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InkofDeath

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Everything posted by InkofDeath

  1. Oh, the only one on the other team that was playing decently. =P
  2. Lol, I didn't have Bill at the end there, someone else did, but I saw you do that. Who were you in the game?
  3. Rofl jj. We had some nice games, though I'm assuming it was you by the two jj's. =P Loved how he fell off at the end.
  4. No, I was only poking about the choice of words, 'fair fight', lol. =P I agree, I don't like getting opinions or facts from beta testers simply because it's been a select few from the game developers and because there's no way to justify or prove or disprove anything stated.
  5. I'd love to. Except that Aventurine keeps making excuses to why the servers have been done for over 72 hours now, and so close to release. First they said a clan server thing went down, now they're saying it has to do with pre-orders. Total bullcrap tbh. I would've recorded through January and such but there's no optimization with any game recorder. Regardless of your settings (even though they only have the low textures in the game) you're put down to 20 FPS roughly. This is because they're in debug mode or some other excuse. I know the graphics stink compared to majority of the games that got release this and the last year, but still can't put too much thought on the art. I guess when you put the art and other flaws together they kill the shine of the game. Still there's rumours that the game doesn't have the full, high-res or high-setting textures and animations in the game yet. I personally don't know what to think on this though. For one it's so close to release, yet they still don't have this stuff in? Yea, right. Then there's the fact that besides vegetation and shadows, everything else can't be adjusted, as it just stays on the default settings in terms of appearance. So I have no idea there. Also in the picture I posted, those players, are all one race. A lot of clans only allow a specific race to join and that's it. They all looked the same because that's the clan armour that is cheapest and most easiest to make. And because they've probably farmed mob loot for their clan bank they've probably died tons of times. I'm serious when I say you can't be an idiotic player when fighting these mobs in this game. They'll pwn you. There's over 200 types of mobs currently in the game. There's at least 5 spawn points for each type of mob in the general area. Each spawn point gives 4-7 mobs. There's tons of mobs in this game. Back in January though there wasn't. It wasn't until a patch in February that they revamped the spawn timers and the amount of mobs in the game. Then they poured a good 170ish mobs into the game in one patch. Thus we had sharks, octopus, trolls, ogres, wolf revenants, mummies, zombies and a crapload of other stuff put in. Finding players though is a bit more tricky in which you either need to find a clan, or find popular areas. Oh wait, there's actually a small list of varying mobs in the patch notes I posted as well. If you had read the patch notes I had posted, then you'll realize why so many beta testers were so happy over the patch. The patch fixed the system so that people aren't able to jump in front of someone fighting and wreak havoc on exploiting the alignment system. It works now, or at least it should theoretically. Strategy comes from the players and from experiencing the game long enough to develop them. Majority of players are only beginning to fight on a daily basis (which got screwed by these downtimes) where as there's more than a 10vs10+ fight more than three times in a day. The huge 30vs30 I talked about happened back near the beginning of February, and people created new characters and spawned in one spot and fought it out with a clan that was supposedly organized. Skills being utilized or incorporated into strategies probably isn't going to happen in Darkfall, other than that those with high Archery skills will start the fight with Archery and then the meleers will go in, or there will be a hybrid of both. What a lot of us beta testers are waiting/training our magic for is the elemental spells. Supposedly the elemental spells do different types of damage, like Fire, is a damage dealing spell category, while water is used for short heals, with minimal damage, and the others fall into some category of use. That's why magic is either for support or is it's own combat system by itself. We just don't know. So I'm thinking magic is the key to really developing strategies that can be employed into the battle scenarios or sieges. Then again, clan warfare is very diverse without magic. Warhulks, Ships, anti-siege weaponry and such is very complex & diverse. When players are able to incorporate on how to efficiently use the weapons for siege warfare then we'll see strategy evolving. But really you can't expect real strategy to be there in the beginning, strategy without external factors is going to take more than 2 months of limited testing to fully develop into anything. Groups still aren't utilizing the terrain to their advantage. I've used terrain to kill a team of 3. Was in a tree, and was firing off arrows. They tried to climb the tree but kept falling off, only till the last guy started to hit me with magic & archery. Players aren't using different types of weapons either. Majority are going to the polearms and such and are just sticking with them because attack speeds still aren't 'synced' well enough to balance the weapons. Lol. Nice. Perhaps DarkFall isn't for you then. Fair terms don't exist in hardcore pvp games mate. And fair being not using game breaking exploits to win/lose. I guess tons of people were posting their reviews because they were hanging around noob beta tester starter areas. Where trying to fight someone is impossible. Anyways if you learn to leave the starter areas and explore, you'll find wilderness banks that are great for pvp without idiots running around like morons. Regardless the flagging hardly matters anyways. It's not like you won't get their loot if you kill them, aka you will get their loot if you decide to kill them for trying to exploit the system. That is if you don't die from them first. Regardless you're not losing or going to lose more if you get put as grey because of them. Majority just do it to piss you off. There's no more of a reason to fight someone if they're grey and you're not. I didn't play UO or SB. Those two games are what people are wanting. Players in beta say the combat is a lot better than it was in UO, and the crafting system is similar yet not so much improved. Everything else they compare to UO DarkFall gets put out on top and is said to be greatly improved. I really don't know about this particular debate though.
