Skrevet 07 October 2010 - 00:36
Syns jeg har lest at det har vært mye trøbbel med EU serveren, står jo i expansion note tråden:
Har også lest at det har vært en del ustabiliteter tidligere med EU serveren, syns det er litt merkelig at det skal være så mye trøbbel med EU serveren og ikke US serveren.
Skrevet 07 October 2010 - 00:47
EDIT: da var klokka 8 om mårran og fremdeles ingen download . må slutte å sitte oppe om natta hver gang det er en ekspansjon.
Skrevet 10 October 2010 - 13:56
Skrevet 04 December 2010 - 13:58
Skrevet 08 December 2010 - 11:53
EDIT: Får et GTX 580-kort i erstatning for mitt gamle defekte GTX 295
Skrevet 01 February 2011 - 19:29
Mange gode nyheter
Patch notes January 27th
Overall Skill gain rate has been increased significantly
Price of meditation slashed
Time of meditation slashed
More skills available for meditation include:
Skrevet 04 February 2011 - 02:38
Mange gode nyheter
Patch notes January 27th
Overall Skill gain rate has been increased significantly
Price of meditation slashed
Time of meditation slashed
More skills available for meditation include:
Vært sagt noe mer om environmental sounds eller hva det het?
Skrevet 11 February 2011 - 01:32
In today's patch the main focus is on bug fixes, and we managed to take care of some persistent ones. Additionally we’ve added new clan control tools, and meditation has been extended.
Fixed a bug where buffs from enchanted weapons would remain active after the weapon had been sheathed.
Addressed a bug related to 'dungeon logging': If you logged out during a teleport to a dungeon, you would respawn back at your bindstone. Now in most cases you will spawn at the location where you first entered the dungeon from. This is a complex issue that we're still working on.
Fixed a bug where the crafting animation would not stop on completion (and would continue to play a crafting sound).
Fixed a bug where renaming a bag with special characters would cause the client to crash.
Fixed a bug with missing damage messages when attacking event monsters.
Fixed a bug where visual effects from crafted armor would be visible after death/revive and removal of that armor.
Fixed a bug where enchanted item buffs would stop working after death & revive.
Fixed a bug where sometimes the clan vault page was not up to date with the actual contents of the clan vault.
Fixed a bug regarding the mayors of a city. When a mayor is placed/removed in a city, all clan members will now get notified of this.
Fixed a bug where players from an enemy clan were still being attacked by guard towers after a peace treaty had been negotiated.
Additions to the Clan system:
Clan bank policy
There is now a Clan bank policy tool available. The same rank that is allowed to set guard tower policy can also set the policy for the clan bank through the clan pages.
The available options are:
allow access to everyone
allow access to everyone except enemies
allow access to allies only
allow access to clan members only
Update: this is currently only available to Supreme Generals but we'll correct this in a hotfix tomorrow.
War Status Time Out
There is now a timeout for war declarations. All declared wars will time out after one week. After this you are free to declare war on the same enemy immediately again.
Should the timer run out during a siege, the timer will be delayed and the war will end one hour after the siege has been concluded.
Bindstone bug fixes/changes
If the political affiliation to a clan changes from allied to something else, the players bound to a bind stone will now be kicked.
If a player is bound to a greater stone and is removed from there because of alignment change, he will be rebound to a chaos stone and not a clan stone.
Willpower is now available for meditation
Fitness is now available for meditation
Moved some messages from misc filter to proximity filter in news reel page.
We finally managed to convince the inhabitants of Agon that Christmas is over for real.
Skrevet 07 March 2011 - 15:18
The Making of Darkfall
Interessant! Litt småteknisk stoff og. Artig
Skrevet 08 March 2011 - 16:40
The Making of Darkfall
Interessant! Litt småteknisk stoff og. Artig
Spiller noen timer hver uke, men ikke fast enda. Nå har de endelig fått fikset den enorme stats grinding'a. De har satt opp hastigheten flere ganger og nå har de igjen satt den opp til dobbel hastighet. De gir ut 25000 gratis meditation-points ( ut mars ) som hjelper deg med å øke skills offline.
Nå venter jeg bare på enveiroment sounds, nytt Interface, nye armor-systemet og bedre tid så er jeg med igjen, hehe. Klarer liksom ikke å legge fra meg Darkfall, spesielt nå som man faktisk kan spille å ha det moro istede for å bruke evig lang tid på å levle alt mulig.
