Darkfall: Lessons learned


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Goblin Squad Member

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I believe we should begin cataloging observations about what works and what does not work for us in Darkfall: Unholy Wars.

To begin, crafting is punitively expensive not only in terms of in-game gold but player time. Now, this does have benefits in that those things that require investment are also valued, and value does promote player generated content, but the punishment is nevertheless punishment.

Degradation rates for player gear seems extreme.

You can trust very few as there are no apparent social controls. Recruiting strangers into the clan is a scary ordeal fraught with danger, especially given the inadequate controls for clans to set permissions, especially for clan banks.

What have you seen that you hope does not make it into PFO, and what have you experienced that you think would be good to adopt?

Scarab Sages Goblin Squad Member

Cool thread idea, Being. I'm already involved in too many games to add Darkfall right now, but I'll keep am eye on this thread to see what you guys learn.

Goblin Squad Member

@Being,

How viable is looting the resources, rather than harvesting them?

Maybe that is the game design? It is usually more efficient to steal resources, than harvest them. It is also a lot more fun and adds content to the experience.

I might still consider this game if I read that PvP and player looting is done fairly well (mechanically).

Goblin Squad Member

PvP mechanically is done fairly well from what I have seen and it is full loot.

Generally speaking the players behave as if they were starving for a good fight. Full loot translates into either running naked, running with friends, or sticking around a safe area harvesting low end mats.

The best mats are in PvP zones, and those areas are categorized: I have seen from danger level 1 through 4. There is a tremendous amount of space. You can go quite a ways sometimes without seeing anyone. Other times you can't get away from them.

Class Archetypes are reasonably standard except healers are as squishy as mages. Rogue types are challenging: primarily ranged, but the melee version does have great mobility skills.

Generally I do not believe I am competitive yet at 2.4K prowess. My understanding is you really don't want to get active in PvP until you are min 6.4K prowess.

But there is quite a lot of gold being exchanged. There are sea battles. There are sieges. Really as a PvP game I don't understand why it isn't more popular... unless maybe GW is right, and alignment/reputation structures will provide greater elegance to thoughtful players.

Something to ponder there.

Viability of looting your opponent: They nailed me to the wall for a decent haul, anyway.

Goblin Squad Member

How is Prowess earned?

I did notice on the forums, a Guild recruitment post requiring 14k Prowess to join. I'm guessing that is pretty elite?

Goblin Squad Member

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One reason it's not more popular is the vile behavior and chat. There's no reason to PK other players most of the time. There is a chance you'll get some materials, but many of the toons running around are getting exploration feats completed. As a group we have gotten pretty good about sneaking while harvesting in danger areas. Some players , most it seems, find it easier to hunt gatherers than to gather. Too lazy, and there do appear to be a number of gathering bots, but they are largely in safe zones where their programs run continuously without the risk of being looted.

For what it's worth, the Goblin Squad is not an RPK, griefing, or ganking group. But there are lots, lots and even more groups that do it often. They are too lazy to gather on their own. No different from pirates in EVE. The nice thing is we are getting skilled up enough so soon we will be able to fight back (it's been a bit less than two weeks, a narrow window for skill development).

We haven't had a chance to test the siege mechanics, although I have made several contacts with the chiefs of other clans. All seem nice enough on chat, but only one alliance so far. As a group we are so new we have little to offer an experienced clan, especially in sieges, as the skills for sieges are expensive to purchase, and we just aren't there yet.

Negative Stuff

The chat system often defaults to global chat, and you can put your group at risk, especially if your slip up relates to your position.

There are apparently no controls on what is said in any chat, but global chat is especially poisonous. There are also apparently no naming conventions except a first and last name. Many of the name are vile, many are real life persons (a clear violation of the TOS, but they persist), and many are jibberish. The Goblin Squad looks very classy with appropo names, but there is zero RP in DFUW, so that point is moot.

There are currently no bank vault permission settings. It's either all or nothing. We had to turn off applications and invites, as our only applicant was an apparent bank loot scammer.

There is only one rank to start with [RECRUIT] and the only way to get promoted is to get kills in sieges. That will take a while.

