I don't know what they're budget is lol, no one knows and they won't tell you who they're backers are. All i know is that It takes shit load of money to fund a game and pay 30 people and have the development go on indefinitaly. Granted Greece may be cheaper then Norway to fund a project but it's still aint cheap, who knows where the heck they're getting their money from last time I been to Greece I did not see $$$ growing on trees even in Greece.
All we know is Aventurine is a softwere company that provides Military simulation for Greek Government, people been to their freking offices in Greece so I am retty sure they're werent bribed by DF devs to hype up their game when the company itself is keeping everyhting pretty quiet. I don't know Greek language but if anyone does they can go to their Greek based website and find out more, I know for a fact that most people would be appreciative if anyone knowing Greek would spend some time doing a tad bit of research on these guys.
What other game's, made by a company with a low budget, promised things like this?
uhm...
ah yes,
Mourning and Dark and Light.
If it sounds to good to be true: it usually is.
Except these guys dont have a low budget........ so yeah. Actually, They are a low budget company, which can be clearly seen looking at the low quality of the engine.
Actually if you take a look at who they are, you would realize they are not low budget. They do military contracting and are privately funded. They as always have said as for money its all "taken care of".
As for the engine, a lot of people myself included like it. I dont need pretty graphics, what I need is for it not to lag like a little bitch in a fight of 200. WoW lags and crashes and sucks if more then 50 people are fighting, these guys ahve designed the WHOLE GAME around large scale pvp.
Additionally, I actually like the graphics more then pretty much any game out currently except LOTR. LOTR looks great but so does darkfall. Besides most of us are turning everything off once they start fighting. I clearly remember reading (I believe it was an article on mmorpg.com) that the company behind Darkfall had to skip advertisement and creating hype because the money had to go to development.
The graphics are outdated, let there be no question about that. Its still very possible to have good graphics and allow a lot of people to play. You have to alter the graphics, but not such a massive downgrade like darkfall. if Lineage 2 and RF Online can do it, why would Darkfall be able to do it?
Also I'm not sure what computer your running WoW on, but I had no problem running the game on a pentium 3 In Alcetrac valey.
Here's an article that was posted a while ago Deyth from Combine went to a Honeymoon in Greece and stopped over in Athens to check up on the development of Darkfall.
Deyth get's married, honeymoon in Greece. Darkfall Online is being developed by Razorwax who recently joined forces with Adventurine, who is also in Greece. How could any gamer pass up a chance to visit the studio. What a honeymoon! Read On!
Quick disclaimer: I'm not a DF fanatic, I don't read the boards, I don't hang in their IRC, and I haven't read the FAQ since the day I first heard about it back in early 2002. I wasn't too concerned with every little detail so early in the game's life, beta will bring those issues and questions to mind. After my initial research of the game I dropped it from my radar until they were ready for the attention. Following a game for years only lessens interest and wastes time. If you want detailed info about this game I suggest you check their web site because you won't get it from this article. I wanted a fresh high-level perspective; it's too early for anything else.
I was recently married on August 10th. For our honeymoon we decided to go to Greece; Athens, Santorini, and ending in Mykonos. At the time the honeymoon was planned the developers of Darkfall, Razorwax Studios, were located in Oslo, Norway. Razorwax was a small basement operation begun by hardcore gamers using their own funds and resources to create "amazingly addictive games" as they put it. The Combine had taken notice and it sounded like a game we'd want to play assuming it resembled the FAQ by release. But between then and the actual trip, Razorwax became a part of Aventurine SA, a publisher and developer based in Athens. As soon as I found out I'd be in their hometown I knew I couldn't pass up the chance to meet them. My wife was thrilled we'd be getting such a bonus on our honeymoon. Really thrilled. An "I owe her more large jewelry" type of thrill.