Skrevet 08 March 2011 - 18:25
Sånn blirre når man spiller solo. Blei aldri til at jeg joinet noen annen klan etter at UT konka. Litt synd egentlig...nå som jeg har en maskin som kanskje hadde takler litt store kamper og.
Skrevet 14 May 2011 - 12:00
Her er noen ting som får meg til å se frem til neste expansion.
- Environmental sounds + Music system
- Nytt alignmentsystem (kom i en patch for noen dager siden) - skaper mer PvP og funker veldig bra.
- Nytt og spennende Armor Specialization System
- Nye combat/weapon sounds
- Monster play back sounds (searching, surprised, winning, losing etc.).
- Remake av dungeons, clan cities og hamlets.
- Splitter nytt lighting system med High Dynamic Range Lighting.
- Haugevis med nye assets, f.eks: 300 meter høye trær, nye ruiner, flagg, bannere, hårfrisyrer ect.
- Nye og full remake av gamle Quests.
- Forbedret Kart
- Nye monstere, nye monsteranimasjoner og nye spawns. F.eks: Ragaizan eller disse.
- Nye rustninger + noe som passer bedre til kvinner.
- Alle tre teksturer vil bli bedre og skarpere.
- Nytt siege system.
- Forbedret og mer realistisk blodsprut.
- Nye karaktermodeller - spillere og NPC's
- Forhåpentligvis ser vi noe til de nye Motion Capture-animasjonene de har jobbet med en stund nå.
- Har ikke lest noe mer om nytt gui, men regner med at den blir med.
Etter Darkfall’s relaunch tviler jeg på at det finnes et MMO som klarer å konkurrere med Darkfall Online. Hvis det noen som alt nå vil benytte seg av de 14 gratis dagene, så er bare å skriv /tell Occultus Hawkstow i in-game chatten eller evt. legge meg til på Skype: larsoks, så skal jeg hjelpe og forklare så godt jeg kan.
Alle jeg har fått til å prøve spillet i over en måned, spiller aktivt og etter hva jeg hører fra dem kunne de aldri tenkt seg å spille noe som helst annet. Den hjertebankene og svette følelsen etter litt PvP, Full loot og ingen Safe Zones har jeg selv aldri opplevd i noe annet spill. Så hiv deg med - du vil ikke angre Aiming skills fra FPS er et stort pluss i dette spillet.
Skrevet 18 December 2011 - 02:01
Darkfall 2.0 development progress:
What we referred to in the past as Darkfall 2010, or Darkfall Arena, are just a small fraction of what Darkfall 2.0 is about. We’ve already spoken about some of the major ways Darkfall 2.0 isdifferent than Darkfall and that it is in fact a new game. There is also much more to say that we haven’t presented yet. After 3 expansions, 2 siege system revamps and 60 major content updates, we decided that we need to do things from scratch to satisfy the thousands of great ideas, suggestions, criticisms coming from the community, and to properly implement the lessons learned by us since Darkfall’s launch. We’ve managed to develop this new game, while maintaining and working hard on the current Darkfall version, and we’ve recently reached the point of having a stable playable version. I’ve attached the first screenshot we took from this playable version. You can see the normal mapping on the terrain and on the water and a glimpse of the new lighting system. We’re working on a few more things before we can also show you a first video from the new game, and this is coming very soon.
Remaining development work, without going into any details right now, consists of:
- New apparel creation
- audio work completion (environmental themes, music, special effects). I have to say that the new sound and music system are simply awesome.
- Game Balancing
- Work on the new crafting system
- Work on new mechanisms related to the economy and the marketplace
- Engine related work having to do with animation system improvements, network code, normal mapping, tools, etc.
- New Interface work and implementation
- Work on the Magic system
- Completion of Monster works
- Completion of Quests
- Remaining work on new Skill system and new skills
- Warfare, new concepts
- New Weapons, integration and balancing
- Remaining Worldbuilding tasks
- Beta Organization
- Launch procedures
- Various marketing activities
All the talk of a new game, brought up speculation about a wipe and this is something we have addressed twice already. We explained that whether we wipe or don’t wipe, the game is so different that it’s of little significance. You should not think in terms of the current version of Darkfall when it comes to Darkfall 2.0. We have not made a decision yet and we’re evaluating several different scenarios that we will discuss with you. Darkfall 2.0 is a new game, however, it is also the new chapter of Darkfall.