  6. Hating on the graphics? Surprising. Graphics are fine, there's no need for them to look realistic or anything. Some of the animations don't flow or whatever you want to call flowing well, but majority are fine. I don't get why people are so concerned about graphics and animations when this game is only about pvp & the gameplay around it. Combat isn't boring. Fighting someone else in any instance isn't boring, and the tools you have to beat someone else in this game makes it awesome. -- The size of the map was my concern too. If you're in a clan, you'll be with others no problem. If you want to solo pk, well good luck, it might take you awhile to find one other person. You'd be better off trying to find a 2-3 man group to fight, but then you'd most likely die. =P
  7. WHY THE CRAP have you not added me. Breaking my heart man. Link me to your steam profile? http://steamcommunity.com/id/InkofDeath/
  8. Dragoon, are you PC?
  9. Talk about almost last minute patches: [hide=Patch]* A bug where the clan vault would not open for some people has been fixed * Skill gain when invulnerability (respawn) shield is up has been disabled * Timers for how often you can change armor has been tweaked * Any item you delete from your backpack will stay in limbo for at least 5 minutes, and can be looted from your body. This is to prevent people from deleting items from their backpack just as they are about to die. * Mount health has been increased by 35% * Mounted combat damage has been increased by up to 250% * You can now properly identify a character riding a mount * Emotes can no longer be spammed * Small loading screen bugfix * When a player ends up in gank mode (incapacitated on the ground) his weapon will automatically be sheathed. If he gets revived, he will have a short period of invulnerability (of course broken if he unsheathes or tries to use something) * Chat system fixes * Players in the same clan will now have a visual marker to identify each other. This can be toggled by /clan_toggle_display * Players in the same party will now have a visual marker to identify each other. This can be toggled by /party_toggle_display * Skinning and some other skills can now be canceled by clicking a cancel button * Alignment Rogue handling has been tweaked: o If you have positive alignment and attack another player with positive alignment, you will go rogue for 10 seconds o Every subsequent attack towards a good player while on the 10 second rogue mode will make you go rogue for at least 2 minutes * Clan Stones and Clan Hamlets can no longer be damaged by arrows, melee or magic * Clan Blacksmith will now sell the armor they are supposed to sell * Melee stamina drain has been modified to better correlate with attack speed of different weapons * Melee skills have been tweaked to gain skill level faster * Crafting skills have been tweaked to gain skill level faster * More skills have been enabled and tweaked: o Diving : Increases lung capacity o Maintenance : Reduces your equipments durability loss in combat o Veteran Archer: Reduces your stamina cost for archery o Spirited Archer: Decreases load time for archery o Veteran Mage: Reduces your stamina cost for all spells o Survivalist: Increases duration for nourishments o Muscular: Increases your max strength o Clever: Increases your max intelligence o Sturdy: Increases your max vitality o Nimble: Increases your max dexterity o Fleet: Increases your max quickness o Ingenious: Increases your max wisdom o Trueforge Armor: Increases durability of your crafted armor by up to 50% o Trueforge Weapon: Increases durability of your crafted weapon by up to 50% * Ranks for high-ranked weapons have been updated * Monster loot has been tweaked for these monsters: o Hill Giant Clobberer o Hill Giant Slugger o Lava Golem o Menhir Aelder o Menhir Stoneguard o Minotaur Brute o Minotaur Shaman o Greater Mummy o Elder Nalaed o Oathliege o Obsidian Golem o Raven Veteran o Sandstone Golem o Seidbound o Selentine Golem o Serpentine o Shadow Knight o Iklit o Nightscarab o Infernal * Some monsters have gained new skills and spells: o Minotaur Brute o Minotaur Shaman o Greater Mummy o Elder Nalaed o Oathliege o Raven Standard Veteran o Sandstone Golem o Selentine Golem o Shadow Knight * Blightmaul (Great Club) has been tweaked * Legbreaker (Great Club) has been tweaked * Silverbranch (Bow) has been tweaked * Hill Giant/Cairn Giant Club (Kre'as) has been added * New