Starting off the UI is horrible. You will eventually get used to it, but it is so counter intuitive it's sad. Most of us still fire shots at the bank by accident, or when trying to view another player. There are no emotes at all. (An apparent problem in DF1 caused enough trouble for them to remove all emotes in DF2.)

Positive stuff

The landscape is really well done. The clothing and armor has minutes detail and you can tell right away that B gear is better than A gear, because it looks sharp.

The world seems really huge. Each square map grid is I believe 1 square km in game measurements, and it feel like it. (Especially that last quarter grid or so as you near safety....you never know...)

Combat overall seems pretty good. There a few things that seem OP early on, some ranged at the higher end seems like closing on the shooter will be really tough, as once you get there you will be at half health of less. But it seems pretty balanced. We have not gotten any of the Tier 2 skills and spells yet, as they are VERY pricey to noobs.

There is apparently no stealth. There is a crouch mechanic which works well, and is critical to staying alive in danger areas.

The gravity of arrows and some spells is well done; nice job on the physics overall.

The siege mechanic seems interesting, as changes in ownership are announce in a "Territory Control Advisory" system apart from global chat. It shows up in the combat log (for some reason) as well as in the lower right corner of the screen.

There is full on Naval warfare with small, medium and large ships (they just introduced a "Ship of the Line" with several cannons on each side. Once sailed right up to our base town and it was huge, and about 25 players went up the ladders and climbed the ropes all the way to the crows nest. It looked like a real navy ship from the old British colonial days. Very cool.

Andius can mention more about the naval combat. And clan history, and lots of other stuff.

Goblin Squad Member

Bluddwolf wrote:

How is Prowess earned?

I did notice on the forums, a Guild recruitment post requiring 14k Prowess to join. I'm guessing that is pretty elite?

No, that's not elite at all.

30k-50k is "starter" level. I'm about 5k right now.

You earn Prowess by accomplishing Feats in-game, also very slowly from Harvesting or Crafting.

Sample Feats are:

  • Harvester - harvest any one resource - 1 Prowess
  • Minor Cotton Gatherer - harvest 10 Cotton - 1 Prowess
  • Average Cotton Gatherer - harvest 200 Cotton - 20 Prowess
  • Major Cotton Gatherer - harvest 3,000 Cotton - 300 Prowess

Feats cover all sorts of things, not just Harvesting.

Goblinworks Executive Founder

Prowess is their name for experience.

Each new skill costs about 1.5k, training each skill fully costa about 1.3k, and attribute modififiers also have variable cost.

One primary source is their acheivement system, called 'feats' a feat such as "kill 150 brown bears" would award something on the order of 800 prowess, in addition to the 150-250 for killing the bears and an additional amount for tanning their hides.

There are also exploration, harvesting, and crafting feats, but they down provide enough experience to fully train the gathering skills.

Crafting skills increase by use and provide small amounts of prowess when used.

Goblin Squad Member

I've been killed once in PvP so far. It happened while my character was mining and I was AFK. I came back and saw the killer standing over my corpse looking through my inventory. Despite having a big stack of ore and a little gold he didn't take anything at all.

I've also found that PvP is very easy to run away from, even from a group chasing me on battle bears and I'm on foot. I cut around a corner, crouched behind a big rock, and they just charged on by and never figured out where I went.

The only items I've lost so far was when I jumped off a cliff and died halfway down in a safe zone :D my corpse was stuck on the side of a cliff and I couldn't get to it. It was the high jump on the edge of the dwarven city. It was fun.

Goblin Squad Member

Quote:
Generally speaking the players behave as if they were starving for a good fight. Full loot translates into either running naked, running with friends, or sticking around a safe area harvesting low end mats.

I think the place this really changes is the open ocean. You can't do much out there without putting an expensive ship on the line, but they've made the profits make that a risk worth taking. I just pulled in a haul worth over twice the value of my 13k gold ship.

Treasure maps are also very profitable, and require you to put a treasure map on the line. While a regular map is only 200-500 gold the best profits come from mediums which are worth 3k gold, and you can get a lot of rare materials from the larges worth 12k gold. These can be looted if someone kills you while your out doing them.

