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So I was reading this article over at sandboxer and I was wondering what you people think about it?
Would you play Darkfall if it had 4x xp rates all the time?
As a non Darkfall player I think I may come back if I had an honest chance of competing with the veterans.
What about if Darkfall 2.0 did wipe? Should they have 4x xp rates even after a wipe?
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Comments
No, it was a joke especially magic. It is like a inflation IN RL done to any value of skills and spells in game. They become worthless.
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that still wouldn't make a difference to many. Bad PvPer's are bad. You could give them x10 exp and they could max everything in 2 weeks, and they would still get rolled b/c they are just horrible players. Guess what would happen then? Everyone but them must be cheating then, right?
Risk aversion people won't play games that push their limits. When they do, they often complain about how the game would be better w/o risk. What they fail to realize is the game also provides them with a means to provide consequences to players that take advantage of them or mistreat them.
So, no..they won't come back.
Playing: BF4/BF:Hardline, Subnautica 7 days to die
Hiatus: EvE
Waiting on: World of Darkness(sigh)
Interested in: better games in general
Yes, you are absolutly correct.
Why we need such a horrible grind in a game where player skill is so vital, is beyond my comprehension.
-If a good pvper lv 100 fight a bad pvper with lv 100, the good pvper win.
-If a good pvper lv 20 fight a bad pvper lv 100, the bad pvper wins.
The good lv 20 pvper refuse to macro and grind NPCs for a year just to pvp, so he quits. And that is the sad part and the reason why this game don`t flourish. I haven`t met one player (past or present) that didn`t like the DF pvp. But still they all quit, so your statement is not valid.
We can just pray for a partial wipe, prestige classes and limit on how many classes you can be at the same time. Then we can have a fast grind and diversity, not just clones running around.
The fun part of Darkfall was in the beginning when we all where at the same level, but it went downhill after the cheaters and macroers came out of the woodwork. If you didn`t play the first three months of Darkfall, you haven`t tasted what this game really is. All the latecomers play in the ruins of what use to be an awesome game.
I have to disagree with pretty much everything you said.
Darkfall is more fun now than the first 3 months after release because there's no 12 hour que time. There's much less hacking and while people still macro I don't see that as much of an issue.
I see Darkall 2.0 potentially as a pheonix rising out of the ashes.
I've read about guilds testing your theory were as 1 good player can take out a poor player with better stats. I've heard when a guild tried testing a bunch of trial accounts played by skilled players versus a single medoicre vet with his maxed out character that the trial accounts would get crushes. Even when trial accounts outnumbered the vet 10 to 1.
I'd would much rather see 2 maxed out players going at it and not have to wonder if a player won just because he macroed and exploited more.
Never trust a screenshot or a youtube video without a version stamp!
@hotjazz
You are missing the spirit of the post. Increased XP, more gear, higher starting stats..whatever you want to give new people...it won't matter. I will give you an example in EvE. I popped a guy, thus was flashing red to him. I went back in a t1 frigate to the .4 system he was in, and he had returned to the scene of the crime in a battleship. I was in his asteroid belt, in a t1 frigate..asking him for a fight. He's in a battleship. He won't fight me.
I proceed to eject my pod, which is still flashy red, with NO GUNS and target him. He runs. I couldn't shoot him, I'm flashing red..thus he or anyone for that matter could shoot me...and he ran from me...in a battleship. Think about that. We were the only two people in the system.
This player didn't understand the mechanics of the game. I by no means was a great pvper in DF, but I understood the mechanics of it. I understood how to fight in a group. I was no where near maxed...yet I could bring stronger players down...because my group fought as a team.
I swam a few nights all night against a wall. I beat up some dudes on a bloodwall some. It wasn't worth it to me to use my time to do it...i prefered to fight stronger players, even if I lost..because it made ME not my character a better pvp'er.
Saying 10 trial account characters could or couldn't bring down an experienced player is ludicrious. These are numbers that are pulled out of thin air. I don't believe any of it. Guess what? It doesn't matter what I believe or you..DF is a clan/small group guerrilla style fighting game...if you play it solo..you are doing it wrong.