skill and weapon added: Siege Hammer * Misc. rare client side crashes fixed * A.I. tweaks * Updates to the world[/hide] *If you're lazy, look through this above hide tag labeled patch - look at the archery & melee improvements. This alone just made the game 10x better. [hide=Conquests/Sieges/Attacking/Defending Your Clan Town Updates]Conquest The rules for conquest have been finalized. Here is the real deal straight from the horse's mouth: Definitions All Cities and Hamlets have CityPoints associated with them. This is calculated by the potential of the City or Hamlet; e.g. a City with a potential Wonder will have a high CityPoint score while a small Hamlet will have a small CityPoint score. A City or Hamlet is either owned by a Clan or it is Neutral. All Cities and Hamlets start out as Neutral. A Clan can be in only one Conquest Challenge at a time. A Clan owned city is conquered when the Clan Stone or Clan Hamlet is destroyed. Claiming a Neutral City In order to claim a neutral city you need to: 1. Be in a Clan 2. Have the rank of General or higher 3. Be within the city/hamlet limits (You will get a message that you are crossing the city boundary) 4. Not be in a Conquest Challenge with another clan 5. Have a Clan Shard in your backpack (These can be bought from various vendors) 6. Double click the Clan Shard in your back pack 7. Congratulations your Clan is now the new owner Note: A Clan can claim only 1 Neutral City every 24 hours. Conquering a Clan owned City/Hamlet when your Clan also owns Cities/Hamlets In order to start a challenge against a Clan owned City/Hamlet, these preconditions has to hold true: 1. You must be in a Clan 2. You must formally declare WAR against the city owners (Or they must have done so against you) 3. You must have the rank of General or higher 4. You must be within the city/hamlets limits 5. You must have a Clan Shard in your backpack 6. The Clan you are about to challenge must not be in another Conquest Challenge 7. Your Clan must not be in a Conquest Challenge 8. Double click the Clan Shard in your back pack 9. Congratulations you have now initiated a Conquest Challenge A City vs City conquest consist of 2 Stages: Stage1: Stage 1 lasts 4 hours. The City that was issued a challenge against is invulnerable for these 4 hours. All cities and hamlets belonging to the attackers will be vulnerable in this period. Anyone (including Mercenary clans, allies etc.) can help the defenders by attacking the attacker's Clan Cities/Hamlet Stones. If a Clan City/Hamlet Stone of one of the attackers Cities is destroyed during this time, ownership is transferred to the defenders. A Conquest Challenge can end during this period if: 1. CityPoints taken away from the attacker by the defender exceed the defender's challenged city points. Defenders WIN. 2. The attackers have lost their last City/Hamlet. Defenders WIN. 3. A formal Peace Treaty between the Attacker and the Defender is negotiated. It's a DRAW. If none of these conditions have been met during the 4 hour period then Stage 2 of the Conquest will commence. Stage2: Stage 2 lasts 2 hours. During this stage the challenged City/Hamlet will become vulnerable. All the Attacker's Cities/Hamlets will remain vulnerable. A Conquest Challenge will end during this period if: 1. The total sum of CityPoints lost by the attackers exceed the CityPoints of the Defender's Challenged City. Defenders WIN. 2. The attackers have lost their last City/Hamlet. Defenders WIN. 3. A formal Peace Treaty between the Attacker and the Defender is negotiated. It's a DRAW. 4. The attackers destroy the Defender's City Clan Stone. Attackers WIN. If, after 2 hours, there is no outcome the Conquest Challenge will result in a timeout. This means it's a draw. Conquering a Clan owned City/Hamlet when your Clan does NOT own any Cities/Hamlets When you do NOT own any Clan Cities/Hamlets you have to put up a wager in Gold for the Clan who owns the city. The exact amount has to do with the number of CityPoints of the City/Hamlet you are about to challenge. You will get the wager back only if you WIN the Conquest Challenge. If you do NOT win the challenge this amount of Gold will be transferred to the Clan that owns the City when the Challenge is over. This also happens in a DRAW. In order to initiate a challenge against a Clan owned City/Hamlet while your Clan does NOT own any Cities/Hamlets, these preconditions have to hold true: 1. You have to be in a Clan 2. WAR must be formally declared between the two parties. 