Were I an RPKer I would have about 5-10 harvester kills under my belt from people I run into during treasure maps. As is I've died once and killed one harvester from an RPK group.

Bluddwolf, stealing resources isn't anywhere near as efficient as gathering them. Being a career bandit in this game is not viable despite it's 100% drop rate. That makes me pretty confident in saying a career bandit who exclusively hunts players is not a profitable role in any game, and never could be.

As I said though, if I was an RPKer I could have made 6 kills while out doing other stuff. That means six robberies if DF had a SAD mechanic. That is how successful bandits are likely to work in PFO. People who rob when the chance presents itself, but find other ways to make cash in the meantime rather than waiting on the gold to come to them.

Goblin Squad Member

Most of this has been said above, but since we seem to be allowed to talk about DarkFall here, this is what I posted over at PfOFan.

Quote:

...we should start a list of positives (things we'd like to see in PfO) and negatives (definitely nots). I'm pretty sure that the second list will be longer (the UI itself could take up pages), so I'll start with two positives that have surprised me.

1/. The world of Agon itself. It ain't pretty, I'll grant you, but it is big - massive in fact. I know PfO can't hope to do this at the start, but it would be a nice target. What impresses me more though is the sheer variety within that world. There are mineral veins of varying shapes and sizes, ditto trees and herb bushes; strange temples and ruined villages tucked away in odd places; keeps on rocky outcrops above the plain, tethered down with huge chains; the whole 3 dimensional nature of the world (I road up to the top of a mini-mountain to find a massive (but empty) cave complex inside it - I doubt any other player had been there in weeks). All of this creates a much more "real" feeling than for example the Theme Park zones of Kalimdor. I hope the little dungeon (world?) dressing items are done as well in PfO.

2/. Treasure maps. As a way of getting ppl out of the safe zones and exploring, these are fantastic. I've run 5 so far: ganked once, 3 successes and ganked by the program the last time (DCed and ressed sans everything in backpack, including the map back at bind point - and I'd been right on top of the spot to dig too). They have impelled me to go out and see what's there, and to take a few risks I might not have taken otherwise. I really hope we can find something similar in PfO - perhaps maps to dungeon entrances made by the Pathfinders who find them? I know these instances are supposed to be keyed to a particular player or party, but perhaps there could be a way around that with the sale of a map.

I don't think there's a huge amount to take from DF, but these two things would certainly make PfO a better place for me.

Goblin Squad Member

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The best thing about the group working together in Agon is the group working together in Agon. My TS finally started working and chatting with fellow PFO fans and posters is great (in moderation since I wear headphones most all day at work). We're fun. I like us getting a chance to work together, and enjoy our company. I think the River Kingdoms will be a better place for all of us since we have worked as a group, even for this short time.

Sure, there will (Ryan hopes) a flood of new people coming in to play after OE starts, but I know who I can trust.

Be of good cheer. The diplomacy is coming along. In this environment you'd be a fool to trust a new clan. So we can keep doing what we're doing, gaining skills and filling our bank vault. We will be doing siege warfare before you know it! Stay Classy Goblin Squad!

(NOTE: The music is nice. A bit more foreboding than what I would expect in a city environment in PFO, but it is pleasant to listen to while standing in town chatting, which I do a lot, or gathering in the wilds.)

Goblin Squad Member

The chaos chest system is a nice inclusion but I'm unsure how something like it would be best expressed in PFO.

Chaos Chests are magical treasure boxes that can spawn just about anywhere it seems. They can contain a wide variety of treasure, especially gold in widely varying amounts and also materials, reagents, and gear, often quite nice.

Exploring seems the most reliable way to find them, but they can show up right in a starter town.

Goblin Squad Member

I just watched a 10 minute video of a DFUW PVP battle, and noticed several interesting things.

1. Archery is a must have skill.

2. Switching from Ranged to Melee is almost instant.

3. Cycle through hitting multiple targets, until you find one that is low health, and then chase that one down.

4. Characters Rezzing others are sitting ducks for at least a few hits.

5. A "just rezzed" character is an easy kill.

6. I noticed a message "Gank Kill", when the attacker killed someone on the ground, perhaps just trying to recover without a Rez or bleeding out (not sure)?

