DF:UW – The value of owning a city

May 13, 2013

A popular topic on ForumFall of late has been the value of player cities and hamlets, with some believe they are not worth owning, or that the cost to build them up is too great and needs to be reduced. OTG has been living out of our city (Kvit) for about a week now, and it’s highlighted some ‘hidden values’ to me.

There are the obvious benefits of owning a city, such as being able to bind at the stone, receiving the system messages when anyone comes in/out, and the minor regen buff the city provides to its owners. Cities also have resource nodes (mines, farms, etc) that can be built, but OTG has yet to build ours so I can’t really comment on that.

The above are nice, but certainly not worth the large amount of resources needed to build up a city. But because DF:UW is a sandbox, the hard-coded benefits are only a small part of the value.

Since moving in, we have put up the keep and some houses to increase the maximum number of binds allowed, and currently we are at 71. This has allowed many (but still not all) of our members to bind from the same spot, making grouping and responding to attacks much easier.

For a more casual clan that has a wide range of PvP-skilled players, having numbers close by means we don’t get rolled whenever someone comes along. It also means we can farm high-value spots like Ogre Bullies or Arctic Bears with confidence, and have the numbers to chase someone off the spawn should we need to. It also allows for quicker grouping, so those with less time don’t spend most of it riding to get to a group. And since we are all concentrated, groups are always up and something is always happening.

Another benefit is learning the local area. By knowing where all of the local spawns are, as well as the major geographic features, we are better able to quickly respond to a call for help, and when fighting know the terrain and how best to use it. For instance, we know where the land gets relatively flat and clear of obstacles, so we know when to keep chasing someone on a mount and when it’s best to jump off and try to bow them down. We know the location of iron nodes for quick gathering, and where the best hiding spots are for escaping a chase.

Owning and building up a city also motivates us to take group mining trips, where a bunch of us will head and out clean out iron nodes for the clan. We do this geared up for PvP, and often find it (or it finds us). Seeing the city gain buildings and (soon) added functionality gives everyone a goal to work towards, and creates game and clan ‘buy in’.

Finally, because other players know OTG lives out of Kvit, we in essence have created a bit of a PvP hotspot. This is greatly beneficial for a number of reasons. First, DF:UW is a PvP MMO, and having PvP come to us saves us the trouble of having to finding it (though we do plenty of that as well). Near-constant PvP also means our members are getting experience and becoming better players, rather than sitting in a secluded corner getting fat and lazy off nothing but PvE (something that happened in DF1 to many clans). And thanks to the factors above, OTG has been holding its own in most fights, meaning not only do we have PvP delivered to our front door, but nice loot as well.

Owning and actively living out of Kvit has been a major boon for OTG, and we are excited to continue building up the city and carving out a place for ourselves in Agon.


DF:UW – Across the world and back to base

May 8, 2013

Last week OTG had a planned event to take down the red dragon on Cairn. We had a nice turnout (I believe we had 40ish), and after about 30 minutes we took the beast down. The fight itself is fairly similar to the red dragon in DF1, although this one seems to bounce people around more and hit a little harder. He downed a bunch of people, sent others flying off cliffs, and we learned that the Primalist bubble ability does not block his fireballs. Good times all around, and decent loot (30k gold and a bunch of rare mats, I think). His death animation, where he falls out of the sky, is pretty sweet, as is the giant tombstone he leaves behind.

Right after the event we got out three boats and set sail for Niff (top right island), passing by Ruby (bottom right). At some point I got knocked off a boat and had to swim the rest of the way (woops), but while sailing the group encountered three players on another ship (the one with the cannon!) and took it over. We seem to have the pirate thing down.

Our time on Niff was brief but extremely entertaining. The main ‘issue’ was the overabundance of PvP. Anytime a group went out to PvE, PvP would find them, and even though many times we ended up on the winning side, it still delayed gaining prowess and completing feats. Furthermore, the area was so hot that our less developed characters had a tough time getting anything done, and they really wanted (and needed) to work on prowess to become ‘viable’.

We did have some great fights on Niff though, from a 20v15ish battle that went back and forth for close to an hour, to some great small-scale (3v3 and such) fights over mob camps. We certainly have plans to return and do some roaming when more of us are ready.