3. You must hold the rank of General or higher 4. You must be within the city/hamlets limits 5. You must have a Clan Shard in your backpack 6. The Clan you are about to challenge must not be involved in another Conquest Challenge 7. Your Clan must not be in a Conquest Challenge 8. Your Clan must have enough Gold in the Clan Vault to Challenge the City/Hamlet 9. Double click the Clan Shard in your back pack 10. Congratulations you have now initiated a Conquest Challenge 11. The person who initiated the Challenge is now the Challenger The Challenger becomes a target for the Defending Clan. His location will show up on all the Defender's members world and mini maps. The Challenger is incapable to teleport, and if he logs out for whatever reason the Challenge is lost. A No City vs City Conquest Challenge consists of 2 stages: Stage 1 Stage 1 lasts 4 hours. The Challenged City is invulnerable in these 4 hours. A Conquest Challenge can end during this period if: 1. The Defenders KILL the Challenger. Defenders WIN. 2. A formal Peace Treaty between the Attacker and the Defender is negotiated. This means a draw. If none of these conditions have been met during the 4 hour period then Stage 2 of the Conquest will commence. Stage2: Stage 2 lasts for 2 hours. During this stage the challenged City/Hamlet becomes vulnerable. A Conquest Challenge will end during this period if: 1. The Defenders KILL the Challenger. Defenders WIN. 2. A formal Peace Treaty between the Attacker and the Defender is negotiated. This means a draw. 3. The attackers destroy the Clan Stone of the Defender's City. Attackers to WIN. If, after 2 hours, there is no outcome the Conquest Challenge will result in a timeout. This means a draw. NOTE: The Gold deposited by the Attackers will always go to the defenders unless the Attackers win. Destroying a Clan Stone A Clan Stone can be destroyed using this equipment: * Siege Hammers (2 Handed Weapon) * Different types of Battle [bleep]es (thrown weapons) * Dynamically deployable Cannons * Warhulk Weapons * Ship cannons When a City has changed ownership: * If a bank is present, it's automatically destroyed, and the new owner will have to haul new building modules across the land to build it. These modules are heavy and if you overload, you can not use runestones or other means of teleportation. * All members of the previous Clan currently bound to the City will be booted out * The record of this Challenge will live forever. Other information regarding cities * You can only destroy one building per day. The only things exempt from this rule are: 1. Walls 2. Palisades 3. Decorations 4. Clan City Cannons * You can disable buildings at all times. * Disabling a building that has a local bonus (Gives attribute bonuses to all Clan Members when they are within the city limits) associated with it, will cause the Clan Members to lose the bonuses * Disabling a Wonder will cause the global bonus to be removed * Disabling Houses and Barracks will decrease the number of people able to bind at the city. * All buildings can be repaired using repair shards and a repair hammer * Different Cities have different abilities: * There are 9 unique Wonders located in 9 different cities. These give Global bonuses to all members of the Clan that own it. * Warhulks can be crafted only in certain cities. * Coastal cities and hamlets may have harbors you can build Ships at. * Mines producing a variety of resources can be found in various cities. * Every city is laid out and strategically positioned for warfare .[/hide] ----- Almost everything in this patch are variations of suggestions that were suggested by beta testers just three, even two weeks ago. Some of this stuff was already coded for sure, but the conquer and stamina fixes were player suggestions. If you're looking for a dev team that can change a game and import updates quickly and accordingly to the playerbase, DarkFall and Aventurine do not fall short. There's already a 45 page thread (only 15 minutes after post of this patch) praising the dev team for this update. ---- Oh Crap...They Put This In Those tags above our heads need to be removed. Game can't be the same with those darn tags. 'Easy Mode has been enabled'. The confusion created with identifiable tags is part of the pvp, these tags take it away and just removes the thinking and realism that is mass fights.
