Originally posted by muffins89 how do the stats on gear work? will most of a characters stats come from gear or from raising a skill level? you mention quality of items. if one person has tier 5 gear and one has tier 3 gear and they both have their sword skill maxed out how much powerful is the t5 guy over t3?
You can easily see the disparity if you just search youtube. There are plenty of videos of 10+ noob characters getting mauled by a single vet. There is a huge difference between new players and old players, but that is more of the combination of stats, skills, and items.
However, there really isn't much known about DF:UW. As the game progresses I would expect the role system to make the skill and stat game mechanics to be much less of a hinderance for new players. There hasn't been much said about items, but as the OP pointed out the difference in items in the original game, could be overcome if skills and stats between two players is relatively equal.
AV worked very hard to take the grind out of DF1 and to make sure everyone was on an even playing field. In DF:UW the role system will serve the same purpose. You only need to max out 2 roles (out of 16 total roles) to be ready to PvP with the best (at least character wise). I'd imagine this will take at the very very longest a month of casual play...but even that will probably be longer than it actually is.
Originally posted by muffins89 how do the stats on gear work? will most of a characters stats come from gear or from raising a skill level? you mention quality of items. if one person has tier 5 gear and one has tier 3 gear and they both have their sword skill maxed out how much powerful is the t5 guy over t3?
question is nice but your point of view is wrong :P
in darkfall.. weither or not your running in uber gear.. you can still get killed by a robe dude with a greatsword..
my point is.. first you need to learn how to control your chararter and how to move.. learn about vitality managment.. your survival skills.. your surroundings and make us of them..awareness of what is going and so forth.
Then you can actually start focussing on your aim..
tha's fine. i never played df1. but i looked at it semi-closely. unfortunately i let people's opinions on forums dissuade me from purchasing it. it seems to be very in-depth and offer some challening game play. both from a skill and learning the game mechanics perspective. aside from watching a few df1, new player guides, on youtube i don't know much about df1. and most the info on dfuw references df1. so it's somewhat difficult to know how dfuw will work without first knowing about df1.
Originally posted by muffins89 how do the stats on gear work? will most of a characters stats come from gear or from raising a skill level? you mention quality of items. if one person has tier 5 gear and one has tier 3 gear and they both have their sword skill maxed out how much powerful is the t5 guy over t3?
DF1 was a very complex game and it is looking like darkfall unholy wars will be equally if not more complex in similar but different ways.
Gears matters but it's only one of many countless aspects. Not having the best gear always will not be a defining aspect of your time in darkfall. Being social and a good clan member will be the aspect of the game to help you the most, as it was in the first one.
We know so far each role has a stat to accompany it and it is assumed it will determine damage and the effectiveness of skills
strength - warrior
dexterity - skirmisher
intelligence - elementalist
wisdom - primalist
Hit points, mana, and stamina are no longer related to the stats as in df1 but are now determined by your boosters and role choice. What kind of things will be boosted by gear is completely unknown for UW, in darkfall 1 everything imaginable was availible through enchants.
It really is a different game as such it is really difficult for even vets to answer questions as they have the same knowledge as a new player to darkfall unholy wars. This will be an interest game. It may or may not fail but at least it is different than the garbage out there. I always quit after a few months at df but I always came back to the game, something i cannot say about any other mmorpg. Cant wait to see you all in game, 10 days hi5
Originally posted by Fearum Will this game be more polished at launch or are we going to be beta testers here?
I have no way of knowing this. The launch of the game is going to be rough just like that last time. It's better you expect that rather than having your head in the clouds about an impossible picture perfect launch.
If I dont like getting ganked and dry looted and sent back to a binding post on the other side of the game world after farming mobs for 2 hours losing basically two hours of my life and some really hard work will I still like DF?
If I dont like getting ganked and dry looted when I have 5% heatlh left after fighting and just killig a super hard mob will I still like DF?
If I dont like having to mount and dismount 50 feet out of town for fear someone will jump on my mount the minute I spawn or dismount regardless of whether they care about being flagged or not, will I still like DF?
If i dont like setting up a trade with someone then being setup mself ganked and dry looted of everything I wanted to trade, will I still like DF?