Here's the Aventurine team list so I don't have to describe each person's role as I go:
(People I Met)
Bjorn Eirik Larsen - AI programmer BT Oren - Designer Claus Grovdal - Producer/Lead Designer Henning Ludvigsen - Art Director Jade Mehdawi - Executive Producer Kostas Pateras - 3D Artist Kjetil Helland - Lead Programmer Lars Erik Liljeback - Game Logic Programmer Spiros Iordanis - Business Management Tasos Flambouras - Associate Producer
(People I Didn't Meet)
Erik Johansen - Network Programmer George Ballas - Office Manager Giorgos Dionysopoulos - 3D Artist Kristian Vik - 3D Artist Rasmus Bording - Programmer Ricki Sickenger - Tools Programmer Roman Tassios - 3D artist Trond Evanger - Designer Yiannis Koumoutzelis - 3D Artist
Tasos Flambouras and Claus Grovdal picked us up from our hotel in the morning for a tour of the office and a chance to meet some of the team. This was a Sunday; they were working overtime to get ready for their beta and some had come in just to give me the tour. I hadn't slept for 24 hours and I was slightly woozy from the 100 degree heat outside so the discussions were very general, no stat crunching. We drove out to their office located inside the city within sight of the new Olympic stadium. They have an entire floor of a commercial building sparsely furnished with desks, chairs, and computers. I saw various PC game boxes littered all over the place. The walls were covered with lists (like monster base types), charts, and maps (like the future beta world). Not a single foosball or ping-pong table in the place.
My first real impression was of the people themselves. They radiated competence and familiarity with their parts of the project. Everyone was eager to show off what they had. At the office I got to meet just about everyone in the list above except Jade and Ricki. I regret not having been able to spend more time with each of them. I was rushed, mainly because I had arrived a day later than expected in Athens because of the NYC blackout. My apologies. I probably missed half the tour they had planned for me. I didn't even get a chance to have them autograph my wife's breasts for the upcoming Gamers Gone Wild video.
Their list of monsters was long. I'm talking about base types only and it didn't include the standard animal types like wolves, rats, etc. The animals will be in the game they just didn't put them on that particular list. There will also be variations of the base types, red orc, hairy orc, polka dot orc, whatever.
Their art blew me away. The amount of art they already have is very hard to believe. Even my wife took a moment away from giving me dirty looks to comment on how amazed she was that they were able to do so much without a large team of artists. They had 50 of everything. Some of the trees were the size of mountains. An entire forest would be daunting. I'm pretty sure I saw marijuana plants. I'm not even going to try to list what they showed me and it was only a very small sampling at that. I asked if we could put enemy heads on pikes and although they do have something different planned (maybe putting enemy ears on a necklace) they broke out a whole array of premade models of skulls on pikes, skulls on the ground, skull pyramids, skulls laying around, etc. The detail of each piece was impressive. To balance the detail they have done a lot of polygon trimming to bring the counts down dramatically. Poly counts will range from 300 to 7000 depending on the monster and the rendering distance. Not coincidentally, a piece is loaded only once even if it's used 2000 times in a world which saves on load time. The monster models I saw were ferocious. The black dragon and winged demon in particular had me grinning like a kid; they just felt good to look at.
They demonstrated how easily they could build art objects using prepared pieces. I saw a wicked fortress assembled in 1 minute from nothing. Each race has its own style theme. To start they will make prefab objects (housing, furnishings, etc.) available for sale to players. Later on I wouldn't be at all surprised if we could design our own through some sort of stripped down in-game interface akin to what they use. In-game object placement by players will probably be something like UO's from what I understood. Oddjobs' Pimp Palace Bar & Grill will be open for business.
I was shown their world building tools and examples. Huge terrain maps. They can drag and drop to create worlds quickly. I wanted to get an idea of scale so they dropped a character-sized image on a mountain and we could barely see it.
They demonstrated monster animations. Ogres running, goblins attacking, things like that. It all looked like it should, smooth and realistic. They didn't do any mocap (motion capture), everything was done by hand. Good enough for me. I'm sure if they wanted to delay the game an extra year just so we could flip someone off realistically they could. I'd rather they spend that saved money on wining and dining visiting guild leaders.
I saw some environment work, like grass waving in the breeze and a boat rocking on the waves. World physics will affect everything, including which direction the grass waves due to the wind. Your targeting reticle will shift around more strongly the worse the wind is blowing, someone on higher ground will have somewhat of an advantage. You have a targeting reticle for ranged attacks. If you cast a fireball or shoot an arrow and someone moves, you will miss. If the reticle is shaking from the wind or from the strain of a pulled bow and you release at the wrong moment, you will miss. Players will be able to control boats in a fashion similar to BF1942. Some boats will have ballista or catapults. Argh matey, piracy sounds like a possible playstyle maybe. The motion of the waves will affect your reticle as well. Environment and physics will matter.
