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[Sandbox MMORPG] Darkfall: Unholy Wars

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Darkfall: Unholy Wars

Da har Darkfall: Unholy Wars (Darkfall 2.0) blitt annonsert og lanseringsdatoen er 20. November :) Forsatt er det lite med info, bilder eller videoer, men av det lille jeg har sett og lest, ser dette meget lovende ut.



>> Community Q&A <<










Prepare yourself and your allies. We at Aventurine are proud and excited to announce the release of Darkfall Unholy Wars! Unholy Wars delivers the fast paced, full loot player vs. player action, and the brutal, persistent clan warfare we are famous for, to a new legion of highly skilled gamers.

Countless centuries have passed and the brutal, fantasy world of Agon has changed; the war-torn races face their grimmest hour yet. Trapped for countless centuries between the hateful wrath of a long forgotten power and the dark machinations of the Demon Lords, Agon stands on the brink of devastation. The time for the mortals to reclaim their own is at hand. Now must they carve their names in legend, demand dominion, and declare Unholy War!

An MMO like no other, Darkfall Unholy Wars relies as much on your skill as on the choices you make. An all new user interface, built for lightning fast combat, and unique amongst MMOs, connects you to magic or melee like never before. There is no tab-targeting -battles happen in real-time- blade and spell-fests where dice-rolls are replaced by your own cunning and guile. From heroes and warlords who have mastered many of Agon’s combat schools to the opportunistic mercenary specialists, selling their sword or spell to the clans for a handful of gold or the thrill of a kill, all can be equally deadly in Agon – if they have the skill.

With clan warfare at the heart of every design decision, Unholy Wars calls you to build towering bases of power, conquer rival clan cities, engage in epic land and naval battles and seize control over holdings and territories as you forge your empire. Our role and school system brings tactics and teamwork to epic clan warfare like never before, allowing you to choose between the flexibility of multiple specializations or the focus of just one. Become the sharpest skirmisher in your clan, unbeatable with bow and shadow, or train a number of roles, wielding steel and plate knee deep in battlefield blood one day, then scorching your enemies with elemental magecraft from the walls of your clan city the next.

The re-forged world of Agon comes alive with new dynamic lighting and epic scores from a haunting soundtrack. A stunning animation system and environmental audio immerse you in the visceral combat or nail-biting exploration of an unforgiving world.

Zad Mehdawi, CEO of Aventurine stated: “We’re very proud of what we have accomplished in just two years of development. We want to consistently deliver the ultimate MMO experience to our players, and to outdo ourselves, we had to rethink Darkfall to create Darkfall Unholy Wars. We hope the players will be as excited as we are with the result.”

Tasos Flambouras, General Manager of Aventurine, commented, “Using our experience, player feedback, and lessons learned from Darkfall Online, we made Unholy Wars for the people who love the original Darkfall, but also for those who were hesitant to try it, even for those who loved the concept but not the game itself.”

With two months to go, there is just enough time for you to hone your mindset, forge your alliances and prepare to fuel your adrenalin with Darkfall Unholy Wars!

Darkfall: Unholy Wars will be available for PC, via digital download, on November 20, 2012. Visit the official site ( www.darkfallonline.com/uw) for more information. You can also like us on Facebook (www.facebook.com/darkfalluw) and Twitter ( http://twitter.com/DarkfallMMORPG).

We’ve been working very hard for the past two years to reach this point, and we’re very happy that we’re finally in a position to make this announcement. As of today we’ll start talking about the game regularly and providing a variety of assets showing you the new game including videos. We’ve set up a page where you can find the basics. We will keep updating it with new information. There’s also a new Facebook page and we’ve uploaded the first of a series of video developer diaries in which we announce the new game, and explain some of the background.

We’ll follow up with more information and assets from the game itself.

Thank you for reading.

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Jeg vet at minst 1 av de norske som skrev "grunnmuren" til Darkfall forsatt bor der nede og jobber for Aventurine.

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>> Et intervju om Darkfall: UW mellom Aventurine CEO, Tasos Flambouras, og mmorpg.com

>> The Community Q&A All-in-One Thread

En in-game video er rett rundt svingen og en åpen beta test av spillet regner jeg med starter i løpet av denne måneden.