7. Self heals / heal pots are a must have.

8. Never stop moving. Since the archery skill is used most of the time, this player was constantly jumping around, especially backwards while shooting.

For PFO, I don't see the pace of the combat being that fast. At least I hope not. I'd like a little more calculated actions, and less button mashing and jumping around.

Goblin Squad Member

@Bluddwolf #6: When your character runs out of health you fall and writhe on the ground for something like a minute or two. If nothing happens, you can get up after that. But while the character is in that state, other players have the option to "gank" or "revive" you.

The combat in PFO is twitch dependent. Both fps and ping affect hitting targets, especially in archery. I wonder if that limits interest in the game. I hope that combat in PFO doesn't rely on my ability and speed with jumping around with the space bar.

Goblin Squad Member

Bluddwolf wrote:
I might still consider this game if I read that PvP and player looting is done fairly well (mechanically).

The PVP mechanics are absolutely not to my taste, and I hope they are quite different in PFO.

Darkfall is essentially a twitch based first person shooter with no character customization options.

1) There are 4 roles, each with 3 specializations. You pick 2 specializations within your role. Each specialization gives you 4 skills, plus your primary gives you a fifth. So as soon as you identify a person's role, which is easily done by armor type, you know exactly what set of combat skills they have.

2) There are no stuns, interrupts or snares. One specialization has a movement impairing skill that draws enemies to him. This is the only way to "peel" that I know of.

3) All skills with a cast time can be done while moving.

4) Attacks are point of aim, and are dodgable.

The above combine to mean there is no way to counter or stop any enemy, your only defense is to constantly run with random zig zags. You run away and avoid when he's using his big damaging skills, and then once they are on cooldown, he avoids, and you chase to use your big damaging skills.

5) There are three resources: health, stamina and mana. You'd think this means you could make a Stamina draining build instead of just beating on someone's health, but all characters have skills that let them transfer between their resources, so you could just consider all three one big health bar.

6) Movement can be done walking, sprinting or sidestepping. Walking and Sidestepping are about 25% the speed of sprinting, so in practice everyone only uses sprint, and standing still means you are dead, so you might as well tape down your sprint forward button.

7) Unless you are mounted, you can only look straight forward, there is no way to move in one direction and look in another direction. Have you played a Hunter in World of Warcraft? The spinning jump shot is a required skill for all roles in Darkfall.

8) Reaction time and latency are major factors in PVP combat.

Maybe the siege combat is where the game shines. (and it appears that sieges happen at regularly scheduled times, instead of being a free for all).

The one on one PVP combats that I've experienced feel like dogfighting in biplanes armed with slow loading cannon.

Goblin Squad Member

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Lhan wrote:
Most of this has been said above, but since we seem to be allowed to talk about DarkFall here, this is what I posted over at PfOFan.

Thanks for cross-posting here, Lhan. I don't remember to check PFOfan very often, and we've got a reasonable expectation here that GW will see your post and put it on a "maybe" list somewhere.

Goblin Squad Member

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I used to play for a while on the EU server. While there was so much about the game I didn't like, I found the mount system to be a good improvement from how it works in other MMOs.

Mounts are expendable, killable, stealable and craftable. I think something similar would be a good fit for PFO.

Goblin Squad Member

Wait. How does "crafting" a mount work?

Goblin Squad Member

Instead of summoning your mount through a purchased ability, as in WoW, you craft a statuette that you use to summon your mount. When used, the statuette is removed from your inventory and a mount is added to the world. When you (or someone else) unsummons the mount (through an interaction with it), a statuette is again added to the desummoner's inventory.

If the mount dies, the statuette will be gone as well. If you die, the statuette can be looted from you/your summoned mount can be stolen.

I think a "horse whistle" would fit better in PFO but I like the general gist of the system. Of course expanding it so that the mounts need to be bred, not simply crafted, might be a good idea.

