Comments on: Update January 14 http://www.darkfallonline.com/blog/update-january-14/ The Darkfall Online Official Blog Wed, 19 Jan 2011 16:01:52 +0000 hourly 1 http://wordpress.org/?v=3.0.1 By: Sergio Valdes-Flores Jr. http://www.darkfallonline.com/blog/update-january-14/#comment-940 Sergio Valdes-Flores Jr. Tue, 18 Jan 2011 18:29:06 +0000 http://www.darkfallonline.com/blog/?p=975#comment-940 I am totally in love with the current system. If a mage wants to pvp in armor it wont be cheap he needs a q4 and above enchant. If a mage wants to be cheap he can wear a robe and suffer bny having weak resists. Darkfall is well made and the system works. What is ruining this game is people trying to make it into WoW and give it classes like prestige classes. That will ruin this game entirely. Keep trying to copy WoW and you will see me cancel my sub. I am totally in love with the current system.

If a mage wants to pvp in armor it wont be cheap he needs a q4 and above enchant.

If a mage wants to be cheap he can wear a robe and suffer bny having weak resists.

Darkfall is well made and the system works. What is ruining this game is people trying to make it into WoW and give it classes like prestige classes.

That will ruin this game entirely.

Keep trying to copy WoW and you will see me cancel my sub.

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By: Emery Murphy http://www.darkfallonline.com/blog/update-january-14/#comment-938 Emery Murphy Tue, 18 Jan 2011 17:16:44 +0000 http://www.darkfallonline.com/blog/?p=975#comment-938 Ok, If you introduce armour to class then you need to make robes fucking worth it. Make robes expensive, no one wants to loot a mage in crap robes whilst risking infernal but on the other side... Im not going to lie if I could I'd go in robes 24/7 to save gold and time. You need to fix shit so higher ping players can fight properly (SIGH WTB JESUS PATCH) You should add custom armour so people can resistance to what they want to add to it , reduce knock ups on fire spells so then you have people specing all DIFFERENT kinds of magic so they can get past peoples maxed out fire resistance of air resistance but also make sure that when doing this you compensate so most people use fire magic.. and another school... Say one person goes all fire res, make them weaker to another school like air or all the others weaker. But keep the option to even everything out otherwise too much time would be spent on bone sets and what not.. Maybe add something like WoW with reforging were you take one stat and replace it with another Example 4.8 fire res. 1.4 arcane res. Takes 2.4 from fire adds 2.4 to arcane or a completly different res like spell immunity . Or 1.4 arcane res 4.8 fire res. Takes 1.4 arcane adds 1.4 to fire ... Because high arcane res would be OP so u make sure people cant stack one thing When it comes down to it... This is one Idea , you need to read EVERYONES, take in account what they have to say and save your game before it dies. Ok, If you introduce armour to class then you need to make robes fucking worth it. Make robes expensive, no one wants to loot a mage in crap robes whilst risking infernal but on the other side… Im not going to lie if I could I’d go in robes 24/7 to save gold and time.
You need to fix shit so higher ping players can fight properly (SIGH WTB JESUS PATCH)
You should add custom armour so people can resistance to what they want to add to it , reduce knock ups on fire spells so then you have people specing all DIFFERENT kinds of magic so they can get past peoples maxed out fire resistance of air resistance but also make sure that when doing this you compensate so most people use fire magic.. and another school…
Say one person goes all fire res, make them weaker to another school like air or all the others weaker. But keep the option to even everything out otherwise too much time would be spent on bone sets and what not.. Maybe add something like WoW with reforging were you take one stat and replace it with another
Example
4.8 fire res.
1.4 arcane res.
Takes 2.4 from fire adds 2.4 to arcane or a completly different res like spell immunity .
Or
1.4 arcane res
4.8 fire res.
Takes 1.4 arcane adds 1.4 to fire … Because high arcane res would be OP so u make sure people cant stack one thing
When it comes down to it… This is one Idea , you need to read EVERYONES, take in account what they have to say and save your game before it dies.

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By: Marcus Vinicius http://www.darkfallonline.com/blog/update-january-14/#comment-936 Marcus Vinicius Tue, 18 Jan 2011 15:15:24 +0000 http://www.darkfallonline.com/blog/?p=975#comment-936 we would need to know how prestige classes will work before.it would make a well balanced system. we would need to know how prestige classes will work before.it would make a well balanced system.

