just enjoying the darkfall

October 31, 2009

TWO WEEKS on Darkfall EU Service

Filed under: Uncategorized — Tags: , — admin @ 2:29 am
Darkfall gold Guys, wanted to explain the situation happened yesterday, regarding the Clans Night Watch and TWO WEEKS on EU. I was one of the main participants in that “event”.

TWO WEEKS claimed that Night Watch recruit looted their corpses, and did not give back the loot.

Some PKs attacked the city.
I was there, and was one of the first who died. When I came for my loot, I took it and noone was around, not enemies nor friends. So, I started recalling to the city. I saw our newb, I told him if he loots something from the grave which is not his own, he should give it back, and he did that. He was afk for 5 minutes, than he gave it back. TWO WEEKS claimed that not all the loot was given back.
I also did not find all the stuff on my corpse, so I can suggest that not all the PKs were killed, and one of them might have grabbed some loot, and did a “water recall” or something.

Person did give back the loot. There was one “battlebag” missing, as was claimed by TWO WEEKS.
I offered reimbursement for that, and tried to calm down people there using Ventrillo. In a couple of minutes I was kicked of Ventrillo, than in 1 more minute I and the recruit were killed instantly by everyone near the bank. After that, they kicked us out of the alliance, and kicked out of their city. Then, they killed 2 other guys from our clan who remained in the city.

The city is in Yssam, Mehatil.

Just don’t understand the people who do such a thing, especially when someone is willing to correct the problem right away. I am also quite a newb in PvP, and do not have too much money, but I was willing to correct the situation, and was killed instead, with the best gear I can offer for now. Also, was really amused by someone from TWO weeks imitating russian accent in Ventrillo saying that “these f..ing russians can not be trusted, and they don’t speak English”.
Thank you for your reading!

Wish you HAPPY HALLOWEEN!

October 29, 2009

The State of Darkfall

Filed under: darkfall — Tags: , — admin @ 7:08 pm

I agree that an MMORPG should be about character development. But in DF everyone has to max out everything, we’re all gonna be the same in the end neway, how is that developing ur own character?

I want to know what everyone else thinks. This is an intense debate on the state of Darkfall. Its a difference in philosophy. Is Darkfall a game with one build that everyone has to follow, or is it an RPG without class restrictions? What do you consider the differences to be between those two assumptions? Are they they same thing or different?

I think understanding this question will help a lot of people get on the same page so we can start moving in one clear direction.

We know that everyone wants the freedom that a classless game brings, however by that same description no one wants to be in a game where there is only one class and everything must be maxed in order to compete. What is the state of our belief?

If any logic majors care to clarify my arguments, go for it. I haven’t been in a logic class for 10 years.I hope not, but I expect these specializations are going to turn out to be nothing but smoke and mirrors.

October 26, 2009

Travel in DF is screwed up?

Filed under: darkfall — Tags: , — admin @ 6:13 pm

My friend felt travel in darkfall gold is too  easy. Darkfall has been designed from the outset as a full-loot PVP game, meaning on death players are able to fully loot other players of their gear and gold on their person.

Runestones are currently limited to the rich/powerful. The spawns that drop them are controlled by the zergs and guilds with high end characters that can lock down the spawns (e.g. deathless mages, knights, etc…) These spawns drop lots of runestones and provide easy access to … well everywhere. I use them to travel from one side of ruby to the other just because I don’t want to run and can make more money in the time I save by running then I would spend on a rune. These should be drastically reduced in drop rate and spread evenly across all mage type mobs.

Houses allow people in one zerg to put a house in the middle of another zerg and at no risk grief their holdings. This is fine since it is balanced by a 10g/hour cost of owning a house. But when combined with other travel options it is too much.

Bindstone kick… this is just broken. It allows the biggest guilds to gain holdings where ever and effectively teleport their players all over the map. Bindstone kicks should rebind to the nearest stone.

Bindstone recall is decent but really detracts from risk vs reward especially since getting out of the map to recall is easy.

For example last night I raided an enemy city during their off hours and spent 15 minutes marking 3 runes in random spots about their city so I could rune in and kill all of their macro’rs for free regs and quick pvp… I still have 30+ runes in the bank to do whatever with.

The world isn’t empty it just feels like it is because people with loot have no need to travel when they can just teleport everywhere. So the only people you come across in the world are naked travellers, pk groups that run away from anything resembling a fair fight, or a farmer at his spawn before he recalls back. Travel times between places are very short its only a 5-7 minute ride from north to south on any of the zerg islands.

The developers have opined that historically successful battle formations and tactics will be widely adopted and adapted for use in Darkfall. Likewise, area-effect spells and abilities affect enemies and allies equally, and so must be used with caution and discretion.

October 20, 2009

Darkfall AVs release massive free expansions for Darkfall !

Filed under: darkfall — Tags: , , — admin @ 6:25 pm
Darkfall gold went live on February 26, 2009, 9:00 AM GMT +1, twelve hours after the announced launch time.
They try and release these massive free expansions that up to this point have never worked out once, they can’t even release a minor patch without having to spend two days fixing it.

Take the issue with magic for example. Instead of trying to implement tons of things at once they should be patching every week with small balancing features. They could have made the following changes every other week starting at the time they put out the last expansion and probably have a far better balance model than a massive cluster fuck of an expansion will bring.

Week 1: Add archery specialization for jumpshooting.

Week 3: Reintroduce the non conflicting magic schools rule.

Week 5: Reduce damage outside of a certain range of and large nukes splash.

etc etc, let’s face it, the devs don’t have any kind of test server that would ever simulate a real game environment and trying to produce these massive patches is just fail because of it. They can’t possibly test all the features in the ways they will be used in game.

We all know we are playing beta still and paying for it, we should be able to test minor increments of change instead of AV just messing it up more with massive overly complicated changed across all the systems at once.

AV your development method has already failed, how about trying something new, something that would keep players happy with constant updates. If you want to claim to be a small indie company you need to develop like one.

It was also reported by Aventurine that there were problems with the pre-order system. As a result of these problems, customers were awarded with 4 days free game time.

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