Aventurine has been in a state of limbo for the past few months business-wise while we’ve pursued and have been pursued by new business. This is coming to a close. We are in the final stages of cooperation with several partners on several major fronts. Localization for several territories, publishing, funding, co-development, etc. In the next few weeks we should conclude with the major points and should be able to make announcements concerning our new agreements. It has been an incredibly busy but exciting time for the company and for the future of Darkfall.
We understand that the above may seem vague, and one may feel that we’re far off from any developments. In fact, real progress has been made on every front except on communication. Aventurine’s and Darkfall’s developments have been bound by non-disclosures. It has been difficult to share new information about anything without worrying we might affect these developments. We apologize for this, however we have been working very hard both on the current and on the new game, the results should be obvious soon enough, we also intend to make up for this gap in our communication. We also need your feedback, your cooperation, and your support on many different levels, so we will be setting up structures to work with those of you who are interested in participating.
What’s next: We’ll address the current version of the game, what’s coming next, and the exciting endgame to come. We’ll speak more on the remaining development tasks and explain the new features of Darkfall 2.0. As I mentioned earlier, we intend to release a small video from the playable version of the game. We’ll explain more and ask for your feedback on the issue of your current character’s status in Darkfall 2.0. We’ll also reveal the timeframe for beta, more information on Darkfall 2.0, and our estimated launch date for the new game. All this will happen as soon as possible and disclosure is dependent on the conclusion of our business, which should be partially within December, and other parts within January.
Thank you for reading.
Skrevet 19 December 2011 - 00:04
Jupp, men har sunket kraftig nå i det siste etter at Aventurine postet stuff om Darkfall 2.0 og at de ikke er sikre om det blir Wipe eller ikke. Darkfall er på god vei til å bli et utrolig bra MMO (har spilt veldig mange MMO's og finner ingen som klarer å konkurrerer på samme måte) og etter å ha spilt det i 3 år er jeg forsatt like hektet (FInnes ikke et annet MMO, som gir meg samme kriblingen i magen når jeg vandrer rundt) Nå har jeg en pause frem til Darkfall 2.0 betaen pga. den lave populasjonen på EU-serveren og den digre haugen med andre spill som må knekkes (SW:TOR, Skyrim, Forza, BF3 ect)
Aventurine har nå en stor gjeng med erfarne Darkfall-utviklere, så jeg tror dette blir veldig bra Hvis du leser tilbake i tråden om de tingene som kommer i Darkfall 2.0, så klarer du forhåpentligvis å se at dette kan bli lovende. Er ikke vits å le høyt enda, med mindre du ikke liker hardcore MMO's
Anbefaler alle interesserte å følge med på Darkfall bloggen!
Skrevet 20 December 2011 - 14:07
For å få meg til å prøve spillet igjen, så må de gjøre helt andre ting enn å fikse på grafikken(som jeg synes var helt grei fra før av).
- Skikkelige "penalties" for ARAC(all races) klaner. F.eks dyrere å handle fra NPC vendors, å ikke kunne handle fra vendors fra andre faksjoner osv. Skal man ha NPC vendors i byen sin som ARAC, så må det være gnomer ellerns, og de skal væra svindyre å handle fra. ARAC skal være vanskelig, og ikke ha noen fordeler slik som det nå med bare fordeler, ingen ulemper.
Grunnen er seff at det misbrukes til å griefe klanløse folk og noobs, noe som bidrar til å holde befolkningen i DF veldig lav.
- Personlig "alignment" i tillegg til faksjon-alignment. Mulighet for blodhevn, evt salg av bounty rettigheter.
- Slutt på fast-travel som gjør det vanskeligere for en allianse å kontrollere store områder, og gjør det mulig for mindre klaner å overleve.
- Artige ting å gjøre over alt, slik at mangel på fast-travel ikke blir så farlig uansett.
Har ikke spillt på ett år, så jeg husker ikke alt. Eneste jeg husker er å bli eid over alt, av alle, og at alle klaner er ARAC, noe som gjør historien i spillet meningsløs.
