Next expansion; first hints

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Kingfish
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Next expansion; first hints

Post by Kingfish »

http://forums.darkfallonline.com/showth ... p?t=216927

There were quite a few questions after the announced introduction of local banking in the upcoming Darkfall Expansion. We asked Claus Grovdal for some information on this that we could pass on to you:

Claus explained that this is the first step for local banking in Darkfall, something we refer to it internally as Limited Local Banking. It’s basically bank access in player owned houses. This will allow house owners to store crafting materials, loot, reagents etc in their house but it's stored locally only - meaning you do not have access to the content of this specific bank vault from other banks in the world. Claus is excited about the added dynamics local banking will bring to villages especially since player controlled vendors are also being introduced in the Expansion. These changes are designed to make player villages a lot more attractive to live in or raid.

Claus explained that the topic of local banking is very interesting, and something the developers are willing to explore further should this limited introduction be a success. They are specifically looking at various options for local banking in clan cities, possibly starting out by allowing players access to a second vault at first, giving a bonus maximum limit, but where the contents of the vault are local only. Claus doesn’t rule out the possibility of eventually allowing only local banking in clan cities through a process of gradual evolution.

“With any form of local banking, it's a fine line between cool feature and ridiculous annoyance, so we are trying to do this in steps, and work with our players to get it just right.”, Claus concluded on the topic.

The developers are very interested in the community’s feedback on this, so please feel free to post your comments within this thread.
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Re: Next expansion; first hints

Post by Roninman »

Dont understand their implementation of local banking, villages only WTF?
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Re: Next expansion; first hints

Post by Stormhold »

Atleast they are actually doing the things they promised for the release instead of just being quiet ;P
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Re: Next expansion; first hints

Post by Viikinki »

Roninman wrote:Dont understand their implementation of local banking, villages only WTF?
Yeah well, they said it's the first step.

Just a stupid and useless first step. I really don't get how that'll improve anything into any direction whatsoever:)
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Re: Next expansion; first hints

Post by Kingfish »

The Caravans ja paikallis pankit Player cityyn on varmaan seuraava steppi jos village pankit toimivat pelaajille. Voi olla liian iso muutos tehdä kaikki kerralla. Ainakin vaatimukset allianssi pankista on kovat kun nyt omaa kaupungia ei saa takas kun vihu pitää pankkia hallussa.

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Re: Next expansion; first hints

Post by Viikinki »

Ainakin vaatimukset allianssi pankista on kovat kun nyt omaa kaupungia ei saa takas kun vihu pitää pankkia hallussa.
Hmm meinaat et city bank localina ois ongelma koska siel on kamat mitkä tarvis et voi vallata cityn takas?

No tohonhan on vanhaakin vanhempi sananlasku. Don't put all your eggs in one basket=)
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Re: Next expansion; first hints

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Tarkoitan että jos et ole allianssin jäsen, et pääse käyttämään pankkia ollenkaan. Tuo omat siege hammerit ja regut mukana. Se lähinnä siegeissä mättää tällä hetkellä. Jos pystyt pitämään 4 tuntia tulimyrskyä yllä omilla tuomillasi reguilla niin ei kai siinä silloin voi olla ongelmaa riski/reward puolella.

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Re: Next expansion; first hints

Post by Noitatohtori »

Viikinki wrote:
Ainakin vaatimukset allianssi pankista on kovat kun nyt omaa kaupungia ei saa takas kun vihu pitää pankkia hallussa.
Hmm meinaat et city bank localina ois ongelma koska siel on kamat mitkä tarvis et voi vallata cityn takas?

No tohonhan on vanhaakin vanhempi sananlasku. Don't put all your eggs in one basket=)
Eikun et viholliset saa sieltä pankista kamaa ulos, mutta eihän tuohon mitää local bankkia tarttis.
Riittäs että statuksen mukaan voi käyttää pankkia, riittäs jopa se että liittäisivät player cityn pankin aukaisun tuohon player cityn torniin, jos kaupungin torni on ohjeistettu ampumaan kaikkia muita patsi alluja niin kukaan muu kuin allu ei saisi pankkiakaan auki.
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Re: Next expansion; first hints

Post by Roninman »

Tuohon riittäisi että friendly tai alliance statuksen omaavat voisivat käyttää kaupungin omistajan pankkia, muut ei.
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Re: Next expansion; first hints

Post by Noitatohtori »

ei välttämättä riittäisi, esimerkiksi freecity tms kilta joka piti kaikille avointa kauppakaupunkia olis varmasti halunnut että kaikki paitsi sodassa olevat voivat sitä käyttää.
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Re: Next expansion; first hints

Post by Viikinki »

Noitatohtori wrote:ei välttämättä riittäisi, esimerkiksi freecity tms kilta joka piti kaikille avointa kauppakaupunkia olis varmasti halunnut että kaikki paitsi sodassa olevat voivat sitä käyttää.
No siihen vois toimia ihan sama setup kun towereihin, ei olis kovin rakettitiedettä. Jos towerit ampuu et voi käyttää pankkia, onko vaikeeta? :)
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Re: Next expansion; first hints

Post by Noitatohtori »

noihan mä sanoin tuolla pari postia sitten, vastasin vain Roninmanille :)
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Re: Next expansion; first hints

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The AI team is currently working on wildlife additions. This new type of AI will be roaming throughout the world and react quite differently then their aggressive counterparts. We have also been told that those will be quite numerous and spread in much bigger radius and areas not limited by any artificial camp range.
The idea behind these new type of AI is of course to add to the immersion while the same time creating new ways of gathering resources. We have also been assured that they are specifically being careful to not add to the server load with these new type of additions as they are well aware that performance during sieges is always a top priority.
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Re: Next expansion; first hints

Post by Kingfish »

http://forums.darkfallonline.com/showth ... p?t=218603

Now that the Darkfall developer credits have been posted, we thought it would be a good idea to write some short articles that will give you a better insight on what the developers are working on.

