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Post by actionjackson on Aug 20, 2015 15:46:10 GMT
first priority should be to get that license deal Then launch df1 in a 2012 state. then start adding content.. ( new mobs // Q6 enchance materials // new armor // NPC quest givers // land towers which are already ready to implent // underwater cities? ) Nobody in the right mind( and played the game on meta level) wanne do any form of adjustments to the combat in darkfall And keep your hands of the economy in df1 ( loottables) Then you actually start to debat stuff like territory control.. what they did in mortal online should also work in df1.. Guardtower placements in the world which is connected to the ingame map of the game. Guardtowers with bank and limited bindspots ( free placement) Adjust the siege system like this: You can only siege an enemy holding when the guardtowers are connected from your holding to the enemy holding = territory control = pvp 24 hours a day But then again.. people need to figure out what is actually possible regarding the coding.. making the ingame map interactive is already a hard task prolly This!!!! And dont touch combat and economy at all. More sand in the box and more endgame content is always welcome
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Post by ambal on Aug 22, 2015 5:22:27 GMT
I want Darkfall and not some mix of Uw and Dfo plus some ideas people have. Casting without a staff and a prowess system are a no go! I don't want a mix too, but there's few things in UW that we always wished DFO would have before UW was a thing. 1 We wanted salvaging, but honestly, we never knew it was gonna be that way. I want a very simple salvaging system, not new, broken items that we can do nothing with, but salvaging, not an high requirement on gold to salvage and you shouldn't be forced to be a crafter yourself to salvave an infernal piece of armor because salvaging and crafting is 2 different things(Not in UW tho). 2 Markets in Clan cities. House vendors are cool and i want that to stay, but we always wanted to see markets in clan cities. 3 Faster mounts on roads. I don't know what the hell you guys want for DFO, but we don't want nothing, that's for sure. You all sound like you want nothing, but DFO. I for one, don't want combat and the economy to change. That's it. I'm also 100% against a cash-shop. The game will cost 15$ a month. Everything else should either be craftable or a rare drop. In DFUW, ppl make gold out of Duels and Cosmetic. They still get an advantage from them because they can get some gold in return. so if there has to be a cash-shop, you should never be able to trade or loot these items. "I don't want a mix too, but there's few things in UW that we always wished DFO would have before UW was a thing." wrong answer, theres nothing in DFUW that i'd like to see in DFO. "We wanted salvaging, but honestly, we never knew it was gonna be that way." salvaging was always on the bucket list, but NEVER the way AV portrayed it, and seriously you don't think that only a crafter can properly disassemble a carefully constructed piece of equipment? the average person will botch the attempt 99 times out of 100. i disagree that if crafting is implemented that you shouldnt have to know how to make it to break it. at the VERY least, there should be a severe disadvantage to the average schmuck trying to break down a suit of infernal. it's like asking a high school dropout that failed auto mechanics(and is not mechanically inclined) to dismantle your car, and expecting something good to happen. so no, thats a bad idea. "Markets in Clan cities. House vendors are cool and i want that to stay, but we always wanted to see markets in clan cities. " first off, i NEVER wanted markets..period. but... if they're in clan cities ONLY then i'm ok with that. but the housing vendors need to stay. "Faster mounts on roads." not really. no. bluetails were fast enough. i dont care how realistic it might be for people for their slow mounts to go faster on roads.. i dont want to see it implemented in the game. the reason behind it, is someone has to 'tweak' that thing to get it right and i dont want anyone adversely effecting the speed of my bluetail because of some perceived imbalance due to no roads.. next thing they'll do is start throttling the speed down in forests and such.. dont want it ... thank you but no sir. cash shops are a no go in my book..glad we agree on that
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Post by ambal on Aug 22, 2015 5:25:57 GMT
first priority should be to get that license deal Then launch df1 in a 2012 state. then start adding content.. ( new mobs // Q6 enchance materials // new armor // NPC quest givers // land towers which are already ready to implent // underwater cities? ) Nobody in the right mind( and played the game on meta level) wanne do any form of adjustments to the combat in darkfall And keep your hands of the economy in df1 ( loottables) Then you actually start to debat stuff like territory control.. what they did in mortal online should also work in df1.. Guardtower placements in the world which is connected to the ingame map of the game. Guardtowers with bank and limited bindspots ( free placement) Adjust the siege system like this: You can only siege an enemy holding when the guardtowers are connected from your holding to the enemy holding = territory control = pvp 24 hours a day But then again.. people need to figure out what is actually possible regarding the coding.. making the ingame map interactive is already a hard task prolly MOST of the time i agree with you, but not with the 'guard tower' idea from Mortal, as soon as they start doing that the end up going exactly in the territory control direction, which is a miserable failure in uw.