I left DF because of all the goddamn bunnyhopping..and the general cacophony style of fighting..it had nothing to do with all the macro'd toons...b/c they die just like everyone else when you catch them. Gear, gold, resources were so plentiful in DF..loss really didn't mean anything. So why not fight? I never understood that.
Playing: BF4/BF:Hardline, Subnautica 7 days to die
Hiatus: EvE
Waiting on: World of Darkness(sigh)
Interested in: better games in general
The game runs smoother now, that`s about it.
I can`t belive you think the game is better now than in the start. My medium clan had 60 members and skirmishes of 20 vs 20 happened every 20 minutes. If you have 20 players now, you are a major force, a zerg and probably own three citys.
The wars, backstabbing, numbers, PvP, politics, alliances, propaganda, fun and frustration was what made DF good in my opinion. I`ve had some some fun the years after too, but nothing even came close to the start. Large sieges and battles became rare and I killed 30000 NPCs.
The NPC killing in DF is not like the " kill 30 trolls "quests you find in other mmos. In DF you get the "kill 30000 boring NPCs, and watch you skill raise extremely slow". I tried to finish my last skills on the 4x weekend, but after grinding NPCs for 5 minutes, I almost puked. The boredom and the sound of my spells gave me nausea. The immense grinding in DF have destroyd my ability to do repetitive, boring meaningless tasks.
That is what Darkfall was supposed to be...(in the original pre launch F.A.Q - just checked its also in the new updated F.A.Q)
"Darkfall is as much a social, a real-time strategy, and a fantasy role playing game, as it is a PvP game."
It was on a good way with a solid amount of already impemented feature at launch but this goal has to be still be set for Darkfall to reach his full potential. But since summer of last year (after the good expansions) either AV shows that direction nor are they able to communicate what their direction is.
If they want PvP game only they should state so, so people don't waste time for Darkfall to reach his full potential.
DF was intented to satisfy different playstyles and the F.A.Q even explicit mention this
The pre-launch F.A.Q :
"I don’t like PvP, why should I even consider trying out Darkfall?
If you give it a chance, you'll discover that Darkfall is an extremely well rounded game. For example, there's as much effort going into the quest engine and the crafting process, as there is going into the combat design. Darkfall features the ultimate player based economy, more useful trade skills than any other released MMORPG to date, advanced NPC and monster AI, and a quest engine constantly creating new and challenging content. Furthermore, the game world is huge; you could move to a remote area with your friends and try to create a safe haven for other like-minded players."
The new update F.A.Q
"If you give it a chance, you'll discover that Darkfall is an extremely well rounded game. Darkfall features the ultimate player based economy, more useful trade skills than any other released MMORPG to date, advanced NPC and monster AI, and challenging quests. Furthermore, the game world is huge; you could move to a remote area with your friends and try to create a safe haven for other like-minded players ."
So don't tell anyone at launch was the game in his best shape because the first 2 expansions added very much to the game. And according to game F.A.Q Darkfall is still meant to NOT be just a quake arena for PvP but a fullblood MMO and i hope for the devs they still out for that goal and i hope at somepoint they will clearly communicate this.
Why i mention the different playstyles so much, am i anti-pvp ? NO. I think PvP wise darkfall is already in a good shape and the combat mechanics need tweaking but Darkfall is already well in that part and it needs more then to justify needs for a part of his playerbase. DF 2.0 is needed and it should be around playstyle diversification, player-driven economy , trade and crafting skills, improving PvE and also racial warfare content tp offer the playstyles we all hope for for Darkfall not to just be a big PvP arena.
-----MY-TERMS-OF-USE--------------------------------------------------
$OE - eternal enemy of online gaming
-We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!
"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)
As a self proclaimed vet, i would like to see a 4x all the time untill 2.0 so i can not only become a self problaimed, but a real vet to not only shit on other vets 1on1 wise, but to also win some 2 vs 1 encounters against badies.
On a serious note: They have to introduce the 4x xp gain all the time cuz the new comers or those who missed the weekend are pretty much lost. Everytime i go out to pvp, can be during the morning, prime time or what ever, the only ones i encounter are the maxed vets. Big names BTW, not some randoms. I am a mini maxer.
