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  • neonwireneonwire Member Posts: 1,787
    Originally posted by skankyrart

    Originally posted by neonwire 
    Actually wouldnt it be great if Darkfall says "Bollocks to the logical conclusion cos life doesnt work that way" and actually just allows its creatures to wander wherever they please? So a new player logs into the game, creates their character and enters the world of Agon. They wander around town for a bit, get used to the game, get a few supplies and some basic equipment and then set off through the city gates into the wilderness outside. An hour later as they are traveling through the hills the player sees a small speck in the sky and as it gets larger the player realises that its a dragon! Its not a scripted event and the creature hasnt been placed there like some kind of living signpost with the words "Kill me and farm me for phat loot". No this dragon is out hunting and it doesnt give a shit if one of those little creatures on the ground is weak or strong. Its all just food to the dragon.....actually stronger tastes better! So the player has to quickly find somewhere to hide or run the risk of being spotted and eaten by the dragon.
    Many weak-minded players would whine about how unfair it was that they had to meet a dragon so early in the game. They would cry and complain about game balance and how everything should be tailored to give them a fair, smooth and easy ride. I on the other hand would be jumping up and down with glee. I would be saying "Oh my god my new fledgling adventurer just got eaten by a dragon. Its actually realistic because the whole point of dragons being so old and powerful is that players DONT get to kill them easily. It actually works the other way round".
    Unfortunately I doubt situations like this will occur and the game will probably follow along the usual approach that nearly all games take of having certain areas designated with varying levels of toughness.......despite the fact that its completely unrealistic. Oh we cant upset the pathetic players can we oh no no.
    I hope Darkfall doesnt do this and for once we actually end up getting an mmo that is truly dangerous to explore where the creatures dont give a toss about how weak or strong someone is. I'm sure many people think that a game like that would cause many players to quit in frustration but I say fuck em and make it that way anyway. I actually think a game like that would be very appealing to many people as it would be totally unique. No other game would be able to offer a similar experience. Even the players that quit would probably begin the miss the challenge and realism they once faced after they had gone back to playing the other easy & bland mmos for a while.

    I remember when I first started EQ and was playing happily along killing some spider, when all of a sudden I get wtfpwned by a skeleton (they had some aggressive lvl 8-10 skeletons that would roam near or into the starting area). The first time it happened it was definitely shocking and exciting - and of course made me worry what would happen to my gear. That being said, having really powerful mobs roam near starting areas would cause major difficulties in being able to skill up if you couldn't find anything you could actually kill. Obviously they could just make the occurence rare, and maybe that would just leave the excitement aspect of never knowing what could happen. At any rate, hopefully their mob habitats and non-static spawns will make PvE different in that sense. I'm skeptical, but maybe they came up with some good ideas and actually succeeded in implementing them.



     

    Ah but the difference there is that the level 8-10 skeletons were scripted to always roam around in that particular area. They would always be there so after your first encounter you would know to avoid them until your level was higher as they never left their designated area.

    I think it would be great if the equivelent of those skeletons in Darkfall roamed wherever they pleased so even if you spotted one in a particular area it might not neccessarily be there an hour later. Also having powerful creatures roaming around near starting areas wouldnt necessarily cause a problem with increasing your skills because regardless of what you are fighting your skills would still be getting used. Whether you are fighting a dragon or a goblin you are still swinging a sword, firing a bow or casting a spell or whatever. Also its not as though the dangerous creature/s will always be there to threaten weaker players.

    Besides for me personally I dont think I'm going to be interested in playing the game to "level up" my skills. Thats the kind of mentality that has been put into peoples heads by playing all of the other story driven level based mmos where the only way to make any progress is to go up levels. In Darkfall hopefully I will get the opportunity to actually roleplay a character and I wont be measuring my progress by how high I can get a bunch of numbers to reach. If there is a giant demon from hell wandering around outside town and I end up not improving my fighting skill for a while because I'm too scared to go outside then it wont bother me. I'll just do something else. As long as I am presented with situations that I can choose to react to however I like then thats fine with me.

