and a 70% chance of salvaging for nothing. Considering how many items people can pull in from farming, you don’t want to flood the market and adversely effect the economy of raw materials by exponentially increasing the raw material influx via salvaging. Besides, salvaging should be an added perk after a session of farming or training, not really the focus of it. That’s what gathering is for…
please make a recycling system, this would be amazing!!!
Here is my two cents on towers:
-The problem with towers isn’t that they don’t do enough damage, it’s that the damage can be mostly negated by the use of arcane jewelry. Just make the towers do “justice damage” which there is no protection for.
this and make it put on a healing debuff or something. Don’t want to increase the damage so that a new player that ignorantly runs into range gets killed with no chance of escape.
you could also make it so they dont tether to you after you run out of the range.
i love the armor specialization and prestige class ideas. sounds like you are going in the direction i was hoping.
right now everyone pretty much wears the same thing and while we have gotten used to our gear sets it is kind of lame. if people become more limited on gear i think it will increase the importance of positioning in larger battles.
“We’re still in crunch mode trying to reach our sprint milestones.”
Good luck.
Put your content where your mouth is. This blog is like a teenage angst diary sometimes. Full of stuff that won’t ever happen.
Don’t get too mad though, AV. I’ll be the first one to throw out praise when you start kicking ass. Until then, ill enjoy telling the truth.
Recycling is a long time coming, Worked really well in UO. Would be nice to have customisable clan vendors for sure. Sounds like more ideas from the UO are coming over all the time (which is great imo)
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I disapprove of the ingot change. Although it works well in UO the change wouldn’t really do anything in DF unless you changed every item in the game.
“We’re also considering making rare ingots less random in the sense that they will define the quality of the item they are used to create. So higher rank items will require higher rank ingots.”
They already require higher rank ingots for higher rank weapons. Increasing the amount means changing mines etc… there really is no point. Besides, controlling different mines means battles for different assest. Asset control should always increase in importance in the game not decrease!
As for the lawless and unlawless, clan control seems well. Dividing areas of the game could actually hurt the game either by removing content from “chaos clans” or people would simply just ignore the red and blue mechanic like many do now.
Good to hear the prestige class and armor specialization are both entering the game, but honestly any opinion on that is impossible with out specifics.
Moster cap damage is probably for the best unless you let things one shot people. THAT IS NEVER FUN.
Clan vendors would work for some people, but it seemes like a pvp reducing mechanic. This would create even more inactive cities for selling points or free passes into a city which already happens for trade anyway.
Recycling could be useful, but isnt really needed. If something is so low that you would recycle it anyway you shouldn’t get much from it.
As for the others complaints about balancing magic just zone em out. Each tree already has its advantages they are just to blind to see em.
Please fix the terrible UI as soon as possible. That and the poor combat animations are the biggest reasons why I am not subbed to an otherwise good sandbox game.
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Ok, AV wants feedback, so let’s give them some:
Lawless areas – This is NOT a Fix for the Alignment system. It is STILL broken, and one of the major hurdles to overcome before DFO become the MMORPG it was intended, instead of the MMOFPS with a Grind it is right now.
As Lawless areas are merely a mitigation of the harshness of the Alignment system, it needs to be severely curtailed. NO WHERE on the central continent of Agon should be Lawless. If you wish to be here and be a killer, you’re Red. Deep ocean areas to be lawless could be good, as the Ship Area Damage device use would give Alignment penalties is a mistake that would be mitigated enough by this, as well as that the Sea Towers could very well be Lawless. Possibly the Subcontinents as well, but this is quite a big deal. Letting Player Cities be Lawless depending on choice, is NOT a good option, in the same way I wouldn’t want the Chaos City area in the central Agon to be Lawless.
Making Towers deadlier in NPC Cities – They are already deadly enough… unless you got loads of Arcane Resistance from Jewelry. What is needed to be done is simply to remove the Arcane Damage type from the game, give Jewelry Mental Resistance instead of Arcane, give all spells doing Arcane damage to do Blast, Piercing or Mental damage instead, and then have Mage Towers do
1) First shot: Debuff all resistance of a random damage type.
2) Second and following shots: Heavy damage ray of the damage type you are now debuffed from resisting.
