Darkfall – Proposal for Enhancement

February 5th, 2010 Pan 2 comments

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I was thinking about the new player system revealed yesterday and thought I’d write down a few ideas for Darkfall.

Goals

  • Reduce the abuse of the wardec system for griefing in NPC cities.
  • Make the NPC cities slightly safer for newer players by lowering their value to other players instead of artificial, temporary invulnerability.
  • Ensure that players can still be killed in cities.
  •  
    Disclaimer

    A lot of balance and adjustment would be needed to make sure this system wouldn’t be abused. Consider the details below as a rough guideline of the concept, not hard rules for implementation.

    Concepts

    Add both stationary and patroling city guards to NPC cities.

    Attack or kill a blue player in an NPC city within sight of a city guard and you’re now wanted by the guard. Assisting such a player with buffs or heals would confer the same status to the assistant. ‘Attack’ could be defined as the same conditions that would normally turn you grey.

    The city guard goes after the attacker and assistants. This may involve one or more guards. The guards should be very difficult to kill.

    Your options at this point are: Fight the guards, Flee, or Bribery.

    If you are killed by the city guard, you have no tombstone. They take all of your inventory.

    If you manage to flee the city and escape the guard, you’re now on a wanted list and considered to be an outlaw. The city guard in all of that race’s cities will attack on sight. For a higher fee than before, they could still be bribed to leave you alone and remove you from the wanted list.

    Players can review the wanted list, hunt those players on it, kill them, and receive a small reward from the city guard. The balance for this component would need careful adjustment to prevent farming abuse. It might not be workable, but I like the idea of a bounty system…

    The more offenses you commit without being killed by the guard or clearing your name from the list by bribing them increases your bounty. You become more of a priority to be hunted by other players as your value to them increases.

    A system similar to this would offer several benefits:

  • Players can still be killed within NPC cities.
  • NPC cities offer partial protection to players whether they are in a clan or not.
  • If you want to kill someone in an NPC city, you can. It will come with a cost as a disincentive to griefing. Either you’re tough enough to handle the city guard or you’re spending coin to take down an enemy.
  • Griefing in NPC cities would be reduced as the activity now has a cost in either your life and inventory or just gold. Killing naked newbies or newbies in general within a city would have such a low reward that it’s not worth the effort.
  • New players will be more likely to join a clan as their safety in cities is no longer diminished.
  • Depending on the patrols and guard locations there may be some dark alleys where you could take someone down without being seen. Fear the alley.
  • A fun, new bounty system is added to the game. Being a bounty hunter could be an exciting way to play the game. We could even see clans that focus on hunting outlaws.
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    Darkfall – Changes for New Players

    February 4th, 2010 Pan No comments

    Tasos posted details concerning a forthcoming update to the game for new players. This is just one of the many changes they’re working on to address the new player experience in Darkfall. Is it a step in the right direction? Maybe, but there are other issues concerning the alignment system, wardecs, farming alignment, and more that I think could have a larger impact to the newbie experience.

    Regardless, I’m cautiously optimistic that this is a good move. As long as they respond quickly to any abuse that arises through the newbie system by patching and refining the feature, it could certainly help. The forum thread discussing the changes is already 13 pages long and growing.

    ….
    We’re introducing a new feature possibly as soon as the next patch which provides optional protection against player attacks to brand new players. This functionality is very limited and only lasts a few hours but it should be enough to allow someone logging into Darkfall for the first time to learn to control his character and to get his bearings while still having proper access to the live game.

  • If you’re a new player entering the game for the first time, newbie protection is on by default. There’s an option to turn it off if you don’t want it.
  • You won’t be able to damage other players and other players won’t be able to damage you.
  • You can only damage monsters.
  • The protection only lasts for a few hours of gameplay. There’s a visible count-down timer. You’ll get a warning before the protection expires
  • The protection is active only in the racial starting areas. If you wander outside your starting area, you’ll get a warning and if you don’t return within a couple of minutes, you will lose the protection.
  • There’s a visual indicator that signifies you’re a new player with protection on.
  • You can trade and interact with NPCs without restrictions
  • You cannot use any items that cause structural or player damage (battle spikes, warhulks, cannons, ships etc.)
  • You cannot use mounts
  • You cannot unspawn objects
  • You cannot teleport
  • You cannot use Runestones
  • You cannot use portals including Nexus
  • You cannot create a clan
  • You can give and receive buffs and heals
  • You can join a clan
  • Newbie protection works only for new accounts
  • You cannot skill up on other players or be used to skill up on
  • ….

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    DarkFall – Jan 28 Patch Notes

    January 28th, 2010 Pan No comments

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    The new patch is live and the details are now available.