Because this stuff happens all day non-stop in DF. But its being sold as a game that has somwthing for "everyone".
1stly, to your orange comment there..... bullshit. i don't see more than an odd forum duck here or there that claims Darkfall is a game for all player types. actually..... i dunno if i've EVER EVEN SEEN *THAT*, but i'll allow for it. but Aventurine and no other website that i've seen has presented it as anything more than a "hardcore" "niche" game. and i've read a lot of commentary about the game.
and a big NO to most of your questions.
they changed mechanics on mounts. i'm foggy on the details tho. not sure if they went as far as to stop mount theft, or just mount killing. but regardless.....
even in DF1 it was easy to prevent this in most places where you would want to get off a mount to use the bank. there's almost always buildings around that the super high mount jump well let you get on top of, where the mount is out of reach to on-foot players, so you can safely put it away on some rooftop (or similar) and then drop down practically on top of the bank (maybe a short little run, depending on what city/area the bank is in).
you'd have time to hear somebody casting a launch (super high spell assisted on-foot jump) nearby and jump on it yourself, so its pretty much %100 safe as long as you don't have really slow reactions to sound cues.
this was never an issue. i'd run maybe 5-10 feet from other players, and then spawn and jump on it, right in the cities or wherever. never once had anyone that was able to steal it.
only time i ever had a mount stolen in ANY situation is when i jumped off to loot a player grave in an area where there were lots of nearby objects for somebody to hide behind. the guy that stold it, i assumed was hiding in one of those spots just waiting for somebody to loot that grave. was barely outside of one of the elf cities
I've got a few questions, as I am following DF: UW closely and would definitely like to give it a try. I'll preface my questions with my own relevant FFA MMO experience (not counting MUDs); I never played Shadowbane, but I played Mortal Online for about a month (hated it by the way) and I played on UO's Siege Perilous shard for several years (post-AoS, but it still counts). That being the case, Siege Perilous on UO is my longest experience with FFA PvP so any of you vets that were UOers might be able to relate things to me in better terms. Now on with the questions...
1) How forgiving is the combat for players that aren't especially good at twitch combat? My twitch gameplay isn't what it used to be, and I realize that DF's combat is very active and reticle-based, but I'm wondering if there's any combat playstyles that are a bit more forgiving to those of us who just don't have the reflexes and cursor precision of our younger days.
2) How does respawning work? Is there is timer, are there respawn debuff penalties, is there a limit to how far away you respawn from where you died, can players resurrect other players, etc.?
3) Exactly how easy/quick is it to replace at least mid-grade gear? For instance, let's say I wanted to craft all of my own gear and gather my own resources, so I go out and get the stuff to make a set of gear for each day of the week at the beginning of the week; barring setbacks from getting killed in the process, how long should I expect to be spending on that day getting a week's worth of replacement gear put together?
4) This is something I know you guys don't know yet since much of the gameworld geography has changed with UW, but at least as a point of reference, were the towns/dungeons in DF1 laid out in a way where you had a lot of freedom in exiting them or did they tend to have only a handful of exits that ended up being heavily watched gank spots (MO, for instance, was really bad about this)?
5) Are there encumbrance/inventory space penalties in place that help to deter rampant dry looting/item hoarding, or is inventory management not really something to worry about?
Thanks in advance for any answers. I'm hoping DF: UW has a good release; I'm very interested in it but either way I'll likely give it a couple weeks to get an idea of what it ends up bringing to the table before I purchase it (unless there's no or little retail price to get into the game; I don't mind spending $15-20 to hop in and try it, but definitely not interested in paying $50-60 plus a month's subscription before some good reviews come out).