Skrevet 07 January 2012 - 20:38
Jeg startet for en uke siden med Darkfall igjen og hoppet rett inn i "Pil og Bue", og har de like moro. Skjønner deg godt at du ikke har tid til å spille så mye som det trengs for å få skills til PvP, men forhåpentligvis blir noe helt annet i DF 2.0
Skrevet 12 March 2012 - 00:11
For tiden så pågår det det grundig alpha-testing av Darkfall 2.0 for "long term followers" og noen klaner. Uten at de får lov til å avsløre noe, så sier de at dette ser veldig lovende ut. @Skvate: Er sikker på at du får tilgang hvis du spør aka. jeg kan leke deg og få tilgang
En ting som er 110% sikkert er at grinden blir mye mindre. Nå har man meditation som hjelper deg med magic schools, Attributes + litt mer. Spells og Weapon-skills får du lett opp på skill level 75 (Max damage uten surge-bonus, som man får på level 100) etter noen få mob hits.
- Darkfall 2.0 vil få mye mer av Naval Warfare. Alle med skillen kan bygge mange flere båter på 'workbenches' i NPC holdings. Shipbuilding mastery krever litt mer. Noen av de nye båtene kan du se nederst.
- Splitter nytt Market System. Litt uklart om det blir et "courier system" med frakt tillegg eller om man selv må reise til markedet for å kjøpe og frakte det selv.
- Splitter nytt crafting system.
- Nye PvP-hotspots.
- Alle nye spillere må igjennom opplæring om hvordan man spiller Darkfall. Nå man har klart alt vil man bli sluppet ut.
- Det nye brukergrensesnittet i spillet er ferdig.
- Oppdateringer på grafikkmotor samt. nye animasjoner er snart fullført.
- Store forandringer på Agon og environmental sounds er snart fullført.
Her ser dere en ny robe og noen små båter alle med vanlig shipbuilding skill kan bygge:
Fish Trawler - En fiske båt som man kan bruke for å skaffe store mengder med fisk.
Sea Scraper - En båt som skraper og samler alt på havbunnen. Holder man på med dette kan man kjapt finne mye fint.
Launch - En liten båt for små grupper/små klaner som har lyst til å teste ut littNaval combat.
Coastal Runner - En båt uten kanoner og med lite HP. Denne er veldig kjapp og vil bli kun brukt til transport over havet.
Ny oppdatering kommer på Fredag. Følg med!
Skrevet 21 March 2012 - 21:10
- Nok en god oppdatering. For dere som ikke har spilt Darkfall skjønner nok lite her, men saken er at de balanserer magien i Darkfall og gjør tidligere ubrukelige spells mer nyttige og gratis (krever ingen regs). Etter alle de oppdateringene jeg har lest om magien i DF 2.0 går Darkfall fra å være Harry Potter Online til noe veldig, VELDIG mye bedre
Alle tidligere nyheter om DF 2.0 kan du finne via Darkfall Bloggen eller dfstuff.com.
As work continues on quite a few ongoing tasks, today we would like to share with you some specifics about low level magic as well as some information on balancing magic in general.
Minor Incantations is a mixed intelligence and wisdom based school available to all characters no matter what they are wearing. It contains 5 utility spells that are useful in a variety of situations. Spells belonging to this school require no reagents to be cast.
Mana Missile – Your typical low level damage dealing spell. There is a thought of assigning Mana Missile as the default magic attack.
Heal Self – The standard self healing spell for all characters.
Light – Can be cast on enemies to illuminate them or on allies to illuminate dark areas. Our differed lighting system is what makes this possible.
Slow Fall – Falling damage is quite perilous in Darkfall 2.0. The cap for fall damage has been increased quite a bit and you will take such damage for shorter drops than in the current game. Also falling damage will leave you incapacitated if it exceeds your current hit point total. If you are out alone or with friends that is a minor inconvenience as you will either recover on your own or get revived. If you are being chased by an enemy though, a gank is more likely to follow. Slow fall will be life saving in such situations but it needs to be timed quite accurately to be effective.
Beacon – A spell for marking targets.
A lot of work has been done in balancing magic and making the effectiveness of spells make more sense.
The primary factor when determining spell effectiveness is the governing attribute. Intelligence and Wisdom levels will play a major role on how much of an impact you do while casting spells. Of course Intelligence based spells only take this attribute into consideration with Wisdom based ones doing the same.
The second factor is the actual spell level. Something to note on spell levels is that damage scaling has been redone for all spells. The aim is to have higher tier spells be more useful, even at low levels, than lower tier spells that have been maxed out. To give you an example, Mana Missile at level 90 will be doing roughly the same amount of damage as, let’s say, Fireball at level 20. The reason this is being done is so that you do not have to rely on a lower tier spell for long, once you have acquired a new shiny spell to play with.
