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I hate to use the cliche: "end game" but I didn't want the subject line to be super long.
I'm enjoying my stay in Darkfall thus far. It is very "sandboxy" with players building and there's a feeling that everything is really controlled by the player and not NPCs.
It has a very old school feel to it, and I really like the freshness of old school
My questions are quite simple and I'm trying to find someone, who has experienced it, that can give a little detail.
#1) While researching DF, I read somewhere about "guilds fighting for control over resources and/or lands". My question: is there sieges, batttles, fighting ect for control of resources? Do guild "stake claim" to areas in attempts to drain the area of resources then move on after it is drained? Is that all true? Details?
#2) Does the "end game" consist of controlling dymanic resource spawns, and controlling land masses? If I'm understanding this correctly can someone provide details about this?
If this is the case I am willing to invest time/money into the game as that type of "end game" I have not had the pleasure of being a part of since the old SWG days or DAOC's olden days of keep seiging for control of artifacts/relics and such.
Basically, I'm needing some details on the "end-game" and if replies tell me it's NOT about raiding the same instance dungeons 1000x times for gear then I will jump for joy and rejoice in the name of the MMO gods.
Thank you!
Comments
I have played Darkfall for almost 2 years, so I think I can help you with your questions.
The "end-game" in Darkfall is not raiding and is not getting that uber item or that title that needs thousand of hours of grinding the same instance dungeon over and over again to get "points" to buy gear or skills. In fact, everything you do in Darkfall when you have been playing for 2 years is exactly the same as what you can do the first day of play, there is nothing that limits you from doind PvP, from participating in a siege, from conquering a city with your guild, from crafting every item in the game, from killing every single mob and boss in the game, etc etc..
So defining an end-game in Darkfall is hard if you think of "end-game" like you do in games like WoW, etc. Usually, DF players use end-game as what you do in the game when you have a viable PvP character (when you have trained some skills that makes you viable against another player that has probably a maxed char but you could win him just with your player skills even if you have the game skills less trained). When you are viable in PvP, the end game is being part of a clan or alliance of clans, conquering and building a city or hamlet in the game, building ships to participate in Sea Towers events, defending it against opposing clans/alliances, conquering their cities, get money and resources to always have good gear in your bank to equip yourself before PvP battles, etc etc. Politics, PvP sieges, wars, guerrilla PvP, etc, that is the end game. There is also some big PvE bosses that are part of "end-game", but just because it is easier to kill with high skills, but a newbie player can join other players and go hunt them too.
There is also other type of end-game in this game, and it is the one you choose!. For example, there are players that decide they want to dominate the market, so they gather resources, do lot of trades, craft high end gear to sell, etc. Other players decide they want to kill every single player they see, or they want to test their skills by going to other players city and kill people inside and maybe get some good loot. But sieges, sea towers, conquering other cities, politics, and PvP are the normal end-game activities, which need to be sustained by some PvE to get money and resources to have your gear ready for the battle.
About controlling resources, that is said because cities and hamlets have Mines (there are different types) and from that mines you can get rare ores easily, which are used for high level gear and weapons. So guilds want to have access to those mines, which means that they need to control a city/hamlet or being part of an alliance that controls them, to be the best.
Clan Holdings have lost quite a bit of their meaning over time. Right now they are more of an additional area to teleport to, and that's about it. It's not rare to enter a Player City only to find 1-2 naked players AFK in the city, if there's any player that is. Clans fights continues to happen, but save for a few holdings which are close to key high-end spawns (Devil for exemple) or contains rarer buildings (Shipyard, Harbour for exemple), it's not a fight over the ressources in the area, and is more of a siege for the sake of sieging.
I'm not quite sure what you mean by Dynamic ressource spawns, if you're asking about dynamic monsters spawn, there's no such thing to my knowledge. As for ressources in general, because of Universal Banking, you don't really have to fight over ressources. Just go to the spawn, kill the mob, bank at a nearby chaos bank or player city bank, teleport back. Of course you might encounter some other players and PvP, but that's about it. Most monsters spawns in several areas with a few exception for the 4 "islands" which have 1 or 2 unique spawns (some less viable than others). Nonetheless, Clan Sieges are mostly about fighting over land masses, the additional areas to teleport to can be advantageous at time, but not a necessity.