The point is, mounts exist as real objects in the world that players can interact with, not just as a togglable cosmetic change to a character that allows him to run 3xfaster.

Goblin Squad Member

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Drakhan Valane wrote:
Wait. How does "crafting" a mount work?

It happens in a Laboratory...

Goblin Squad Member

I was killed in PvP once so far...I a warrior against s rogue archer class. They did not kill me fast, but I could not get away and I could catch them, both because they were much faster than I and they were fairly decent at ranged.

Bluddwolf wrote:
1. Archery is a must have skill.

I would agree ranged of some type is.

Blaeringr wrote:
I've also found that PvP is very easy to run away from, even from a group chasing me on battle bears and I'm on foot. I cut around a corner, crouched behind a big rock, and they just charged on by and never figured out where I went.

This is how stealth was intended to work in DFO. Want to be stealthy? be stealthy...avoid ridgelines, move in shadows, crouch while moving (making a smaller target), etc. Initially (pre-release) Tasos, DFO's project lead, said characters in DF would leave tracks on non-hard surfaces (for a short amount of time), make directional noise which changes based upon surface and mode of movement, and even have all this effected by weather. The goal was to make stealth viable by "really sneaking", especially in a 1st person, non-tabbing game. It seems the design headed that way but stopped short of realization.

This last in itself might be considered a lesson learned...

EDIT: Oh, and the guy who killed me in PvP...looted the chaos chest I found, searched me, took my ores, left everything else, rezzed me...and then told me to watch my step...then ran off.

Goblin Squad Member

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KitNyx wrote:
Want to be stealthy? be stealthy...avoid ridgelines, move in shadows, crouch while moving (making a smaller target), etc.

I learned that one quick :)

I was harvesting in PvP V zones (best harvesting rewards) recently, and became very glad I'm a patient man. I was quite content to crouch and move slowly. I would frequently stop to see if I could hear the sounds of other players nearby - riding, running, or fighting. As I was approaching a Chaos Bank (a bank in PvP zones), I thought I saw movement, so I approached very cautiously and sure enough there were two other players fighting there. I turned around and crept away.

If you're patient, you should be able to avoid most PvP. Most PRKers aren't interested in camping out a particular spot waiting for someone to come by.

On that note...

Andius wrote:
Being a career bandit in this game is not viable despite it's 100% drop rate. That makes me pretty confident in saying a career bandit who exclusively hunts players is not a profitable role in any game, and never could be.

I disagree. I think Hideouts change the game significantly, because you no longer have to be in exactly the right spot to notice someone passing by with something you want. Hideouts will allow Bandits to hide out - duh - and still notice traffic that's not right on top of them. I expect the range of that detection ability will be tweaked until an appropriate balance is reached.

Goblin Squad Member

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One think i would like to add here as someone who spent the early times outside the game because i couldn´t get in:

-a good customer servers is worth the employees weight in gold.
-The Aventurine Support was always polite, tryed to figure out the problem, keept my informed, and i didn´t have to ask for a gametime refund, they just offered it.
-regarding druw, i´m much less annoyed now then i was a week ago;)

Goblin Squad Member

For a lesson learned - in Darkfall, gathering in groups can be effective, but it really isn't encouraged. Most of the gathering and PvE combat I've seen is solo players (most of what I've seen is in the safe zones, but not all).

Grouping builds social ties in groups; social ties build loyalty to the game, etc. I think GW is already working this way. I would think there could be lots of ways to make grouping for harvesting in PFO - even (maybe especially) harvesting from nodes - be a winner for the people that group up.

Goblinworks Executive Founder

Once you start hitting villain-level mobs you need either more skill, equipment, or prowess than I have or a group.


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I very much doubt we'll see as much PvP in PFO as there is in Darkfall: Unholy Wars. I remember Darkfall, the first one, because I was quite interested in it but what killed it for me was the seemingly complete focus on PvP over everything else of the community.

The two things I think will mark the difference between Darkfall and Pathfinder Online is mainly the community as has been seen so far on these forums and the fact that PKs in Darkfall do not risk anything.