The rapid move to Niff caused an issue for some of our more casual member, who either got left on Cairn or just had a tough time getting anything done on Niff. With that brought to light, we have decided to concentrate the clan in the city of Kvit, which comically enough we claimed by accident on the second day of the game being live. We are currently building up Kvit, and already have expanded the number of bind spots available, though we still need more (zerg yo). More on the city and its impact on the clan in a different post, but I’ll just say it’s been great.

With most of our membership relocated to either the city itself or the nearby safezone NPC city, we regularity have multiple groups of 3-5 working different mob spawns or simply patrolling the area for PvP. One spawn in particular, Ogre Bullies just to the south of our city, sees a ton of traffic, and we have become increasingly good at fending it off without losing a lot of farming efficiency.

Personally I’ve been involved in a number of battles over an ice elemental spawn, and just in that short amount of time I think my PvP skills have greatly improved (up from terrible to pretty bad). Prowess-wise I’m at 24k, and I feel like I’m basically there in terms of character power. Gear-wise I’ve started using banded and r30 weapons more regularly. I also finally stopped being lazy and rebound a bunch of functionality to my mouse, because I might as well use those 11 buttons if I have em (g700 ftw).

When DF1 launched I had a blast in part because the game felt so new and fresh compared to everything else in 2009. This time around, that “new game smell” is less a factor, yet I’m having more fun than I’ve had in years because most of the warts that DF1 had have been removed, and I’m playing the kind of MMO I love the way I want to play it (mix of PvE and PvP, heavy on clan-based interaction) without the game punishing me for doing so. I’m progressing at a pace I’m very happy with, I don’t feel like others are miles ahead, and I don’t see the inevitable “game over” screen or 180 gameplay turn on the horizon.

 


DF:UW – Distilled core

May 7, 2013

In the MMO gaming scale, time is far more valuable to me than money. $60 for a box or $15 a month is a trivial amount compared to the amount of time I spend gaming, so free crap is not something I bother with and paying for something I enjoy is always a good deal.

Given the above, I don’t really understand what Azuriel is doing with his 3-part Darkfall series. Yes, AV sent him a free copy, but why waste so much of your time just to prove that ‘doing it wrong’ is a good way not to enjoy a game? I mean, I’m not going to grab Axis and Allies, slot two hours for it, and then slam the product as inferior to Candyland because in my two hours I didn’t have fun and ‘lulz the UI’.

Wasting time aside, the series was in part the inspiration for yesterday’s post, because while it’s pretty clear Azuriel went in knowing he was doing it wrong, I’d bet many themeparkers have a very similar approach and a “must have fun NOW” mindset. I don’t know if it’s just an age/generation thing, or just a normal difference in human nature put on display thanks to things like Twitter, but in no way can I relate to that kind of approach to things.

Investing in something to build towards a ‘payout’ later is just something I’ve always done. I spent hours painting Warhammer miniatures because at the end, I’d have a great looking army to play with. Not once did I consider painting yet another foot soldier ‘a grind’, nor did I expect every miniature to look as special or unique as a leader/hero unit.

I approach MMOs the same way. It’s why I invest in the social fabric by joining or running a guild, reading the forums, and trying to keep up with that is happening in-game. It’s why short-term MMOs like GW2 feel to pointless to me; I’m not looking to have 3 weeks of instant fun, I’m looking to add a solid block to 15 years of MMO gaming.

It’s why seeing clans like Lords of Death, Sinister, Blood, SUN, LotD, OTG, and others is special; people and clans have gaming history with those names and the people behind them, sometimes YEARS worth of history spanning multiple titles. Those rivalries take time to build, but that time is well invested and the payout is worth it when clashes happen.

It’s why I deride the notion of the “jump in, jump out” MMO, or those that dabble in multiple titles at all times. While maybe that works on an individual level for some, an MMO should be far more than just your individual story or instance, and if you are constantly leaving you never become a piece of something greater.

In a way, it’s a bonus that a game like DF does not attempt to cater to that approach, because it weeds all those players out quickly and you refine down to your ‘core’ faster. DF:UW also has the carryover benefit of DF1, so much of the established history transferred over, and the distilled core was in place day one.

This is not to say new players can’t become part of such a world. They very much can, and do all the time. But in order to do so, you have to invest. And the investment does not have to be all-encompassing. You don’t need to be the leader of thousands to ‘get it’. But you also can’t just log in, look around, and expect things to happen. Joining a clan is one step, of course, as is being social-enough in that clan to learn from others and get up to speed. Being an active member is another; like the game itself, most clans won’t bring the fun to you, you have to interact and find it with others.