Obviously, some of these articles are bound to be more interesting than others, but all of them should give you a better idea of how the developers work and what they are focused on these days.

Also please keep in mind that these articles will not be replacing the official news and announcements that come straight from the developers so forgive us if we do not flesh out some subjects as much as we would like.

We will start off with Trond Evanger, a senior game designer at Aventurine. He's the person to talk to when it comes to skills, spells, item properties, and generally, the numbers behind Darkfall.

Trond had some very interesting things to talk about. First of all he told us that the first small steps towards racial differentiation are on their way and some racial skills will be introduced to the game with the upcoming expansion. For example, Orks will be dealing more damage with greataxes, humans will have longer nourishment duration from food and dwarves will be able to craft more durable armor.

We were also told that items will be receiving some adjustments to their stats so for example the heavier armors will be getting increased elemental protection, and weapons of high rank will be getting increased damage.

Crafting will also receive a bit more attention as the related skills will skill up faster when making higher rank items. This already happens for weapon crafting but now this will also apply to more crafting skills such as armor smithing and alchemy.

Lastly, Trond and Lars Erik have been working on a system that will apply a cool down to spells depending on their use. So, when casting a high damage AOE spell for example, all your AOE's will have a cool down applied. This, along with other changes, such as the mage killer shot, will help bring some much desired balance to the game.

Again, as things stand now, all these changes will be applied to the game with the Darkfall’s upcoming second Free Expansion.

That's it for today, please stay tuned for our next developer spotlight article.
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Re: Next expansion; first hints

Post by Stormhold »

For example, Orks will be dealing more damage with greataxes, humans will have longer nourishment duration from food and dwarves will be able to craft more durable armor.
"For example, only Orks should be played for melee pvp"

Siis voi helvetti oikeasti, voi vituttaa olla jokin kääpiö jos haluaa pvptä pelata, tai edes örkki, jos ei satu olemaan juurikin nuo 2h kirveet treenattuna :D
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Re: Next expansion; first hints

Post by Viikinki »

Huvittaa ihan tuhat vaihtaa miekat axeihin, prkl:)
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Re: Next expansion; first hints

Post by Roninman »

Kingfish wrote: We were also told that items will be receiving some adjustments to their stats so for example the heavier armors will be getting increased elemental protection, and weapons of high rank will be getting increased damage.
Lastly, Trond and Lars Erik have been working on a system that will apply a cool down to spells depending on their use. So, when casting a high damage AOE spell for example, all your AOE's will have a cool down applied. This, along with other changes, such as the mage killer shot, will help bring some much desired balance to the game.
Näitä juuri on kaivattu
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Re: Next expansion; first hints

Post by Viikinki »

Roninman wrote:Näitä juuri on kaivattu
Käytän perustuslaillista oikeuttani olla eri mieltä siitä että mitään damagea kasvatetaan, muuten hyvän kuuloista.
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Re: Next expansion; first hints

Post by Roninman »

Samaa mieltä, en muistanut kommentoida tuohon yhtään. Tappelut pitäisi todellakin kestää kauemmin, damagen nosto ei sitä tule auttamaan.
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Re: Next expansion; first hints

Post by Kingfish »

Lopullistahan tietoa ei ole tullut, ainoastaan PR henkilön kirjoittamaa "uutista" mihin suuntaan kehitys on menossa. Perinteisesti Kehitysjohtaja kertoo lopulliset muutokset 8 tuntia patchin jälkeen.

Mutta mitä olen ymmärtämässä on että parempia armoreita taas parannetaan (= kaikki dämäge vähenee). Eli nyt jos on infernoa tai full platea säkissä niin kaikki käyttöön. Patchin jälkeen craftaajat tekee taas parempaa.

- Kun taas paremmilla armoreilla damaget vähenee niin ne taistelut joissa niitä käytetään, tulee kestämään kauemmin.
- Dämäge lisääntyy paremmilla aseilla. Eli niissä taisteluissa joita niitä käytetään, kestää taistelu vähemmän.
- AE damage tuottomäärä pienenee (ja käsittääkseni tosi rajusti). Eli tulimeret tulee olemaan enemmän focusoituja, ei enään pysyvää spämmiä oviaukkoon. Eli AEssa ryhmäkoordinointi tulee olemaan erottava tekijä voiton kannalta jatkossa, ei enää se kellä on kaikki 4 elementaalia maksimissaan.

Eli lopputuloksena voisi päätellä että:
- Paremmat kamat + aseet vaikuttaa jatkossa enemmän lopputulokseen (= risk/reward paranee).
- Parinkymmenen hengen max AOE joukko ei enään ehkä dominoi siegeä
- Melee/jouska kaverit tulee tiputtamaan maget nopeammin kuin aikaisemmin = mage ylivoimalle löytyy balanssi
- Paremmissa haarniskoissa AOE resistit kasvaa = haarniskalla pääsee paremmin (buffattuna) magen iholle hengissä
- Taisteluista tulee enemmän balansoituja, joissa pitää olla sekä mageja että melee tyyppejä. Pelkän maget ei enää dominoi kuten ennen.

KF
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