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I'd never catch up in this grind of a game.
Add some kind of a skill cap and I bet people will finally try Darkfall out again. There should be more to an MMO than just leveling your character for eternity- that is a cheap "get them addicted" element that Darkfall doesn't need. Darkfall cheapens itself by making it such a grind.
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I feel the same way.
Remember Old School Ultima Online
You can catch up a lot quicker than you could at launch. There are people who've only been playing a month or two that have most of the skills they "need" to PvP with. There are still grindy skills that should be toned down and then there is stupid mechanics like the 100 point stat bonus, surging, etc that should be taken care of.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
Not as bad as you think. I play with quiet a few recently made characters, they're leveling up a lot faster than we did in the old days.
I had high hopes for DarkFall. But here's where they fail IMO. The Combat. Not the targeting, not the No Skill Cap, not the mount attacks ( wich should be unnerfed BTW), but the basic sword combat. IT Played out like crap. There has to be timing in meleattacks. When you swing a sword there is a noticeable time it takes to get that weapon around. There is also the positioning of the body, how it moves with the weapon , how you step into certain attacks.DarkFall Had none of this.
Instead it was just wildly swinging, while your feet and movement do what they want.
If the actual combat was any where close to realism, this game would be about 100 x better. Instead one handed weapons are pointless, sword in board is pointless,blocking is pointless( do to movement being so twitchy), just get a polearm or a greatsword for when they get close. and max out your Rays for ranged. Cheese + no personality = fail.
Also the clan city, hamlet and housing system in this game is pretty cheesy also. There is no real point to any of it, plus the worlds not big enough. This mean that there is no way to carve out your corner of the world. Everyone can get anywhere in the world by running or mount in about an hour. Add house porting, ruins and nexus and you have no real territories, it plays more like one zone. A game like this needs room for players to be able to get away and find a dark corner to gather their strength.
Now, although the models for the player housing where cool. The fact that they can't be enter reacted with was stupid. The player housing should of been tied to the clan cities/ hamlets. Someone sieges your city ? you lose your house. or at the very least, it might get some fire damage.
The boats are awsome. Thats if you don't take into account the astronomical amount of gathering needed to even make the lowest of the fishing vessels. and you also don't pay any attention to the fact that once again, they serve no real purpose in the game other then to take the weak sauce "Sea Towers". (they arn't really needed, they just so you can get on the tower is all.)
For a game that was hyped as long as this one was, it launched with what felt like zero real thought put into the matrix of the game. Just a big let down all around. Nothing to see here, move along and pray Tera doesn't look any thing like this cluster fu ...
Yea take away the grind.. what what's left? It's pretty much the only thing to do isn't it?
I have to agree, butter is spread really thinly in DF. In theme park based MMOs you have couple of thousands of quests. They are usually really poor quality from RPG fan point of view. Beyond that theme parks are lacking enjoyable game content, which you would happly play again.
DF is trying to be a sandbox MMO but fails miserably without interesting game mechanics and mini-games. Seriously I think that good strategy games or even team based FPS games beat it when it comes to lasting fun factor. That was the second reason just after the grind why I don't enjoy DF in long term. It is just not worth the price. However mind I hardly enjoy any MMOs lately. I think they are really cheap in terms of quality of game play and fun versus price. At time I had hopes DF will change it, but it just stayed a bare skeleton of basic game content like it was in beta and after launch.
You have the same quests in DFO. There simply isnt a flotaing '!' over the NPC's head.
But there are no reasons to follow them, if not for new players to learn the ropes, or for people running dungeons to get that little extra gold. But they are hardly relevant and does not help improve your character nor give your character a purpose.
It's a sandbox. It is not supposed to have quests to give you a purpose. You are supposed to give yourself purpose.
First off, there are going to be prestige classes. Second off, it's not an infinite headstart people have, like in Eve. Not only are there diminshing returns so that newer players can level skills faster when lower levels, but you don't need more than a few skills maxed to be on par with everyone else. All the other skills players have maxed is just extra, and unnecessary. Shows you don't understand the game much.
