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Darkfall and MMO companies

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  • ClassicstarClassicstar Member UncommonPosts: 2,697
    Originally posted by CaesarsGhost


    I wouldn't kill to play a deadend PvP MMO where superguilds rule the whole server and the rest are stuck standing there.
     
    Anybody who remembers Shadowbane should easily see the future for DFO.  Same concept, slightly different combat model.

    Or you absolutely have no clue how Darkfall is, or you just think all games that say open pvp are same as that crap game called shadowbane lol.

    Hope to build full AMD system RYZEN/VEGA/AM4!!!

    MB:Asus V De Luxe z77
    CPU:Intell Icore7 3770k
    GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
    MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
    PSU:Corsair AX1200i
    OS:Windows 10 64bit

  • ClassicstarClassicstar Member UncommonPosts: 2,697
    Originally posted by howitzer1


    Darkfall is 8 year old shit vaporware.
    All they have to show for it are some outdated looking alpha videos and crusty old screenshots..  The Age of Conan devs were even taking shots at it.. making fun of it.. when that starts happening you know theres something seriously wrong somewhere.
    Please stop feeding this vaporware monster and let it die in peace already.

    Yeh right they wish by funcom they could make such a game like Darkfall AoC is miles away from quality Darkfall will be.

    Hope to build full AMD system RYZEN/VEGA/AM4!!!

    MB:Asus V De Luxe z77
    CPU:Intell Icore7 3770k
    GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
    MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
    PSU:Corsair AX1200i
    OS:Windows 10 64bit

  • goneglockingoneglockin Member UncommonPosts: 706

    Wish I would have caught this thread earlier-

    There are two main reasons why other development houses do not pursue the Darkfall pipe dream:

    1) Making "the same generic MMOs," as you put it, is going to be cheaper and easier than a massive undertaking into uncharted territory.

    2) Those generic MMOs are intended  to be disposable so you'll burn through the content, grow bored and buy expansions or new MMOs like a good little consumer.

    Developers dont want to make a game that *hypothetically* never gets boring for the same reasons an automobile manufacturer would not want to make a vehicle that never breaks down.

     

     

     

    Hope you got your things together. Hope you are quite prepared to die. Looks like we're in for nasty weather. ... There's a bad moon on the rise.

  • rungardrungard Member Posts: 1,035

    the real problem with pvp in mmo's is that it is poorly defined.

    most players want pvp some of the time, but not all of the time, or in massive constant quantities. They want some degree of control over pvp and i believe developers have failed to use their collective imagination to provide for the players.

    what do we want?

    we want villians to exist.

    we dont want there to be as many villians as heroes.

    ideally for every 100 players we want 5 villians. The threat needs to be there, but the frequency of the threat needs to be relatively low.  

    how do we achieve this? First we start with full pvp... then.. 

    1) player actions lead to consequences. If your a killer, you should look like a killer. A high elf killer is a dark elf or an orc. There should be an irreversible path of killing that transforms your character to one of these diabolical creatures. YOU SHOULD NOT BE ABLE TO START BAD, YOU NEED TO EARN IT. If you go around killing people when the game says its illegal, you will turn into one of these easily identified evil races. Most players will not do this by choice because of below.

    2) Extreme consequences for being bad. No one accepts the orcs or darkelves or trolls or whatever feindish race you are. Everyone else can see you coming a mile away, you cant go to towns, and generally get very little support ( where good players would recieve many support activities). Your a killer, you want this because you like the extra  challenge. Item binding, cheap resurections, cheap supplies, safe housing.. these are all the things of the good players.. lack of these things is the realm of the hardcore evil villian.

    3) low wolf to lamb ratio. We need the above to be sufficiently hardcore that only a very small subset of people will be able to become and maintain a villian. The simple way is to introduce permadeath to the transformation into a villian. When you become a villian, you are suseptable for permadeath until you arrange a way to be resurected ( you lost your good protection, so you need to find some harder to come by and vastly more costly evil protection. The transition zone is so hardcore that players will fear it and avoid it.

