
Darkfall Unholy Wars - Page 2
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ffswowsucks
Greece2294 Posts
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Makenshi
Sweden2105 Posts
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Zyrre
Sweden291 Posts
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Ighox
Norway580 Posts
On December 01 2012 23:41 ffswowsucks wrote: Any Darkfall advocates out there who are left trembling with excitement after watching that? I was excited, but then I realized that they fucked up the only thing that made DF 1.0 great; the combat. The old combat system was so good, I wish they just could have added the roles and stuff without slowing down the combat and adding momentum. Besides that though, Darkfall is hardly a sandbox, you can siege cities and build ships but that's basically it so it's more like Planetside 2 with full loot and sieges that matter. | ||
DrainX
Sweden3187 Posts
On December 26 2012 08:48 Ighox wrote: I was excited, but then I realized that they fucked up the only thing that made DF 1.0 great; the combat. The old combat system was so good, I wish they just could have added the roles and stuff without slowing down the combat and adding momentum. Besides that though, Darkfall is hardly a sandbox, you can siege cities and build ships but that's basically it so it's more like Planetside 2 with full loot and sieges that matter. How is it not a sandbox? Almost every item in the game can be crafted by players. The economy is completely player run. Everything that happens on a guild/political/warfare level is decided by players. Compared to WoW where the endgame consists of repeating scripted PvE battles that in no way affect the game world, it feels pretty sandbox to me. I guess you could say that games like Salem and Minecraft are even more sandboxy, but among MMOs I think Darkfall is by far on the sandbox side of the themepark-sandbox spectrum. | ||
Ighox
Norway580 Posts
On December 26 2012 09:16 DrainX wrote: How is it not a sandbox? Almost every item in the game can be crafted by players. The economy is completely player run. Everything that happens on a guild/political/warfare level is decided by players. Compared to WoW where the endgame consists of repeating scripted PvE battles that in no way affect the game world, it feels pretty sandbox to me. I guess you could say that games like Salem and Minecraft are even more sandboxy, but among MMOs I think Darkfall is by far on the sandbox side of the themepark-sandbox spectrum. I guess that depends on how you define sandbox since everyone seem to disagree on that, but to me it means an open world where players can influence the world a lot, and I don't consider "sieging cities" to be a lot, other than player cities nothing could be customized and there were only one really viable "career path". So once PS2 adds player cities I'll probably consider that game just as "sandbox" as Darkfall. | ||
DrainX
Sweden3187 Posts
On December 26 2012 09:36 Ighox wrote: I guess that depends on how you define sandbox since everyone seem to disagree on that, but to me it means an open world where players can influence the world a lot, and I don't consider "sieging cities" to be a lot, other than player cities nothing could be customized and there were only one really viable "career path". So once PS2 adds player cities I'll probably consider that game just as "sandbox" as Darkfall. I guess my definition would be the opposite of theme park, where theme park is a game where everything you do in the game is decided by the creators. Lots of scripting, limits on the economy (bind on pickup etc). Everything is designed to be experienced in a certain way. In a sandbox game, instead of scripted instances, instanced battleground PvP, linear story etc. you have a set of tools from which the players can create their own content and experience. This can be anything from the ability to build/siege cities, craft/trade items, form player created factions and alliances and collectively creating a political narrative. A game like PS2 has no player created factions, The game has already decided who is your enemy and you can only attack people of the other faction. There is barely any game world persistence, what happened yesterday or a week ago has almost no affect on the game world. Also because of these two reasons, there can be no political disputes in the game. There is also no persistent economy in the game. You can't be a crafter or a trader in PS2. I guess the true defining feature of a sandbox game is that the players themselves decide what their goals are. I think that is true for Darkfall. | ||
chaokel
Australia535 Posts
On December 26 2012 06:46 Makenshi wrote: About my quesiton earlier i meant.. is equipment pretty much stock as in a death is just annoying or are there rarer, expensiver items and equipment that's abit risk of wearing? Or does people only runa round with Steel Broadsword, Platemail and people don't even bother to loot? There certainly was in df1. A single piece of the highest ranked armour / weapons, with top enchantments could be sold for enough to buy 10-20 'normal' siege bags. There were even racial weapons, of which (at least for a very long time) there were only a few made on the whole server. Not to mention things like vileforges, or man of wars which sold for millions of gold and had to be physically carried to be used. On December 26 2012 09:16 DrainX wrote: How is it not a sandbox? Almost every item in the game can be crafted by players. The economy is completely player run. Everything that happens on a guild/political/warfare level is decided by players. Compared to WoW where the endgame consists of repeating scripted PvE battles that in no way affect the game world, it feels pretty sandbox to me. I guess you could say that games like Salem and Minecraft are even more sandboxy, but among MMOs I think Darkfall is by far on the sandbox side of the themepark-sandbox spectrum. Technically speaking it could be so much more of a sandbox MMO than it already is, but if put on a sliding scale of current MMOs we have available to us, it would be one of the furthest towards the sandbox side of that scale. Basically about as good as you can get at the moment, even if the sandbox is quite light on sand. For anyone arguing it is no more sandbox than many other MMOs out there, just consider the mechanics and what they allow compared to other games.