Goblin Squad Member

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Lesson learned/proven...you can be a noncombat character and still be a valued contributor to the cause. As long as you're still having fun, there are as many ways to play the game as there are players.

Goblin Squad Member

Kzar wrote:

I very much doubt we'll see as much PvP in PFO as there is in Darkfall: Unholy Wars. I remember Darkfall, the first one, because I was quite interested in it but what killed it for me was the seemingly complete focus on PvP over everything else of the community.

The two things I think will mark the difference between Darkfall and Pathfinder Online is mainly the community as has been seen so far on these forums and the fact that PKs in Darkfall do not risk anything.

Kzar, Both of these statements are largely still true. But as Andius will attest, there are very large "safe zones" in each races starting areas. The Dwarf lands safe area encompasses four large cities and a total non-combatant could theoretical spent his her career in DFUW within just one of these zones and contribute hugely to a group's success. (PvPers here would disagree, but Hobs would be content to stay in the safe area, and that's okay! In fact, there is even a marketplace in Cor Ymidhal and a player could use market PvP and never bleed out once.)

You are correct PKs risk very little, but for what it's worth, we are taking down a list of names and trying to manage a way for our clan's members to some day (soon!) get even. The PvP rules DO allow for that as well, and we are growing a little bit each day.

Goblin Squad Member

Regarding logging out or not logging out...EVE allowed a player to stayl logged in all day. You could log in right after server maintenance and stay logged in all day, even if you just sat in the station. So far Darkfall allows this as well, and it is MUCH preferred by me (and many other players) instead of being kicked after 15-30 minutes of idleness. Especially in EVE where I have a little fleet of four accounts, it was a real pain to have to relog all four, set up the fleet again (Alt-Tab is handy, but still troublesome when your video lags out). Staying logged in is preferred...

...plus, if the music is really awesome you can leave it on and have it in the background. And if crafting (like here in Darkfall) refining and salvaging can take blocks of 20 minutes or more. Babysitting your toon should be unnecessary.


DFUW vet here. I have had my eye on PFO for awhile, and find it interesting that you guys are trying out Darkfall in the meantime. I just retired a 188k prowess toon, and can answer pretty much any questions you guys might have about the game....from how to harvest, to large scale naval/siege combat.

I've been a lurker on these forums for a bit, but figured now was a good time to actually make a post and see if I can be of any help.

Goblin Squad Member

Welcome Big Weez, your expertise...err, prowess...is welcome.

Goblin Squad Member

@Big Weez

Thanks for your offer, I am sure you will have quite a few people here who will take you up on it.

If you have any questions about PFO that we can answer, feel free to ask! :)

Goblin Squad Member

I think the major drawback of Darkfall for me is, it is a paid subscription and unlike EVE and eventually PFO, time out of game is time and money lost.

Between my vacation ending, and other PVP tests in games that are F2P + EvE Online, Darkfall will be a $20.00 experiment that will end in a few weeks.

I'm also not overly fond of the combat system, and although the UI was not that difficult to get used to, I'm just much more comfortable with Tab Targeting.


also, forgot to add that I played with OTG for a few months, and Proxy after that, who is in the Blood alliance. More importantly than game mechanics, perhaps, is politics in a game like Darkfall. If you want intel on the movers and shakers, or just the general sense I have of the different clans of significance, all you have to do is ask.

Goblin Squad Member

Big Weez wrote:
also, forgot to add that I played with OTG for a few months, and Proxy after that, who is in the Blood alliance. More importantly than game mechanics, perhaps, is politics in a game like Darkfall. If you want intel on the movers and shakers, or just the general sense I have of the different clans of significance, all you have to do is ask.

Weasel? You still playing? I'm currently taking a break.


well hey there Calidor! I just retired. looking for the next great experience. Will it be PFO?

Goblin Squad Member

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Big Weez wrote:
well hey there Calidor! I just retired. looking for the next great experience. Will it be PFO?

No.. PFO will hopefully be a great experience, but I really hope it's not the NEXT one because it's going to be a long dry spell if that's the case!