Så det er helt klart, så er Darkfall: UW er helt nytt spill og ikke en tilleggspakke. Slik utviklerne selv har skrevet så var Darkfall 1 en "stor beta test" som de lærte utrolig mye av. Alle som har kjøpt Darkfall 1.0 slipper å kjøpe Unholy Wars.

Jeg er veldig spent på dette spillet og håper virkelig de gjør det bra :) Ble nylig pappa, men skal nok få presset inn noen timer her å, hehe :)










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En grei oversikt over noen av forandringene i DFUW:


Darkfall: Unholy Wars is a new game, and upon its release, Darkfall 1.0 will be shut down. Characters will not be transferred over. Everyone will start over with a brand new character.


Players who have ever purchased a Darkfall account will not have to purchase a client for Unholy Wars. They will simply pay their subscription fee.


Fall damage has been increased to reach the cap of the game, and if a player takes enough fall damage to kill them, that player becomes incapacitated. The 'Slow Fall' spell is a great utility added to the game to counteract this, but it is on a long cooldown. People can become incapacitated from bunny hopping.


No specific new races have been announced, and no races have been removed (as far as I've seen). Melee reach is supposed to be more normalized and balanced. For example, look at the Ork and Human pictures on facebook and compare the two. The Ork is definitely beefy but he isn't much larger than the human. It is probably safe to assume that a similar approach has been taken for the other races as well.


Players will be able to switch between roles, but only have one selected at any given time.

Roles are not classes, but temporary specializations. The game will include four (4): Elementalist (mage), Primalist (priest), Warrior (fighter), and Skirmisher (ranger).

Warriors can wear heavy armor. Skirmishers can wear medium armor. Spellcasters can wear light armor or robes. There is evidence to believe that some robes will affect spellcasting.

A Warrior has access to a range of melee, defensive, and combat oriented skills. A Skirmisher has access to light weapon and bow skills. A Primalist has access to priestly magic. And an Elementalist to powerful magery.

The Warrior and the Skirmisher role will also offer a choice of 4 schools each which will be opposing in pairs exactly like the magic schools. The Warrior role is probably self explanatory but the Skirmisher is a medium armored role that can be either close combat oriented or use a bow to deliver deadly hits from a distance. There are quite a few things we believe you will find interesting that are related to this role system and we will present it in detail in the future.


*Insta-cast offensive ray spells have been removed from the game, due to their imbalance.

There are two types of magic: priest (primalist) and mage (elementalist).

The mage is intelligence based and can select two schools from Fire, Earth, Water, and Air. Fire blocks Water and vice versa. Earth blocks Air and vice versa. The mage will also select one school to be primary and the other to be secondary. This will further diversify mages. For example, a player who selects Fire as the primary school and Earth as the secondary school will have a considerably different playstyle and spell selection compared to someone who selected Earth as their primary and Fire as their secondary. Another example: Fire is supposed to be more useful for longer-ranged attacks against multiple targets, while Air will be more favorable for close combat in smaller numbers.

The priest is a wisdom based spellcaster and can select two schools from Life, Pain, Law, and Chaos. Simliar to the mage, Life blocks Pain and vice versa. Law blocks Chaos and vice versa.

New spells and spell effects have been added.

There are more robes, which can affect gameplay.

Minor Incantations is both intelligence and wisdom based. It is also available to all characters, no matter what they are wearing. There are five utility spells in this school, and none of them require reagents to cast.

Major Magic will also be available to anyone.

Mana Missile – Your typical low level damage dealing spell.

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.

Staves have been rebalanced and their rank now plays a more prominent role in the effectiveness of the spells you are casting.

No word has been spoken about Witchcraft, Necromancy, Spell Chanting, or Arcane magics. It is probably safe to assume that these schools have taken on new names and reworkings in the Priest role.


Yes, there will be some more "boss" monsters, both roaming around and some guarding dungeons.

Also, most monster loot, namely high-end, has been rebalanced to better suit the risk vs. reward scenarios.


They have been implemented but should only very slightly affect gameplay. It will definitely hinder the "squirrely-ness" of some people engaged in melee combat.

Movement affects the amount of crosshair wobble.


Most cities have been reworked to be easier to navigate by sorting them into districts. For example: cities now have a magic district or a crafting district, etc.

There will be four NPC cities per racial area, three faction cities, and one capital.


Teleportation chambers have been removed.

Many cities that were previously accessible via a mountain or other terrain have been reworked to require either spells or the provided entrances. All cities have at least two entrances now.