How did you survive and menage to stay normal after so many years in Darkfall? I was already depressed afte 2-3 days. Do they still use in pvp only ''great balls of fire'' ? How i can remember they shoot at each other with some huge colorful balloons all the time and that was so ridiculous
i'm just giving you answers based on DF1 knowledge.
there's no limit on how far away you can be from where you respawn. so anytime you travel to a new city make sure you bind at the city's bindstone. every city has one, and there are also "chaos stones" you can bind at, in more remote parts of the world.
losing crafted gear that you can make yourself is nothing to worry about. crafters usually make batches, so the worst aspect of it really is just dealing with all the UI busywork to re-equip another set of gear from the bank. this is assuming you're aren't being careless and getting yourself killed everytime you go out.
towns almost always have at least 2 exists, if not several more than that. often there are more hidden tunnels/caverns etc that are practically attached to the town which provides more points of entry/exit.
i almost always carry 2 mounts, and i could loot 2-4 player corpses with my leftover allowance? (- their mounts of course).
you can pick up A LOT more if you only have 1 mount.
towns almost always have at least 2 exists, if not several more than that. often there are more hidden tunnels/caverns etc that are practically attached to the town which provides more points of entry/exit.
i almost always carry 2 mounts, and i could loot 2-4 player corpses with my leftover allowance? (- their mounts of course).
you can pick up A LOT more if you only have 1 mount.
You hadn't played in a very long time.
Towns may have had mulitple "exits" but these didn;t really matter. Every wall couldd be easily circumvented using launch, stormblast, etc.
Also, mount weight was changed so that it was difficcult to carry more than 1 mount. There had been no way to carry more than 2 mounts since several years ago.
I've got a few questions, as I am following DF: UW closely and would definitely like to give it a try. I'll preface my questions with my own relevant FFA MMO experience (not counting MUDs); I never played Shadowbane, but I played Mortal Online for about a month (hated it by the way) and I played on UO's Siege Perilous shard for several years (post-AoS, but it still counts). That being the case, Siege Perilous on UO is my longest experience with FFA PvP so any of you vets that were UOers might be able to relate things to me in better terms. Now on with the questions...
1) How forgiving is the combat for players that aren't especially good at twitch combat? My twitch gameplay isn't what it used to be, and I realize that DF's combat is very active and reticle-based, but I'm wondering if there's any combat playstyles that are a bit more forgiving to those of us who just don't have the reflexes and cursor precision of our younger days.
2) How does respawning work? Is there is timer, are there respawn debuff penalties, is there a limit to how far away you respawn from where you died, can players resurrect other players, etc.?
3) Exactly how easy/quick is it to replace at least mid-grade gear? For instance, let's say I wanted to craft all of my own gear and gather my own resources, so I go out and get the stuff to make a set of gear for each day of the week at the beginning of the week; barring setbacks from getting killed in the process, how long should I expect to be spending on that day getting a week's worth of replacement gear put together?
4) This is something I know you guys don't know yet since much of the gameworld geography has changed with UW, but at least as a point of reference, were the towns/dungeons in DF1 laid out in a way where you had a lot of freedom in exiting them or did they tend to have only a handful of exits that ended up being heavily watched gank spots (MO, for instance, was really bad about this)?
5) Are there encumbrance/inventory space penalties in place that help to deter rampant dry looting/item hoarding, or is inventory management not really something to worry about?
Thanks in advance for any answers. I'm hoping DF: UW has a good release; I'm very interested in it but either way I'll likely give it a couple weeks to get an idea of what it ends up bringing to the table before I purchase it (unless there's no or little retail price to get into the game; I don't mind spending $15-20 to hop in and try it, but definitely not interested in paying $50-60 plus a month's subscription before some good reviews come out).
1) DFO:UW will be VERY different. We just don't know.
DFO1 was very unforgiving. To be good you needed to practice against vets. No one was good "naturally"
2) respawn anywhere regardless of distance.
3) gear is easy to come by if you manage your bank properly. In the beginning you will be hand to mouth. The longer you play the deeper your bank will become.
4) dungeons coulded be exited through an exit which might be camped if you are in a hot spawn and get hit by an organized gank crew. Most people would recall from directly inside a dungeon (which can;t be done in combat).
towns almost always have at least 2 exists, if not several more than that. often there are more hidden tunnels/caverns etc that are practically attached to the town which provides more points of entry/exit.
i almost always carry 2 mounts, and i could loot 2-4 player corpses with my leftover allowance? (- their mounts of course).
you can pick up A LOT more if you only have 1 mount.
You hadn't played in a very long time.
Towns may have had mulitple "exits" but these didn;t really matter. Every wall couldd be easily circumvented using launch, stormblast, etc.