  10. Lol...combat isn't boring. If you find it boring with the players, move up to the outter-city mobs, they'll offer you a nice challenge. :) The mob AI is so impressive though. Honestly, they use trees, buildings, ruins, and anything to beat you. They'll gang up on you, 2 on 1, 3 on 1, or as many as there is around. If there's 4 of them, you're dead.
  11. http://blood.shutupnerd.com/TheChase2009.wmv You've most likely only saw one spell & that's mana missile. Very craptastic spell that fails. Leveling magic is hard. You need to train Lesser Magic to 50, in order to use Greater Magic. Then you need to train Greater Magic to 50 or 75 or 25, or some level requirement for the elemental spells. Then you can start training Earth, Wind, Water, Necromancy, WitchCraft and such. You also need to buy the individual spells in each category of magic as well. No one in beta has reached level 50 Greater Magic, though someone is at 43 right now. So we still don't know how good magic can be, but the heal self spell is very useful when running away from opponents. Will keep you alive for another 4 minutes. ---- Land Size It would probably take 4-5 hours to run from the east to the west of the Agon continent. Assuming you don't find any of the larger mountains, which you can climb. It's an extremely large map, and there is no repeating landforms or landscapes, everything is what they said to be handmade, and not computer generated. Ground is detailed, yet lacks in depth, the ground looks like a 2D image. This is resolved by the grass & other additions you can choose to enable, as well as the density of the grass. So you can have 50 bushes in a square metre, or only 20, or maybe 1000, all in a single square. Very handy for optimizing FPS or spreading out vegetation. If a land is barren, it's meant to be barren. If it's full with trees, then you'll know it's a forest. Everything in terms of the map is just right. Combat General There's walking, running, sprinting, and jumping. Sprinting & Jumping use stamina. Swinging your weapon or attacking, uses stamina. You can move while attacking with melee/archery and some spells. Attacking the back of a target does more damage (1.5x-2x). Hitting the head doubles the damage. You have tons of stamina, so it hardly runs out unless you're being wasteful of it. If seven targets were standing still, you could probably kill them all twice without running out of stamina. Though this doesn't take into account sprinting & moving or the food you could use to increase the stamina rate. Melee Each type of weapon in the game (polearms, one-handed swords, sithras...etc) has it's own skill. Thus you'll have 'One-Handed Sword' skill, 'Two-Handed Sword' skill, 'Battleaxe' skill, and like 12 (I think?) others, or more. There's also one for staffs I think or whatever. Using the relevant weapon will raise the relevant skill. Thus using a shortsword, will increase one-handed sword skill, or using a polearm will increase the polearm skill. Raising skills for the weapon categorize increases the damage you do with the weapons, enables you to lower encumbrance and probably other unknowns. Armour isn't as diversified but it doesn't need to be. By fighting in armour you increase your 'armour proficiency' which allows you to reduce the sprint consumed by the weight, reduces the damage removed by the armour you're wearing (you can lose close to 10 or more points of damage for wearing things way too heavy for your character). This is also applied to 'Armour-Archery Proficiency' or something called that. you also have a block or 'Parry' skill, that can icnrease through use in combat. This if timed correctly with someone else's attack will reduce the damage, but consume stamina. It's well balanced tbh. The default melee attack is a side-ways sweep. The default key to change this to a high-hit swing is T, but can be remapped. The animations for every weapon are different for each type of swing. Swings do take a different amount of time to be executed, but don't count towards the overall attack speed, thus animations don't come into play, they're just visually there, but don't rely on them, as they do change according to weapon stats, or potions. Also Aventurine has told us that there's several different types of swings for weapons that will be available through vendors. They told us there's a low-to-high swing that goes from the feet to the head, but it's a rounded hit, thus it's peak would hit the stomach area as the main hit