    Fixed several issues relating to virtual address space.
    Fixed handling of unstable and drifting system clocks.
    Fixed a problem where you could, in certain circumstances, sprint without losing stamina after performing a double jump.
    Fixed a bug where you could not destroy a city structure, if it had been disabled before a conquest challenge was initiated.
    Fixed a bug where sometimes the disabling blow effect did not show up on players.
    Changed so that if in game mode you press any of the shortcut keys to toggle i.e. mini map/paperdoll, these windows will not show up again in GUI mode.
    Fixed a problem where your mount would stop if you tried to sidestep while mounted (you should not be able to sidestep while mounted).
    Fixed tool tips for items placed on player vendors.
    Fixed a bug that let you bind stone recall, house recall and teleport while doing a trade route run.
    Fixed a bug in the persistence of trade route runs.
    Fixed a problematic village in ‘three pirates’ where the large villa was placed inside a regular house.
    Fixed so that healing spells or buffs that land on target’s back do not produce blood anymore.
    Fixed a bug that could block player trading, if the player who initiates the trade dies before the trade is accepted by the other player.
    Fixed a problem regarding the clan boards.
    Added system message for damage on clan stones and siege stones.
    Changes to Sea Fortress Timers: Sea Fortresses go vulnerable again after 3 days with a random factor of +-4 hours.
    Quest fixes.
    Quest updates.
    Visual updates to trees.
    Visual updates to rocks.
    Visual updates to harvesting and skinning tools.
    More Kobold spawns have been introduced around the starting areas.
    Monsters strafe and run away less often.
    Fixed a bug that caused some mobs to stay in run mode and never stand still.
    Increased reagent drop for some low level monsters.

    SFX Updated for the following:

    Water Magic:
    ————–
    Ice Storm
    Clear thoughts
    Blizzard
    Cold Shield
    Cold Ward
    Frostbite
    Delayed shot
    Slow

    Necromany:
    ————–
    Bludgeoning weakness
    Mental weakness
    Piercing Weakness
    Slashing Weakness
    Undeath
    Unholy Caress
    Unholy Flames
    Vampiric Touch

    Other:
    ——–
    Mortar Cannon Impact
    Player Water Splashes
    Cold Damage Impact

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    DarkFall Skills and Requirements Chart 1.0

    January 26th, 2010 Pan 1 comment

    Just a quick note to let everyone know that the document has reached a stable state and it’s about as complete as it’s going to get. There are two skills missing: Mirdain Elfsight and Orkish Brutality. If you know the requirements for those two skills, let me know!

    In the meantime, you can find the latest version via the ‘Resources’ link in the upper right of this page or here.

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    DarkFall – Journey Across Agon

    January 26th, 2010 Pan No comments

    dftripMy adventures in DarkFall continue and this past weekend I had a few goals to accomplish that led me to explore a lot of Agon. If you click on the map to the right you’ll see pink dots tracing my path through the wilds. The journey began with just three objectives:

  • See Yssam
  • Complete Several Title Quests
  • Visit Rubaiyat


  • Easy right? Yes, but this took most of the weekend and as you can see from the dots, I traveled extensively. This was a great trip. My graphics settings are turned down low with no shadows, vegetation at minimum, and post processing off, but I hope you enjoy the screens from the travel. Visit the Gallery if you’d like to view all 45 images.

    Yssam
    I’ve read that Yssam is a jungle, rich in resources and beautiful to see. df053
    There’s also a clan or two in that area that I hear good things about so I wanted to scout the island. My character is Human so I began not far from Sanguine by heading North for a while before I turned East with an eye towards Yssam. Traveling through the Southeastern edges of the Orklands was very quiet. I expected more trouble there, but it was one of the most uneventful portions of the trip.
    After a long swim to avoid a nest of sharks, I reached the tip of Yssam. I felt like I was entering Jurassic Park as all the flora is oversized and I felt no bigger than an ant by comparison. df056Traveling across Yssam I noticed a theme of golden statues and structures giving an Ican feel to the landscape. Oh, and beware the raptors. If I only had a jeep perhaps I’d feel more secure.
    df091 However, my horse served just as well and I found myself thinking of returning to the mainland after visiting for most of the evening. The atmosphere of the jungle, ancient ruins, and towering waterfalls were worth the swim.

    Agon’s Northern Heights
    I needed to reach Maghnir to regroup with friends so I took a Northern route on my return to the mainland. The snowy peaks were a nice touch, but I was most impressed with the active volcano! Trees too close to the lava burned and where the lava rushed into the water you could see the magma steaming.df102 As I approached my destination, I discovered a tunnel under the mountain that stretched below the city. Taking a wrong turn or two I quickly found myself knee deep in Crypt Lords and their friends. Perfect! I need Deadeyes for one of my title quests. Unfortunately the Crypt Lords were too strong and I was beaten badly. That’s the second time I tried fighting the Crypt Lords and the second time they pounded me into my tombstone. df107To finish that quest I needed Deadeyes that lived alone. I found a promising location on the map deep in Mahirim territory. It would be a risky trip surrounded by reds, but I needed that quest so I restocked my supplies at the bank, healed up a mount, and headed West into the unknown.