Nowadays, most fun clan to hang with are the ones who recruit vets and today, there are very few mixed clan that are willing to go out and pvp everydays.
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They game was better at the start for all kind of players, except the noobs in starter citys. We forged our own small kingdoms and defended those. We had alliances on all the islands and parts of the mainland. I could do pve for hours without getting killed, and find pvp by attacking the other alliances. We had dedicated crafters, PVE and PVP.
The first thing that was ruined was infact the PVP. My friends all left because of the grind needed to participate in PVP. There was no normal way to catch up, so they and most other PVPers left. The crafters soon followed. Why be a crafter when every clone and his mother is one? So we were left with the archivers and the macroers, but that was not enough to make the world alive.
I have macroed, mined and AFK swam for weeks and killed more than 30000 NPCs. I still have alot of spells to grind. I never wanted a quake arena, but it`s still better than a quake arena with a huge grind. Lets hope we get some caps on what skills we can do in DF2. Then we can finally call this game a MMORPG.
A little common sense post if you're not a "Forumfaller":
Why is there a grind in Darkfall?
Because, there is no type of skill cap minus a few specialization choices. When a player is allowed to grab every, single skill; they will. This is even more true when the first players do so, because now the others have to follow suit in order to be as effective. It's human nature to achieve, and that is multiplied in a competitive setting.
The progression of each individual skill/school is actually not bad at all. Throw in the idea of grabbing just about every skill, and the grind turns into an issue. For example, start a new character and just focus on two of the specializations DF has: Destroyer and Mage Killer. For those who do not know, choosing one (or both) of these specs locks you out of Arcane, Necromancy, Fire, Water, Earth, and Air magic. That leaves you with Lesser Magic, Greater Magic, Witchcraft, and Spell Chanting. You probably only "need" about 10-12 spells total out of those four collective schools.
Archery... Easy to skill up.
Melee... Longer, especially Mastery, but at 50 MM it is pretty much done with regard to being viable. Even 25 MM would be perfectly fine with nice JBs.
The magic schools are also reasonable, since you're only focusing on four, instead of 10 plus all of the individual spells.
A Destroyer/Mage Killer is able to be skilled up in a very, very reasonable amount of time. If you're a powergamer, you may even find it to be really fast.
Attributes work with diminishing returns. It was changed that way a long time ago. That means you gain attributes quickly at lower values, and the return becomes slower as you climb higher. That helps new players. Plus, there is meditation for offline attribute, General Skill, and magic school gains.
What is supposed to happen in Darkfall 2.0?
- Armor specializations. Depending on what you wear, you will be locked out of certain skills.
- Opposite magic school lockout. Choose Fire? Can't use Water.
- Prestige Classes. Choose a PC, but incur tradeoffs... Locked out of certain skills, but access to some class-specific skills.
Those three things alone lower the grind by a whole lot. Why? It's obvious... Players will not be able to use all of the skills at once in an effective manner like currently possible, so people will focus on builds. Go back to the Destroyer/Mage Killer example... That is similar to what is supposed to happen in 2.0, but also with the first two bullet points added into the equation. Keep in mind that we have no idea if they changed the actual label of the aforementioned systems. As you can see, the above and the following are the same, but not actually labeled in the latter:
Character skill set customization and role selection through the implementation of Darkfall’s new armor system and through attribute boost via achievements: What armor you wear greatly affects which skills you can use effectively and it makes others ineffective. You’re highly specialized in one role making your character extremely efficient and effective in that role. The major attribute boost works exponentially to give your character access to special items and weapons setting him further apart from the hybrids. New skills are going to be added, and redundant ones will be removed from the game.
Skill and attribute gains have changed considerably. If a new player focuses on a single role, he will excel at that role in a relatively short time frame through casual play. More options and more roles will become available to him. Players can use one specialization at a time however.
Entire point being... The 4x XP is not needed.
FYI... It was actually way more than 4x, because they already boosted skills by a total of 12x (?) in the past. Some people think that the typically bad foresight of AV caused most skills to be around 24x-48x, which likely explains why Meteor Strike would go from 1.0 to 46.0 in a single cast.