Aventurine mentionned looking at rebalancing monster drops (for enchanting I believe), so perhaps this will increase the worth of certain areas and increase PvP/Sieges. We'll see.
Well this is interesting, first 2 replies seem like opposites.
I was reading the first reply and was beginning to jump up and down for joy as that's exactly what I'm looking for.
Then after reading second reply, there doesn't seem to be much action going on as far as players/clans/alliances fighting for control of areas/resources ect ect...
So which is it?
There's a lot of sieges, don't get me wrong. But there's no big meaning behind them currently for the most part of it. Just PvP'ing for the sake of it.
(And then a round of Forum PvP, but that's a different story :P)
I would assume the possibility of looting something really nice is another great reason to pvp, correct?
(Thanks for the discussion/replies and keeping it civil, keep em coming!)
It's always a plus indeed. Especially when your clan attacks and enemy ships an wins (thus keeping the ship). That's definitively fun.
I think we both are telling the truth. Let me explain. What I said is truth, the end game in Darkfall is like that, you asked what it was, and I told you what features and systems the game has for players to enjoy at end game (though I told you you can experience them even the first day). BUT another different story is how the state of the game is now and how that affects the end game (and also daily game).
Currently the player base is smaller than before (1 year ago), though it has been increasing with recent changes (much quickier skill levelling, offline skilling, newbie protections and tutorials, etc). So due to player base being smaller, you see less sieges, less meaning in politics, and due to that, controlling cities, resources and dungeons/mob spawns has less importance than before. But in no way the game is dead or there are no sieges or PvP or politics. If, for example, you join a guild which is part of an alliance and they are in war with a neighbour alliance, you will see plenty of sieges, plenty of small scale PvP, city invasions, sea tower conflicts, etc. This game can be what you want it to be, if you enter the game and hope that by doing nothing the PvP, sieges, politics and end game will come to you, this is the wrong game. Before, with so high population, you were part of PvP, sieges and politics probably even if you didn't want, but now it is a bit different.
For a new player, with no idea on how the game has been the first year of life, you won't find any problems, but people like me and MadnessRealm (we can compare) can see problems when we see less fun than before, but the fun for you will be perfect if you decide to play this game, spend time and very important, join a good and active guild.
Also very important, the new expansion will be "epic" if they deliver, changing the game totally, which will probably bring back lot of players and also new ones, and they are also releasing small patches with some content more frequently now. I am waiting for the expansion to return, but what I said is truth.
In a recent update AV said that they were considering giving holding owners the ability to choose the sorrounding areas to be lawful or unlawful. This would add to the conquest value.
Because this is a sandbox game and anyone can play it how they want all of the above posters are correct but I would totally disagree with MadnessRealm as usual (he doesnt play and almost always complains) because he said:
PVP'ing for the sake of it? Unless you are dueling a friend that doesn't really happen in Darkfall because if you die you lose everything that you are carrying and the same goes with owning anything because it all can be taken (besides a player's house). It requires effort to have anything in Darkfall and almost everything can be taken from you if you make enough mistakes.
Unless you buy gold with real money or enjoy spending a lot of time collecting things so that you can lose them nothing in the game is meaningless . .. or maybe someone would feel that way if they are too scared to take anything worth anything out of the bank so that they have nothing to lose? I don't know. That would sure be boring because they probably would lose every fight. I do not understand why he would say that because it sucks when I lose because it means more work to get back what I lost but it is worth the risk when it can mean winning which feels more like winning than any other game that I have ever played.
It all depends on what you want to do and what your clan wants to do and what other clans around you want to do.
Clans have many things to fight over and everyone has to do something to earn an income:
Some clans mainly declare war on everyone found in friendly cities so that they can profit from robbing a crafter or something when their guard is down but a lot of these guys just have fun giving new players a hard time. These guys miss out in most of the content though because NPC cities are mostly for starting players so the end-game or group raid content is found elsewhere.
Some clans stick with RvR and are more dedicated with fighting enemy races and helping noobs start in their friendly areas. I hear that there is one to go to for hiring as a bounty hunter if one guy keeps trying to make your day bad, for example.