  • skankyrartskankyrart Member Posts: 66
    Originally posted by neonwire 
    Ah but the difference there is that the level 8-10 skeletons were scripted to always roam around in that particular area. They would always be there so after your first encounter you would know to avoid them until your level was higher as they never left their designated area.
    I think it would be great if the equivelent of those skeletons in Darkfall roamed wherever they pleased so even if you spotted one in a particular area it might not neccessarily be there an hour later. Also having powerful creatures roaming around near starting areas wouldnt necessarily cause a problem with increasing your skills because regardless of what you are fighting your skills would still be getting used. Whether you are fighting a dragon or a goblin you are still swinging a sword, firing a bow or casting a spell or whatever. Also its not as though the dangerous creature/s will always be there to threaten weaker players.
    Besides for me personally I dont think I'm going to be interested in playing the game to "level up" my skills. Thats the kind of mentality that has been put into peoples heads by playing all of the other story driven level based mmos where the only way to make any progress is to go up levels. In Darkfall hopefully I will get the opportunity to actually roleplay a character and I wont be measuring my progress by how high I can get a bunch of numbers to reach. If there is a giant demon from hell wandering around outside town and I end up not improving my fighting skill for a while because I'm too scared to go outside then it wont bother me. I'll just do something else. As long as I am presented with situations that I can choose to react to however I like then thats fine with me.

    Yes, they had a set pathing, however there were other lvl 1 skeletons that looked exactly the same, so the high lvl ones blended in pretty damn well. As well as the fact that I was young and probably didn't pay good enough attention and would let them sneak up on me as I was fighting another mob :)

    In terms of what you described, I was logically thinking that a new player would be killed by a dragon in one or two hits, and I can't imagine your skills would increase. I suppose I am interested in increasing my skills because I'd rather prefer of having multiple spells at my disposal rather than the two starter ones. I'm all for roleplaying because it isn't fun to simply level and gear up just because the game has been designed that way. Hopefully the game game will encourage it and it will be a fun way to play. However, in all reality we don't know the specifics about how things will function including mobs, npc guards, skill leveling and decay, clan cities, crafting, etc.

  • xpiherxpiher Member UncommonPosts: 3,310

    Not going to read all the replies, but the easiest way to prevent this from happening is 1) Guards that can 1 shot, 2) Making towns safe zones.

    image
    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

  • JacobinJacobin Member RarePosts: 1,009

    This issue is probably what will make or break the game for me.

    I really like the idea of not being able to tell how strong someone is compared to yourself as that alone will put a lot more risk onto the ganker.

    The race aspect also seems like it will prevent ganking somewhat since killing those of your own race seems like it will mess up your faction with city guards.

    But probably the most important aspects will be based on how the skill system and gear works and how level a playing field is given to noobs.

    For instance if all characters are given a base health number that doesn't increase with experience, then a vet won't necessarily have a huge advantage in terms of surviability right off the bat.

    Additionally, if the combat system is significantly influenced by timing, aiming, blocking, kiting, and dodging like it appears to be, then a noob should still be able to conceivably put up a decent fight.

    I think as long as noobs have some ability to fight back, then the game can remain competitive and fun for everyone, which is something that is severely lacking in many so called pvp mmorogs.

     

     

  • CraxisCraxis Member Posts: 39

    If this game is all based on player skill.  Many MMORPG players may hate it.  I used to play fps all the time.  I could kill nearly anyone in tribes vengeance with the weapons everyone said were useless.  In battlefield 2 i could go toe to toe with a player weilding machine gun with just a pistol in one hand and my........ pride in the other and win.  If its all skill a newbie could actually fight a veteran and win. 

  • ustoolustool Member Posts: 86

    whats to stop them from getting ganked by a different party

  • BrianshoBriansho Member UncommonPosts: 3,586

    Is it my imagination or does it seem like people are getting a little too paranoid about pvping?

    Don't be terrorized! You're more likely to die of a car accident, drowning, fire, or murder! More people die every year from prescription drugs than terrorism LOL!

  • LeodiousLeodious Member UncommonPosts: 773


    Originally posted by Briansho
    Is it my imagination or does it seem like people are getting a little too paranoid about pvping?

    Alot of these people have never played a serious world pvp game, and they are understandably scared.

    The idea of anyone being able to kill you at any time could be disturbing for someone that has never been in that situation. I would imagine that if these same people give any game like this a fair go without preconceptions about what traversing the world will be like, most of them will really like it.

    "There are two great powers, and they've been fighting since time began. Every advance in human life, every scrap of knowledge and wisdom and decency we have has been torn by one side from the teeth of the other. Every little increase in human freedom has been fought over ferociously between those who want us to know more and be wiser and stronger, and those who want us to obey and be humble and submit."

    — John Parry, to his son Will; "The Subtle Knife," by Phillip Pullman

  • StellosStellos Member UncommonPosts: 1,491
    Originally posted by Answer_KV


    The limitations or lack thereof concerning griefing in DFO is yet to be seen.   In a perfect world, NPC guards will be somewhat effective and corpse looting will be a criminal act unless the player concents or is of an opposing kin.  With everything- where there's a will, there's a way;  I'm sure there will be plenty of tweaks when the game goes open beta or live to deter them from ruining even the simplest forms of enjoyment.