Goblin Squad Member

Hardin Steele wrote:
Regarding logging out or not logging out...EVE allowed a player to stayl logged in all day. You could log in right after server maintenance and stay logged in all day, even if you just sat in the station.

Indeed its actually a good thing. However in EVE, the ability to log in, find a good spot, cloak your ship and then go AFK for a half a day and sit cloaked is somewhat controversial though.

Goblin Squad Member

Hardin Steele wrote:

Regarding logging out or not logging out...EVE allowed a player to stayl logged in all day. You could log in right after server maintenance and stay logged in all day, even if you just sat in the station. So far Darkfall allows this as well, and it is MUCH preferred by me (and many other players) instead of being kicked after 15-30 minutes of idleness. Especially in EVE where I have a little fleet of four accounts, it was a real pain to have to relog all four, set up the fleet again (Alt-Tab is handy, but still troublesome when your video lags out). Staying logged in is preferred...

...plus, if the music is really awesome you can leave it on and have it in the background. And if crafting (like here in Darkfall) refining and salvaging can take blocks of 20 minutes or more. Babysitting your toon should be unnecessary.

Change to windows mode and stop alt tabbing... Youll love it.

Goblin Squad Member

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Xeen wrote:
Change to windows mode and stop alt tabbing... Youll love it.

My poor computer is doing it's best, but it really struggled in windows mode for some reason. Not sure what I needed to do to get better performance, but when I tried, I had screen freeze for minutes at a time. More RAM I suspect. Woulda been nice tho.

Some things Darkfall has done well:

-The suspense of getting killed when leaving the safe areas is pretty intense. You can wear good armor and try to defeat your attackers, but if you are doing that you should be with a group. Skulking around trying to harvest the rare essences is fun, spooky, you die sometimes (and if they don't kill you right away you are a bloody, twitching mess til they do). PFO should make leaving the safety of an NPC city or player settlement an adventure, but not absolutely mandatory, as there are many, many players that are content to farm, refine, cook, craft conduct politics, chat with friends, roleplay, whatever! They have no ned or desire to go get killed, and their money pays a monthly subscription fee just like the gankers.

-The clothing and armor is really well done. The variety is very limited, but you can tell right away the next tier of gear is better because it looks so much better. There ain't much of it, but what they do have is nicely done.

-Many of the critters in the wild have pretty good responses to the encroachment of players into their space. The deer leap away, there are badgers that scuttle into the bush, rats scurrying around town...they look good.

-The ships are cool. I was standing on the banks of the lake near the Torvarr starting town of Maghnir and a big ship came up and stopped. About 25 players swam out and climbed up the rope ladders, and at least one I saw climb all the way up to the crow's nest at the very top of the tallest mast. It was really fun to watch.

Some things that are left wanting:

-The variety of harvestable goods is very limited. The in game mechanic to prevent this from being too awful for crafters is they have included "rare essences" that, when combined with the normal harvested items, make 5 increasingly valuable rare raw materials. It works and it keeps the designers item matrix small, but it is a bit disappointing to find the same resources no matter where you go. I am not a fan of camping nodes and hope that is prevented from the resource camp feature, but there is only one type of metal-iron. One type of wood-wood. One type of fiber-cotton. Pretty unimaginative.

-Character visibility-The only times you can look in a 360 degree area is when resting and riding your mount. When resting you are vulnerable and the system doesn't respond to your commands until given the "Stop resting" command. So if you are on your butt when you get attacked, you are in deep trouble. Spend that time looking around while you recover stamina.

-An alignment system would be helpful. The assumption is that everyone you meet in the unsafe areas is chaotic evil. them not attacking you is a pleasant surprise. A more robust flagging system would be helpful for a clan to tag wrongdoers, but the tools to do so are limited.

-The forums say they are working on it, (did I mention this in an earlier post?) but the clan management tools and bank permission tools are a big, fat failure. There are no ranks, no way to limit what a member removes from the bank, the bank window really the view (WoW did guild management pretty well and had a good rank and permissions system. EVE was over complicated.)