The third factor is the staff type and rank. All staffs have been rebalanced and their rank now plays a more prominent role in the effectiveness of the spells you are casting.
The fourth factor is the level of the magic school with options like intensify following as the fifth and final factor.
We will be presenting other magic schools as soon as we have all the information.
Skrevet 25 March 2012 - 14:24
Another week has reached it’s end and work continues on all fronts. Tasos has been occupied with business meetings and based on discussions we have had all week as well as his notes we gathered all the information and compiled the following update, with the help of the development team.
It’s worth mentioning that since Monday a dedicated Project manager has been added to the team and we are expecting a couple more new arrivals next week. This is very important for us as it will allow team members to focus on specific tasks rather than spread themselves too thin trying to fill any gaps in the group.
On our on going tasks, the persistence feature has moved on to the testing phase. Implementation of the new markets continues and we now have some initial concept sketches of how they will look. We will share them as soon as our artists are done with them, but rest assured that we are aiming for something that will be aesthetically pleasing as well as provide good functionality.
Our engine programming team is also working hard on the aesthetics of the game and we have had some new shaders created for the new training area. Of course they may be used in other locations in the game as they look amazing. Also, SMAA has been added to the game engine. For those of you that have not heard of it, it’s an antialiasing system that is quite new and extremely fast while providing very good results.
Weapon Ranks concept:
Speaking about the training area, our world builders have complete the main layout but there is still some work to be done to bring it to life. The result is very impressive and we feel the area will be a great introduction to the game visually as well as game-play wise.
First four ranks of Militant Great Axe:
Also our art team is working, among other things, on modeling the new weapons. You may remember the concept of weapon ranks. Now you can see the actual models for the first four ranks of the Militant style of Great axes. Keep in mind that this is just one of the styles of weapons that Darkfall 2.0 will offer. There are six styles with nine ranks each so you can understand there is quite a lot of visual diversity in the game.
Since we are on the topic of crafting, we have a few more details about the philosophy behind the new system and some examples of how it works.
As we mentioned in a previous update, rare ore plays a major role in crafting. Apart from being used for crafting weapons and armor, rare ore is also used to infuse other materials like wood and leather. Higher ranks of items require one of the infused variants of the specific material. The infusing task falls onto the relevant conversion profession. You are already familiar with the conversion professions of smelting and woodcutting. Smelting is used to convert raw ore to ingots of the specific metal. Woodcutting, apart from converting timber to wood, is now also used to infuse wood with rare ore to produce materials like selentine wood.
We are also adding two new conversion professions, tanning and weaving. Skinning does no longer produce leather ready for use in crafting, but raw hides. These need to be cured to become usable leather. As an example, combining raw hides with selentine ore produces selentine leather. Finally, cloth, which can now be crafted, will be made with the weaving profession. The herb gathering nodes have changed and they now produce cotton which can be processed into cloth, or infused with rare ore to produce materials like selentine cloth.
The reasoning behind all this is having a system that rare materials are proportionally distributed across all professions, players have more options and ways to combine them as well as create more crafting and market opportunities. The image below gives some examples of the process.
Skrevet 01 April 2012 - 11:31
Hi everyone, it's good to be back on these updates, even if it's just for this week, next week we leave for Korea to sign an agreement with our Korean partners. We'll let you know about the details after it's done, it's very exciting news for the future of Darkfall. We're back on Sunday April 8th, but next week's update should contain some deals of our trip.
Our new Project Manager, Jonathan, just completed his second week with us. I think he's doing a great job getting a handle on the current situation and fixing/optimizing some of our processes already. I think he'll be very valuable for our final push to launch the game- and beyond that. I've taken something out of a brief weekly report he's established which gives an optimistic message on progress: “Really happy with the proactivity levels of the team this week. Not sure who else has noticed but it took a giant leap forward compared to last week. There seems to be more communication and more co-operation with some people visibly “thinking outside the box” – this is great to witness and I hope it’s just the start.” Of course I cheated and picked the best part, there are always issues and disasters of varying size, but we're all pulling together and facing them the best way we can. I hope that in a couple of weeks we can have a proper introduction, and possibly some community interaction with Jonathan.