Some clans mainly do the pirate stuff which involves going out on a boat for drive-by shootings, naval combat, killing the kraken and sharks or the legendary ice dragon. Or capturing the sea tower for treasure, bragging rights (every NPC city has their clan tag shining on a beacon for easy recruiting for the winner), or to steal ships/loot.
Some clans focus on siege warfare and eventually become mercenaries that weaker clans hire to win a siege for them. They are usually loaded with the best gear and all sorts of weapons of mass destruction to play with.
Some clans have a large network of spies and do a lot of information gathering to find opportunities for making profit.
Some clans focus on skilling-up and farming gold which would probably be the most territorial of clans because they usually have their own tripwire and traps setup for anyone coming into certain areas. I have seen clans like this make sure to hold a city or hamlet by a good dungeon and have look-outs posted in various spots or even decoy tombstones out in the open to bait in any intruder for an ambush.
Some clans base out of chaos cities and do nothing but roam the country-side looking for victims to loot like Nomads.
Some clans roleplay by creating their own stories and quests led by their leaders. There are some good ones and some evil ones as well. There has been at least one time that I have been sacrificed to the gods to satisfy one of these clans.
Some clans focus on capturing villages for the tax money. I have seen clans do as much as own most of the houses in the village and chase every neighbor out.
Everyone fights over mob spawns but some clans claim territories and have a large enough network that a stranger going inside whatever they claim means suicide usually unless they are in a large group and are ready to fight for a long time.
Some clans pretty much just PVE and explore the country-side looking for adventure and have developed methods to avoid PVP. There are many dungeons all over the world to explore and epic bosses to be found and fought over.
Some clans are obsessed about owning the trade and can hold a monopoly over the market in such a way that they can adjust prices as they see fit sometimes.
In Darkfall you play how you want and can do all the above whenever with whoever since there are pretty much no restrictions over than what other players enforce. There is no end game and every gaming session has the potential for an unpredicted emotional high (or low).
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Siegeing for the sake of siegeing Ok Guilds use sieging as a means of keeping activity high but there's always a motive.
- Politics, hatred fueled wars or other motives
- Control of an area to lock it down (more of a safer zone)
- Access to certain dungeons or mobs
- Control of resources nodes such as mines primarily
I'm in a clan who controlls C-Bay, arguable the best city in the game. Around C-Bay I'm capable of making so much more gold and materials than most players.
I would add another reasons to control cities:
- End-game ships and warhulks can only be made in specific cities.
- Each of 8 unique wonders provide buffs to clan members.
- Owning a grove / multiple groves really speed up process of making ships
So end-game divides players between peons, who need to work hard to get best equipment, and aristocracy, which needs to dedicate a lot less time to crafting / gathering, and more to fighting.
Very high-end macroing players will tell you PVP is meaningless, but when you are a mid-level player who needs a convenient place to bind, sell items, and access nearby PVE there is a dramatic difference between holdings and the politics of clans directly relates to how quickly your character can progress, so, yes, the battle for resources near holdings and cities is significant, even for the smaller holdings. Are holdings great places for established players to bind? No. But Mathyra has great nearby resources, for example, for a mid-level player to grind and gain gold and such.
You will be happy with Darkfall.
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This is all very good news, I appreciate and enjoyed reading all of your posts.
Today was very productive, joined a great clan, and look forward to making the trip to our city sometime tonight.
Thank you again for your replies!
-Tyzzie Irinnis
Congratz. What clan might I ask?
Just want to say that hamlets and cities are a lot more different. Just like cities, you can control an hamlet for the resource and monsters to hunt around, but hamlets are a very hostile places to live. You are so vulnerable that you must know what you have to do the instant you step into an hamlet. You will get killed fast if you stand there like you would in a city. Anyone can easily steal resource from hamlets too. There is not enough npc's to make you want to live there or even bind.
Small clans who do not own a city will try to own hamlets and live there, but if they try to pvp around to pist off some players, there will be no form of safe zone for them to prevent the revenge. Most hardcore small clan dont got a problem with that. In fact, most hamlets are empty.
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