If any of the above sounds like a chore or pain to you, maybe this genre is not the right one for you. It is, after all, pretty niche.

 


DF:UW – Arise my champion!

May 2, 2013

Darkfall: Unholy Wars being the first sub-based MMO to use Steam’s new subscriber system has many benefits; market exposure, higher in-game population, easier to acquire the title, etc, but I think it’s pretty obvious that the biggest advantage is the introduction of Steamkiddie rage and tears. In some ways they are like the Massively trolls, but with a bit more focus on pricing rather than… whatever it is Massively trolls troll about.

By far my favorite new ‘person’ is Longknight, valiant defender of consumer spending who is on a personal crusade to lower costs for all! At close to 300 comments that thread is a long one, but man oh man is it quality reading. At least skim and read Longknight if nothing else. The rest of this post could comprise of nothing but quotes, but I’ll just go with this one:

yes but i need your help and everyone else if i was to set up a games review website (free of course as i dont want anyones money) and i had enough followers to turn around and boycott buying these kind of games they would have no choice but the bring their prices down thats fair to everyone but people are like sheep time to be a wolf

Rally the troops Longknight! It’s time to be a wolf, yo.

Longknight might be the dumbest of the bunch, but shockingly he is not alone, and others are also outraged that anyone would pay the absurd ransom of $40 AND THEN $15 A MONTH to play an MMO. Doesn’t Aventurine know all MMOs are F2P now?! The outrage!

F2P spending math-tax issue aside, not to mention $15 a month vs new game spending math, I’m reminded that UO came out in 1997, meaning there are gamers today who were not born when that standard was set. If your first (and perhaps only) experience with MMOs is Farmville and its ilk, paying up front for something and then being ‘forced’ to pay $15 a month might seem crazy. Especially for a game that doesn’t even look as good as Skyrim!

Luckily for Longknight and company, I’m sure DF:UW will go F2P soon, just like DF1 did. Hopefully those waiting for that to happen will hold their breath while they wait, that way we all win.


DF:UW – Story of a new player

May 1, 2013

Copy/pasting this from the Darkfall forums, written by Hydride.

—————

So I’m currently working abroad, playing on my laptop and have crap internet. I have a 6k pp Warrior. My FPS in the cities is around 10 and outside 17 on average. So I am forced to be a Crafter because every time I go to hit a Mob, by the time I’m synced the MOFO is on my back.

So I hit nodes all day, buy and sell stuff and I know what your saying that is boring as hell “Yes it is”. However, I will be home in a few Months and I love this game so much that I am totally dedicated to it and can’t wait to start actually being able to PvE and PvP. By that time, gold and equipment will not be a issue because I will hopefully have a lot of crafts maxed out by then.

So Today, I got real tired of running round looking for full nodes and not finding any. I decided to empty my pockets into the Bank and just kept on me a 2 Pick Axes and a Mount. I jumped on my Mount and for the first time ventured way outside the SZ. I decided to head for the Coast and was constantly looking around me to make sure there was no players chasing me and also looking at the terrain. I stayed away from Mob spawns, also I used the terrain to my benefit by riding in the shadows, dead ground and also terrain that was the same colour as myself and my mount. Laugh some of you might, but it worked.

So I get to the Coast, jumped of my Mount and went in to total tactical mode. I crouch walked everywhere, I stuck to the shadows, manoeuvred round rocks and trees, checking my every direction there was before moving, popped my head up from behind rocks and through bushes to make sure I was alone. Believe me if I could have done a combat roll I would have done. I remember thinking to myself that if there was a GM in invisible mode, he would be laughing at me saying “Look at this Ninja Noob right here”. But hey it worked!!!