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By: Joshua Bretz http://www.darkfallonline.com/blog/update-january-14/#comment-935 Joshua Bretz Mon, 17 Jan 2011 17:44:10 +0000 http://www.darkfallonline.com/blog/?p=975#comment-935 Agree. Would only add one more thing. Make a resistance point allocation system for armors. The heaver the armor the more points you have to work with. These points can be put into magic, archery, or melee resistance. The following example isn't a suggest as to how many points should be assigned to each set of armor. I'll leave that to the devs. The example is only meant to show how the system would work so I'm just throwing out some junk numbers. For example cloth might have 5 points to work with while bone might have 10. Jumping further up the armor scale chain might have 30 or 40 while plate might have 60 or 70. To make things even more interesting the quality of the armor could also determine how many points you have to work with. These point are spent though upgrading your armor which a high end crafter could do with the proper components. This would allow individuals to decide, within their armor's point limits, exactly what their armors resistances will be. So if you want to have an extremely high magic resistance so that you can specifically target mages, and be known as a mage killer, then you will have to use heavy armor and sacrifice melee and archery resistance to achieve that goal. Now add Patrick's idea of a mana surcharge which increases with heaver armors and you now have a pretty cool system. A system in which heaver armors allow you to allocate more resistance points thus giving you more resistance where 'you' want it but at the cost of having a higher mana surcharge and mana recharge rate which in turn means you cast far fewer spells at a time then an individual wearing lighter armor. Magic damage and success rates won't come into it at all since casting fewer spells at a time is enough of a penalty. This system would help the crafters by sending much more business their way. It would give players more options in terms of resistance point allocation allowing them to better choose their own play style. And it would cause mage specific players to wear lighter armors in order to cast more spells at the cost of fewer resistance points in their armors. Overall it would make a well balanced system. Agree.

Would only add one more thing. Make a resistance point allocation system for armors. The heaver the armor the more points you have to work with. These points can be put into magic, archery, or melee resistance.

The following example isn’t a suggest as to how many points should be assigned to each set of armor. I’ll leave that to the devs. The example is only meant to show how the system would work so I’m just throwing out some junk numbers.

For example cloth might have 5 points to work with while bone might have 10. Jumping further up the armor scale chain might have 30 or 40 while plate might have 60 or 70. To make things even more interesting the quality of the armor could also determine how many points you have to work with.

These point are spent though upgrading your armor which a high end crafter could do with the proper components. This would allow individuals to decide, within their armor’s point limits, exactly what their armors resistances will be. So if you want to have an extremely high magic resistance so that you can specifically target mages, and be known as a mage killer, then you will have to use heavy armor and sacrifice melee and archery resistance to achieve that goal.

Now add Patrick’s idea of a mana surcharge which increases with heaver armors and you now have a pretty cool system. A system in which heaver armors allow you to allocate more resistance points thus giving you more resistance where ‘you’ want it but at the cost of having a higher mana surcharge and mana recharge rate which in turn means you cast far fewer spells at a time then an individual wearing lighter armor.

Magic damage and success rates won’t come into it at all since casting fewer spells at a time is enough of a penalty.

This system would help the crafters by sending much more business their way. It would give players more options in terms of resistance point allocation allowing them to better choose their own play style. And it would cause mage specific players to wear lighter armors in order to cast more spells at the cost of fewer resistance points in their armors. Overall it would make a well balanced system.

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By: Patrick Butschli http://www.darkfallonline.com/blog/update-january-14/#comment-934 Patrick Butschli Mon, 17 Jan 2011 13:18:47 +0000 http://www.darkfallonline.com/blog/?p=975#comment-934 What about the idea of adding a mana surcharge on Heavier armors? This would allow the players the freedom to play how they want while at the same time introduce a balancing mechanic. Armors intended for weapon combat with high protection values might have a significant charge to the mana bank per spell and lightest armors would have none. This could be scaled creating a trade-off between casting endurance and protection. Some Heavy armor wearers might choose to use the mana for a few strategic spells during combat. More vulnerable robe wearers could cast all day long. You could also add a recharge penalty to the armors as well giving the heavy armor wearing caster limits and thereby difficult and interesting choices as to what spells to cast. While a person who sacrifices some of the protection would have more spells to cast. This mechanic could be applied ot slowing down the jumping and sprinting thing as well. Light armor should offer more mobility while heavy armor should be penalized with a stamina surcharge. This would have to be carefully balanced but it might open up a lot of options while limiting the single approach problem. What about the idea of adding a mana surcharge on Heavier armors? This would allow the players the freedom to play how they want while at the same time introduce a balancing mechanic. Armors intended for weapon combat with high protection values might have a significant charge to the mana bank per spell and lightest armors would have none. This could be scaled creating a trade-off between casting endurance and protection. Some Heavy armor wearers might choose to use the mana for a few strategic spells during combat. More vulnerable robe wearers could cast all day long.

You could also add a recharge penalty to the armors as well giving the heavy armor wearing caster limits and thereby difficult and interesting choices as to what spells to cast. While a person who sacrifices some of the protection would have more spells to cast.

This mechanic could be applied ot slowing down the jumping and sprinting thing as well. Light armor should offer more mobility while heavy armor should be penalized with a stamina surcharge. This would have to be carefully balanced but it might open up a lot of options while limiting the single approach problem.

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