    4) Fear the villians. Villians need to be more powerful than good players, the difference is that villians path is more solo oriented than group oriented, thus multiple villians would not be as effective as multiple good players from a technical standpoint. 

    5) pressure release valve. Since the game is based on full pvp, but the pvp has extreme consequences you need a pressure release valve where players can go mad every now and then and not be penalized.

    heres how:

    1)small sections of the game are not governed by law, thus full open pvp.

    2)war events when triggered from gameplay allow players to declare war on eachother, which allows full no holds barred pvp. 

    3) all good players can kill bad players as they see fit without consequence. 

     

    what are the rules for becoming bad?

    1) kill 3 players in x time period, but no looting.

    2) loot a killed good player at any time .

    if you can accomplish this in your mmorpg, you can have free for all pvp but still gather the masses.

  • GuitanoGuitano Member Posts: 208

    Originally posted by ruvoka


    Darkfall as we all know proposes a lot (see this video ), but has very little to actually show for.  NOW, we also know many of us in the MMO community would KILL to play a game like this.  So, what is the problem with MMO companies not trying to emulate what DFO has proposed?  Instead of trying to create something like Darkfall promises which so many people are salivating for DESPITE the fact we all know that it is more than likely just a dream, they continually cram these generic MMO's down our throat (WoW, WAR, AoC).  I find it hard to believe companies with substantial funds have not tried to buy the license for Darkfall or follow in its path.  MMO's are beginning to get stale in general, and long time players are starting to get jaded and want more.  Unfortunately, game developers and companies are selling MMO's out to the lowest common denominator, simple players who don't demand more than a single player game with little more depth and community than Diablo 2.  For the love of god would some company with larger budgets (Mythic, SoE, Cryptic, Blizzard) take a chance and create something like this, instead of create artificial grinds through expansion "content"!

    the big picture is cash, the larger number of mmo players do not like PvP. These mmo makers pump out these item based, gear based, level based and quest driven so called PvP mmos with harsh PvP restrictions to please the masses. Fact is people cant handle a game such as DF, Shadowbane, I bet most of todays gamers could not even handle classic UO. Everyone wants fair play at PvP... very sad imo.

  • XiaokiXiaoki Member EpicPosts: 4,050

    Drakfall has had the misfortune to fall into not only one MMO trap but TWO. The only other MMO to do this in recent times is Vanguard.

    Trap 1: Over promising - Darkfall has promised everything that a hardcore PvP player would want. To list all these features would take a while so I'll skip that. The problem with over promising is the game's launch, if you under deliver then there will be heavy repurcussions. Other MMOs to fall into this failure trap is SWG, Dark and Light and Vanguard.

    Trap 2: Over stepping tech - of the features Darkfall has promised is FPS combat, seamless world, castle seiges and everything else that would cripple a standard DSL connection. MMOs like EQ2 and Vanguard over stepped graphics tech which is easily fixed by upgrading your computer but DF over stepping internet tech is not so easily fixed.

    At this point Darkfall has 2 options: fade away and be forgotton or launch as a spectacular failure.

    Also, for the DF fanboys keeping score at home I compared DF to Vanguard 3 times.

  • altairzqaltairzq Member Posts: 3,811

    Companies know we are a bunch of idiots that will play almost anything that is similar to WOW. If you had to risk your own money, would you pay for a WOW-clone or for Darkfall? I mean a lot of your own money, like you would lose your job and a lot of money if it failed. That's it.

  • eosyneeosyne Member UncommonPosts: 392

    another one of these? nubs

     

    _________________
    USER WAS BANNED FOR THIS POST

  • TatumTatum Member Posts: 1,153

    Originally posted by rungard


    1)small sections of the game are not governed by law, thus full open pvp.
    2)war events when triggered from gameplay allow players to declare war on eachother, which allows full no holds barred pvp. 
    3) all good players can kill bad players as they see fit without consequence. 
     
    what are the rules for becoming bad?
    1) kill 3 players in x time period, but no looting.
    2) loot a killed good player at any time .
    if you can accomplish this in your mmorpg, you can have free for all pvp but still gather the masses.
    I think TRUE PvP MMO's of the future will be along those lines or along the lines of what EVE has done and what DF is trying to do. 