area if centred on the body of the character. There's also an opposite side swing, two verticals and two lower vertical swings. Just not in vendors right now. You have to click to attack. After the animation finishes, or the attack speed overrides the reduced or inflated animation you may attack again. You can move and circle a target while attacking - uses stamina. Overall melee is a necessity in killing efficiently, and is extremely fun. Best melee experience I've had aside from being very close to the combo system in AoC, but nowhere near the 'funness' of that combat system. It's still pretty darn awesome though. Archery You have one archery skill right now. It's a universal skill that takes into account for long/short bows, and any arrow types. Aventurine wants to improve the diversity of this combat type but due to time constraints it'll be later in the year when they release a more improved version. For now it's use the best to worst arrows with the best to worst bows with the best to worst armour for archery. Then you aim & shoot. You must take into account distance, wind and where the opponent will be when the arrow gets there. The arrows do not auto-lock on. The arrows will not hit the target if you just aim at them. Archery is difficult at first, but rewarding and epic once you are able to run/sprint at a fleeing opponent and range them from behind. It's just pure awesomeness. There's a variety of bows, and arrows, yet they both take time to get. Right now it's faster to farm mobs for arrows than to craft the arrows yourself, lol. Kind of stupid but whatever. Magic From the amount of spells in vendors that you can see, but can't buy, once you have Greater Magic, it's pretty awesome to see the variety of spells there are. Most descriptions aren't in, but the names hint pretty well. Anyways, you have 1 category of magic to begin with. Then you increase to 50 in order to unlock this second category. Increase this second category to a required level for the elemental categories. Each category has a variety of spells that you can utilize regardless of the categories level. However increasing the spell, and category skill levels will offer better benefits in terms of damage/speed & other factors. Lesser Magic > Greater Magic > Elemental Spells. - Elemental spells are suppose to be the big guns and tactical gods that define the strategies you can use in combat, as well as be great supports or awesome damage dealers. Magic spells above GM require reagents. The elemental spells require some pretty rare or unheard of reagents. Thus elemental spells will be powerful but using them will be time consuming, thus they aren't going to be overpowering and will be used effectively in sieges not pitiful 5vs5s or whatever team ganks. Will also require a lot of mana as well. AoE's exist for sure, as Mana Missile has a pretty large AoE on it as well. DoT's though only last like four seconds, but those four seconds can be deadly for the type of stuff you can inflict on people. Cast it, then get someone else to cast a huge damage spell on them and you increase your damage almost two times for a nice kill. However that's impractical and is a waist of resources. Such tactics would be better off on clan buildings or the clan bindstone itself to reduce the hp of the object and overtake the city. But that's really all from the descriptions and hints we've gotten from dev's. So still unknown, spells could be pitiful or just be backup supporters for melee. Combine that together and you get Melee/Archery as the main attack types until beta testers or in-game players feel confident enough to level their skills before a character wipe happens. A lot of testers aren't doing anything time consuming because it'll be a waste when they wipe the game and they could spend time exploring the massive map and get something done than wasting time getting to 48 GM then a character wipe comes out of nowhere, so close to the required levels or whatever. I think like 8 ships have been built out of 3000ish beta testers. If that was directed at me, then you seriously need to back off. I still think the game needs to be released in March, or heck even summer with some of the bugs & incomplete aspects of the game. But even how the game is now, it's still good enough to 'aww' the most skeptical gamers. A lot of hardcore or 'interested' pvp'ers are going to find out this game isn't for them because it's too punishing and difficult. Already happened loads in the beta.