A lot of the empty areas of the map that were filled with water have been removed, or brought closer together.


Pre-surging is supposed to be removed.


When crafting, as you skill up to new levels, you'll stop gaining from lower levels items. In order to gain up to higher levels, you'll need to make items close to or at your current level.

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.

All crafting skills now have a mastery to go with them. Some new skills have been introduced as well. Shields will be crafted with the shield crafting skill. Staves will be crafted with the staff crafting skill. Tailoring is used for cloth items, such as robes and bags. Leatherworking is the skill used to make leather armor.

Tools for crafting no longer exist. You simply need to be at the appropriate crafting station and have the required resources.

Rare ore plays a major role in a variety of crafting skills. In addition to being used in crafting weapons and armor, it can also be used to infuse other materials like wood and leather. Higher ranks of items require an infused variant of the specific material. Woodcutting can be used to infuse wood with rare ore to produce materials like selentine wood, furthering the depth of crafting.

Tanning and weaving are two new conversion skills. Skinning some creatures produces raw hides instead of leather. These hides need to be cured to become usable leather. You can combine raw hides with rare ore to make materials like neithal leather. Cloth, which can now be crafted, will be made with the weaving profession. Herb gathering nodes can now produce cotton, which can be processed into cloth, or infused with rare or to produce materials like leenspar cloth.

This system spreads the rare materials across all professions.


When a player becomes incapacitated, he slowly regains hit points until he is above zero, at which point he can press the spacebar key to revive himself. If the player fails to press the spacebar in the alloted time, he will be returned to his bindstone. This change makes ganking enemies more crucial in fights, and allows a little more room for error in some situations that aren't related to PvP. It also makes higher-end monsters more dangerous, because if a damaging hit would take you below -10 hit points, it kills you outright.


The limbo state is one that has been in discussion for a while. Basically when a character is ganked, he is able to quickly re-equip himself, hopefully with an already prepared bag, from his bank and return to an area relative to his corpse. There isn't much time granted to do this so players have to be prepared. Also, this feature has a gold cost related to the value of the items you decide to equip during this limbo (the re-equipping). This is aimed at reducing a players downtime so they can continue to play, should they decide to risk more of their gear to re-enter the fight. The limbo feature will have a sensible cooldown. The gold cost increases for using the limbo feature successive times. There is a limit on how many times someone can use this feature in any given 24-hour period. Again, the respawn location is fairly large and completely random, so the player takes a chance at spawning right in the middle of his enemies after using this feature.


There will be a new chat system, offering more flexibility and customization, while being less intrusive and more user friendly.

There is a ton of work being done to graphics, world-building, lighting, GUI, etc.

Some dedicated item hot bars have been added for items such as weapons and reagents.


The training areas consist of a series of chambers where the players can train before they move on. Training works like a gauntlet tutorial, beginning with movement and scaling all the way up to spellcasting and combat. This is sure to be a fun experience, and well worth the wait, even for veterans, because the training process has an epic ending! After training, the player is transported to the actual world. The entire system is to enhance the new player experience and lessen the learning curve at the beginning of the game.

Mount ownership is being reworked to fit the alignment system. When a player dismounts, the mount will remember its owner for a brief period of time. If a different player jumps onto the mount, that player will be flagged a criminal and anyone can attack them without penalty. Guard towers will also attack players flagged criminal from this. This is a simple implementation to lower the risk of dismounting in crowded areas or NPC cities. This also helps newer players out, because they are usually the ones unaware of Darkfall's mount thieves when they first get a mount.


The grind is theoretically lessened, due to the player's ability to become viable more quickly within his chosen role.


The initial market plan: The market exists in all racial capitals and chaos cities. Players can buy and sell any item in the game here, but also place orders to buy and sell. If an item was not placed onto the market at the market you are buying it from, you can pay a courier cost to have it delivered to you, or you can travel to the market it is located at and pay the listed price.

Player concerns have made the implementation of the market delayed, due to the nature of Darkfall. It will not be implemented at launch.


There are some new ships to be crafted, as well as a mastery version of the skill. This mastery skill will open up new ships aimed at naval warfare. Speed, armor, layout, and maneuverability are all features giving each ship it's own area of expertise. All ships will be craftable using all NPC holding workbenches.

