Jump to content

DarkFall - Officially Launched


InkofDeath

Recommended Posts

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.

 

 

 

 

 

 

Or that the combat looks downright boring.

 

 

 

Like I said I'm waiting for it to be released and for there to be a (hopefully) trial.

Link to comment
Share on other sites

  • Replies 153
  • Created
  • Last Reply

Top Posters In This Topic

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.

Link to comment
Share on other sites

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

 

 

 

visual.jpg

 

 

 

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.

Link to comment
Share on other sites

Im quite dissapointed with what im seeing now as well, the combat just doesn't seem to flow smoothly like other MMOs.

 

 

 

Question, everyone seems to go about the size of the world but if it takes 5 hours to walk from one side to the other how are you ever going to come across other people and PVP if its so huge?

 

 

 

And i have to say the graphics in the above picture look horrible.

keen.png
Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

 

 

 

Considering four of those guys in the screenshot look exactly the [bleep]ing same how do you suppose we tell the difference?

 

 

 

 

 

I'll be honest. I know you're trying to hype the game but it looks worse and worse everytime you posted it. Hell, I think Ultima Online looked better back in the day then this mess.

 

 

 

uo-03.jpg

 

 

 

 

 

It won't be the same IMO. Dark and Light 2.0 I think. Everything, everything, just reeks of that game. As for what I have problems with so far (all info I've gathered since NDA drop)

 

 

 

 

 

  • Horrible Art direction. I'm sorry but trying to hide behind "it's the PvP that counts!" is stupid. When a company releases a game with shoddy animation and a shoddy and bland style, well, it doesn't speak well. I'm not talking about the games engine being dated either. I don't care what kind of engine they used but everything I have seen so far just reeks of bland. "ooh, goblins. Yup never seen these before no way". And when you can't even tell the difference between players because they all look the same, well...
     
     
     
    Such a huge world except that there are so few spawns. This is what I picked up during a massively.com preview of the game. The game world is huge, yes, but there are only certain designated spawn points for mobs, there aren't that many kind of mobs and they are on a long spawn timer. This part especially is just like Dark and Light.
     
     
     
    The worst flagging system in history. Players will jump in front of someone fighting a mob to get them to flag, and then kill them with out any problem (and if the player fights back he is in even more [cabbage]). I'm sorry but that is just poor planning on the companies part. Players can kill me (or try) all they want, but doing a system like this is horrible and prone to griefing.
     
     
     
    There seems to be little strategy in PvP. I just don't see a lot of it. Sure, a zerg may lose against a small band of players because of Friendly fire. And, yeah, you need to be careful on not to hit another friendly player and need to aim with bow/magic. But that seems to be where it ends. There is no actual strategy behind using skills such as in Lineage II, WoW, Warhammer or even DAoC and Anarachy Online! It's an out dated system that the rest of the MMORPG world grew out of years ago. Sorry but it isn't fun to spam my mouse 1 key in combat.
     
     
     
    The crowd that is attracted to this game is not who I want to play with. I'm not saying I hate people who PvP, or hardcore PvPers. Man I love it when I can get someone to actually fight me on fair terms. However from what I've heard from NDA we have a lot of players really exploiting the whole deal with flagging, and they won't fight unless they can get you to flag first. Sure they might eventually fix that, but is that the community you want to play with? That and the players who want nothing but a game that should have came out 10 years ago. Sorry, but standards have changed. Ultima Online was a great game, and there is nothing wrong with making a skill based game. However try and at least make it a better version of UO (like what WoW did to EQ) instead of taking a few good things from UO and then just [bleep]ing up the rest.

 

 

 

 

 

I'm just wondering what kind of strategy there is in PvP. Like, can you show us some 1v1 footage or something skate?

Link to comment
Share on other sites

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.

 

 

 

Horrible Art direction.

 

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.

 

 

 

Such a huge world except that there are so few spawns. This is what I picked up during a massively.com preview of the game. The game world is huge, yes, but there are only certain designated spawn points for mobs, there aren't that many kind of mobs and they are on a long spawn timer. This part especially is just like Dark and Light.