  12. Game owns though. PvP is awesome, and fighting with the mobs is very entertaining. Animations/graphics are easily ignored for the gameplay. Sieging and ship warfare owns as well. theMercs & some other clan had a 30vs30 and tons of people came to crash it, theMercs were owning people on the land with their ships from the water. Just epic. --- The videos you're watching on YT suck in quality and don't represent the game's visuals well at all. The animations are out-dated but honestly they don't realy come into play at all. The combat & pvp system shines brightly enough that you can ignore the defects of the graphics or animations easily. The spells & skills are varied and are well put into the game. Regardless I've been beta testing since December. Game is still full of surprises and fun. The dungeons that are in the game are just amazing in terms of the puzzles & diversity each dungeon has. Fighting in water owns. Fighting octopuses and sharks in water owns. Fighting on moving ships, raiding a ship then stealing it, owns. Game owns. Servers have been offline for two days though. Anyways pre-orders were up, but the servers were crashed after over 600k unique visitors tried to access the pages, while Aventurine only estimated 150k.
  13. Awesome skin for louis.
  14. I love playing with mothers....just pure awesome.
  15. Lol, theMercs. They're the equivalent of the standard school bully. :-# I'll try and get into a pvp run with my clan and see what happens. I'll record fighting several monsters (goblins, skeletons, trolls, ogres...maybe ghosts or dragons if I can spare to die and waste the hours getting to the spots, lol). PvP is really complex. Not that it's hard to learn, but there's so many options you have to make in a fight, it's awesome. You need archery & a decent melee skill to be successful against others. Not that it's hard to get a decent level in any of those. That's from themercs as well. 0:54 is the best part. =P
  16. GUI Video: Youtube HD Video - This video will cause high CPU usage, to view the video in a lower quality, please click here.
  17. Uhm, yea. =P & lol at elevator falling.
  18. That's kind of really stretched far away from a good example of 'good things and what aren't. You don't even have a chance to live, and there's no fun in that at all. In blocking areas or whatever, you're not guaranteed to die, and you're capable of getting past the blockade easily. You only need to move it like an inch and you can get by no problem, takes like 10 seconds. It's just that the infected have to spend tons of time moving the object as they're usually quite a bit away from the entrance/exit.
  19. I enjoy it though. Trying to move the darn object while being attacked? Seriously, it's epic lulz. Add's a whole new concept to the game play, that is just amazing. <3
  20. Blocking exits/entrances is a legit tactic mate. Putting the forklift infronto f the doors on NM3 or the elevator on NM4, is perfectly legit. Both the infected & the survivors can move the objects, no matter the size or whatever. Yes, cars & forklifts can be moved by the survivors. Remember though some things require 2 or more people, but that also means 2 or more infected. It also takes a good 5 minutes to move an object about 3 feet. So really if you rush through the map you should be fine until you get to where they blocked it. Thus you haven't fought them up till the block point, but now you have to fight in a contained area, for the time you've missed fighting them through-out the map. Hunters move the objects the best, but boomers & smokers work as well. It's legit, or did you think there'd be nothing to move that the zombies have idiotically pushed somewhere in a coincidental manner like what happens in almost all movies?
  21. Yea but seriously, versus is just becoming a rush through the map as fast as possible. It's not really that fun when people can rush through with 2 random hordes & a panic event. That leaves like 4 opportunities to strike as a team at the most, and if they're really well played out then we're realistically only going to have one opportunity anyways. Too many medpacks & pills too though.
  22. Well that was warming Riku. <3 & I'm one of those players. >. Seriously, those zombies got nothing on a T2 shotgun, no matter what their numbers.
  23. There's another 'Left4----' but I can't think of it right now...Anyone know?
  24. NDA LIFTED - Preorder Information: http://forums.darkfallonline.com/forumdisplay.php?f=29 --- For those that didn't get the obvious hints, I am in the beta. I'll be posting dozens of videos exploring different aspects of the game tonight, so keep a watch on here, or sub to me @: http://www.youtube.com/user/inkofdeath230 I'll be doing the GUI first, combat examples (melee fighting), showing swimming, and pvp. Anything else you want me to vid, tell me now, in here.

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