Re: Positive feelings
Posted: 21 Mar 2009 15:10
Tasting Plasu is about as positive as it can get.
at now there pretty much isnt.. some have better starting atributes to other roles but all atributes raise quite easily.Roninman wrote:What about races, anything longer info? Any racial traits or things you can do and other cant?
More like the core is solid gold, but it's surrounded by a huge layer of shit. Core is what counts, but it'll take ages to dig into it through all the shit.Teuras wrote:The core is solid, but its not all that perfect. Core however, is what counts since the rest can be easily fixed.
It does not really need more skill than pvp in World of Warcraft - the game Darkfall hardcore fanboys tell everyone who doesn't like Darkfall go back to. It's mostly because the combat is very simple and quite slow paced compared to World of Warcraft combat having many (atleast more) buttons to press and being faster paced (felt like it to me atleast.). But yes, player skill makes up bigger part of a victory than in World of Warcraft. Gear and character skills still give serious improvement though. EVE has simple pvp, in some cases even simpler than Darkfall, yet the requirement of having your ship at exact right point at exact right time to succeed makes EVE pvp far more satisfying for me than Darkfall. Darkfall feels more like slow paced Quake with melee.Combat is very different from other MMO's since skill does have a huge impact. Basicly its just clicking one button only a couple of special moves and since hitting the backside means almost double damage, the 1vs1 fights are very hectic and players usually just sprint in circles. Once you get used to fighting it becomes more like kendo. Charge, swing swing swing, disengage, charge, swing swing...
Yeah. Like I predicted in beta, nearly everyone will be a melee-magic/archery hybrid, and idiots if they don't have atleast some magic trained. If mana to stamina is still in game it's even more true, and I bet they haven't taken it out. Dunno if different magic schools will make characters feel actually different in terms of what they can do, but majority of the spells were standard boring stuff.Magic users get penalties the heavyer their armor is while archers get some. Magic is at the moment more of a support skill and in combat its used like artillery. Since the fireballs and the like travel relatively slowly, a distant target wont have any problems dodging them. If you have several casters firing at the same time, dodging becomes tricky. Archery is a bit harder when the target is far away and unless you make your arrows you wont be carrying too many of them.
There are no classes so everyone is a hybrid. Some have maxed out archery or magic but those fuckers run macro programs that keep training their characters over night. Basicly you got melee chars who use ranged, ranged char who use melee and those who train to be pure casters.
Yeah, the outcry on beta forums was huge. Almost as huge as the "It would be balanced if mahirim had their free mount mode that is always with you!"-crying. Rolling a small race seemed to be the best choice in beta too.Races have differences in the size of their hit boxes and since weapons have different lenghts it creates some balance issues, but not much. Small race like dark elf wielding a polearm will have a definite advantage over wolfman wielding daggers. PvP melee on foot is mostly done with 2h weapons so the differences are minimal. Shorter 2h weapons swing faster and wolves look cooler than Alfars, so in my opinion things are in balance.
You would be bitchslapped even if you knew the game. Unlike people claim, gear and character skills both do matter considerably, especially if you compare 0.1 skills to even average skills. The armor effect atleast was lowered when they "fixed a bug that gave double protection from some armor types" in the end of the beta.Theoretically you could jump in and fight against the average raiding group the second you log in for the first time, but in reality you get bitch slapped by the stupid UI and spend the first few hours wondering what the fuck were they thinking when it passed the quality control. Its functional(ish) and wont take long to learn but everything is done differently from other games. Stupid Greeks.
True enough. Lack of advancement and achievement in beta made it feel a bit boring to play at all though. If you happen to love the kind of pvp in Darkfall, it's probably better for you though, but not for me atleast. In my opinion the runfest was utter shit.There is no grind since everything is a grind. No matter what you do, chances are your getting better at something. Drowning while sharks are eating you? Good way to train diving and defence. If you hit or get hit, you get better at something. Lost in the woods and tryint to find your way back? Run and sprint increases.
Some can handle this and just play the game, some try to "get to max lvl asap" and burn out in days.
Is the +hp skill that requires certain amount of hp still in? It seemed pretty unbalanced in beta.Average player has around 200 hp's atm, and at day 1 my newbie weapon did around 11 points per swing. Now after i descended to -100 (red and max negative) alignment from collecting materials for my crafting and fought myself back up to +30 or so my skill has gone up 39 points in polearms and now i hit, still with my newbie weapon, whopping 16-18 points per swing. You can play the game from day one. No need to grind unless your genetic code prevents it.
Price stability will be pretty interesting thing since they still afaik don't have any kind of computer ran market, so the only way to sell stuff is spam chat and direct trade. Then again prices will be stabler in general due to the idiotic design decision for a game like this that is known as global bank. Global bank might've been ok if they had limited it to a very small amount, but that wouldn't work currently since you can't store anything anywhere except your backpack or bank.Prices are not stable yet and crafters are still skilling up so cant comment on the economy. Unless a stable neutral player city emerges crafters are more likely to rent their services when needed rather than setting up shops with a stock inventory. Its got potential, but too early to say if it grows into a working player driven economy.
Have they actually made the mobs good? In beta mobs could be an annoyance like you described, sure, they did run away etc. They did not however give challenge due to combat mechanics themselves, just due to either bigger damage or fleeing abilities. It's surprisingly like in WoW, except that the mobs (atleast sometimes) atleast try to avoid your projectiles - though I bet WoW had that if it didn't have targeting. In most cases even the most hardcore mobs which have ranged abilities - especially spells (surprisingly common btw) - can be killed by a small team by dodging the spells and spamming your own projectiles. Slow and boring, but profitable enough and feels like an exploit. Sometimes the mobs just seemed to become brain dead in beta too, but they fixed that water-makes-mobs-braindead-bug atleast I believe. Oh yeah, and pve in groups without exploiting slow projectiles and stupid AI that keeps spamming projectiles even if it could annihilate your group in melee was boring as hell too. People sit around target whacking it in melee while the one who takes damage keeps shield up and is healed by some other people. Even more boring than WoW. While group pve isn't exactly the point of the game, it could be atleast somewhat less boring.PvE is realistic and refreshing and because of that, fucking annoying. If you see a mob in DF it most likely can see you. some agro from miles away while otherd do not. Mobs try to kite you, run into cover, run away and come back with friends. If your just trying to farm stuff this is annoying since if your solo or with a small group this can take ages. Loot is pretty realistic. If the mob shoots arrows then its a safe bet to assume its carrying a bow. But like with crafting, you can always opt to taking the stuff from others.
Yeah. Like I said, global bank sucks especially since it's so big - which it has to be since you can't store stuff in other safe(ish) places like your own house (player housing and small bank size is what redeemed UO's global banking quite a bit.)Equipment, mounts and gold are yours as long as you keep them in your bank box. Once you take them out anyone can loot them if they manage to kill you one way or other.
Yeah, it's actually one feature all except most mahirim were glad of missing from the game in the beta. It as it was described would make playing pretty much any other race useless unless you give them huge unbalancing bonuses too.Chromer one wrote:at now there pretty much isnt.. some have better starting atributes to other roles but all atributes raise quite easily.Roninman wrote:What about races, anything longer info? Any racial traits or things you can do and other cant?
Wolves ought to have 4 legged running but not yet.
diferent hitboxes are pretty much biggest difference.
And looks.
I don't have pics, but the difference is very noticeable. Dwarves are actually short, elves are actually thin and mahirim (and orcs) are very big in all directions.Roninman wrote:Any pics of side by side comparsion by different races? Want to see how much differencence there really is, those videos dont give very accurate description.