There is a Fishing Trawler, which is used strictly for fishing. The ship has only one cannon at the back. You can only fish with this particular ship and all fishing equipment has been removed from other ships (Not sure how this affects fishing poles without a ship).

The Launch ship is a smaller ship that can be used by smaller parties to participate in naval combat.

The Coastal Runner has no cannons but is easily the fastest ship on the seas. This ship is useful for transporting goods or people across the water as fast as possible. This ship will have a very low amount of hit points.

Another ship is the Sea Scraper. This ships act like an underwater submarine, scraping across the bottom of the ocean. This ship moves slowly, but can uncover hidden treasures and bring them to the surface.

Siege equipment and mount crafting are receiving similar reworkings.

Some thought is going into whether or not larger ships can push smaller ones.


There will be a point system implemented. This point system is a way for players and clans to monitor their progress and provide more gameplay options.

The first points are player points. PvP, PvE, harvesting, crafting, etc. grant player points. These points can be used to perform other actions within the game. There is also an achievement system, which is linked to the point system.

Clans can also gain points. Clan members gain points for themselves and their clan while participating in related activities. This also comes with an achievement system.


Villages will essentially belong to player holdings around them but not just to one holding. There will be an ownership overlap for all villages and clans that own a holding will need to secure the villages that correspond to it if they want to reap the rewards. Clans that do not own a holding or want to profit from a village that is not within their holdings influence can still do so as there is a pillaging mechanic that serves exactly that purpose.

Essentially, a clan holding gives to the clan that owns it potential sovereignty over specific villages. Neighboring holdings will also have potential sovereignty over these villages. There will be a constant struggle between neighbors for control of villages and in turn resources generated by them. Add to this the occasional pillaging clan that will try to profit from poorly defended villages and you can hopefully see why we are so excited about this feature.

Clan holding resources nodes will remain within city walls, but won't perform as well or yield as much if the surrounding villages aren't in that particular clan's control. The nearby villages have a direct effect on what the resource nodes provide.

Areas that have a higher risk to gather from potentially have a greater reward or yield.

Resource Monoliths are control points scattered across Agon which can be used as a more profitable way to harvest crafting resources, creating a PvP hotspot. Any player can capture a monolith by grabbing the ownership mark from it if it isn't already captured. The current capture holder of the monolith will have resources added to his bank and backpack, similar to how Villages work with gold now. The player can lose control of the monolith if he logs off, leaves the control area, or is killed. When someone loses control, the ownership mark returns to the monolith, becoming free to grab for anyone else.

Clan cities are no longer the almost-exclusive way of getting rare resources, such as ingots. Sea Fortresses, player villages, and resource monoliths, all being outside the relative safely of player holdings, will provide the bulk of materials for crafters to create the best equipment with. This will create many more PvP hotspots.


Permissions for access to clan features can now be individually assigned to members, they are no longer grouped into arbitrary and inflexible ranks. Permissions are organized into “categories” like Membership, Politics, Conquest etc. For each category there is also a management option that allows any member with it to assign or remove permissions of that specific category to other members. There is also a Master permission that is automatically assigned to the clan leader and allows him to edit any and all member permissions.

Also to make things simpler, permissions are linked. That means that if for example someone is assigned the “Edit Recruits” permission, they automatically receive the “View Recruits” permission. If a management permission is assigned to a member, that member automatically receives all permissions in their category.

Each permission will have an associated title, the clan member can chose one of the titles from their assigned permissions to display as their clan role. For example, being assigned the “Edit Recruits” permission will give that member the option to display the “Recruiter” title.

Military Ranks still exist but are now related to PvP related performance and they are granted automatically upon achieving specific goals. The do not however grant any clan related permissions.

This will provide a lot more flexibility to Clan Leaderships as well as a way to let specific members handle tasks they are good at.


Apart from that, work is also being done on a new contract system. At this moment this system is being developed to be quite open ended so that it can be used in various ways if we so choose. The first application of it however has to do with mercenary like contracts. We feel that sieges is an activity that even small clans that do not own a holding must experience as it’s a quite unique feature of Darkfall.

To that end we are implementing this contract system to serve as an organized and structured way for such clans to participate, contribute and even profit from siege related activities. Of course our aim is for the system to be also usable by clans that want to have mercenary work as their primary source of income.

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Hva med alignment systemet og fast travel? Kan folk fortsatt sploinke rundt over hele kartet i løpet av et kvarter?