Also, mount weight was changed so that it was difficcult to carry more than 1 mount. There had been no way to carry more than 2 mounts since several years ago.
.....
its like you're not even talking to me.
i played it just before they closed it 15 days ago. and i always carried 2 mounts. & its NOT at all difficult to do so.
& i explicitly stated that you can't carry more than 2.
i answered the guys question. i never said anything about launch in regards to entering or leaving a town.
Originally posted by Fearum Will this game be more polished at launch or are we going to be beta testers here?
I have no way of knowing this. The launch of the game is going to be rough just like that last time. It's better you expect that rather than having your head in the clouds about an impossible picture perfect launch.
Depends on what you mean by "polished?"
The graphics and UI are certainly polished at this stage. Server stability sholuld not be an issue (same game engine). In fact I expect very few issues with the client, game engine or server.
However, I fully expect balance issues with the new "role" system. Just like any game launch with new player mechanics these will take some time to work out the kinks. No game is every immune from this.
For what it is worth, as a former DF player, who has had no problem pointing out the flaws of the game (and the company who made it) I would say Indef is giving you guys pretty strait answers about what DF was like and what is believed that DF:UW will be like.
Some of you are asking questions directed at the PvP and full loot nature of the game... Just to throw my two cents in... I never viewed Darkfall as a "full loot, hardcore PvP" game. Instead, I looked at Darkfall as a game where each decision dictated the balance of risk and reward that I played with each time I logged on. For me, the more risk I took the more exciting it was, but when I didn't want to take any risk I could always err on the side of caution and almost always avoid being ganked (or otherwise coming up on the short end of the "full loot, hardvore PvP" stick).
Originally posted by Fearum Will this game be more polished at launch or are we going to be beta testers here?
I have no way of knowing this. The launch of the game is going to be rough just like that last time. It's better you expect that rather than having your head in the clouds about an impossible picture perfect launch.
Depends on what you mean by "polished?"
The graphics and UI are certainly polished at this stage. Server stability sholuld not be an issue (same game engine). In fact I expect very few issues with the client, game engine or server.
However, I fully expect balance issues with the new "role" system. Just like any game launch with new player mechanics these will take some time to work out the kinks. No game is every immune from this.
The game engine is 100% completely remade from the first one. They re-wrote the entire engine to fix load lag as well as making the game more modular.
And DF1 had server issues that took forever to fix even in the earlier parts of this year (anyone remember the yssam delay?). I think AV is going to release a very polished game compared to the first time...but there will be a lot of server/crash/client problems at the start. If you expect this to happen you won't be upset when it does...and you'll be pleasantly surprise at anything that works out better.
I wish you guys nothing but the best with df2 really but....
You have just over a week left and it seems they have released so very little information on the game..
While this is true, there are many aspects of the game that are the same as DF1. The major features that are different we know about...it's the details that are cloudy atm. AV has never been good at communication and the steps they've made in the last month are pretty huge.
Tork Shaw on his facebook has been saying that they are working 18 hour days 7 days a week to get this puppy ready for the 12th. Will they make? That still remains to be seen...but I'm hopeful.
Also, AV has taken the opposite approach with this game as most companies do. They opt to say less to keep expectations in check and let the community hype the game like I'm doing here. They know they have a reputation for blowing it and they don't want to give people the wrong idea of what the game is through crazy amounts of info and hype videos.
Originally posted by Fearum Will this game be more polished at launch or are we going to be beta testers here?
I have no way of knowing this. The launch of the game is going to be rough just like that last time. It's better you expect that rather than having your head in the clouds about an impossible picture perfect launch.
Depends on what you mean by "polished?"
The graphics and UI are certainly polished at this stage. Server stability sholuld not be an issue (same game engine). In fact I expect very few issues with the client, game engine or server.
However, I fully expect balance issues with the new "role" system. Just like any game launch with new player mechanics these will take some time to work out the kinks. No game is every immune from this.
The game engine is 100% completely remade from the first one. They re-wrote the entire engine to fix load lag as well as making the game more modular.