There won't be flight. The main reason is to prevent players from circumventing town defenses a la Shadowbane. We didn't go too much into teleportation but I think they mentioned there will be various means of fast travel. There will be horses and we'll be able to fight from horseback.
There will be many different types and themes of armor. Players will be able to color the various pieces and put their guild emblems on their cloaks and shields. I got to see some of it and it was easily interchangeable across many themes.
Stealth in DF won't equal invisibility. One thing I really hated in some previous games was that someone could successfully stealth right in front of me. If I can see you and know where you are, you shouldn't be able to hide. The devs agree with that interpretation. Invisibility will be balanced by see invisibility. We can only hope that neither ability gets unbalanced.
They're planning to make guild size more difficult to maintain as size increases. The idea is to try to keep guilds to a manageable size while not explicitly enforcing a limitation.
You'll be able to have NPC retainers like guards, vendors, and hirelings to follow you around and do things for you like carry stuff, heal you, or attack targets.
Their customer support program will include in-house, external, and volunteers. The quality of customer support can't be judged until we try and use it. This is definitely one of the pillars of a solid game.
The game interface will allow for hotkeys and macros. There's also radar. They've put a lot of thought into their guild management interface. The guild interface version shown to me was the functional rough, not the pretty and intuitive version everyone will get to see later. It was without a doubt the most functional I've seen to date. It included just about every useful feature we've seen from UO to SB and in between. Claus treated this thing like his baby, something he had obviously spent a lot of time on. I think I heard him cackle at least once while showing it to me and I definitely heard him call it his preciousssss. He is Norwegian so we must make allowances.
PvP is the basis of this game. Player conflict. Murder death kill. Although there will be crafters, the majority of players will be there to compete with other players in the best way. No safe areas. This game is designed from the ground up to promote combat and warfare. How they will actually do that remains to be seen.
They expect each world to be able to handle 10,000 players simultaneously thanks to some clever dynamic grid clustering. I can't wait to see what will happen when 9,000 people all show up in the same town though.
After the office tour they dropped my wife and I off to go sightsee and catch a nap. After dinner they picked us up again to go drinking at a trendy lounge along the water on the outskirts of town. The music was loud, the rum was chilled. I got to meet Jade there (pronounced Zod). He was walking with a cane which I think he uses to beat stubborn devs (he hurt his leg recently but still came out to hang.)
We all had a good laugh over the Abuse of Moderation article. We discussed the various mistakes of their predecessors. We touched on customer service and support, being forthcoming with plans and mistakes, and patching frequently. I honestly believe they "get it." Gamers are willing to forgive quite a bit when they're treated well.
Tasos spent a while explaining how sieging and town warfare will work. Mature towns will take months to build. In turn, they will be very hard to take out. Details aside, it has to do with building everything you need, transporting it to where you want to use it, setting up there, then attacking. During all that time the attackers are very vulnerable. They're aiming to discourage ninja tactics. How it works in practice we will see soon enough. They've put in SMS messaging from in-game so you can get a message on your cell phone at any time. I'm hoping there'll be no reason to message me at 4am on a Tuesday.
Later on in Mykonos, Jade and his gf plus my wife and I met up one last time for dinner and drinks. Over drinks we ended up giving an informal seminar to some other people there on what MMOG's are, what they mean to society, and what gamers get from the games we play. As Jade and I took turns preaching it occurred to me that we were both coming from the same place saying the same things. We had a lot in common, that's encouraging. MMOG's are going to be the basis for much more than gaming in the future and some gaming company will be the one to make that leap. Maybe it'll be these guys if they can weather their first game successfully.
In summary, I've reaffirmed Combine's interest in this game from what I saw and heard. We've been burned before so I'm not going to profess undying love for a game we haven't even tried yet but I will say that these guys have as good a chance at making a hit as I've ever seen. They're all gamers (even their CFO games), they have skilled and motivated resources, they're still unspoiled by greed, and the management have an eye towards the future which in part means keeping the customers on their side. They are very much aware of the community. They're not in a rush, no premature marketing, no undue pressure to release before DF is ready. Quite smart. When they start beta we'll find out if they've thought through their balance well, if the framerate can handle the battles, if their servers can handle the strain, if their interfaces are intuitive and easy to use, if the game is fun, and if they can adjust and adapt as needs dictate.