Which other games out there can boast so many mechanics that give players options to create their own content and playstyles? Certainly not many, and even less that are developer supported still. | ||
Ighox
Norway580 Posts
On December 26 2012 10:17 chaokel wrote: ......................:....... Crafting, trading, player housing weren't really viable choices though, and the economy certainly won't get better by adding an auction house in DF:UW. I just look at UO/Eve and see all the stuff you could do outside of politics, trading, hauling, gathering, crafting, hunting, pirate/bandit (or someone who hunts them), etc. But when I look back over at Darkfall all I see is PvP/politics/exploiting mobs for gold. | ||
chaokel
Australia535 Posts
On December 26 2012 11:38 Ighox wrote: Crafting, trading, player housing weren't really viable choices though, and the economy certainly won't get better by adding an auction house in DF:UW. I just look at UO/Eve and see all the stuff you could do outside of politics, trading, hauling, gathering, crafting, hunting, pirate/bandit (or someone who hunts them), etc. But when I look back over at Darkfall all I see is PvP/politics/exploiting mobs for gold. I don't mean to say that those things are viable as player roles to everyone (though many are). These are mechanics that add to the ability for the player-base to create their own content. For example the trade fairs that clans held, or the large pvp battles that houses going live sparked, things along those lines. These aren't things that the developer specifically coded into the game, this is what a sandbox is about. Its not about how many fixed mechanics you can put into the game, it's about the freedom you allow the player base and how the mechanics interact. I know of people who never left the racial cities and acted as race defenders (protecting all blues and killing reds), people who ran and trained newbie members (like eve uni), people who did merc work, people who had a monopoly on trade for a long time, i had clanmates who enjoyed crafting more than anything else. If the only playstyles you ever saw were PvP/political/exploitative, i would venture that you didn't really try to interact with people doing other things. | ||
Psyonic_Reaver
United States4336 Posts
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Ighox
Norway580 Posts
On December 28 2012 05:23 chaokel wrote: I don't mean to say that those things are viable as player roles to everyone (though many are). These are mechanics that add to the ability for the player-base to create their own content. For example the trade fairs that clans held, or the large pvp battles that houses going live sparked, things along those lines. These aren't things that the developer specifically coded into the game, this is what a sandbox is about. Its not about how many fixed mechanics you can put into the game, it's about the freedom you allow the player base and how the mechanics interact. I know of people who never left the racial cities and acted as race defenders (protecting all blues and killing reds), people who ran and trained newbie members (like eve uni), people who did merc work, people who had a monopoly on trade for a long time, i had clanmates who enjoyed crafting more than anything else. If the only playstyles you ever saw were PvP/political/exploitative, i would venture that you didn't really try to interact with people doing other things. I know people did other things but from what I saw almost nothing of it felt "sandboxy" to me, basically the only thing was Freehold's trade fairs in the beginning, and the first month or so after they added housing vendors because then the market was sort of regional for a short time. I just think most of Darkfall's systems limits the things that a sandbox should be all about and I think a lot of it contributed to many features becoming pointless. I know people traded and crafted, I did too, but when you basically gain nothing it's not a viable long term choice. (But even back when you did gain something, it wasn't that different from trading in any theme park MMO.) I'm not denying it has some sand though, I just think it's miles and miles behind what a sandbox should be and leaning more and more towards an MMOFPS with a couple of RPG elements. | ||
DrainX
Sweden3187 Posts
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Harsher
Canada19 Posts
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ffswowsucks
Greece2294 Posts
Anyone playing it ? | ||
Skilledblob
Germany3392 Posts
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sk1nex
Finland299 Posts
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Skilledblob
Germany3392 Posts
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chaokel
Australia535 Posts
On April 17 2013 15:43 ffswowsucks wrote: Game just got officially released. Haven't touched the game because it was full of bugs, was losing items, char was reseting in tutorial etc. Anyone playing it ? It's not nearly as bad as it was at beta release. There still is performance issues however, and a ton of content (which was in the original) missing. All persistance issues have been fixed, combat tweaked and the new prowess leveling system is a huge improvement. Still fairly clunky performance wise (load lag etc), and some people are getting crashes. | ||
Skilledblob
Germany3392 Posts
Avoid this game at all cost. Performance issues and bugs make it unplayable right now | ||
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