And DF1 had server issues that took forever to fix even in the earlier parts of this year (anyone remember the yssam delay?). I think AV is going to release a very polished game compared to the first time...but there will be a lot of server/crash/client problems at the start. If you expect this to happen you won't be upset when it does...and you'll be pleasantly surprise at anything that works out better.
I would love to see you find a quote for this because it is not true.
Where did you get this stuff. Not only has tasos said the game engine is the same, the last guy who visited Av in Greece said the engine is the same.
I have good expectations from the release but you are chasing rainbows with this statement.
UPDATE:
I found a post about 'fixed load lag" most of it ws speculation about asyncronous changes to the UI. This will help a bit but Av has not claimed it would eliminbate all load lag. The old UI was horridly inefficent causing frequent UI lockups. I have no doubts load lag might by improved by the UI updates but most of the lag occured when new models were laoded which is almost certainly not in the UI but the graphics client.
To summarize. Don't make specualtion into somehting it isn't.
Originally posted by Fearum Will this game be more polished at launch or are we going to be beta testers here?
I have no way of knowing this. The launch of the game is going to be rough just like that last time. It's better you expect that rather than having your head in the clouds about an impossible picture perfect launch.
Depends on what you mean by "polished?"
The graphics and UI are certainly polished at this stage. Server stability sholuld not be an issue (same game engine). In fact I expect very few issues with the client, game engine or server.
However, I fully expect balance issues with the new "role" system. Just like any game launch with new player mechanics these will take some time to work out the kinks. No game is every immune from this.
The game engine is 100% completely remade from the first one. They re-wrote the entire engine to fix load lag as well as making the game more modular.
And DF1 had server issues that took forever to fix even in the earlier parts of this year (anyone remember the yssam delay?). I think AV is going to release a very polished game compared to the first time...but there will be a lot of server/crash/client problems at the start. If you expect this to happen you won't be upset when it does...and you'll be pleasantly surprise at anything that works out better.
I would love to see you find a quote for this because it is not true.
Where did you get this stuff. Not only has tasos said the game engine is the same, the last guy who visited Av in Greece said the engine is the same.
I have good expectations from the release but you are chasing rainbows with this statement.
UPDATE:
I found a post about 'fixed load lag" most of it ws speculation about asyncronous changes to the UI. This will help a bit but Av has not claimed it would eliminbate all load lag. The old UI was horridly inefficent causing frequent UI lockups. I have no doubts load lag might by improved by the UI updates but most of the lag occured when new models were laoded which is almost certainly not in the UI but the graphics client.
To summarize. Don't make specualtion into somehting it isn't.
Hi Bunion,
Below you will find the link to the activity report in which Tasos talked about the steps they have taken to fix the load lag issue. Just search the page for the word "synchronous" or just look at the quotes before and after the video posted under the July 1st report.
I suppose saying they wrote a new engine technically is speculation, but from my background I know that the difference between loading things synchronously and asynchrounously is a completely fundamental difference in engines. I highly doubt AV completely started from scratch and didn't reference their old engine to write portions of the new one, but the difference between these two types of ways the client handles new information is certainly fundamental to the engine.
Also, the person you reference as visting AV...are you referencing to Myranda? Because I remember him discussing his visit and the information he was given...but that was almost two years ago when DF:UW was still going to be an expansion to the old game.
In summary, I cannot make a 100% confident claim that the engine is brand new. However the fundamental changes they would have to make to the old one are so drastic that I believe this constitutes as a "new engine." I agree that this is an opinion and is certainly debateable.
The new UI will help with the load lag I am sure, but it will not ever stop a mass of players models from being needed to load into memory causing lag. This is a hardware architectural issue not a software one.
The game engine is, and has been asyncronous (per the dev posts).
However, the game client can interact and load data syncronously from an asyncronous game engine. Syncronous means that it loads all the data at once when a trigger even occurs. One of thhe optimization is likley breaking the data request into smaller packets so that data which can be loaded later is delayed.
Addiitionally it sounds like there were some meory alloction issues which were the cause of thing like the text boxes causes FPS drop.
This still will not change the fact that you must load all the graphics objects into memory which will certainly cause hitching in many systems.
The game engine is, and has been asyncronous (per the dev posts).