This is a bit more complex programming solution than just up the damage, but will counter most counterstrategies as well as make the game less complex by removing a totally reduntant damage type.
Clan Vendors: Having Vendors in Clan cities/Hamlets is a great lubricant for Alliance trade, and as such is very good to have. Letting these be “Hiring slots” in the “Market place” only hirable by Holding owner clan members, would be even better and more “sand box”.
We do however also need hirable Vendor spots in NPC Markets for Blue trade hubs, as well as make every NPC Merchant into a “Local Auction House” where everyone can sell things on commission, so even Newbs and non-merchants/crafters have a sale outlet for minor amounts of resources. This would make other roles than just fighting roles have a viable place in the character cast of Agon.
Recycling items to gain resources from them would be good. Have posted about that in the Suggestions forum as well (in Power to the Crafters!) where I suggest a total change of the resource system by including Firewood as a resource for melting Ore, smithing Weapons and metal Armor, as well as cooking food. Recycled items with wood components would then give Firewood and not Wood, which would be more realistic as carving something already carved into something else, is quite difficult. Of course, cutting up Timber into Firewood as well as making Wood into Firewood, and having Firewood be a byproduct of making Wood out of Timber, are also good addtions to the system, as well as having Ashes be a possible byproduct of any Firewood use, so there will be a “natural source” of that spell component as well.
A multiple Ingot quality system would also be interesting, especially if you remove the “Random Rare drops” from regular Metal Mine nodes, and make Metal Mine nodes of different ratings to drop different quality Ore, would also be interesting. Especially if the nodes were clustered together in remote areas, so one need to go and put together a mining party and travel a bit to get good Ore, not able to mine mindlessly in NPC city viscinities.
Redefining the Enchantment quality system is however a bit risky. It is already decently functioning, (don’t fix what isn’t broken,) and those parameters you talk about could befuddle the clearness of what one need to get where. That there is already several types of the same qualitytype of ingredient is good, but have the same monster type grant different quality types? That would mess up “Farming” of monsters.
Raising Damage Caps is good, as I find them somewhat ridiculus in themselves. A limit to how much damage a hit can make? That should be inherent in the variables of the system itself.
Improving and redesigning specializations/extensions is good, as this is a newly implemented system that needs to be constantly redesigned to be maintained. Adding, changing, improving, nerfing, is all part of making the system better. You need to do this with the Title system as well, which would do well with some “Racial Titles” only holdable by Blue people and such, and could be used as a small tool in a campaign to restart the Race Wars.
Prestige Classes is of course part of this system as well, and is to be integrated in the “customization web”, as all parts need to be considered and adjusted to make the final results be what one want. The Armor systems locking out skills is however something I wonder about a bit… hard limits are harsh in a Sand Box system, as positive and negative modifications should be enough. But, who knows, it might work well enough anyway. Just saying it is risky.
Hope these comments will be read and appreciated… have a lot more where that came from in my treads on the DF Suggestion forum, where I discuss a LOT of detail, which are important as it is there that the Devil lies in wait to mess things up.
/Lord Zeb
Good post! Agree with almost everything said here.
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I see an opportunity with implementing clan vendors to make a huge impact to the game, beyond economic stimulation. Here are my thoughts:
1: NPC Cities local to the areas around Player Holdings will have the option to have a vendor be placed owned and operated by the clan owning said holdings.
2: For cities in Racial Lands (for example: Sunthrone and Dagnamyr in Tribelands) the vendors would be located in RACIAL ONLY cities (Like Whiteclaw or Sarthain in the aforementioned example)
3: Cities far from racial heartlands and on subcontinents the vendors would be placed in chaos cities.
Basically what this idea does is gives clans vendors but places them in NPC cities instead. The reasoning for this is that it gives incentive for RACIAL ONLY clans to inhabit and conquer their racial areas, and gives actual reward/incentive for keeping positive alignment since only those will be able to enter the NPC cities to purchase from racial clans.
Two birds with one stone here, alone probably not enough to fully stimulate clans re-organizing along racial lines, but it’s one step there. Imagine where racial clans dominate their home region and clash with enemy races while the ARAC clans tend to inhabit and dominate the subcontinents.