A big thanks to Aventurine for their impeccable hospitality. It was a pleasure hanging out with them all and I appreciate all the time they took from their own lives to spend with me. I hope their game does well and we all hope they don't succumb to the dark side. Remember your customers! You make a lot more money when we don't have reason to dispute the charges.
Deyth, as well as being one of our featured writers is also the guildmaster for the well known guild, "The Combine." Many of his older articles are available for reading, and are considered recommended for any MMO Gamer.
I know about AOC, still like I said Age of Conan is level based and it's combat system is not FPS. Also AOC is an item centric game with pvp thrown in on top; pvp is instanced and it's in remote areas of the world, it's a filler game for me and those waiting for DF.
The only thing AOC has over DF is graphics; even so DF's graphics arent too shabby either if you bothered to download the high resolution vid they released a few months ago.
AOC will be decent or at least it should be in terms of pvp, but so far were 4 months away from the supposed AOC release and we still havent heard shit about how the pvp system is going to be implemented.
I know most people think of DF being hardcore but i disagree, DF is a sandbox style game where anyone from anywhere can get it on it. And there are several reasons for this: it has no levels and no grind, you don't have to spend a month to get armor, everyhting is craftable and everyhtign is skill based.
In terms of PVP it's hardcore but still this is not an item centric game where you need to go do 100 instances to get items to pvp, this game is FPS and as we know skill in these types of games has nothing to do with items.
graphics looks well-dated in it, but if the game developers manage to deliver the gameplay then thumbs up. Roma Victor looks a similar type of appeal of the game.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Darkfall isint necessairly Free For All PvP style game, it's got factions or should I say races and a alignment system. Also no levels, and no indicators of characters strength, and full loot; that in my opinion will eliminate 90% of griefing that happeneds in other games where a level 70 comes in and ganks level 1 char.
Dosent mean that there wont be evil guilds out there, they will have their place as will the racialy aligned guilds but there's wont be any surprises because there will be accountability.
I know most people think of DF being hardcore but i disagree, DF is a sandbox style game where anyone from anywhere can get it on it. And there are several reasons for this: it has no levels and no grind, you don't have to spend a month to get armor, everyhting is craftable and everyhtign is skill based. In terms of PVP it's hardcore but still this is not an item centric game where you need to go do 100 instances to get items to pvp, this game is FPS and as we know skill in these types of games has nothing to do with items.
I did not mean the open PvP that will make the DF world work. Without full PvP and full loot it would just be pointless with all other features.
Thats what i mean with hardcore MMO. Not the PvP, but the sandbox world
Personally and i think many will agree with this. Graphics dont matter much as long as the gamepaly is good. So to those dismissing this one based purly on the graphics i say 'get a life'.
The Graphics are fine, people keep bitching the look is outdated; look at the recent vid the graphics have greatly improved from the ALPHA vid they released it's on par with most games out there. They have a gritty look to them and not the shiny type graphix most people are used to.
Plus one of the things that needed to be considered lag, I am sure the developers can squeeze in more then enough pixels to make the game more shiny but why? The game has to run and it needs to be playable, it needs to be optimized in a way that allows for large scale pvp battles. Pushing the engine in terms of graphics is a bad idea, Blizzard for example could have gone the same way but they didint they were concentrating on making a game that would be playable.
doesnt look all that great. besides age of conan is the best mmo that will come out. and im not sayin if because i dont wanna jinx it.
You have to be kidding me here AoC and WAR are going to hold people over intill this game comes out you cant look at AoC videos and then watch the Trailer for DF and even think that AoC is going to be a better game.
Until this game has some type of date for anything, it's vaporware in my eyes. Even if it does come out, it'll have it's share of problems and let down many people.