However, the game client can interact and load data syncronously from an asyncronous game engine. Syncronous means that it loads all the data at once when a trigger even occurs. One of thhe optimization is likley breaking the data request into smaller packets so that data which can be loaded later is delayed.
Addiitionally it sounds like there were some meory alloction issues which were the cause of thing like the text boxes causes FPS drop.
This still will not change the fact that you must load all the graphics objects into memory which will certainly cause hitching in many systems.
hence 4 gigs is recommended i think the performance will be better over all even tho i dont think df1 performance was bad just wasnt perfect for some systems
Comments
AV worked very hard to take the grind out of DF1 and to make sure everyone was on an even playing field. In DF:UW the role system will serve the same purpose. You only need to max out 2 roles (out of 16 total roles) to be ready to PvP with the best (at least character wise). I'd imagine this will take at the very very longest a month of casual play...but even that will probably be longer than it actually is.
tha's fine. i never played df1. but i looked at it semi-closely. unfortunately i let people's opinions on forums dissuade me from purchasing it. it seems to be very in-depth and offer some challening game play. both from a skill and learning the game mechanics perspective. aside from watching a few df1, new player guides, on youtube i don't know much about df1. and most the info on dfuw references df1. so it's somewhat difficult to know how dfuw will work without first knowing about df1.
DF1 was a very complex game and it is looking like darkfall unholy wars will be equally if not more complex in similar but different ways.
Gears matters but it's only one of many countless aspects. Not having the best gear always will not be a defining aspect of your time in darkfall. Being social and a good clan member will be the aspect of the game to help you the most, as it was in the first one.
We know so far each role has a stat to accompany it and it is assumed it will determine damage and the effectiveness of skills
strength - warrior
dexterity - skirmisher
intelligence - elementalist
wisdom - primalist
Hit points, mana, and stamina are no longer related to the stats as in df1 but are now determined by your boosters and role choice. What kind of things will be boosted by gear is completely unknown for UW, in darkfall 1 everything imaginable was availible through enchants.
I have no way of knowing this. The launch of the game is going to be rough just like that last time. It's better you expect that rather than having your head in the clouds about an impossible picture perfect launch.
1stly, to your orange comment there..... bullshit. i don't see more than an odd forum duck here or there that claims Darkfall is a game for all player types. actually..... i dunno if i've EVER EVEN SEEN *THAT*, but i'll allow for it. but Aventurine and no other website that i've seen has presented it as anything more than a "hardcore" "niche" game. and i've read a lot of commentary about the game.
and a big NO to most of your questions.
they changed mechanics on mounts. i'm foggy on the details tho. not sure if they went as far as to stop mount theft, or just mount killing. but regardless.....
even in DF1 it was easy to prevent this in most places where you would want to get off a mount to use the bank. there's almost always buildings around that the super high mount jump well let you get on top of, where the mount is out of reach to on-foot players, so you can safely put it away on some rooftop (or similar) and then drop down practically on top of the bank (maybe a short little run, depending on what city/area the bank is in).
you'd have time to hear somebody casting a launch (super high spell assisted on-foot jump) nearby and jump on it yourself, so its pretty much %100 safe as long as you don't have really slow reactions to sound cues.
---------------------------
Corpus Callosum
---------------------------
as for spawning and jumping on a mount....
this was never an issue. i'd run maybe 5-10 feet from other players, and then spawn and jump on it, right in the cities or wherever. never once had anyone that was able to steal it.
only time i ever had a mount stolen in ANY situation is when i jumped off to loot a player grave in an area where there were lots of nearby objects for somebody to hide behind. the guy that stold it, i assumed was hiding in one of those spots just waiting for somebody to loot that grave. was barely outside of one of the elf cities
---------------------------
Corpus Callosum
---------------------------
I've got a few questions, as I am following DF: UW closely and would definitely like to give it a try. I'll preface my questions with my own relevant FFA MMO experience (not counting MUDs); I never played Shadowbane, but I played Mortal Online for about a month (hated it by the way) and I played on UO's Siege Perilous shard for several years (post-AoS, but it still counts). That being the case, Siege Perilous on UO is my longest experience with FFA PvP so any of you vets that were UOers might be able to relate things to me in better terms. Now on with the questions...