    FFA PvP with SEVERE penalties for killing outside of faction vs. faction or guild vs. guild restrictions.  The challenge there would be in making the penalties severe enough to deter almost all players from taking that path.  Random PK's shouldn't be common...at all.  Still though, you'd assume that a VERY small number of players would want to go the route of the outlaw and would be willing to live with the penalties.  I think thats a good thing, it will add some flavor and a little bit of danger to the game, as long as the numbers are very small.  Of course, in this system, you could also have heavily guarded zones and frontiers that are essentially lawless.

    At the very least, I think a true PvP MMO needs open world, faction vs. faction and/or guild vs. guild PvP.  Thats a minimum requirement if you're gonna claim that you're supposedly making a PvP MMO.  All the battle ground, instance, flagging stuff is worthless fluff.  If I want to play that type of PvP I'll just get into some FPS, since the game play is more engaging and more challenging. 

  • FreddyNoNoseFreddyNoNose Member Posts: 1,558
    Originally posted by vajuras


     
    Originally posted by ruvoka


    Darkfall as we all know proposes a lot (see this video ), but has very little to actually show for.  NOW, we also know many of us in the MMO community would KILL to play a game like this.  So, what is the problem with MMO companies not trying to emulate what DFO has proposed?  Instead of trying to create something like Darkfall promises which so many people are salivating for DESPITE the fact we all know that it is more than likely just a dream, they continually cram these generic MMO's down our throat (WoW, WAR, AoC).  I find it hard to believe companies with substantial funds have not tried to buy the license for Darkfall or follow in its path.  MMO's are beginning to get stale in general, and long time players are starting to get jaded and want more.  Unfortunately, game developers and companies are selling MMO's out to the lowest common denominator, simple players who don't demand more than a single player game with little more depth and community than Diablo 2.  For the love of god would some company with larger budgets (Mythic, SoE, Cryptic, Blizzard) take a chance and create something like this, instead of create artificial grinds through expansion "content"!

     

    okay on topic. Well I think we all know the reasons at this point. I dont think I could post anything no one already knows.

    I think Richard Bartle summed it up best in "MMOs are Designed by Newbies"

    skill based development - well developers cant always anticipate the sick combinations players will develop. give us enough freedom we will skip the powers you made suck, grab all the good stuff, then pwn.

    So then Developers said, "Lets restrict their development to Classes. This way we can easily balance their progression".

    Even though skill based progression is obviously a strong contender for games that lhave Crafting. Why do so many players point to hgames that are skill based as having good crafting? Skill based is one good reason

    Housing - in old UO players were building houses all over the place.

    So the developers said, "Lets not give them housing." And so it was done.

    Players owning Land - See housing

    Player Looting - players were getting stripped butt naked in UO sometimes as soon as they walked out of town. Rather then learn not to wear expensive stuff out of town they complained. Now- I understand some players are not PVPers. Sure.

    However, Developers heard the cries from their newbies across the land. Player Looting cut. Even though it would be good thing for PVP-areas its still cut. Even though a newbie probably has no business wearing expensive crap to PVP-enabled areas, cut. Now i can understand how bad it sucks to get ganked during a raid and seeing the PVPers teleport wit your items. I do. But come on- now there is not even a PVP enabled area for risk/reward period.

    Travel - many casual players just dont have time to walk for 30 minutes across the land. So teleportation was granted. Ah, but now if looting is enabled PVPers can gank ya, take all your stuff, then teleport out. Rather then disallow teleportation when you got stolen items much easier to cut looting. Cut

     

    Durability Penalty - Even designers against looting and against all penalties admit no durability penalty leads to player equipment inflation (or deflation im no economic wizard sry). Crafting is such a joke in most mainstream titles. Because I get to keep my armor *forever*. See games where we have high turnover. Crafters are always busy. Durability hits makes sense

    Zergs - This is a nasty one. Its the side effect of not integrating player skill, penalties, long distance travel, guerilla warfare, and bottlenecks. Zergs is a term derived from starcraft. That is where I ahve first seen Zergs. And its still here in MMO land full force.