     

    Exactly.  I don't see why people worry about this so much.  I just think they had a bad experience with UO or have been a WoWer for a long time.  Finally a game where "gear" is not everything and skill and comes into play!  Look, gear based games like WoW, WAR, Ect, Ect, are annoying as hell, because they keep you playing only to get that last piece of gear.....then what?  You've done it all.  In a skill based game like this, if you lose your gear that sucks, but it isn't like you did an eight hour raid to get it either!  The most important thing is your character's skill, if they are a "master" or whatever the term is, they can die all they want and still pick up whatever tools or weapons they specialize in and whoop ass.  This is the way it should be!  I can't wait till MMOs get back to this style.

  • ElahrairahElahrairah Member Posts: 9
    Originally posted by zymurgeist

    Originally posted by neonwire




     
    Yes experience shows that level based PvE games that had PvP added to them as an after thought opened themselves up to lots of ganking and griefing because PvP was not what the games were designed around.
    Darkfall IS designed around a PvP concept and not only is it not a level based game but players also cannot see each others stats so you can never really pick an easy victim with any certainty as there is no real way to gain a massively unfair advantage that makes a player godlike in comparison to their victims. There is no "I am 20 levels higher than you so I win" scenario in Darkfall. Therefore the PvP in all the previous games like AoC, WoW, EQ etc cannot be compared to Darkfall. Fact of life.



     

    Sure there is.  You grind your fotm toon's skills to the top just as you would in any level based game then you a few (dozen) of your closest friends go looking for a fight in the lower level mob spawns. Fact of life. Happened in every PvP game ever. Happened in UO, will happen in Darkfall. You don't need to see stats to know what an easy victim is. If you pick on the wrong person no big deal there's plenty of noobs out there trying to level or find crafting supplies.

     

    I routinely killed max skilled players (GM mage, GM etc) in UO with level 75-80-ish skills. Player skill IS going to be a large factor in this game, just as it was in UO. You can have the paper skills, but if you don't have the PvP skills you aren't guaranteed anything.

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  • ElahrairahElahrairah Member Posts: 9
    Originally posted by demolishIX


     It's a pvp game ... where 2 guilds get formed and just farm people for gear,there needs to be some sort of punishment system for continuosly killing random players or one guild will dominate the server and people will just leave.

     

    You're forgetting a few things:

     

    #1: Namely, just how huge the world is. It's unlikely that you will be running into gank squads out in the middle of the wilderness. They are going to be focused on high traffic areas, which leads me into point #2

     

    #2: We have no idea what/where/how high traffic areas will work, apart from starter towns obviously. And farming starter towns is fairly useless, since those players won't have anything of value anyway.

     

     

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  • ElahrairahElahrairah Member Posts: 9



    Yes, they had a set pathing, however there were other lvl 1 skeletons that looked exactly the same, so the high lvl ones blended in pretty damn well. As well as the fact that I was young and probably didn't pay good enough attention and would let them sneak up on me as I was fighting another mob :)
    In terms of what you described, I was logically thinking that a new player would be killed by a dragon in one or two hits, and I can't imagine your skills would increase. I suppose I am interested in increasing my skills because I'd rather prefer of having multiple spells at my disposal rather than the two starter ones. I'm all for roleplaying because it isn't fun to simply level and gear up just because the game has been designed that way. Hopefully the game game will encourage it and it will be a fun way to play. However, in all reality we don't know the specifics about how things will function including mobs, npc guards, skill leveling and decay, clan cities, crafting, etc.

     

    Well, we actually do know some things about mob spawns. It's been stated that there are no static spawns (except for certain quest spawns) and furthermore, that killing the same type of mob in one area will eventually thin them out, and they will migrate elsewhere. This means that people will ALWAYS be on the move looking for the next mobs.

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  • hidden1hidden1 Member UncommonPosts: 1,244
    Originally posted by Elahrairah

    Originally posted by demolishIX


     It's a pvp game ... where 2 guilds get formed and just farm people for gear,there needs to be some sort of punishment system for continuosly killing random players or one guild will dominate the server and people will just leave.

     

    You're forgetting a few things:

     

    #1: Namely, just how huge the world is. It's unlikely that you will be running into gank squads out in the middle of the wilderness. They are going to be focused on high traffic areas, which leads me into point #2

     

    #2: We have no idea what/where/how high traffic areas will work, apart from starter towns obviously. And farming starter towns is fairly useless, since those players won't have anything of value anyway.

