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Post by djhugo on Jun 30, 2015 13:27:55 GMT
They made their intentions very clear: they did not create this company to make money.
As for faster skill gain and skill diminshing over time; I'm all for this. This was precisely what I was expecting moments before logging into first wave beta.
Little did I know they hadn't actually implemented any form of skill organization or limitation. This is the mean reason I actually like the prowess as, were it implemented in Darkfall, there would actually BE a system.
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Pman
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Post by Pman on Jun 30, 2015 14:55:19 GMT
They made their intentions very clear: they did not create this company to make money. Like i believe this statement. But if is true then they can sell the DF1 license without any worry since they don't care about money so they don't care about how much people will play UW or DF1 too. But back to reality, they want make money.
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Post by kimoshu on Jul 1, 2015 0:08:28 GMT
Was busy last several days I'm going to read up all the replies and answer some questions later tonight.
-Andrew
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Post by kimoshu on Jul 1, 2015 4:11:17 GMT
Ok so a few things about what's happening with the project:
The primary goal is to relaunch the game with little changed so as to quickly get it operational. After it is up and running there is a document of immediate small changes, balances and tweaks I have been developing. There is also a list of more long term features and direction of where to take the game once launched. There's a lot of small things for all aspects of the game but the big focus we've seen as most important is going to be two things: Accessibility and Dynamic/Sandbox content.
Accessibility: -Make the content in the game more accessible to players. Things like Warhulks, cannons and ships be reachable for small or more casual groups too. We don't want to make everything super cheap and too easy to get but we do want to see more deployables used especially more people using ships and Warhulks. -We also want to make it possible to get a reasonably powerful character without macroing or no-lifing the game for months. We plan to do this through a mixture of opening meditation to all non-crafting skills and making it work when online as well. We also will look at front-loading skills and stats to give more benefit to lower levels and leveling past 75 give only a relatively small benefit. Also to increase the gains bonus for hitting mobs considerably and to make non-damage spells level faster to prevent burnout.
Dynamic/Sandbox content: -I feel that one of the biggest reasons Darkfall didn't reach its potential was the lack of dynamic, player-driven sandbox content. We plan to look at adding in persistent deployable crafting stations, storages, housing and defensive items that are fully player crafted. Also adding in previously rare drops as recipes for things like astrolabes, orbs, teleport pads, etc. -Specializations were a very good idea but never fully fleshed out, barely even started in some opinions. We will look at adding in additional specs for melee, archery and magic and potentially crafting/harvesting as well as balance for the current ones.
We will release a more complete and organised list when it is ready but currently the document is scattered and not ready for release. There is still much discussion to be had and we are not sinking much time into working out specifics too much right now just getting the ideas together to focus on. We are still waiting for word from AV on licensing and we don't want to waste time making a development schedule for nothing.
I've been in touch with 2 of the original developers and both are not interested in working directly on the project but are open to answering questions. I'm still trying to get a hold of 2 others, one of which is the original server programmer. His online contacts weren't as easy to find but I'm hopeful I can reach him through the other devs.
I've spoken with Axilmar and with another staff member who will be bringing the project to AV management's attention. These things take time it doesn't happen overnight so we need patience to get answers and a team together. So far we have over half a dozen programmers who have offered to help on the project and whom we have on our volunteer list. We also have a whole bunch of other people who have offered help with artwork, marketing, advertising campaigns and even forum moderators and web design. I'm very happy to see the community coming together to help on this project there's so many things to do we will have work for anyone who can volunteer time to help. We'll start setting up more official teams and duties once we get licensing secured and figure out the work needed to relaunch a fully operational server.
In terms of financing we are primarily planning a kickstarter campaign for funds to get the game back to production. If we do get the right answers on licensing and back end work to relaunch we will also seek out potential investors but it's too early for that right now.
I hope that helps answer some of the questions people had. I'll check back here to answer questions or contact us through email or twitter:
Email: dforeturn@gmail.com Twitter: @dforeturn
My personal twitter and Skype: Kimoshu
Thanks for all your support guys!
-Andrew
PS: Big thanks to Kaerion as he has been a very helpful partner in organizing, responding to emails and coordinating efforts!
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Post by zaffahex on Jul 1, 2015 5:59:28 GMT
Impressive - nice work.
The outline of your tweaks list sounds pretty reasonable to me, not too heavy handed with the otiginal design - which is my concern with alterations suggestions.
Thanks for your efforts! Will be interesting to see if AV really is serious about liscensing as I think your approach has been well put together enough to be at least taken seriously - if they are for real.
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Pman
Members
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Post by Pman on Jul 1, 2015 9:47:55 GMT
Ok so a few things about what's happening with the project:
The primary goal is to relaunch the game with little changed so as to quickly get it operational. After it is up and running there is a document of immediate small changes, balances and tweaks I have been developing. There is also a list of more long term features and direction of where to take the game once launched. There's a lot of small things for all aspects of the game but the big focus we've seen as most important is going to be two things: Accessibility and Dynamic/Sandbox content.
Accessibility: -Make the content in the game more accessible to players. Things like Warhulks, cannons and ships be reachable for small or more casual groups too. We don't want to make everything super cheap and too easy to get but we do want to see more deployables used especially more people using ships and Warhulks. -We also want to make it possible to get a reasonably powerful character without macroing or no-lifing the game for months. We plan to do this through a mixture of opening meditation to all non-crafting skills and making it work when online as well. We also will look at front-loading skills and stats to give more benefit to lower levels and leveling past 75 give only a relatively small benefit. Also to increase the gains bonus for hitting mobs considerably and to make non-damage spells level faster to prevent burnout.