     

     



    Although the term Zerg may have originated there, the concept of using numbers to overcome an opponent is say only a few thousand years old.  So, surely it only came about during the age of video games. lol.

  • ClassicstarClassicstar Member UncommonPosts: 2,697
    Originally posted by FreddyNoNose

    Originally posted by vajuras


     
    Originally posted by ruvoka


    Darkfall as we all know proposes a lot (see this video ), but has very little to actually show for.  NOW, we also know many of us in the MMO community would KILL to play a game like this.  So, what is the problem with MMO companies not trying to emulate what DFO has proposed?  Instead of trying to create something like Darkfall promises which so many people are salivating for DESPITE the fact we all know that it is more than likely just a dream, they continually cram these generic MMO's down our throat (WoW, WAR, AoC).  I find it hard to believe companies with substantial funds have not tried to buy the license for Darkfall or follow in its path.  MMO's are beginning to get stale in general, and long time players are starting to get jaded and want more.  Unfortunately, game developers and companies are selling MMO's out to the lowest common denominator, simple players who don't demand more than a single player game with little more depth and community than Diablo 2.  For the love of god would some company with larger budgets (Mythic, SoE, Cryptic, Blizzard) take a chance and create something like this, instead of create artificial grinds through expansion "content"!

     

    okay on topic. Well I think we all know the reasons at this point. I dont think I could post anything no one already knows.

    I think Richard Bartle summed it up best in "MMOs are Designed by Newbies"

    skill based development - well developers cant always anticipate the sick combinations players will develop. give us enough freedom we will skip the powers you made suck, grab all the good stuff, then pwn.

    So then Developers said, "Lets restrict their development to Classes. This way we can easily balance their progression".

    Even though skill based progression is obviously a strong contender for games that lhave Crafting. Why do so many players point to hgames that are skill based as having good crafting? Skill based is one good reason

    Housing - in old UO players were building houses all over the place.

    So the developers said, "Lets not give them housing." And so it was done.

    Players owning Land - See housing

    Player Looting - players were getting stripped butt naked in UO sometimes as soon as they walked out of town. Rather then learn not to wear expensive stuff out of town they complained. Now- I understand some players are not PVPers. Sure.

    However, Developers heard the cries from their newbies across the land. Player Looting cut. Even though it would be good thing for PVP-areas its still cut. Even though a newbie probably has no business wearing expensive crap to PVP-enabled areas, cut. Now i can understand how bad it sucks to get ganked during a raid and seeing the PVPers teleport wit your items. I do. But come on- now there is not even a PVP enabled area for risk/reward period.

    Travel - many casual players just dont have time to walk for 30 minutes across the land. So teleportation was granted. Ah, but now if looting is enabled PVPers can gank ya, take all your stuff, then teleport out. Rather then disallow teleportation when you got stolen items much easier to cut looting. Cut

     

    Durability Penalty - Even designers against looting and against all penalties admit no durability penalty leads to player equipment inflation (or deflation im no economic wizard sry). Crafting is such a joke in most mainstream titles. Because I get to keep my armor *forever*. See games where we have high turnover. Crafters are always busy. Durability hits makes sense

    Zergs - This is a nasty one. Its the side effect of not integrating player skill, penalties, long distance travel, guerilla warfare, and bottlenecks. Zergs is a term derived from starcraft. That is where I ahve first seen Zergs. And its still here in MMO land full force.

     

     



    Although the term Zerg may have originated there, the concept of using numbers to overcome an opponent is say only a few thousand years old.  So, surely it only came about during the age of video games. lol.

    Salvation is on tha horizon, Darkfall comming to a pc near you soon ETA 2008

    Hope to build full AMD system RYZEN/VEGA/AM4!!!

    MB:Asus V De Luxe z77
    CPU:Intell Icore7 3770k
    GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
    MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
    PSU:Corsair AX1200i
    OS:Windows 10 64bit

  • howitzer1howitzer1 Member Posts: 109

    darkfall is 8 year old vaporware rubbish. End of story

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