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Teleportation chambers er fjernet fra alle spiller byene, så det er først nå at sieges blir spennende :) Runestones kommer nok aldri til å forsvinne, men de har du vel ingenting i mot? Det har ikke kommet noe mer konkret om det nye alignment systemet.

Grinding er borte. Spillere i Unholy Wars vil være PvP-klare i løpet av veldig kort tid og det første du møter når du starter opp spillet for første gang er en grundig opplæring i hvordan det hele fungerer. Join Svensk/norske Aesir, Skvate! Unholy Wars som er forbedret på alle området inkl. Environment sounds vil få deg slukt inn i Agon. :)

Darkfall Online for Free

Today we stopped charging for Darkfall Online since we’re going to shut down the Darkfall Online service in a month, on November 15th, to make more room for Darkfall Unholy Wars.

We would like to thank our players, past and present, with a small token of our appreciation, by opening up our game servers. The game will be free for all players, of good standing, who ever bought the game.

We hope to see you in-game as we all enjoy our final month of Darkfall Online.

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får sjå. Hvis jeg får klienten til å kjøre bra på lunix så skal jeg teste det hvertfall. Ellers så er det skole som gjelder for min del om dagen, så et MMO som krever såpass mye dedikasjon som DF kan være litt farlig for min del.

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Venter i spenning på en PvP-video nå!!! Dette blir bra!

The new roles system introduced in Darkfall Unholy Wars requires the player to pick up a role, along with 2 schools from that specific role. One of the schools is set by the player as the primary and the other as the secondary, and each school contains 4 skills/spells, and the ultimate, the most powerful in that school.

The biggest difference between the primary and secondary schools is that you can only use the ultimate from your primary school. The skills/spells available in the secondary school have full potential, but require more mana and stamina, and have increased cooldowns and charging times compared to the primaries.

An example: One of the roles destined to serve players that love heavy melee combat is the Warrior. One of the Warrior schools is the Baresark. Baresarks like close combat, and specialized in dealing with multiple enemies. Their skills affect anyone that is standing near them or crosses their path.

You will find a brief explanation of the Baresark skills below:

Maelstrom A weapon-based attack that deals damage to anyone around the Baresark.

Stomp An attack that will knock everyone away from the Baresark.

Stampede The stampede dramatically increases the Baresark’s sprinting speed for a short period of time, while damaging and knocking back any targets that cross his path.

Roar An area-of-effect debuff, that reduces the base attributes of anyone inside its range.

Pulverize (Ultimate) Pulverize is the Baresark’s best weapon to deal with multiple opponents in a tight space. Pulverize damages everyone around the Baresark, knocks them back and blinds them for a short period of time.

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Are there any new races?

Having come through almost one thousand years since the end of Darkfall and the beginnings of the Unholy wars many of the races are 'new' to some degree or extent. Some of course, more than others.

The Mahirim, for example, definitely sport a more 'evolved' look these days, while still maintaining their bestial heritage. The Alfar also, having suddenly been freed of Melek's twisting influence, have begun to walk taller and more self assured!

The Tovarr however, are a completely new addition, albeit at the cost of their ancestors, the Dwarves. During a time when Agon was literally covered in war between Celestial hosts, demon armies and mortals alike, an immense host of Dwarves emerged from beneath the mountains. Thousands died as they marched ceaselessly to the heart of the Goddess and Demons battle. Then, with absolutely no warning, a vast techno-magical device was revealed and erupted into an explosion of pure and deadly light. The war suddenly came to a shocking, abrupt standstill. The Demon Lords and the Goddess withdrew to regroup, the mortals, stunned by this supreme sacrifice put down their arms and banded together (at threat of pain from the Orks). But the Dwarven nation was decimated, the Humans of Mercia rallied to their mountain to lend aid to what few Dwarves remained. Over the centuries and generations of inter-marriage between Man and Dwarf emerged the proud Tovarr. Bearing the noble and stoic pride of their Dwarven forbears with the passionate adaptability of their human benefactors, Tovarr means, in old Dwarvish, Man Under the Mountain.

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En fin video med små klipp fra og med lanseringen av Darkfall 1.0. Mange gode minner!!