 

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.

 

 

 

The worst flagging system in history. Players will jump in front of someone fighting a mob to get them to flag, and then kill them with out any problem (and if the player fights back he is in even more [cabbage]). I'm sorry but that is just poor planning on the companies part. Players can kill me (or try) all they want, but doing a system like this is horrible and prone to griefing.

 

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.

 

 

 

There seems to be little strategy in PvP. I just don't see a lot of it. Sure, a zerg may lose against a small band of players because of Friendly fire. And, yeah, you need to be careful on not to hit another friendly player and need to aim with bow/magic. But that seems to be where it ends.

 

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.

 

 

 

Man I love it when I can get someone to actually fight me on fair terms.

 

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.

 

 

 

they won't fight unless they can get you to flag first.

 

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.

 

 

 

That and the players who want nothing but a game that should have came out 10 years ago. Sorry, but standards have changed. Ultima Online was a great game, and there is nothing wrong with making a skill based game. However try and at least make it a better version of UO (like what WoW did to EQ) instead of taking a few good things from UO and then just [bleep] up the rest.

 

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.

Link to comment
Share on other sites

Thanks for answering my questions.

 

 

 

 

 

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.

 

 

 

So are you saying that if I don't want to fight against players who exploit I shouldn't play? Sounds good if something like exploiting is encouraged. Fair fight was a poor choice of words anyways. I only meant a fight without exploits.

 

 

 

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.

 

 

 

I highly doubt the games crafting can even come close to the complexity of Ultima Online's. Chances are most of the beta testers haven't played UO in like 6 years anyways, and I think as a beta tester there is a certain excitement of it being new. I'd rather wait for opinions after launch when one can get a more stable opinion.

Link to comment
Share on other sites

So are you saying that if I don't want to fight against players who exploit I shouldn't play?

 

No, I was only poking about the choice of words, 'fair fight', lol. =P

 

 

 

I highly doubt the games crafting can even come close to the complexity of Ultima Online's. Chances are most of the beta testers haven't played UO in like 6 years anyways, and I think as a beta tester there is a certain excitement of it being new. I'd rather wait for opinions after launch when one can get a more stable opinion.

 

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.

Link to comment
Share on other sites

Servers have been up for a bit and I put this together:

 

 

 

Youtube HD Video - This video will cause high CPU usage, to view the video in a lower quality, please click
.

 

*Just uploaded, so may appear as unavailable for a bit.

 

 

 

Don't be expecting a pvp video at this rate. It takes awhile to organize a good 8vs8+ fight, and these down times aren't working out.

Link to comment
Share on other sites

Beta is over. Thus concludes myself and posting in this topic.

 

 

 

If you buy the game, good luck & have fun. I'll see you in-game in four months, when the game should have been released.

 

 

 

I recommend the four months because there's tons of bugs still not fixed and dozen of promised content not fully complete in-game.

Link to comment
Share on other sites

Not really harsh, more like pathetic. An estimated 7-10 years in development, and we get this game. Sure, 30 developers, and subjectively, amazingly fast, speedy, quality updates in beta, but they can't go just four more months to make the game the perfect game ever. There's two dupe bugs still available, at least 8 invisibility hacks (altering packets, but anyone can write a program and then everyone has them), 4 speed hacks (as in 50km's per hour), ability to fall through the ground & die with the use of siege hammers, able to be trapped in a building that gets built, and my favourite is the ability to change your skin colour by the type of spell you use in water in some lake in the southern area of the wild.

 

 

 

That's disregarding the content that should be in the game and the content in the game that needs to be improved, this includes the spells, almost all the buildings and objects for sieging & clans, and the melee combat system. So many flaws. >.<

 

 

 

They're being DoS'd right now. Just like when the pre-orders first came live, and when both beta invites were sent out, and on January 1st for the new year (as in payback for advertising the game would be released in 08), and like 6 other times pre-september.

 

 

 

So yea, it was mostly expected.

Link to comment
Share on other sites

 

If you buy the game, good luck & have fun. I'll see you in-game in four months, when the game should have been released.