    Tribelands and The Undead
    The Mahirim were more active than the Orks and I encountered several, but managed to escape as I moved towards the coastline. df116I actually had more trouble from the Mahirim wilderness bank’s zap tower that I wandered into than the filthy dogmen themselves. I hear they all have fleas, so beware. Once I reached the coast, I swam to the Island at Vellenyth to find my lonely Deadeyes. df117 They put up a strong fight and while I didn’t die I soon learned to hide among the ruins to avoid being outnumbered and open to their volley of arrows. One by one, sometimes two, I took them down. They hammered me relentlessly and my armor shattered. Soon I was down to scraps of scale mail hanging from my chest. What’s that? A breeze? Of course, they, like every other creature in the game knocked off my pants. At this point I only had four more Deadeyes to go. I could take them with just a shirt and helmet if I had to. Then, the worst happened. My greatsword, whittled down to a toothpick, finally broke as I crushed a Deadeye’s skull. I only recently mastered the greatsword and my other combat skills are all so very weak. Thus began a game of cat and mouse as I tried a one handed sword, my bow, and fire magic to take them down. I finished off one more Deadeye and my supply of sulfur was gone. It was looking grim. I needed three more Deadeyes and I couldn’t put out enough damage to do the job. Searching the map, I decided my best option was to head south into friendly Mirdain territory to resupply. It wasn’t long before I returned and put the undead back into their graves.

    Mirendil
    Worn out from the struggle with the Deadeyes, it was nice to see friendly territory again. Mirendil, and the Mirdain cities in general, are really a sight to see. df126The floating city with waterfalls pouring off the edges really took my breath away. Of all the city architecture I have seen so far in the game, I think Mirdain easily places first as the most beautiful. I suppose this is fitting since I like Alfar cities the least. Although pretty, Mirdain cities aren’t always very functional. df145I had to go up and down elevators and generally run around far too much to get to the vendors and bank in these towns. I suppose that’s the trade off between beauty and functionality. With the Deadeyes vanquished it was time to head back to the Human lands to turn in my quest and prepare to finish another. Zombies were next on my list. My reputation as the terror of the undead was growing.

    Southeastern Agon – Where the Griefers Like to Party
    The journey back to the human starting areas was easy and I spent some time around Copperdale annihilating zombies. Copperdale, and the human starting cities, tend to be a hotbed of death and destruction as Reds harvest newbies like those naked ganks are more valuable than rare ore. You’ll find normal PvP as well as griefing in this area. There are even small clans of just a few people who wardec all other minor clans (or especially NEW) to attack in the NPC cities. It’s a legitimate style of play, but excessive griefing drives away newer players when all they want is to complete that goblin quest. As they say, “Welcome to DarkFall”.
    I grew tired of the slow number of zombie shamblers spawning around Copperdale and searched the map for a better location.df161 The crescent shaped island in the Silver Sea was annotated with a reference to zombies. It sounded promising so off I went with a friend to slay more of the undead. It wasn’t that great of a location for zombies as there weren’t that many. However, we did enjoy the quiet isolation far from the starter towns. We even had a chance to sneak around in a chaos city on the island. It looks like a great harbor town for pirates. Yar!
    Later, after having ground so many zombies into dust that I couldn’t stand to see another, I traveled towards the Southeastern shore of Agon in search of Bone Knights. In my duo, we had already decimated a dozen Giant Skeletons. All I needed were just a handful of Bone Knights and I could mark another title quest off the list. df168 I encountered a region down south that looked as though the earth was raked by giant claws and one of them stretched into a deep canyon. Peering over the edge I could see ruined structures below and my map references suggested a dungeon could be found down there as well. I’ll have to come back and visit the caverns in the canyon later as I couldn’t wait to finish off those knights. The knights weren’t difficult and there was a chaos stone nearby with some reds fighting one another. I circled around them, quickly sneaking in to bind myself to the chaos stone. Eventually the Bone Knights fell and I made my way North to turn in my quests. I had crossed much of the world. I had seen Yssam and completed my quests. All that was left was to make my way to Rubaiyat. This would turn out to be the most harrowing part of the journey….

