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The Republic's Revenge - A Darkfall: Unholy Wars Naval video

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Comments

  • HolophonistHolophonist Member UncommonPosts: 2,091
    Originally posted by DarthRaiden

    DF: First and foremost it was skill based, you choose freely which skill  you like to master.  That in the end everyone mastered everything has to do with additionally themepark design decisions.

    Counting the mix of spells within those skills it easily can go up to thousands of combinations. 

    I'm guessing you're not too familiar with the concept of a false choice.

  • HolophonistHolophonist Member UncommonPosts: 2,091
    Originally posted by Lustmord
    Originally posted by Holophonist

     

    The thing that would make DFUW a full blown sandbox for me would be variety in professions (not different pvp classes). I want pve specialists, actual harvesters, crafters, treasure hunters, fishers, etc.

     

    I said in beta that Treasure Hunters should have to spec to be Treasure Hunters, ala UO..

    Too little, too late, I guess.

    Yeah... to me that's always been DF's downfall. In a full loot pvp game you need something to draw in the people who don't like pvp or aren't good at pvp. If it's ONLY pvp, you're not likely to get a very large playerbase.

  • DarthRaidenDarthRaiden Member UncommonPosts: 4,333
    Originally posted by Holophonist
    Originally posted by DarthRaiden

    DF: First and foremost it was skill based, you choose freely which skill  you like to master.  That in the end everyone mastered everything has to do with additionally themepark design decisions.

    Counting the mix of spells within those skills it easily can go up to thousands of combinations. 

    I'm guessing you're not too familiar with the concept of a false choice.

    I know and this wasn't the case with the skills and spells in DF just that the game itself didnt locked you out of choices alone justifies this conclusion. The fault was all in the min-maxer mindset  of the user.

    The original idea was also that maxing all skills "would take you years", the pace of advancing was also ok at start just the design hole of being able to raise skill just by casting and / or just hiting but not killing a target leading to scripting and leaded to the "psychology" of i "have to have" all skills.

    Technically the skills and spells all have been real choices which DF:UW don't let you much.

     

     

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  • itchmonitchmon Member RarePosts: 1,999

    in a sandbox, the developers give the players the means to make their own content.  (the game world and rules are the box, the content created by players is the sand) hence games with absolutely no pvp such as second life can be sandboxes as well.

     

    in a themepark the developers give the players content to go through (the workd and rules are the park and the content is equivalent to the rides in the theme park).

     

    to me, ths video shows "sandbox content" because the game did not generate the conflict driving the fight; rather the players decided to fight over something in game.

    RIP Ribbitribbitt you are missed, kid.

    Currently Playing EVE, ESO

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  • HolophonistHolophonist Member UncommonPosts: 2,091
    Originally posted by DarthRaiden
    Originally posted by Holophonist
    Originally posted by DarthRaiden

    DF: First and foremost it was skill based, you choose freely which skill  you like to master.  That in the end everyone mastered everything has to do with additionally themepark design decisions.

    Counting the mix of spells within those skills it easily can go up to thousands of combinations. 

    I'm guessing you're not too familiar with the concept of a false choice.

    I know and this wasn't the case with the skills and spells in DF just that the game itself didnt locked you out of choices alone justifies this conclusion. The fault was all in the min-maxer mindset  of the user.

    The original idea was also that maxing all skills "would take you years", the pace of advancing was also ok at start just the design hole of being able to raise skill just by casting and / or just hiting but not killing a target leading to scripting and leaded to the "psychology" of i "have to have" all skills.

    Technically the skills and spells all have been real choices which DF:UW don't let you much.

    The bottom line is if everbody basically ended up doing the same thing, there really isn't much of a choice. The freedom they're offering is illusory. 

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