Yeah, Darkfall, if it takes off, will be an amazing game, because, to quote the title of this thread, of the freedom it allows due to the lack of levels, and I THINK skill points, making it purely skill based. Now, the problem with that is also the obvious - people who suck at video games would hate this game. The lack of levels could actually BE the games downfall, instead of the cause of popularity. It personally strikes a chord in me, I have been waiting for a game kinda like this for awhile, one that doesn't require the tediousness of getting to that next level. Pick up a sword, and you can basically kill anything. Seems fun to me, and more of a mature game, that requires more thinking power than most out there. I definetly still enjoy the old style - the type of gameplay that World of Warcraft is based off of, and other things like that, Everquest, Lineage, etc., but this will be, in my opinion, more like an actual RPG, like Zelda and stuff. I am also hoping that it will garner enough players to have a real economy, as that is supposed to be a real plus to the game, the ability to make money in an economy based off of our world economy. Seems like a really cool game, but I am waiting to see how it does when it releases, what kind of bugs it has, etc. Honestly, I will play it if only for the experience of being able to do whatever I want.
Comments
I don't know what they're budget is lol, no one knows and they won't tell you who they're backers are. All i know is that It takes shit load of money to fund a game and pay 30 people and have the development go on indefinitaly. Granted Greece may be cheaper then Norway to fund a project but it's still aint cheap, who knows where the heck they're getting their money from last time I been to Greece I did not see $$$ growing on trees even in Greece.
All we know is Aventurine is a softwere company that provides Military simulation for Greek Government, people been to their freking offices in Greece so I am retty sure they're werent bribed by DF devs to hype up their game when the company itself is keeping everyhting pretty quiet. I don't know Greek language but if anyone does they can go to their Greek based website and find out more, I know for a fact that most people would be appreciative if anyone knowing Greek would spend some time doing a tad bit of research on these guys.
Except these guys dont have a low budget........ so yeah. Actually, They are a low budget company, which can be clearly seen looking at the low quality of the engine.
Actually if you take a look at who they are, you would realize they are not low budget. They do military contracting and are privately funded. They as always have said as for money its all "taken care of".
As for the engine, a lot of people myself included like it. I dont need pretty graphics, what I need is for it not to lag like a little bitch in a fight of 200. WoW lags and crashes and sucks if more then 50 people are fighting, these guys ahve designed the WHOLE GAME around large scale pvp.
Additionally, I actually like the graphics more then pretty much any game out currently except LOTR. LOTR looks great but so does darkfall. Besides most of us are turning everything off once they start fighting. I clearly remember reading (I believe it was an article on mmorpg.com) that the company behind Darkfall had to skip advertisement and creating hype because the money had to go to development.
The graphics are outdated, let there be no question about that. Its still very possible to have good graphics and allow a lot of people to play. You have to alter the graphics, but not such a massive downgrade like darkfall. if Lineage 2 and RF Online can do it, why would Darkfall be able to do it?
Also I'm not sure what computer your running WoW on, but I had no problem running the game on a pentium 3 In Alcetrac valey.
Here's an article that was posted a while ago Deyth from Combine went to a Honeymoon in Greece and stopped over in Athens to check up on the development of Darkfall.
Deyth get's married, honeymoon in Greece. Darkfall Online is being developed by Razorwax who recently joined forces with Adventurine, who is also in Greece. How could any gamer pass up a chance to visit the studio. What a honeymoon! Read On!
Quick disclaimer: I'm not a DF fanatic, I don't read the boards, I don't hang in their IRC, and I haven't read the FAQ since the day I first heard about it back in early 2002. I wasn't too concerned with every little detail so early in the game's life, beta will bring those issues and questions to mind. After my initial research of the game I dropped it from my radar until they were ready for the attention. Following a game for years only lessens interest and wastes time. If you want detailed info about this game I suggest you check their web site because you won't get it from this article. I wanted a fresh high-level perspective; it's too early for anything else.
I was recently married on August 10th. For our honeymoon we decided to go to Greece; Athens, Santorini, and ending in Mykonos. At the time the honeymoon was planned the developers of Darkfall, Razorwax Studios, were located in Oslo, Norway. Razorwax was a small basement operation begun by hardcore gamers using their own funds and resources to create "amazingly addictive games" as they put it. The Combine had taken notice and it sounded like a game we'd want to play assuming it resembled the FAQ by release. But between then and the actual trip, Razorwax became a part of Aventurine SA, a publisher and developer based in Athens. As soon as I found out I'd be in their hometown I knew I couldn't pass up the chance to meet them. My wife was thrilled we'd be getting such a bonus on our honeymoon. Really thrilled. An "I owe her more large jewelry" type of thrill.