    The Red Dragon
    You hear stories of slaying Dragons, adventure, and lairs filled with gold and jewels. Well, let me just say that’s all very exciting, but when it’s just you and your horse riding across the map, a Red Dragon will send you running for a place to hide. df174 As I traveled West through the edge of Alfar lands, I heard this incredible roar as the earth trembled around me. I looked back over my shoulder and saw one of the most feared creatures in Agon, a Red Dragon. He circled me and decided I would be a tasty appetizer. I, naturally, wanted no part of this so I searched for cover. Luckily, there was giant tree nearby with a raised bundle of roots. df179 It looked like I might be able to get in there and escape the dragon. Seconds dragged on as I weaved and dodged my horse to the tree and scuttled underneath. Just as I slipped inside, the tree shook with the earth shattering sound of the dragon attacking the tree. He knew where I was, but I was safe. He couldn’t reach me. I risked peeking out from under my tree and saw him relentlessly circling, waiting, and attacking my location. On one occasion he managed to clip me with a burst of dragon’s fire. Half my health vanished in an instant.df180 The dragon was persistent. Apparently he hadn’t eaten in a while. He tried so hard to burn that tree, but it held and I took a break for a few hours hoping he would be gone when I returned. df181 Again luck was with me as he was indeed gone when I logged back in later in the evening. The trip through the Northern edge of the Alfar lands was quiet after eluding the dragon.

    Southwestern Agon – Rubaiyat Awaits
    I reached Mirdain lands again on my way to the Southwestern island. As before, they did not disappoint and I captured several screenshots of stunning tree cities. df185 It wasn’t too long before I needed another swim and surprise, the sharks were waiting for me. df195 Ruby is my least favorite area of Agon. It’s an uninhabitable desert. The developers did a great job of putting together a location that looks a bit like visiting the surface of the moon – if it were brown. It’s desolate and empty. All it lacks are tumbleweeds.
    My journey was complete. I’ve now had a small taste of almost all the major regions of Agon. Only Niflheim in the frozen Northwest and Carin (Rubaiyat in a different shade of brown?) in the Southeast remain to be visited. While I didn’t take many screenshots there, I did snap one more picture as I rode out of the region last night and through the Alfar lands. Flaming trees and giant mushrooms, oh my! df203 The more I explore Agon, the more I appreciate the little touches and variations put in place by the developers. None of the MMOs I’ve played before have the dramatic variety of environments that I see in this world. Not only that, but while there’s always some re-use of art assets, there are so many locations where I find new and interesting things to see. As a small bonus you’ll often find chaos chests or other random loot. In some special areas that I’ve went out of my way to explore I might find a magician’s treasure chest or another reward that seems like it was placed there just to tempt me into exploring. Just a little further for the night… just cast a few spells to launch up to the top of that mountain and there’s yet another view to tempt you onward to the horizon.

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    Community Q&A with Aventurine

    January 15th, 2010 Pan No comments

    There are some updates coming to DarkFall in 2010. Pargus sent community questions to AV and the results have been posted.


    …”we’ll add more racial abilities in upcoming expansions.”

    Any plan to make it so that your enemies cannot use your clan bank? – Big Badaboom, Section 8
    Yes but you’ll have to upgrade your bank.

    There are sweeping changes for Darkfall 2010 and these include everything associated with the user interface

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    DarkFall Tutorial Videos Part 3

    January 10th, 2010 Pan 1 comment

    Valroth has posted a third video. This one includes title quests and getting your first mount.

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    DarkFall Tutorial Videos

    January 7th, 2010 Pan No comments

    Excellent newbie videos from Valroth:

    Part 1

    Part 2

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    DarkFall Skills and Requirements Chart

    January 6th, 2010 Pan 3 comments

    I’ve created a chart for DarkFall skills and their requirements. It does not include spells nor skills that are available without prerequisites. I know it’s incomplete. If you spot a problem, just leave a comment here so I can fix it up!

    The PDF version includes a list of all skills in the game.

    PNG format
    DarkFall Skills v0.9
      PDF format
    DarkFall Skills v0.9

    Version 1.00 – Updated 1/26/2010

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    Darkfall Newbie Tips

    December 18th, 2009 Pan No comments

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    My collection of notes on starting out in Darkfall are below. I hope some of these are helpful for those new to the game.

    Reference Material
    Crafting Spreadsheet
    Magic Spreadsheet
    Sinister’s Darkfall Map
    Political Map

    UI
    The UI takes some getting used to especially with the way you’ll:
    1 – press a key to get a particular weapon in hand – let’s say staff for this example
    2 – press a key to bring out the staff (skippable if you were already in the wield/item out mode)
    3 – press a key to select the spell you want to cast
    4 – left click to actually cast
    As you can imagine, switching between different weapons and tools quickly takes a bit of practice.

    Long post, more after the jump..
    Read more…

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