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Darkfall - Printable Version +- The Purge (https://thepurge.net) +-- Forum: Public (https://thepurge.net/forumdisplay.php?fid=5) +--- Forum: Purge Gaming (https://thepurge.net/forumdisplay.php?fid=7) +--- Thread: Darkfall (/showthread.php?tid=132) |
Darkfall - Hoofhurr - 12-16-2003 <!-- m --><a class="postlink" href="http://rpgvault.ign.com/articles/458/458664p1.html">http://rpgvault.ign.com/articles/458/458664p1.html</a><!-- m --> <!-- m --><a class="postlink" href="http://www.darkfallonline.com/">http://www.darkfallonline.com/</a><!-- m --> Looks cool as hell. - Sigmire - 12-16-2003 they're talking about having an overly large world, thousands of skills and a lot of things that many of us have said just aren't working to well in online gaming. - Veraphim - 12-28-2003 Quote:they're talking about having an overly large world, thousands of skills and a lot of things that many of us have said just aren't working to well in online gaming Those things aren't working currently because the developers are just going about it the wrong way, or not putting any effort into balancing it. Anyway, the game looks interresting, kinda like what SB was promising early on. The following is all great and would make the perfect game imo, but we all saw what happened to SB: Player-built and run cities, anywhere you want SB promised this too, but it ended up that the "anywhere you want" part was restricted to pre-designated plains areas with no terrain for miles, no resources to fight over, or cliffs, water, mountains, etc to add strategic reason to build there. Full loot when you die SB would have been fine with this. Items were plenty easy enough to come by and re-equip yourself after death. Of course the "Bluebies" whined(and prolly Ubisoft(Blubiesoft?)) to the point that player looting was removed from the game. Full looting from people you kill will be a fine system as long as when you respawn you can re-equip yourself with items that will alow you to still compete against people that haven't died as recently and have magical equipment. Darkfall is doing 100% skill-based progression, not classes, so I think this game will suffer the same failures as other games that went this way as far as a balance nightmare. Just like bountyhunter-pistoleer-creature handlers from SWG, or platemail-stealth-mastermages from UO. I think a 100% skill-based system could work as far as progression, as long as you were restricted to skills only available to a chosen class. DF is taking some precautions, like wearing heavy armor makes you run and cast spells significantly slower. I still think that skills need to be contained within a class though for easier game balancing(kinda like AC2). I guess I'll keep my eye on this. If they can pull through with what they have in their FAQ, it would be a game I could very much enjoy. - Slamz - 12-29-2003 Sounds like it could be good. I agree that SB's damning failure was city placement. They gave you no in-game reason to care about attacking someone else's city, it was just the poor fighting the broke. Though I wasn't too fond of their leveling scheme or crappy graphics, either. SB had the right initial idea they just hadn't fleshed it out enough. SB was supposed to be about cities and sieges and yet DAOC had a better siege system. |