1) How forgiving is the combat for players that aren't especially good at twitch combat? My twitch gameplay isn't what it used to be, and I realize that DF's combat is very active and reticle-based, but I'm wondering if there's any combat playstyles that are a bit more forgiving to those of us who just don't have the reflexes and cursor precision of our younger days.
2) How does respawning work? Is there is timer, are there respawn debuff penalties, is there a limit to how far away you respawn from where you died, can players resurrect other players, etc.?
3) Exactly how easy/quick is it to replace at least mid-grade gear? For instance, let's say I wanted to craft all of my own gear and gather my own resources, so I go out and get the stuff to make a set of gear for each day of the week at the beginning of the week; barring setbacks from getting killed in the process, how long should I expect to be spending on that day getting a week's worth of replacement gear put together?
4) This is something I know you guys don't know yet since much of the gameworld geography has changed with UW, but at least as a point of reference, were the towns/dungeons in DF1 laid out in a way where you had a lot of freedom in exiting them or did they tend to have only a handful of exits that ended up being heavily watched gank spots (MO, for instance, was really bad about this)?
5) Are there encumbrance/inventory space penalties in place that help to deter rampant dry looting/item hoarding, or is inventory management not really something to worry about?
Thanks in advance for any answers. I'm hoping DF: UW has a good release; I'm very interested in it but either way I'll likely give it a couple weeks to get an idea of what it ends up bringing to the table before I purchase it (unless there's no or little retail price to get into the game; I don't mind spending $15-20 to hop in and try it, but definitely not interested in paying $50-60 plus a month's subscription before some good reviews come out).
i'm just giving you answers based on DF1 knowledge.
there's no limit on how far away you can be from where you respawn. so anytime you travel to a new city make sure you bind at the city's bindstone. every city has one, and there are also "chaos stones" you can bind at, in more remote parts of the world.
losing crafted gear that you can make yourself is nothing to worry about. crafters usually make batches, so the worst aspect of it really is just dealing with all the UI busywork to re-equip another set of gear from the bank. this is assuming you're aren't being careless and getting yourself killed everytime you go out.
---------------------------
Corpus Callosum
---------------------------
towns almost always have at least 2 exists, if not several more than that. often there are more hidden tunnels/caverns etc that are practically attached to the town which provides more points of entry/exit.
i almost always carry 2 mounts, and i could loot 2-4 player corpses with my leftover allowance? (- their mounts of course).
you can pick up A LOT more if you only have 1 mount.
---------------------------
Corpus Callosum
---------------------------
You hadn't played in a very long time.
Towns may have had mulitple "exits" but these didn;t really matter. Every wall couldd be easily circumvented using launch, stormblast, etc.
Also, mount weight was changed so that it was difficcult to carry more than 1 mount. There had been no way to carry more than 2 mounts since several years ago.
1) DFO:UW will be VERY different. We just don't know.
DFO1 was very unforgiving. To be good you needed to practice against vets. No one was good "naturally"
2) respawn anywhere regardless of distance.
3) gear is easy to come by if you manage your bank properly. In the beginning you will be hand to mouth. The longer you play the deeper your bank will become.
4) dungeons coulded be exited through an exit which might be camped if you are in a hot spawn and get hit by an organized gank crew. Most people would recall from directly inside a dungeon (which can;t be done in combat).
.....
its like you're not even talking to me.
i played it just before they closed it 15 days ago. and i always carried 2 mounts. & its NOT at all difficult to do so.
& i explicitly stated that you can't carry more than 2.
i answered the guys question. i never said anything about launch in regards to entering or leaving a town.
---------------------------
Corpus Callosum
---------------------------
Depends on what you mean by "polished?"
The graphics and UI are certainly polished at this stage. Server stability sholuld not be an issue (same game engine). In fact I expect very few issues with the client, game engine or server.
However, I fully expect balance issues with the new "role" system. Just like any game launch with new player mechanics these will take some time to work out the kinks. No game is every immune from this.
For what it is worth, as a former DF player, who has had no problem pointing out the flaws of the game (and the company who made it) I would say Indef is giving you guys pretty strait answers about what DF was like and what is believed that DF:UW will be like.