There's already a tutorial for players to learn the ropes, and the first quest line DOES help you get familiar with the game mechanics. And yes, there are quests for running dungeons for extra gold.
Quests, primarily, in real MMORPGs are not supposed to give you hand outs and a nice linear chain to follow so you don't freak out. Quests are there if you want some good story, to explore, and to have some interesting encounters. Playing the game improves your character, quests simply give you bonus items and money, as well as the other things mentioned.
Seriouly, get some education on MMORPGs, not all of them were mindless quest grinders. (In fact, the best of them aren't)
You are right, you have the wrong mindset for playing Darkfall.
Come back when you can better appreciate "seizing the day".
Unlike many MMO's, the people that genuinely enjoy playing Darkfall focus on the fun they will have today, rather than where they want to be in 1, 3 or 6 months time. If you dont focus on today you become another grinding macro-monkey rather than a player.
Darkfall needs more players, not more grinding macro-monkeys.
Had great fun in the game last night, have plans to do so again tonight.
For anyone who didnt read it: this was the last dev post prior to the team taking holidays.
The bolding for emphasis is mine.
The sprint presentation took place on Monday and everyone’s work was presented. In the last activity report of 2010, we’ll talk a bit about what we’ve been working on the past few weeks and upcoming changes most of which are coming in the next few patches:
There are massive area redesigns underway. The human area is complete, clan city layouts are being scrutinized at the moment and the world-builders are moving on to the Orkish area. These activities are tied in with tool updates, there are new tools being produced to optimize terrain, road and river continuity and fixing terrain anomalies occurring during optimization. We saw some of the redesigns and optimizations and new tools were demonstrated.
New player characters are in progress, they should be added in the next expansion. Facial textures are done, several problems during the process have been addressed and new armors are being fitted at the moment. Animation motion capture workflow is complete and we saw 4 new hobgoblin animations, 2 of them were idle animations and 2 were fighting animations.
The Engine team has been working on the dynamic lighting features and we saw several demos of their progress. This work is going in the next expansion and should be very impressive to see in action.
As most of you know, we added the meditation feature in the latest patch. We’ve been looking at feedback and unfortunately many don’t seem to understand that meditation works with diminishing returns and not in a linear fashion. You should also keep in mind that we’ll be adding a lot more skills and (something we haven’t mentioned yet) attributes, in the next patches. We’ll try to make things clearer on how meditation works by showing you the incremental progression value after tomorrow’s patch. We’ll also give you a better idea on what the future holds for this feature which should be heavily revisited in almost every future patch for a while. Values here are not carved in stone, we’re examining them carefully and we’ll make any necessary tweaks and changes.
As far as the newbie experience goes, we’re going to help that along quite a bit with a total approach to character progression, an example of some of the actions we’ll be taking is increasing drop rate and frequency of attribute consumables and spell books.
We got to see a demonstration of the new political map. We’ve talked about this before but we didn’t mention that the map will also mark locations of player vendors with details on what they sell.
We discussed the new GUI, an exciting development, which unfortunately we cannot discuss at the moment. We’re still working on the current interface however, in tomorrow’s patch for example, we’re adding a default rest key-binding.
The designers are undertaking the massive task of redesigning the newbie experience and working on a total monster classification, redistribution and localization based on the lore. This is part of an overall strategy of localizing resources.
We’re looking at a lot of upcoming re-balancing changes to many of the issues related to player feedback and these will span every aspect of the game. Our designers have been working on mapping everything for a while now, running statistical analysis and exploring relationships.
There are alignment system changes coming as we’ve mentioned before. These are a complete approach on improving the alignment system and solving certain inherent issues surrounding it like for example a new approach to improving alignment, making it more meaningful with changes such as locking reds out of alliance, racial, and trade channels, adding a chaos chat open to everyone.