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Post by ambal on Aug 22, 2015 5:30:06 GMT
This would be acceptable if you were funding the purchase of the game from your own / company funds, as an investment or profit making scheme. But you are actually proposing buying the game with OUR money. In that case it is up to your financial backers to consider what they want for their cash. If the backers are happy to have the game, as was, with it's expected population. Not as a game for the next decade, moving in new directions, capturing new players, but simply for the chance to play DF again with the old core population of the original game. That is after all why we joined this forum. Who are you to decide that is not enough? This is why I will not give you a single penny for your project. because you are essenialy asking for our cash to fulfill your vision of the game - without any real discussion. Not to mention the fact you are acting as if this is a done deal, when in reality you have nothing but a letter you sent to AV. You don't have any funding, any technical know how to even come near offering the changes you propose or anything more than a few emails with a company no one trusts. Your project seems as credible to me as AV right now. Casting without staffs?! You serious?! That removes a whole layer of skill from combat - for no reason whatsoever... Zaffax, you're being over zealous for DFO. We're not all like that, but we all share one thing in common: we want DFO back. Kimoshu is a vet, but not a vet like most because he is not known as a fighter, but as a middle-man. We just need to guide him. Do you have a better option? We can't do nothing for the EMU for now. We can still help kimoshu and see how far he can go with it. The most realistic option ATM is to support Kimoshu and you know it. He thinks it's better to cast transfers without a staff. We don't think that way. Our job is just to let him know that. We don't have to curse him, or to threat him. Say what ever you want and you don't even have to say that you won't support the project. DFO got the worst community in gaming and i know Kimoshu is used to it, but it must stop at one point. DFO certainly had/has the most toxic community out there. But he still has no right taking a game that we loved and distorting it to what HIS idea of a game should be. It's his perogative what he does and does not do, but we do have the right to tell him straight up that we will not support him if he does something stupid like cash shops, faster mounts on roads etc...
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Post by ambal on Aug 22, 2015 5:36:25 GMT
The crazy thing is this, people are talking about the mounts/road system from UW like it's a perk or a cool new thing. What you're not stopping to realize, is that they HAD to implement faster mounts on roads to counterbalance the fact that they STOPPED LETTING US HAVE BLUETAIL RUNNERS.
the only MOUNT related issue that I ever had with DFO, was watching people run/cast etc to keep up with mounts and ships. i'm sorry but that crap should never ever happen. no matter how great of a caster you are, you should never be able to keep up with a ship. same with mounts, i used to get ran down while on my bluetail and beaten to death by people that knew how to abuse the hell out of the game's physics. its my opinion that nothing needs to be done to mounts or mount speed, but that the physics should be examined to see if theres some way to physically limit the speed of motion and distance travelled by people doing the wof/stormblast combo in the water (or anywhere else). players simply should not be able to fly or be propelled as if flying that far ever. and THIS was my biggest contention in DFO, i always despised that some idiot wolf could just sprint and chase me down while i'm on the fastest land animal in the game and i always thought it was retarded to watch people swimming and casting etc to catch up with ships.. you should have to use a ship to catch a ship, or ride on land beside it on the fast mount to catch it. nobody should ever be able to catch up to a horse/bluetail or ship without having the same mode of transportation or better themself.
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Post by haykand on Aug 22, 2015 9:29:29 GMT
Some are suggesting that Kimoshu was not a pvpr, so he requires "guidance" from pvpr...NO, he does not need "guidance"; yes, we all can give suggestions, but anyone who had a business or a managing position knows very well that a skilled worker does not (necessarily) make a good manager/entrepreneur in his specific field; translated to the MMORPGs: a good Pvpr does not (necessarily) make a good leader or even more a good game designer. In fact Frank (SUN) was not a good pvpr but a very successful guild leader; the mental characteristics that make a good pvpr many times (but not always) are conflictual with the ones that make a good planner/strategist etc.
Yes we want bluetails back, but roads can still be faster: it makes sense, it will add immersion, it will give pvp (ambush) opportunities. Once again we see the childish/simplistic idea that "since it was that way in DFO, it cannot be in any other way"...speaks volume about the narrow-mindedness of many people posting here.