     

     

    perhaps your #1 position seems rather weak to me, in RF online for instance, me and my guildeez would go high and low to the most remote places to find people to gank... i think you underestimate human nature... in which case point #2 woudln't even factor in.  Ah the good old days..i can't wait to be in  a gank guild and gank the same players over and over... that was sure fun in RF :P

     

  • ElahrairahElahrairah Member Posts: 9
    Originally posted by hidden1

    Originally posted by Elahrairah

    Originally posted by demolishIX


     It's a pvp game ... where 2 guilds get formed and just farm people for gear,there needs to be some sort of punishment system for continuosly killing random players or one guild will dominate the server and people will just leave.

     

    You're forgetting a few things:

     

    #1: Namely, just how huge the world is. It's unlikely that you will be running into gank squads out in the middle of the wilderness. They are going to be focused on high traffic areas, which leads me into point #2

     

    #2: We have no idea what/where/how high traffic areas will work, apart from starter towns obviously. And farming starter towns is fairly useless, since those players won't have anything of value anyway.

     

     

    perhaps your #1 position seems rather weak to me, in RF online for instance, me and my guildeez would go high and low to the most remote places to find people to gank... i think you underestimate human nature... in which case point #2 woudln't even factor in.  Ah the good old days..i can't wait to be in  a gank guild and gank the same players over and over... that was sure fun in RF :P

     

     

    That's true and fair enough, although I never played RF so I can't relate to it. I can say that even on DT in AC I rarely had problems levelling out in the wilderness. It wasn't too hard to find a spot alone out there, even with roaming squads.  But I'm also *fairly* sure that DF is supposed to be the biggest game world ever to date? So maybe that will be a factor. 

    Now, in a smaller game world like UO, yeah, it didn't matter where you were chances are someone was going to come by and attack you. I (along with all the other PKs) had sets of runes to pretty much everywhere, and would just sit there and spam through them until I found someone. But that's an entirely different form of travel - as far as we know right now, the only way to travel in DF is to walk/ride there, so roamers will have to spend a lot more time roaming. Im not sure how travel worked in RF, so I can't draw any comparisons there.

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  • hidden1hidden1 Member UncommonPosts: 1,244
    Originally posted by Elahrairah

    Originally posted by hidden1

    Originally posted by Elahrairah

    Originally posted by demolishIX


     It's a pvp game ... where 2 guilds get formed and just farm people for gear,there needs to be some sort of punishment system for continuosly killing random players or one guild will dominate the server and people will just leave.

     

    You're forgetting a few things:

     

    #1: Namely, just how huge the world is. It's unlikely that you will be running into gank squads out in the middle of the wilderness. They are going to be focused on high traffic areas, which leads me into point #2

     

    #2: We have no idea what/where/how high traffic areas will work, apart from starter towns obviously. And farming starter towns is fairly useless, since those players won't have anything of value anyway.

     

     

    perhaps your #1 position seems rather weak to me, in RF online for instance, me and my guildeez would go high and low to the most remote places to find people to gank... i think you underestimate human nature... in which case point #2 woudln't even factor in.  Ah the good old days..i can't wait to be in  a gank guild and gank the same players over and over... that was sure fun in RF :P

     

     

    That's true and fair enough, although I never played RF so I can't relate to it. I can say that even on DT in AC I rarely had problems levelling out in the wilderness. It wasn't too hard to find a spot alone out there, even with roaming squads.  But I'm also *fairly* sure that DF is supposed to be the biggest game world ever to date? So maybe that will be a factor. 

    Now, in a smaller game world like UO, yeah, it didn't matter where you were chances are someone was going to come by and attack you. I (along with all the other PKs) had sets of runes to pretty much everywhere, and would just sit there and spam through them until I found someone. But that's an entirely different form of travel - as far as we know right now, the only way to travel in DF is to walk/ride there, so roamers will have to spend a lot more time roaming. Im not sure how travel worked in RF, so I can't draw any comparisons there.

    If i'm in a gank guild ... we will find you bwhahahaha :)

     

    the funny thing is in RF you got no loot, it was just a "total kills ranking", and u coudln't loot the dead... but man was it fun just to watch those players drop face down dead on the ground, I laugh so hard hahahah... nothing in pvp quite feels so satisfying when you're pvp'ing only for a kill (forget the loot and money, i could careless about that aspect of pvp anways :) )

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