Tenk dere Darkfall 1.0 med minimal grind, gode animasjoner, omgivelseslyder+musikk system, pen grafikk, pent brukergrensesnitt, masse innhold og ekte Real-Time PVP i en zoneless, non-instanced verden. Bare det ville gjort Darkfall perfekt, men nå er alt forbedret til et nytt spill og det etter tilbakemeldinger fra Community. Jeg er overbevist! Dette blir bra!

Videoer fra Darkfall 1.0 syns jeg så dårlig ut i forhold til hvordan det er å spille, men DF: Unholy Wars ser faktisk bra ut på video, så dette må jo bli sinnsykt!


Synd de ikke satset på en åpen beta for å få stabilisert og fjernet småbugs før lanseringen, men som de skriver så vil alle være på jobb på lanseringen og klare for å jobbe hardt.

Under 1 måned til lansering! :)

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Synes det er rart at det er bare her jeg har hørt om spillet, ingen andre spill sider som pcgamer, rps, gamer.no etc har hatt artikler som jeg har fått med meg. heller ikke /r/games og subreddit'en til darkfall har 256 lesere :p

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Aventurine kunne gjort en mye bedre jobb med å markedsføre spillet sitt. Per dags dato er det vel mmorpg.com som har flest intervjuer og artikler. Jeg vet at 90% av alle de som kjøpte Darkfall 1.0 kommer til å hive seg med på Unholy Wars.

Har 3 stk PvP-ready og gratis kontoer som folk kan bruke så mye de vil frem til 15.November hvis de vil teste ut Darkfall 1.0 før lanseringen av Darkfall: Unholy Wars ;) MERK: Unholy Wars blir helt annerledes på alle måter, men er en fordel å prøve det ut like vel, så send meg en PM hvis du er interessert ;)

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Snakket med en kompis som var med i SUN. Virker som de har tenkt å ta et comeback hvertfall...så får vi se hvor kjappe Aventurine er til å fikse exploits denne gangen.

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Det er godt å høre, selv om SUN til tider var en skikkelig 'pain in the ass' :D

Regner med at Aventurine kommer til å være mye kjappere til å fikse bugs ect. med sin nye gjeng med utviklere. Stor forskjell fra hva de var ved lanseringen av Darkfall 1.0 ;)

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Spennende :)


None can say for certain what dark magics or divine curse may have given life to the Widow. It is generally accepted that she has resided within her dark lair since time immemorial. Eons ago there was even a cult of Arthain that paid homage to her in the form of sacrificial virgins. Subjected to her dark and twisting poisons, these forsaken victims were granted everlasting life in service to the Widow as her ever-skittering Webmaidens.

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ser ut til at jeg får DF til å funke sånn passe på linuxmaskina mi. Spiller det litt frem til DF:UW, men måtte starte ny char. Litt tåpelig å gjøre det nå kanskje.

Edit: Oi! Skal si skilling går en del fortere enn sist gang jeg spillte. Gikk fra 0-50 på vedhogging på ett tre. Tar vel ikke mange timene å maxxe den og mastery tipper jeg.

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Det har blitt bekreftet at Surges (pre-surging) og fizzles er fjernet fra spillet + at spillet vil støtte flere CPU-kjerner og skikkelig SLI/Cross støtte. Dette blir bra, og med god ytelse!

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Your account is permanently banned from Darkfall for the following reason: Permanently Banned for cheating with 3rd Party Programs

w00000t. De må ha no autobanning på plass hvis folk skiller opp mistenkelig fort. Har jo maksa alt jeg kan for å si det sånn. Bruker da ikke no 3rd party programs....spiller via wine....dagnamit.

Er det ulovlig å trene opp magi ved å caste det på katter o.l i byer?

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Er Darkfall noe å satse på? Virker jo forsåvidt interessant men hva som skiller seg så veldig ut med Darkfall kontra andre MMO ?

Så på noen videosnutter av Darkfall Online med "massive PvP" men for meg så det utrolig uryddig ut, med characters som beveget seg rart (lite flyt i bevegelser, sannsynligvis pga FPS drop eller animasjoner som er redusert for å redusere FPS drop), og sinnsykt med lysbobler som fløy i random retninger.

Synes ikke akkurat det var så veldig "episk" å se på.

Skill-up systemet virker også noe gammeldags. å stå i ett hjørne og hoppe opp og ned x 1500 for å maxe ut "jump" eller "agility" stats blir jo kjedelig i lengden. Det er jo som EverQuest for 10 år siden der du spamma en spell med lav mana-bruk bare for å maxe ut en magic-school som f.eks Divination.

