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Post by copperfield on Aug 5, 2015 19:19:12 GMT
its good to look into the future.
But currently there is no sight of df1 yet..
Besides that i dont think it would be wise to adjust df1 from 1 person single vision of the game..
If Df1 comes up.. the correct way to debat future updates and or patches is to have open debats and or polls on a website and not a single person mindset
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Post by ambal on Aug 5, 2015 22:54:41 GMT
Kimoshu, hopefully you aren't considering half of these dumb asses suggestions on how to "fix" DFO. 99% us are here because of how much we love DFO combat, please don't AV us. I don't agree with the direction DFUW went and I don't plan to make any major changes to how combat works in DFO except fleshing out specializations. The plan is to balance and add more specializations to give more choices but the jack of all trades will always be there. I haven't finalized the design plan but essentially I'm looking to implement a 3-5 point specialization system: -Small bonus no or little tradeoff, 1 spec point -Medium bonus, moderate tradeoff, 2 spec points -Large bonus, large tradeoff, 3 spec points.
I have about 10 to 12 new moderate and large specs roughed out to add in and will be aiming for 20 to 30 total specs to start the system to allow for a large amount of specialization of play styles. This is something that will be a first big feature focus should we move the project to development.
Most things we are wanting to do are adding additional content and sandbox tools. Adding more things to fight over and more things for non PvPers to do.
-Andrewi'm confused, does this mean you're intending to change dfo over to the UW specialization model? isnt uw failing specifically because of specializations?
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legs
Members
Posts: 10
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Post by legs on Aug 5, 2015 22:57:11 GMT
These specs wouldn't add in any skills they would simply give passive bonuses and tradeoffs. Buffing magic would limit archery and melee, buffing melee limits ranged potential, etc. They would be a series of choices to specialize each character and if mild specs are taken then you wouldn't have anything hindered or blocked from a jack of all trades play style. Most would be minor but there will be several options and balance will be of big concern. We'd balance regularly till we're satisfied, making small changes to make them fairly equal. Full balance is impossible but we want to make sure they are very close and that each is fun and useful. Skill cap we won't put in however I'm considering specs that make crafting more specialized to prevent one man master crafters. -Andrew [/font][/quote] freedom and player skill above all else, if people want to specialize they must be prepared to be a gimp compared to others limiting master crafters was never a bad idea, for the RPG n all that :\ good answer, i'll hold you to this post
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Post by ambal on Aug 5, 2015 23:02:51 GMT
seriously, i'd love to see darkfall come back. but not at the cost of it's integrity. it needed more content, not a revamp. i'm not so sure that the die hard fans that submitted 1500 signatures, would be cool with the new dfo team just randomly throwing in things that dont belong in dfo. item shops, specializations/roles (you can name it anything else, still means the same thing...restrictions), etc. we wanted more content, more mobs, we wanted our clan menu to not take 4 mins to load (same with all of the php/chrome requirements in the gui), we wanted more territory, maybe another continent, with more available holdings and resources etc. everyone who is talking about bringing dfo back (save the few dedicated to the emu) are talking about making changes, changes to the gui, changes to play styles, changes to mechanics... AV talked about changes, and we got UW... do we reeeeeeaaaalllly wanna follow in their footsteps and change the one thing we're fighting to get back? it's tantamount to suing your wife for the family dog during a divorce, and then trading the dog to someone else for a better TV.
i just dont understand why people want to change dfo, when we havent even gotten it back yet.
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