There are also upcoming changes to sieging and PvP, like addressing one man clans declaring war on everyone, the one siege limit against one clan, self sieging etc. Some of these fixes are coming in the next patches. There are more changes to improve PvP and massive battles like for example changes to spells like confusion, pungent mist and eye-rot going in tomorrow’s patch.
Ships will get additions and improvements. Fishing boats are coming and ship defenses vs. swimmers are going in the next patches. Finally, you’ll be able to despawn a ship only if you’re at the helm.
Tomorrow is patch day, and there will be several patches right after the holidays. There’s also a dynamic event planned for the NA server this weekend.
This is not all, there are unfortunately a lot more things we cannot talk about yet. We regret this, but it comes with the territory. Whether we are at liberty to discuss them or not however, we always take related player and community feedback into consideration so please keep it coming. We’ll continue working through the holidays and giving updates as needed.
Thank you for reading.
cheers
Playing: Darkfall New Dawn (and planning to play Fallout 76)
Favourite games have included: UO, Lineage2, Darkfall, Lotro, Baldur's Gate, SSX, FF7 and yes the original Wizardry on an Apple IIe
So they're basically redesigning the whole game, which kind of lends support to what the critics are saying otherwise it wouldn't be necessary.
If Darkfall is a genuine sandbox game then the developers would do well to introduce PvE (ie consensual PvP) servers because they would then be addressing a serious shortfall in the market, instead of just catering for a comparative handful of hardcore PvP players. The result would be greatly enhanced revenues which could be devoted to improving the game even more, to the benefit of the present players as well as those who would be drawn to the game.
Yea but.. then there'd be nothing to do. Grinding, and pvp is all the game really has, yes?
All of this is great in building expecataions but what I (and many others) would like to know is WHEN. AV is great on promising but short on committing to anything let alone giving any time frame on delivery.
Look, I hope AV delivers on all of this. I also hope that they do it sooner rather then later because I know of many that are ready to just pitch it in and go elsewhere.
Let's party like it is 1863!
Grinding is what a sandbox game is all about. As for what else the game would offer I wouldn't know, it's always sounded like a game I'd want to take a look at but for the fact that it's purely PvP, so I have never bothered.
Say what? Sandbox has nothing to do with grinding. You could have a great sandbox game where you are free to go and explore anywhere, without artifical boundaries, and there could be zero grinding.
However, skill based progression is usually tied to grinding as, most often than not, you have to grind the same skill over and over to raise it.
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They do not need to cap skills, they need to add a feature like EQ1 has were you can only have 7 or 8 spells memorized. Also make stat gains about 3x faster and the game would be alot more ballanced.
Consensual pvp servers? No thanks. Leave that for the vanilla MMO's.
Darkfall....contrary to the hype....is not purely PvP. On the other hand, if you wish to do much non-PvP it is hard to find. It is there just hard to find. There are also aspects on non-PvP that could be added or enhanced but so far AV has not figured that out.
Let's party like it is 1863!
Then what is the point of quest? If the quests hardly talk about the lore, nor give players an incentive to complete them, why does DarkFall have any quest? (Outside of the new player quest which *do* help news learn the ropes and learn which monster they can fight, etc).
Since DarkFall has practically no lore, nor incentive for RAC war, or possibilities of creating and controlling racial politics, what is the point of quest in DarkFall? DarkFall's quest are just as grindy and linear as your typical themepark "kill 10 rats" although here it's 300 rats and 200 rat shaman per quest.
Please...quests in DF are totally out of place. Not saying that's the last type of content I am after in DF. The problem is the game hardly delievers anything instead. They would invest that time better in EVE like randomly generated missions.
No lore? Just because you don't read the lore does not make it have no lore. Looks like you have some reading to do.
I said "practically no lore". Looks like you need a few classes on reading comprehension.
That page has a lot of lore. A far cry from practically no lore. Exaggerate some more.