We read people saying "Kimoshu has no right to do this or that"...WHAT? Do your own thing then, no one pre-empts you from doing it....and you know why you cannot do "your own DFO thing? For exactly the same reason that a good pvpr is many times unable to do more than simply uber fighting inside a virtual world.
Kimoshu, please remember that the more you will go ahead with your plan, the more pressure you will feel from all sorts of odd individuals. Ignore the trolls, go ahead, do not worry; the "complainers" will join the game when it is ready and with the added changes that it requires.
Regards HayKand
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Post by bloodymurderer on Aug 22, 2015 16:59:35 GMT
i disagree that if crafting is implemented that you shouldn't have to know how to make it to break it. at the VERY least, there should be a severe disadvantage to the average schmuck trying to break down a suit of infernal. it's like asking a high school dropout that failed auto mechanics(and is not mechanically inclined) to dismantle your car, and expecting something good to happen. so no, thats a bad idea. To me then, there must be 2 ways to salvage something. Option number 1: it should not require a skill in crafting. The way the system works in DF UW, it does not makes any sense that it would require some basic crafting skills just to salvage some pieces of equipment. Basically, all you do is burning down a piece of armor and you get some refined mats from it in return. Anyone, even us can do that if we go back in time. Savages used to do that back in the medieval time i guess. Game of thrones spoiler from Season 1: (NVM, i don't see the spoiler code and i can't place a link without the thumbnail.) Also, the fact that anyone can refine conversion mats is reason enough to allow everyone to salvage anything that way. Option number 2: and that's what i wanted for DFO, not the system above. Just like in the fallout bethesta series, you should be able to mix-match some pieces of equipment that go well together only if you got the skill required to craft it. The new reformed item should have higher durability and damage restored back up. Yes, i also think that the lower the durability, the less effective it should be. If not, most will keep on carrying mob dropped super low dura gears with enhancement on them. They did that for JB's, R50's, full-plate body-armor and helmets, but that's up for an other debate.
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Post by ambal on Aug 23, 2015 9:16:26 GMT
Some are suggesting that Kimoshu was not a pvpr, so he requires "guidance" from pvpr...NO, he does not need "guidance"; yes, we all can give suggestions, but anyone who had a business or a managing position knows very well that a skilled worker does not (necessarily) make a good manager/entrepreneur in his specific field; translated to the MMORPGs: a good Pvpr does not (necessarily) make a good leader or even more a good game designer. In fact Frank (SUN) was not a good pvpr but a very successful guild leader; the mental characteristics that make a good pvpr many times (but not always) are conflictual with the ones that make a good planner/strategist etc. Yes we want bluetails back, but roads can still be faster: it makes sense, it will add immersion, it will give pvp (ambush) opportunities. Once again we see the childish/simplistic idea that "since it was that way in DFO, it cannot be in any other way"...speaks volume about the narrow-mindedness of many people posting here. We read people saying "Kimoshu has no right to do this or that"...WHAT? Do your own thing then, no one pre-empts you from doing it....and you know why you cannot do "your own DFO thing? For exactly the same reason that a good pvpr is many times unable to do more than simply uber fighting inside a virtual world. Kimoshu, please remember that the more you will go ahead with your plan, the more pressure you will feel from all sorts of odd individuals. Ignore the trolls, go ahead, do not worry; the "complainers" will join the game when it is ready and with the added changes that it requires. Regards HayKand i'm not narrow minded, i simply do not want anything related to UW coming over into DFO. He has the right to do what he wants with the game, i have the right to dislike his suggestions and tell him about it. It has nothing to do with narrow mindedness. sure roads being faster make sense, but i do not want it in the game BECAUSE it came from UW which is a perversion and slap in the face of DFO.