Here's the Aventurine team list so I don't have to describe each person's role as I go:
BT Oren - Designer
Claus Grovdal - Producer/Lead Designer
Henning Ludvigsen - Art Director
Jade Mehdawi - Executive Producer
Kostas Pateras - 3D Artist
Kjetil Helland - Lead Programmer
Lars Erik Liljeback - Game Logic Programmer
Spiros Iordanis - Business Management
Tasos Flambouras - Associate Producer
(People I Didn't Meet)
Erik Johansen - Network Programmer
George Ballas - Office Manager
Giorgos Dionysopoulos - 3D Artist
Kristian Vik - 3D Artist
Rasmus Bording - Programmer
Ricki Sickenger - Tools Programmer
Roman Tassios - 3D artist
Trond Evanger - Designer
Yiannis Koumoutzelis - 3D Artist
Tasos Flambouras and Claus Grovdal picked us up from our hotel in the morning for a tour of the office and a chance to meet some of the team. This was a Sunday; they were working overtime to get ready for their beta and some had come in just to give me the tour. I hadn't slept for 24 hours and I was slightly woozy from the 100 degree heat outside so the discussions were very general, no stat crunching. We drove out to their office located inside the city within sight of the new Olympic stadium. They have an entire floor of a commercial building sparsely furnished with desks, chairs, and computers. I saw various PC game boxes littered all over the place. The walls were covered with lists (like monster base types), charts, and maps (like the future beta world). Not a single foosball or ping-pong table in the place.
My first real impression was of the people themselves. They radiated competence and familiarity with their parts of the project. Everyone was eager to show off what they had. At the office I got to meet just about everyone in the list above except Jade and Ricki. I regret not having been able to spend more time with each of them. I was rushed, mainly because I had arrived a day later than expected in Athens because of the NYC blackout. My apologies. I probably missed half the tour they had planned for me. I didn't even get a chance to have them autograph my wife's breasts for the upcoming Gamers Gone Wild video.
Their list of monsters was long. I'm talking about base types only and it didn't include the standard animal types like wolves, rats, etc. The animals will be in the game they just didn't put them on that particular list. There will also be variations of the base types, red orc, hairy orc, polka dot orc, whatever.
Their art blew me away. The amount of art they already have is very hard to believe. Even my wife took a moment away from giving me dirty looks to comment on how amazed she was that they were able to do so much without a large team of artists. They had 50 of everything. Some of the trees were the size of mountains. An entire forest would be daunting. I'm pretty sure I saw marijuana plants. I'm not even going to try to list what they showed me and it was only a very small sampling at that. I asked if we could put enemy heads on pikes and although they do have something different planned (maybe putting enemy ears on a necklace) they broke out a whole array of premade models of skulls on pikes, skulls on the ground, skull pyramids, skulls laying around, etc. The detail of each piece was impressive. To balance the detail they have done a lot of polygon trimming to bring the counts down dramatically. Poly counts will range from 300 to 7000 depending on the monster and the rendering distance. Not coincidentally, a piece is loaded only once even if it's used 2000 times in a world which saves on load time. The monster models I saw were ferocious. The black dragon and winged demon in particular had me grinning like a kid; they just felt good to look at.
They demonstrated how easily they could build art objects using prepared pieces. I saw a wicked fortress assembled in 1 minute from nothing. Each race has its own style theme. To start they will make prefab objects (housing, furnishings, etc.) available for sale to players. Later on I wouldn't be at all surprised if we could design our own through some sort of stripped down in-game interface akin to what they use. In-game object placement by players will probably be something like UO's from what I understood. Oddjobs' Pimp Palace Bar & Grill will be open for business.
I was shown their world building tools and examples. Huge terrain maps. They can drag and drop to create worlds quickly. I wanted to get an idea of scale so they dropped a character-sized image on a mountain and we could barely see it.
They demonstrated monster animations. Ogres running, goblins attacking, things like that. It all looked like it should, smooth and realistic. They didn't do any mocap (motion capture), everything was done by hand. Good enough for me. I'm sure if they wanted to delay the game an extra year just so we could flip someone off realistically they could. I'd rather they spend that saved money on wining and dining visiting guild leaders.
