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Skvate

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Fortsatt folk som gamer det her? lol

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!

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Spilte vel darkfall i 2 uker elsn, men ble så satans lei av alt. Alt for lite content og alt for lett å "statspadde" seg imba :p

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Darkfall er/var bra på mange måter det. Problemet for min del var at jeg spillte for lite. Det er av typen spill man må dedikere livet sitt til skal man få noe ut av det. Er ikke av den typen(lenger), så derfor trur jeg at jeg dropper MMOer fremover.

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).

F.eks:

- 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.

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Er enig med alle punktene du har skrevet, Skvate. Når det er sagt så blir det neppe like mye grind i Darkfall 2.0, det har vel så og si blitt bestemt at ARAC-klaner skal bort og alignment-systemet har blitt skrevet om.

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 :)

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Jeg er forsatt like aktiv i Darkfall og Aventurine har omsiden forstått at de må høre mer på spillerne og poste oppdateringer av alt de gjør hver uke. :)

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:

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Fish Trawler - En fiske båt som man kan bruke for å skaffe store mengder med fisk.

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Sea Scraper - En båt som skraper og samler alt på havbunnen. Holder man på med dette kan man kjapt finne mye fint.

:)

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Launch - En liten båt for små grupper/små klaner som har lyst til å teste ut litt

Naval combat.

coastal_runner-300x225.jpg

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!

:)

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Update March 15th

- 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.

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Update March 23

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:

Weapon-Ranks-300x187.jpg

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:

great_axe-300x168.jpg

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.

Crafting-Examples1-300x168.jpg

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Update March 30

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.

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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.

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Update April 20th 2012

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.

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Har ikke vært så aktiv i denne posten, men alt om DF 2.0 finner du på dfstuff.com.

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

Darkfallonline.com

______________

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.

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Som flere sikkert har fått med seg har Aventurine ansatt en haug av utviklere, og Darkfall 2.0 nærmer seg med stormskritt. Under ser du en Widowsilk Robe for mager og 2 store og flotte skip! Dette blir nais!

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!

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Frigate1.jpg

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Treasure Hunt Event

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.

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Her er kartene over hvor skattene var gjemt under PvP-eventen på Lørdag :) Utrolig morsomt.

30t4bx5.jpg

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...)

-Gold

-More...

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Mounts - Here's what one of our designers commented on the subject:

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.

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Er det gøy å oppdatere nyheter om spill som ingen bryr seg om?

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?

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Synes det er tamt med info fra Aventurine om dagen. Har hele gjengen dævva eller?

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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