Dynamic/Sandbox content: -I feel that one of the biggest reasons Darkfall didn't reach its potential was the lack of dynamic, player-driven sandbox content. We plan to look at adding in persistent deployable crafting stations, storages, housing and defensive items that are fully player crafted. Also adding in previously rare drops as recipes for things like astrolabes, orbs, teleport pads, etc. -Specializations were a very good idea but never fully fleshed out, barely even started in some opinions. We will look at adding in additional specs for melee, archery and magic and potentially crafting/harvesting as well as balance for the current ones.
We will release a more complete and organised list when it is ready but currently the document is scattered and not ready for release. There is still much discussion to be had and we are not sinking much time into working out specifics too much right now just getting the ideas together to focus on. We are still waiting for word from AV on licensing and we don't want to waste time making a development schedule for nothing.
I've been in touch with 2 of the original developers and both are not interested in working directly on the project but are open to answering questions. I'm still trying to get a hold of 2 others, one of which is the original server programmer. His online contacts weren't as easy to find but I'm hopeful I can reach him through the other devs.
I've spoken with Axilmar and with another staff member who will be bringing the project to AV management's attention. These things take time it doesn't happen overnight so we need patience to get answers and a team together. So far we have over half a dozen programmers who have offered to help on the project and whom we have on our volunteer list. We also have a whole bunch of other people who have offered help with artwork, marketing, advertising campaigns and even forum moderators and web design. I'm very happy to see the community coming together to help on this project there's so many things to do we will have work for anyone who can volunteer time to help. We'll start setting up more official teams and duties once we get licensing secured and figure out the work needed to relaunch a fully operational server.
In terms of financing we are primarily planning a kickstarter campaign for funds to get the game back to production. If we do get the right answers on licensing and back end work to relaunch we will also seek out potential investors but it's too early for that right now.
I hope that helps answer some of the questions people had. I'll check back here to answer questions or contact us through email or twitter:
Email: dforeturn@gmail.com Twitter: @dforeturn
My personal twitter and Skype: Kimoshu
Thanks for all your support guys!
-Andrew
PS: Big thanks to Kaerion as he has been a very helpful partner in organizing, responding to emails and coordinating efforts! Didn't knew you are still doing all this stuff, is an amazing work organizing all this and make it work properly. However the main problem is unfortunately AV, they still haven't reply at all and maybe they don't care about your effort, but if you asked Axilmar for help maybe things can hopefully move. For the rest i agree on everything you wrote, make DF1 a true sandbox and not just an arena for few nostalgic fraggers, also good you consider more specializations for different playstyles and player driven content (master crafters and gatherers completely dedicated to craf gear and refinement for their own guild are a plus). Thanks Andrew for all your hard work, when you have any new please tell us.
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Pman
Members
Posts: 53
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Post by Pman on Jul 1, 2015 15:15:41 GMT
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Post by kimoshu on Jul 1, 2015 17:12:24 GMT
Yeah I was busy over the weekend and last couple of days. I'm also without a computer most times so I am on my mobile writing things out when I get time here and there. There's a lot of waiting in between while getting answers but I'll keep updated when we have any progress.
I'm going to be working on the document with a few guys over the next few days and when it's organized nicely I'll post it for feedback from the community. It will be in 3 parts: Immediate small tweaks/balances, new content/features and long term future focus for the game.
Anyone wanting to put ideas out now I'll keep them in mind.
-Andrew
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Post by bloodymurderer on Jul 1, 2015 18:15:58 GMT
@ kimoshu. For the specialization thing: i don't think we need too much more. For mages, we just need a healer specialization. We also need archery and melee standalone specializations. Destroyer was both archery/melee at the same time. There was no point to take destroyer without mage-killer or an other archer specialization. Then, adding more active skills for warriors/archers would be good, but pls, no easy AOE explosion or no additional life-steals/heal. I don't want anything that can potentially ruin the whole transfer-gameplay just like the way they ruined it for DF UW and the shitty TTK. There is no need for elemental mage specialisation: You only need to craft a fire staff to make your fire spells become more powerful. I know some players who did just that, crafting a fire-staff to cast nothing, but fire spells. No, the build was not made for a firelord role-player, it was actually made-up to allow a mage to deal more damage with fire and it work. The reason a build like that was not popular, it's because the items that you had to gather to craft these staves were not as easy to find as blackbolts or Cobra staves. Cobra staves were expensive, but so localized that it was never rare nor hard to find some Q5 taints. The least that you should do for mages is adding their own set of robes. The current DFO robes sux. For accessibility: I agree with your goal but not with the path you chose to take to get there. You don't want to make everything easier to get, you want to make everything craftable instead as it should be. We should be able to craft Nexus, astrolabes and any other rare items, but luckily finding one of these rare items should become just as hard to craft just to conserve the balance. Boats were never too rare (excluding) the Man-o-war. Canon are present in every single sieges so i don't know how you concluded that they were not common enough. And pls, don't think too much of the newb clans. They will rise as soon as they learn how to play. Take NME for example: they started from nothing. After not too long, they became a threat. Also, 1700 signed for the petition. Don't develop the game based on the assumption that there will only be less than 80 players online at all time. As for the war-hulk, making them cheaper won't change a thing. They were never that useful. Why do you think? Walls are useless. You can get over a wall in 1 sec. I got nothing against how easy it was to jump across a wall, i'm just saying that warhulks were useless for that reason.
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Post by zaffahex on Jul 2, 2015 2:06:56 GMT
@ kimoshu. As for the war-hulk, making them cheaper won't change a thing. They were never that useful. Why do you think? Walls are useless. You can get over a wall in 1 sec. I got nothing against how easy it was to jump across a wall, i'm just saying that warhulks were useless for that reason. You need to take down city walls to siege lol.... Your theorycrafting is great to read and all - but you seem to have a pretty scant knowwledge of the game mechanics. Sorry but it has to be pointed out.
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