I saw some environment work, like grass waving in the breeze and a boat rocking on the waves. World physics will affect everything, including which direction the grass waves due to the wind. Your targeting reticle will shift around more strongly the worse the wind is blowing, someone on higher ground will have somewhat of an advantage. You have a targeting reticle for ranged attacks. If you cast a fireball or shoot an arrow and someone moves, you will miss. If the reticle is shaking from the wind or from the strain of a pulled bow and you release at the wrong moment, you will miss. Players will be able to control boats in a fashion similar to BF1942. Some boats will have ballista or catapults. Argh matey, piracy sounds like a possible playstyle maybe. The motion of the waves will affect your reticle as well. Environment and physics will matter.
There won't be flight. The main reason is to prevent players from circumventing town defenses a la Shadowbane. We didn't go too much into teleportation but I think they mentioned there will be various means of fast travel. There will be horses and we'll be able to fight from horseback.
There will be many different types and themes of armor. Players will be able to color the various pieces and put their guild emblems on their cloaks and shields. I got to see some of it and it was easily interchangeable across many themes.
Stealth in DF won't equal invisibility. One thing I really hated in some previous games was that someone could successfully stealth right in front of me. If I can see you and know where you are, you shouldn't be able to hide. The devs agree with that interpretation. Invisibility will be balanced by see invisibility. We can only hope that neither ability gets unbalanced.
They're planning to make guild size more difficult to maintain as size increases. The idea is to try to keep guilds to a manageable size while not explicitly enforcing a limitation.
You'll be able to have NPC retainers like guards, vendors, and hirelings to follow you around and do things for you like carry stuff, heal you, or attack targets.
Their customer support program will include in-house, external, and volunteers. The quality of customer support can't be judged until we try and use it. This is definitely one of the pillars of a solid game.
The game interface will allow for hotkeys and macros. There's also radar. They've put a lot of thought into their guild management interface. The guild interface version shown to me was the functional rough, not the pretty and intuitive version everyone will get to see later. It was without a doubt the most functional I've seen to date. It included just about every useful feature we've seen from UO to SB and in between. Claus treated this thing like his baby, something he had obviously spent a lot of time on. I think I heard him cackle at least once while showing it to me and I definitely heard him call it his preciousssss. He is Norwegian so we must make allowances.
PvP is the basis of this game. Player conflict. Murder death kill. Although there will be crafters, the majority of players will be there to compete with other players in the best way. No safe areas. This game is designed from the ground up to promote combat and warfare. How they will actually do that remains to be seen.
They expect each world to be able to handle 10,000 players simultaneously thanks to some clever dynamic grid clustering. I can't wait to see what will happen when 9,000 people all show up in the same town though.
After the office tour they dropped my wife and I off to go sightsee and catch a nap. After dinner they picked us up again to go drinking at a trendy lounge along the water on the outskirts of town. The music was loud, the rum was chilled. I got to meet Jade there (pronounced Zod). He was walking with a cane which I think he uses to beat stubborn devs (he hurt his leg recently but still came out to hang.)
We all had a good laugh over the Abuse of Moderation article. We discussed the various mistakes of their predecessors. We touched on customer service and support, being forthcoming with plans and mistakes, and patching frequently. I honestly believe they "get it." Gamers are willing to forgive quite a bit when they're treated well.
Tasos spent a while explaining how sieging and town warfare will work. Mature towns will take months to build. In turn, they will be very hard to take out. Details aside, it has to do with building everything you need, transporting it to where you want to use it, setting up there, then attacking. During all that time the attackers are very vulnerable. They're aiming to discourage ninja tactics. How it works in practice we will see soon enough. They've put in SMS messaging from in-game so you can get a message on your cell phone at any time. I'm hoping there'll be no reason to message me at 4am on a Tuesday.
Later on in Mykonos, Jade and his gf plus my wife and I met up one last time for dinner and drinks. Over drinks we ended up giving an informal seminar to some other people there on what MMOG's are, what they mean to society, and what gamers get from the games we play. As Jade and I took turns preaching it occurred to me that we were both coming from the same place saying the same things. We had a lot in common, that's encouraging. MMOG's are going to be the basis for much more than gaming in the future and some gaming company will be the one to make that leap. Maybe it'll be these guys if they can weather their first game successfully.