Goblin Squad Member

Hardin Steele wrote:
Xeen wrote:
Change to windows mode and stop alt tabbing... Youll love it.
My poor computer is doing it's best, but it really struggled in windows mode for some reason. Not sure what I needed to do to get better performance, but when I tried, I had screen freeze for minutes at a time. More RAM I suspect. Woulda been nice tho.

Its probably RAM, but more then likely Video card.

What are you running?

Goblin Squad Member

Xeen wrote:
Hardin Steele wrote:
Xeen wrote:
Change to windows mode and stop alt tabbing... Youll love it.
My poor computer is doing it's best, but it really struggled in windows mode for some reason. Not sure what I needed to do to get better performance, but when I tried, I had screen freeze for minutes at a time. More RAM I suspect. Woulda been nice tho.

Its probably RAM, but more then likely Video card.

What are you running?

I have 16GB of RAM, and the game runs flawlessly when in Full Screen mode. However, when I run it in Windowed mode, I experience a very noticeable lag in every other application. My guess is that it has nothing to do with the video card or RAM and has everything to do with the Client attempting to process every Windows Message. If you Alt-Tab out, it turns the screen black so you can't see what's happening. I would not be a bit surprised if this were intentional.

Goblin Squad Member

Big Weez wrote:

DFUW vet here. I have had my eye on PFO for awhile, and find it interesting that you guys are trying out Darkfall in the meantime. I just retired a 188k prowess toon, and can answer pretty much any questions you guys might have about the game....from how to harvest, to large scale naval/siege combat.

I've been a lurker on these forums for a bit, but figured now was a good time to actually make a post and see if I can be of any help.

Thanks very much for the offer. I do indeed have some questions.

1. We discovered that Harvesting in PvP V areas was very lucrative, but I guess others found out we were doing it, and there seem to be frequent patrols now where we used to Harvest. Do you have any advice about how to do this more effectively? At the moment, I just dropped down to IV. It's a much larger area, and seems significantly easier to go unnoticed.

2. We're actively working on an Alliance with Old Timers Guild. Any information you can give that would help us there, or just general information about the more significant alliances, would be greatly appreciated.

Goblinworks Executive Founder

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I posted a thing on PFOfan regarding two types of naval vessels.

I'd encourage feedback on that subject to go there, rather than clutter up the Paizo boards.

Goblin Squad Member

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Just wanted to recommend that PFO should definitely include a treasure map system something like the mechanic in Darkfall:UW.

My thought is that a PFO treasure map should point to a specific landmark to search in an escalation hex, and the quality and quantity of the loot should key off the escalation cycle of the hex.

Goblin Squad Member

Being wrote:

Just wanted to recommend that PFO should definitely include a treasure map system something like the mechanic in Darkfall:UW.

My thought is that a PFO treasure map should point to a specific landmark to search in an escalation hex, and the quality and quantity of the loot should key off the escalation cycle of the hex.

I would recommend the Treasure Map expire if the Escalation is defeated.

Goblin Squad Member

While I enjoy the treasure maps in Darkfall, I think they're actually problematic. Two ways Darkfall encourages people to venture into the dangerous zones is to either run treasure maps or to harvest nodes for essences. Both of these seem to be tailored for soloing - maybe it's to give pvp groups something easy to kill. If PFO does something like treasure maps or rarer resources in wilds, they might be designed to reward group efforts a bit more than Darkfall does.

Goblinworks Executive Founder

While treasure maps don't give higher rewards for groups (unless they have multiple maps in the same area), gathering in groups scales rewards linearly with the number of people (provided you don't drain all of the nodes) while being safer (it's harder to take out a group, especially if they scatter when attacked)

Goblin Squad Member

DeciusBrutus wrote:
... gathering in groups scales rewards linearly with the number of people (provided you don't drain all of the nodes)

If there are 10 metal nodes in a map tile, though, it doesn't matter if one person mines them or 10 people mine them, there will only be 51 metal (or rust or sulfur) per node, or 510 metal/etc for the tile, then 3 hours before it can be mined again. It doesn't seem advantageous to mass for that. I'll accept that grouping allows some of the gatherers to attempt to escape once enemy are spotted.

I think there's plenty of space to make grouping more rewarding.

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