Anyone who says that the skilling up during the free weekend was still do much is seriously fucking retarded and needs to just stick with FPS games. The increases were insane. If they kept it at the pace, this game would take less time than any mmo to reach max level. It would be faster than Guild Wars.
with AV's failing communication, this 4x weekend was just another nail to DF's coffin....
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If they made it X4 xp all of the time than they might as well just get rid of 90% of the spawns because they would never be used . ... lame idea!
Noob PVP can be much funner than end-game PVP. The game just needs more population but with everyone end-game there would no noob PVP. To be honest I prefer end-game population low so that I can attend sieges without crashing.
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My biggest beef with darkfall in my few months played wasnt necessarily the long and repetitive and dreadfull grind, it was more to the fact that to compete i had to (for the most part) grind a bunch of skills that wernt necessarily in my playstyle and not only grind them but incorporate them into my pvp...
My preference of playstyle in most mmo's is focus majorily on melee but still have some magic abilities preferably for healing...This simply wouldnt cut it in DF even with the additions of....runes?
There are (or were) a handfull of must have spells from just about everyline of magic in the game, eyerot required me to grind necro,WOF required me to run buff macros just to open the damn line of magic it was found in just to have to grind the hell out that line to be able to use it, add the intensify grind and thats more magic grind than i could have ever forseen myself doing in a "classless" game, and all for what? to run around with the exact same build as everyone else...
Imo the problem isnt the grind...its the fact you have to grind everything to survive. 2.0 was supposed to address this thus reducing the overall grind as the dude above stated by incorporating Prestige classes. 2.0 would give DF new life.
2 bad it was announced like...2 years ago? with no ETA...would def check it out again if they did implement it though.
on a side note...i didnt play at launch but i played with people who have and judging by there recollection of Darkfall in the first 3 months...the majority if not all of em say DF was not only much better at launch but one of the best experiences theyve had in gaming.
Just felt like throwing that in there because this is the first time ive ever seen that being disputed.
Aboslutely not. The game would then just become a FPS, rather than an MMO. All the problems that exist in the game, will still exist in the game, 4x XP or not.
my problem wasn't the grind, nor was it the open pvp, it was the fact that there wasn't enough punishment inherent in the game to punish griefers.
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Currently Playing EVE, ESO
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0 interest in xp boost. I just want the game bought out by a better dev team and DFO 2.0 to be released already. Could care less about anything else at this point. AVs team is a bunch of monkeys...
"I play Tera for the gameplay"
So you hate the freedom?
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I'd love to see a server that had all skills, max stat, max everything right from the start. I'm not saying this because I think anything has been unfair to me. I'm saying it because of the number of times I've either sat around doing stats or friends have.
If everyone's max'd out then the goal becomes taking territory and gaining raw materials. (and fighting everyone of course)
Then add more and more to do in the game, and make it so that guilds compete for every bit of it.
So, I'm for 4x or 10x, higher is better, let's change the meaning of character development to what you've won and not how much you grind.
Asdar
Unfortunatley I think w/e they do it will be too little to late.
Archeage is coming and will offer everything darkfall does + more sand along with more casual gameplay. Darkfall is great however ever since I got married I dont have the time to macro/grind all day just to stay competitive.
Why Archeage does look interesting it will never replace DF as it still uses the boring "tab" taget system that has plagued MMO's for far to long.
archeage wont hurt DF at all. Its a totally different game.
the housing system is pretty good yeah...
there will be player ship. cool...
NPC player city. If this is a conquer system, then yeah.
And more...
All that sounds good, but like the above said, the fps aspect of DF is the reason im staying. Plus, while archeage seem more like a sandbox game over themepark, it is still restricted and not hardcore. Where's the full loot so i can fear death too? Archeage to me might be a UO trammel to date with 0% loot drop after death.
Its not our style.
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I wouln't say its completely different but yea I did forget those 2 aspects. The hardcore pvp and FPS style aiming. So im pretty sure that a large chunk of DF subs will stay with the game.
What excites me about Archeage is that players will be able to build their own cities and the game wont be as time demanding.