 

 

 

I recommend the four months because there's tons of bugs still not fixed and dozen of promised content not fully complete in-game.

 

 

 

That sounds so disturbingly like AoC.

 

 

 

 

They're being DoS'd right now. Just like when the pre-orders first came live, and when both beta invites were sent out, and on January 1st for the new year (as in payback for advertising the game would be released in 08), and like 6 other times pre-september.

 

 

 

 

It's not a DDoS, just their servers can't cope with the amount of traffic.

red-mask-sig.gif?t=1238621802

MSSW4Banner.gif

Link to comment
Share on other sites

Want some entertainment? Just read the MMORPG.com forums as a game is getting released.

 

 

 

http://www.mmorpg.com/discussion2.cfm/t ... hours.html

 

 

 

Even Funcom are laughing at this launch

 

 

 

:lol:

 

 

 

edit: How about this LOL

 

 

 

http://www.mmorpg.com/discussion2.cfm/t ... or-Me.html

 

 

 

Hm I just got a patch for Darkfall client 1.0.33... but when I tried to install the update after it finished is was corrupted. It rolled back and DELETED EVERYTHING IN THE DARKFALL FOLDER! Holy hell what is going on! (Thank god I have a backup of the installer...)
Link to comment
Share on other sites

Well play by play this game is turning out more and more like Dark and Light. The games servers have come up and there has been some serious errors. People are getting billed and not getting any account time, the servers are having sync problems (where the monsters and players are synced differently, so you might accidently hit an invisible player or mob without knowing it) and there are plenty of crashes.

 

 

 

This is going to crash and burn. And would you believe that the fanboys are trying to blame WoW? Haha.

 

 

 

 

 

http://www.mmorpg.com/discussion2.cfm/p ... 95#2676690

 

So I have to wonder if this is going to be a new trend or not. Whenever your game fails, just blame WoW!

 

 

 

Really though pick which one it is. Either WoW players are all [bleep]ing carebears who are stupid or they are the players who are buying Darkfall in droves (A fairly obscure game to the public who doesn't actually keep up in MMORPG news) and [bleep]ing up the servers.

 

 

 

 

 

Anyways I'm not surprised that this is happening. [cabbage] man, I called it like 4 months ago. I can't believe people are still rabidly defending this game like they did nothing wrong. Syncing problems, people getting billed when they shouldn't, people not even being able to play... yeah, sounds like a great game!

 

 

 

 

 

Trying to blame the "Lol WoW" crowd is just [bleep]ing stupid. I can tell you that pretty much everyone playing WoW right now does not give a [cabbage] about Darkfall, either because they are more casual players in the MMORPG scene, that they are interested in PvP and not PvE or they are like me and want to play a fun MMO.

 

 

 

 

 

Don't get me wrong, even as a WoW player (I didn't start with WoW though, started with UO) I want a great open ended PvP game with full loot. However Darkfall is just a piece of [cabbage]. I like how people can proclaim the game takes so much skill when in all of the PvP videos I saw it was just people using the same overhead swing or the same magic missile. Yeah, real skill right there guys.

 

 

 

I've gone a bit off track though. Point is WoW players don't want anything to do with this game, and that AV is a failure as a company. Darkfall is 2009's Dark and Light pretty much play by play. I'm sure some will agree with me.

 

 

 

 

 

Anyways it is back to waiting for a good MMO to come out or, that is, a "hardcore PvP" MMORPG that is actually fun to play.

 

 

 

My response to the thread blaming WoW lol.

Link to comment
Share on other sites

Well i bought it and it fails.

 

 

 

And wow is blamable.

 

Only serious nerds play it.

 

 

 

Awesome level 929 dark warrior elf lord kills a level 9000 gnomecopter pilot with mage cause hes a gnome -.-"

I dont need a siggy no moar.

Link to comment
Share on other sites

Well i bought it and it fails.

 

 

 

And wow is blamable.

 

Only serious nerds play it.

 

 

 

Awesome level 929 dark warrior elf lord kills a level 9000 gnomecopter pilot with mage cause hes a gnome -.-"

 

 

 

Stop acting stupid Ray.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.