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Post by ambal on Aug 23, 2015 9:25:12 GMT
i disagree that if crafting is implemented that you shouldn't have to know how to make it to break it. at the VERY least, there should be a severe disadvantage to the average schmuck trying to break down a suit of infernal. it's like asking a high school dropout that failed auto mechanics(and is not mechanically inclined) to dismantle your car, and expecting something good to happen. so no, thats a bad idea. To me then, there must be 2 ways to salvage something. Option number 1: it should not require a skill in crafting. The way the system works in DF UW, it does not makes any sense that it would require some basic crafting skills just to salvage some pieces of equipment. Basically, all you do is burning down a piece of armor and you get some refined mats from it in return. Anyone, even us can do that if we go back in time. Savages used to do that back in the medieval time i guess. Game of thrones spoiler from Season 1: (NVM, i don't see the spoiler code and i can't place a link without the thumbnail.) Also, the fact that anyone can refine conversion mats is reason enough to allow everyone to salvage anything that way. Option number 2: and that's what i wanted for DFO, not the system above. Just like in the fallout bethesta series, you should be able to mix-match some pieces of equipment that go well together only if you got the skill required to craft it. The new reformed item should have higher durability and damage restored back up. Yes, i also think that the lower the durability, the less effective it should be. If not, most will keep on carrying mob dropped super low dura gears with enhancement on them. They did that for JB's, R50's, full-plate body-armor and helmets, but that's up for an other debate. as for option number 1.... go take apart your favorite 2 or 3 shirts and attempt to put them back together as one well constructed shirt. Unless you're a tailor/seamstress its not going to happen. its the same with crafting anything. when that guy at the furniture factory corrects 'mistakes' in the wood of your new table so that the varnish will dry correctly and look good, he's CRAFTING it. my father built furniture for most of his life. Yes you can take it apart and put it back together, but it does not make you a craftsman. Its an art form, and expecting anyone to be able to 'break something down' with any remote hope of actually having usable parts... unless its a table, its not happenin. my neighbor is a leather worker and agrees with me on this point. people who do not know what they're doing, will ultimately screw up the work and quality of the material rendering it useless. option number 2, more workable and made sense in that game. not sure how it would work for dfo though. it'd be cool if you could take an existing full plate chest, throw on some well crafted dragon scale attachments and get a 'modified' dragon armor. it'd be interesting to say the least.
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Post by kimoshu on Aug 24, 2015 1:28:52 GMT
Some are suggesting that Kimoshu was not a pvpr, so he requires "guidance" from pvpr...NO, he does not need "guidance"; yes, we all can give suggestions, but anyone who had a business or a managing position knows very well that a skilled worker does not (necessarily) make a good manager/entrepreneur in his specific field; translated to the MMORPGs: a good Pvpr does not (necessarily) make a good leader or even more a good game designer. In fact Frank (SUN) was not a good pvpr but a very successful guild leader; the mental characteristics that make a good pvpr many times (but not always) are conflictual with the ones that make a good planner/strategist etc. Yes we want bluetails back, but roads can still be faster: it makes sense, it will add immersion, it will give pvp (ambush) opportunities. Once again we see the childish/simplistic idea that "since it was that way in DFO, it cannot be in any other way"...speaks volume about the narrow-mindedness of many people posting here. We read people saying "Kimoshu has no right to do this or that"...WHAT? Do your own thing then, no one pre-empts you from doing it....and you know why you cannot do "your own DFO thing? For exactly the same reason that a good pvpr is many times unable to do more than simply uber fighting inside a virtual world. Kimoshu, please remember that the more you will go ahead with your plan, the more pressure you will feel from all sorts of odd individuals. Ignore the trolls, go ahead, do not worry; the "complainers" will join the game when it is ready and with the added changes that it requires. Regards HayKand I've always liked having opinions around that were different than my own. Having someone disagree means that I have to really think through the idea and make it perfect, consider other angles. I like debate and discussion because out of it come great ideas. I've lead a few design groups before and I always like stacking differing opinions.
Darkfall is a complex game made to cater to large groups, small groups, solo, PvP and non PvP, good and evil, crafters and killers, adventurers and builders, roleplayers and elite competition. For this reason there has always been very different opinions around the game. I've tried to mimic this mixture with the people who signed onto the project for game design. Some have roleplay preferences, some prefer sandbox and no direction given to them, others just want to fight and others like to explore and find interesting lore. Ultimately I'll be leading how we proceed but that direction will come from discussion from the community and those dedicated veterans who signed on to help this project.
Part of Aventurine's problem is they don't have a director like that leading DFUW. So ideas and direction come from multiple areas and why they have come to the mess they have now. DFO was far superior because it wasn't overcomplicated, features made logical sense and the game was far more immersive in the atmosphere. The players and situations felt unique and urgent, every action had purpose and reward. When I play DFUW I feel like I'm watching a character do actions, when I played DFO I felt like I WAS the character doing those actions. I remember getting butterflies jumping off high places when I first started playing. My heart pounding whenever I was in combat. In DFO you lived the game it was up close and personal. One of my gaming buddies who I met in Darkfall used to have to take a break and have a smoke after climbing the chains up to centre dungeon! Because he's afraid of heights and the climb made him super anxious lol. That's the kind of feeling Darkfall gave a player, I don't feel that in DFUW, no matter how much prettier they make it.
-Andrew
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