Let's look at some of the progress this week, including a couple of features of Darkfall 2.0 we haven't talked about before:
A larger part of the team is involved in the user interface implementation and we're at the point where the visual aspects of it are about to be implemented. We're anxious to see it working, and we're getting close. In combat mode the interface is minimal, providing a clear view of what's happening in the battlefield, while the GUI mode is as informative as the player wants it to be through various customization options. As you know, the GUI has been a thorn on our side for a long time now, and we had to pretty much throw it away and make it from scratch taking into account all the lessons learned and the feedback we've had on it over the past 3 years. If we have to say how we feel about the 2.0 GUI, I'd say we're excited about the serious improvements it brings to gameplay and the look and feel of the game- we hope you will be too.
We're also currently implementing a point system into Darkfall 2.o, a new feature which we've been mulling over and designing for a while now. Points are a way for players and clans to better monitor their progress, their degree of success, but they also enhance gameplay by providing more options.
The first type of points you run across are player points. Most actions in the game, PvP or PvE related, harvesting or crafting, etc. grant, what we internally and imaginatively call, player points. The specifics are not available at this time, but players use these points to perform various actions in game. Essentially, playing the game provides a tangible reward that can be used to open up new possibilities and exciting new paths in a character's career.
We're also working on a player achievement system to give a better sense of purpose to new players as they are discovering opportunities the game had to offer. For veterans the achievement system provides an added incentive because it's connected to the point system.
The point system isn't just for players, clans can also gain points. Players in a clan will gain points both for themselves and for their clan while participating in certain activities. Successful clans get points and use them to grow and become more powerful. There are also clan achievements that provide an even greater incentive to complete certain goals. Clan achievements also feed into the clan points system.
The whole achievement and point system work as a driving force behind player choice. You still have the freedom to do what you want, whenever you want, there is no hand-holding and there are no forced choices. What it adds to the experience is an incentive and rewards as well as a sense of accomplishment by being active in the game in the ways you enjoy. For us this is considered a major feature of Darkfall 2.0 and we'll present it in much greater detail as soon as we're satisfied from our first tests.
Another focal feature that we've been working on this past week, is the village control system. While there is not much we can announce as details are being constantly modified, I'll say that villages in Darkfall 2.0 are a territory control feature. They are connected with clan holdings and they provide rare and expensive resources to those who control them.
I'm not sure if it comes across properly – needing to be vague about it – but these are a couple of very important and very cool features which are going to add new dimensions of gameplay in Darkfall 2.0 compared to the current version.
Speaking of resources, we noticed concerns on the forum about the new crafting system. Some of you are worried that basing the crafting system on rare resources, and specifically ore, will benefit clans that own cities and the like. To this we reply that clan cities are no longer the exclusive, or almost exclusive source, of rare resources . Sea Fortresses, Player Villages and Resource Monoliths, all outside the relative safety of player holdings, will provide the bulk of materials for crafters to create the best of equipment with. In turn, these items will feed back into PvP, in a constant struggle for controlling areas and resources.
Thank you for reading.
Skrevet 09 April 2012 - 16:53
Update April 6
As you know, Tasos as well as some other team members have been in Korea for the past week. From what we hear, all is going well on that front and we eagerly await their return.
On to our update for today, the team is working on various tasks, most of which we have discussed, either briefly or in some detail. On the graphics engine side, there are some tweaks and fixes to new and existing shaders and some extra environment control parameters that will ensure even more locations with unique looks. Also our artists are working on new spell visual effects, modeling of the new weapons and animations for brushed up monsters. The world builders are finishing up the training area while also working on dungeons and general world building tasks. The point system and village control system are well under way and we are very eager to present both of them to you. We will do so as soon as possible.
This past week quite a bit of work has been done on crafting and especially the number crunching side of it. There has been a lot of tweaking, re-balancing and adjusting of numbers related to crafting and so the whole process has changed quite a bit.
Specifically, crafting a specific item will only get you so far. Once your skill level has increased beyond a specific number, you will need to switch to a higher tier recipe to continue skilling up.
Failures are also handled in a different way. While the failure rate has been increased a bit, the closer you are to a recipe not giving you skill gains, the more likely you are to succeed in crafting that recipe. Additionally, failing will not mean that you lose all of your materials every time, but there will be a chance to loose all, some or no materials at all.
To give you an example of all of the above, a weaponsmith starting at skill level 1 will be able to create, among many other items, a Crude Militant Greataxe. This is a rank 0 Greataxe of the Militant style. As his skill increases, he will be failing less and less and at skill level 25 he will have an almost guaranteed success at crafting this item as well as all other items of this rank. Once he hits 25 he will need to switch to a rank 1 recipe to continue increasing his skill.