In summary, I've reaffirmed Combine's interest in this game from what I saw and heard. We've been burned before so I'm not going to profess undying love for a game we haven't even tried yet but I will say that these guys have as good a chance at making a hit as I've ever seen. They're all gamers (even their CFO games), they have skilled and motivated resources, they're still unspoiled by greed, and the management have an eye towards the future which in part means keeping the customers on their side. They are very much aware of the community. They're not in a rush, no premature marketing, no undue pressure to release before DF is ready. Quite smart. When they start beta we'll find out if they've thought through their balance well, if the framerate can handle the battles, if their servers can handle the strain, if their interfaces are intuitive and easy to use, if the game is fun, and if they can adjust and adapt as needs dictate.
A big thanks to Aventurine for their impeccable hospitality. It was a pleasure hanging out with them all and I appreciate all the time they took from their own lives to spend with me. I hope their game does well and we all hope they don't succumb to the dark side. Remember your customers! You make a lot more money when we don't have reason to dispute the charges.
I've put up pictures but I've cut out non-gamers to protect their privacy. You can view the gallery here.
If you have any additional questions, don't email me. Use the message board thread linked below.
Discuss: Ask questions here!
Deyth, as well as being one of our featured writers is also the guildmaster for the well known guild, "The Combine." Many of his older articles are available for reading, and are considered recommended for any MMO Gamer.
Nice!
I hadnt read that interveiw
Cool to some pics from the developers.
Don't get me wrong I will play AoC however... in regards to some of the comments above:
AOC Gameplay Footage: www.pvptube.com/view_video.php
DF Gameplay Footage: www.pvptube.com/view_video.php
PlayerKiller.INFO #1 PvP Source
I know about AOC, still like I said Age of Conan is level based and it's combat system is not FPS. Also AOC is an item centric game with pvp thrown in on top; pvp is instanced and it's in remote areas of the world, it's a filler game for me and those waiting for DF.
The only thing AOC has over DF is graphics; even so DF's graphics arent too shabby either if you bothered to download the high resolution vid they released a few months ago.
AOC will be decent or at least it should be in terms of pvp, but so far were 4 months away from the supposed AOC release and we still havent heard shit about how the pvp system is going to be implemented.
DF is the MMO to wait for, but i will play AoC.
Both games looks amazing, but its the hardcore gameplay that makes DF the winner.
I know most people think of DF being hardcore but i disagree, DF is a sandbox style game where anyone from anywhere can get it on it. And there are several reasons for this: it has no levels and no grind, you don't have to spend a month to get armor, everyhting is craftable and everyhtign is skill based.
In terms of PVP it's hardcore but still this is not an item centric game where you need to go do 100 instances to get items to pvp, this game is FPS and as we know skill in these types of games has nothing to do with items.
graphics looks well-dated in it, but if the game developers manage to deliver the gameplay then thumbs up. Roma Victor looks a similar type of appeal of the game.
The only open question is, can a FFA PVP game be commercially viable in today's market? Maybe yes, maybe no...
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Darkfall isint necessairly Free For All PvP style game, it's got factions or should I say races and a alignment system. Also no levels, and no indicators of characters strength, and full loot; that in my opinion will eliminate 90% of griefing that happeneds in other games where a level 70 comes in and ganks level 1 char.
Dosent mean that there wont be evil guilds out there, they will have their place as will the racialy aligned guilds but there's wont be any surprises because there will be accountability.
I did not mean the open PvP that will make the DF world work. Without full PvP and full loot it would just be pointless with all other features.
Thats what i mean with hardcore MMO. Not the PvP, but the sandbox world
The Graphics are fine, people keep bitching the look is outdated; look at the recent vid the graphics have greatly improved from the ALPHA vid they released it's on par with most games out there. They have a gritty look to them and not the shiny type graphix most people are used to.
Plus one of the things that needed to be considered lag, I am sure the developers can squeeze in more then enough pixels to make the game more shiny but why? The game has to run and it needs to be playable, it needs to be optimized in a way that allows for large scale pvp battles. Pushing the engine in terms of graphics is a bad idea, Blizzard for example could have gone the same way but they didint they were concentrating on making a game that would be playable.
I find it amazing that by 2020 first world countries will be competing to get immigrants.
lol you heard it here folks I'm pretty sure that L33t187 is a prophet
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