Konseptet med PvP og ta over byer og slikt er jo interessant men trenger virkelig noe mer info, gameplay videoer og annet for at det skal være interessant nok å starte på.

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Det er ikke så mye grinding nå. Er bare å spille normalt, så får man det man trenger for å duge i PvP etter et par uker.

Jeg er uansett mer fan av et slikt system mot et system ala WoW som er vanlig i de fleste andre spill - det er rett og slett mer realistisk slik det er i DF. Ingen av delene er vel mer gammeldags enn den andre. DF bruker det samme systemet som Ultima serien og delvis The Elder Scrolls. WoW arver vel mer av D&D. En diskusjon om temaet her: MMO Progression – Level based vs Skill Based

I andre MMO er alt utstyr man finner før man er på høyeste nivå ubrukelig etter hvert som man man øker i nivå. Slik er det ikke i DF: Der kan alle bruke alt av utstyr fra dag én, bare ikke like effektivt. Det er heller ikke binding av utstyr slik at kun den som først brukte utstyret kan fortsette å bruke det. Utstyret varer heller ikke evig, og man har alltid med seg ekstra sverd, bue og stav siden de slites i stykker ganske fort. De kan heller ikke repareres. Dette gjør at man blir avhengig av å skaffe nytt utstyr fra andre spillere som har det du trenger med jevne mellomrom. Det ville tatt all din tid å lage alt selv, eller finne alt av materiale som trengs for å lage bra utstyr. Det er mange eksotiske materialer og ingredienser som trengs for å lage utstyr som er over middels bra(dvs rank 40 og oppover).

Jeg har ikke vært med i så mange store slag, men kan bekrefte at det blir en del FPS drop, og det er automatiske innstillinger for å senke nivået på animasjonene(man kan endre når det skal slå inn selv). Animasjonene i spillet er også ganske stive, men dette skal være forbedret i DF:UW med "motion-capture".

Kvaliteten på effektene i spillet varierer veldig. Fortsatt mange midlertidige effekter igjen fra beta, mens andre effekter har blitt oppdaterte. Det kan se veldig rart ut(spesielt heal other, whitches brew o.l) Tror de har laget alt sånnt nytt til DF:UW, slik at de glir litt bedre inn i omgivelsene. Det viktigste er uansett at man ser hva folk bruker av magi, og hvilket nivå det er på(grafikken endrer seg etterhvert som man blir bedre i de forskjellige trylleformlene).

Slagene er vel kun episk for de som er med. Når pulsen står i 150 og mange eiendeler står på spill tipper jeg det føles ganske episk. Er vel det som gjør det artig: Man må faktisk risikere litt for å få igjen noe - litt som poker. I andre MMO blir det ikke det samme siden man ikke kan tape eiendeler på samme måte. F.eks skip, byer, hamlets, bra utstyr, kjøretøy(warhulks) o.l. Alt som krever en del tid og innsats for å få på plass. Skal man angripe en by må man også inn med en pengesum for å utfordre de som eier den, og man er åpen for angrep på sine egne byer(hvis man er så heldig å ha fler).

Når man taper noe stort, blir man naturlig nok skikkelig furten en periode, men de fleste kommer tilbake for å ta hevn :D

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Your Darkfall account has been suspended for exploiting by use of third party programs. We’re afraid this is a permanent ban. Please note that when an account is banned it is verified beyond a doubt that exploitation is taking place - we do not rely on player reports or on hearsay.

ROFLMAO. Seriøst. Eneste jeg har gjort er å heale katter og sånnt i byen...kunne de ikke gitt meg en warn ellerno?

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Vel, som jeg sa... med skill systemet (slik jeg har forstått det) så tilrettelegger de jo for at folk "grinder" ut skillpoints på enklest mulig måte, f.eks lage til macro som gjør at du står i ett hjørne og hopper opp og ned i 8 timer for å maxe ut agility eller jumping (hva enn skillen heter). I ditt tilfelle er jo enkleste måten å spamme spells på katter innenfor ett safe-area.

De burde jo heller fjerne muligheten til å gjøre akkurat det i byen enn å slenge ut bans. Trodde spillet var i beta og at hele poenget med beta var å avdekke slike ting?

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