As far as crafting skills go, all skills now have a mastery equivalent and a few new crafting skills have been introduced. Shields will be created with the Shield crafting skills and the same goes for staffs which now are created with the Staff crafting skill. Also, tailoring only produces cloth items like robes and bags as medium armors have been moved to the new leatherworking profession.
Tools for crafting no longer exist. You can craft any item by having the required materials on you and using the appropriate crafting station.
All these changes are aimed at making crafting a more logical procedure that is also more straight forward and properly balanced.
Skrevet 22 April 2012 - 01:24
Nå begynner det virkelig å skje noe. Håper vi får se litt gameplay fra Darkfall 2.0 snart
Since the blog is down, along with other parts of our web presence for upgrading and updates, we'll post today's update here. First I'd like to say that we have signed an agreement with our Korean partner to co-develop a project to-be-announced. We'll share more news about this in good time, in the meanwhile our main focus is getting Darkfall 2.0 out.
Some Darkfall 2.0 development news on resource gathering, many thanks to Vangelis for collecting and writing up this information:
In Darkfall 2.0 we look at resource gathering as an activity, a marketing opportunity, a risk versus reward mechanic and most importantly, a driving force behind territory control.
As an activity, harvesting resources in an efficient way, had previously been quite repetitive, without much challenge and a down time activity for the most part.
Marketing wise, trading in resources was quite difficult and there were no opportunities to profit from fluctuating prices and the like.
The risk vs. reward aspect of resource gathering was also somewhat skewed as nodes would share the same loot tables no matter in how dangerous an area they were. As a result there was not much reason to fight over resources and in turn fight over areas in which specific resources where more bountiful than others.
All this is changing and below we will describe all the available methods of obtaining resources as well as the philosophy behind these changes. There are also some things we have discussed internally but we would like your feedback on.
The first and simplest way to gather resources is by picking up the appropriate tool and harvesting a resource node. Nothing much to say here apart from the fact that we are considering making resource nodes have different loot tables depending on how dangerous an area they are in. By that logic, resource nodes closer to an NPC city drop less rare materials than ones that are further away.
The second way to gather resources is harvesting clan holding resource nodes such as mines, groves, farms etc. In this instance, we are considering moving there nodes outside of the holdings and placing them in nearby villages. This serves two purposes. First, it creates an extra PvP hotspot for small to medium groups. Also, the idea is for the node to serve as an indication to what type of resources the village offers.
This brings us to the next way to harvest resources which is capturing a village. Villages will provide resources to the clan that has captured them but not all types of resources. The clan resource node, as we mentioned above, will indicate the type of resources a specific village will provide to its owner. If there is a mine, the owning clan will receive ore and so on. We are also considering the possibility of nodes other than mines providing infused materials so that villages with mines are not the only ones that are sought after. For example, a village with a grove would provide, apart from normal wood, the rare variants as well.
Moving on to resource monoliths which we have already discussed, we would just like to note that the philosophy is to provide players interested in PvP with a viable way of providing their clan or themselves with resources, while doing what they enjoy most in the game. Sea Fortresses also serve the same purpose.
Finally, various monsters carry various types of resources. There are of course very rare resources that can be found only on monsters such as Dragon scales.
It is our belief that this system, along with other driving forces in the game, will create a lot of meaningful and relentless conflicts as well as prompt cooperation, adding a new dimension to gameplay.
Thank you for reading.
Skrevet 02 July 2012 - 01:51
I dag kommer det en patch: (Denne gjelder frem til DF 2.0 er lansert)
- Fikser mange gamle problemer som spillere har klaget over
- Månedsprisen er senket betraktelig.
- Du skiller 20x kjappere enn normalt, slik at du kjapt får en skillet karakter som er klar for PvP.
- Global loot has been quadrupled!!! 4 ganger så mye!! Man kan bli rik av å stå i goblin spawn på kort tid.
- Village control points go active every 6 hours instead of every 12. Her kan man tjene mye gold og rares hvis man er aktiv.
Free-2-play: July 2nd-July 4th and July 9th – July 11th
For dem som ønsker å spille Darkfall kan bli med i Aesir. Aesir er en stor aktiv klan med svenske og norske spillere. 35+ spillere atm.