Some of you are asking questions directed at the PvP and full loot nature of the game... Just to throw my two cents in... I never viewed Darkfall as a "full loot, hardcore PvP" game. Instead, I looked at Darkfall as a game where each decision dictated the balance of risk and reward that I played with each time I logged on. For me, the more risk I took the more exciting it was, but when I didn't want to take any risk I could always err on the side of caution and almost always avoid being ganked (or otherwise coming up on the short end of the "full loot, hardvore PvP" stick).
I wish you guys nothing but the best with df2 really but....
You have just over a week left and it seems they have released so very little information on the game..
The game engine is 100% completely remade from the first one. They re-wrote the entire engine to fix load lag as well as making the game more modular.
And DF1 had server issues that took forever to fix even in the earlier parts of this year (anyone remember the yssam delay?). I think AV is going to release a very polished game compared to the first time...but there will be a lot of server/crash/client problems at the start. If you expect this to happen you won't be upset when it does...and you'll be pleasantly surprise at anything that works out better.
While this is true, there are many aspects of the game that are the same as DF1. The major features that are different we know about...it's the details that are cloudy atm. AV has never been good at communication and the steps they've made in the last month are pretty huge.
Tork Shaw on his facebook has been saying that they are working 18 hour days 7 days a week to get this puppy ready for the 12th. Will they make? That still remains to be seen...but I'm hopeful.
Also, AV has taken the opposite approach with this game as most companies do. They opt to say less to keep expectations in check and let the community hype the game like I'm doing here. They know they have a reputation for blowing it and they don't want to give people the wrong idea of what the game is through crazy amounts of info and hype videos.
I would love to see you find a quote for this because it is not true.
Where did you get this stuff. Not only has tasos said the game engine is the same, the last guy who visited Av in Greece said the engine is the same.
I have good expectations from the release but you are chasing rainbows with this statement.
UPDATE:
I found a post about 'fixed load lag" most of it ws speculation about asyncronous changes to the UI. This will help a bit but Av has not claimed it would eliminbate all load lag. The old UI was horridly inefficent causing frequent UI lockups. I have no doubts load lag might by improved by the UI updates but most of the lag occured when new models were laoded which is almost certainly not in the UI but the graphics client.
To summarize. Don't make specualtion into somehting it isn't.
Hi Bunion,
Below you will find the link to the activity report in which Tasos talked about the steps they have taken to fix the load lag issue. Just search the page for the word "synchronous" or just look at the quotes before and after the video posted under the July 1st report.
http://www.dfstuff.com/index/index/search/synchronous/
I suppose saying they wrote a new engine technically is speculation, but from my background I know that the difference between loading things synchronously and asynchrounously is a completely fundamental difference in engines. I highly doubt AV completely started from scratch and didn't reference their old engine to write portions of the new one, but the difference between these two types of ways the client handles new information is certainly fundamental to the engine.
Also, the person you reference as visting AV...are you referencing to Myranda? Because I remember him discussing his visit and the information he was given...but that was almost two years ago when DF:UW was still going to be an expansion to the old game.
In summary, I cannot make a 100% confident claim that the engine is brand new. However the fundamental changes they would have to make to the old one are so drastic that I believe this constitutes as a "new engine." I agree that this is an opinion and is certainly debateable.
Thanks for your post!
The UI is new. The game engine is not.
The new UI will help with the load lag I am sure, but it will not ever stop a mass of players models from being needed to load into memory causing lag. This is a hardware architectural issue not a software one.
Additionally.
The game engine is, and has been asyncronous (per the dev posts).
However, the game client can interact and load data syncronously from an asyncronous game engine. Syncronous means that it loads all the data at once when a trigger even occurs. One of thhe optimization is likley breaking the data request into smaller packets so that data which can be loaded later is delayed.
Addiitionally it sounds like there were some meory alloction issues which were the cause of thing like the text boxes causes FPS drop.
This still will not change the fact that you must load all the graphics objects into memory which will certainly cause hitching in many systems.
hence 4 gigs is recommended i think the performance will be better over all even tho i dont think df1 performance was bad just wasnt perfect for some systems