Skrevet 23 July 2012 - 01:40
For dem som lurer har klanen Aesir 100 aktive medlemmer (Svenske og norske), så det er bare å hive seg med! Med den nye patchen har du en maxet karakter innen en uke og klar PvP. Er enig at Darkfall mangler innhold + div. annet, men dette har blitt mye bedre nå. Darkfall 1.0 var utviklet av en liten gruppe mennekser. Darkfall 2.0 blir utviklet av en flokk. Jeg er overbevist at dette blir bra! - så frem til lansering koser jeg meg med Darkfall med ekstra lave månedspriser og mye aktivitet (PvP).
Jeg har nå en fullt ut maxet karakter og jeg koser meg med både PvE, PvP, crafting, trade routes, Sea towers og med mysterious essence kan vi få Aventurine til å f.eks spawne en Devel (en mob) inne i klanbyen. Mye moro, men lite man oppdager ved solo-spilling. Bli med i Aesir!
Skrevet 25 July 2012 - 14:34
En liten event med mye PvP!
It’s that time of year! The Acolytes of the Watcher, in cooperation with the Agonian Tourism Preservation Society, are organizing another humble treasure hunt to invoke their fellow Agonian’s love of challenge and shiny things (not to mention slaughter and mayhem)!
Strong-boxes containing mysterious treasures will be hidden around the lands and the Acolytes have drawn up intricate maps leading to their locations.
First come, first serve! Second come, slaughter first!
Luck to you all and good hunting! Do bear in mind that neither the Acolytes nor the Agonian Tourism Preservation Society can be held liable in the inevitable case of injury, dismemberment, death, and general slaughter that may result of the proceedings and/or local wildlife!
Details: The event will be help on Saturday July 28th 2012 at 8 PM CEST for the European server and at 8 PM CDT for the North American server. At that time images of the maps will be posted on the forum.
Skrevet 29 July 2012 - 23:16
Premien var blandt annet:
-Over 1 quality 5 enchanted full dragon set
-Several q5 keened r70 weapons.
-Astrolabes and other epic materials
-Lots of useful materials everyone always needs(popular enchanting materials, etc...)
Skrevet 01 August 2012 - 21:43
Mounts are designed for fast travel, be that getting across the world quickly, or catching up with your prey, but combat in Darkfall is designed to be between large (or small!) numbers of players on foot. For these reasons mounted combat has been tricky to balance. The difficulty is in creating mechanics that are fun and balanced in mounted vs. mounted scenarios but that do not make it too advantageous to just remain mounted ALL the time.
Mounts in the initial launch version of Darfall 2.0 have been rationalized somewhat and more complicated and exciting mounted combat is something we are reserving for a later patch. Such a patch will be about more than simply re-balancing the HP, speeds, and resistances of existing mounts, however. I understand that people really like mounted combat and that it can be a fantastic addition to both large and small-scale warfare, but with so many changes to ground combat in Darkfall 2.0 we will need a bit of observation time and feedback getting that absolutely right before we add more complex systems.
Skrevet 06 August 2012 - 23:56
Tja, er jo ikke rare jobben og forhåpentligvis er det noen mmo-fans her inne, som har lyst til å prøve ut Darkfall 2.0 når det kommer. Jeg ønsker ikke at Darkfall blir glemt, for dette spillet har enormt potensiale til å bli veldig bra. Dette har jo blitt en tråd for nyheter om Darkfall, og så lenge folk leser litt er jeg mer enn fornøyd. Jeg er sikker på at mange hadde spilt Darkfall 1 hvis det hadde vært mer innhold og at førsteinntrykket hadde vært bedre. Riktig nok ble ikke DF 1.0 slik Aventurine hadde lovt, men det sier seg selv med deres antall utviklere på den tiden. Etter en femdobling av antall utviklere og mye mer erfaring, klarer jeg nesten ikke vente på hva vi kommer til å møte i DF 2.0.
Dette er tross alt et underforum for MMO-spill og jeg jeg kan (nesten) garantere at Darkfall 2.0 kommer til å leve mye bedre og lengre enn flertallet av andre mmo-tråder i dette underforumet.
Hvorfor gidder du kommentere egentlig? Lite å gjøre før leggetid?
Skrevet 28 August 2012 - 19:50
Ikke at jeg spiller DF lenger, eller etter all sannsynlighet kommer til å spille det igjen(eller noen andre MMOer for den saks skyld), men jeg blir jo litt bekymra. Håper de får til 2.0, og at det slår bedre ann blandt massene.
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