So I see a nice place to mine with 5 nodes within reasonable close prox of each other. Now 4 of the nodes was in cover or within the shadows, so I told myself I will only hit the ones that had decent cover from view and I did just that. Now I started tapping away and I would stop at any sound, because I had the in game music on, so I turned it off. Now I could hear everything and anything that sounded out of place I would stop, pop my head out left and right and carry on again. I soon got tired of this and said to myself I’m being paranoid. Low and behold I start tapping and I see this player on a Mount in the distances, I pressed C so damn hard to stop tapping this node and to crouch down that I am surprised I didn’t snap my laptop in Two right there and then. So this player on this Mount stops quickly and starts looking round, I already had my escape routes pre planned out and jumped in this bush where I could see what he was doing. He came right up to the node that was in the open and look at another node and must of said to himself I must of been hearing things and pushed off. My Heart was beating so fast it, I thought it was going to jump out my Chest. I kept eyes on him until he hit the horizon and carried on tapping the nodes. Every time I would tap out a node, I could hear this voice inside me saying get the hell out of there now, but there was one more node to rinse so I decided to stay and carry on.

I was tapping the last node and I heard another Mount, voice inside me saying “I f-ing told you to get the hell out of there”. I pressed C again but didn’t have eyes on this player, I moved across in the shadow to a Bush and jumped in it. Waiting to see where this Mount was and then I laid eyes on this Player and this Mount, but wait he was stood still and I could hear a Mount. I kept on watching and this player was being chased and was setting a ambush. “WAM PAM BOOM” they was going at it, I was like $%^& the Ore I gotta see this !@%^. So I ducked and dodge my way to a safe spot to get eyes on and on my way there, I had to bypass the Ambush dudes Mount. So I done what any half decent DF Noob would have done and I stole his Mount. I watched the fight to the end and see the Ambush dude win and the best bit afterwards was watching this dude who won try and find his Mount. After he left I found a nice place behind two big rocks with a bush in front of it to bindstone recall back.

Today was my most fun day in DF and I pocketed 800 ore, with 2 other trips out. I am a solo crafter and for the rest of the Noobs inside the SZ don’t be afraid to go outside. I have been lucky not to get killed, but Tomorrow I might get killed and so what if I do. This game is a dog eat dog world and only the strong or the smart survive. They might take your gear and your mats, but they can’t take away the fun moments or your pp and they can’t make you pregnant, so it’s all good.

I hope my fellow Noobs have the same experience I had Today and stay with this great game. To all you 10 year olds that want you hands held through this game and moan about dying on global and this forum, I don’t care you can quit. Because the real world is very much like DF and your Mum’s ain’t gonna be there to swipe your butts for you forever.


Darkfall: Unholy Wars – Peaks on top of peaks on top of peaks

April 29, 2013

Readers here know that I like MMOs (hence, you know, this here MMO blog). And unless this is the first post you are reading here (hi), you know I prefer my MMOs to be more sandbox/virtual world than themepark, and I express that opinion often and generally with examples. This is one of those posts. Enjoy.

One difference between playing a themepark and a sandbox happens even before you log in. In a themepark, you pretty much know what you are going to be doing that login, be it a quest, a raid, some instanced PvP, whatever. And short of a miracle, odds are good you are actually going to do what you logged in to do (and if you logged into WoW, you will succeed, 100% of the time).

In a good sandbox, before you log in you will have something you want to do, but sometimes the sandbox will have other ideas and you end up doing something completely different. Those moments are usually memorable too. You head out to mine and you get ganked. You go to farm some mobs and a clan war breaks out. You log in to find your Corp has been war-decced. Someone did some really crazy stuff with the local/world economy. Etc.

The themepark model relies on giving you a consistent drip of fun, and the longer you play, the higher the dosage you need just to get the same high. Many confuse this with burnout, but really it’s just the core flaw in the model. A good sandbox is a continuous set of peaks and valleys, and those memorable peaks justify the mundane valleys. Blowing up a Titan is special because a lot of time was spent shooting a mining laser at a rock to build it. A city siege is an event because some clan spent hundreds if not thousands of game-hours building it up, living around it, and planning the virtual lives of its members around that location.

This weekend was an unusual string of peaks for me in Darkfall.

The first such peak happened when a group of OTG members got on a boat to go be pirates; we geared up and sailed out looking for other ships. Our ‘tracking method’ was to fish while sailing, and based on tiles empty of fish, we tried to pinpoint where a fishing ship or two might be located. It was an inexact science, but still fun.

After sailing much of the eastern ocean with little luck (but a lot of fish), we meet up with another ship from OTG and decided to sail back home to Cairn, splitting up so that we covered two tiles as we went. The ship that I was on and piloting had two of our members recall out, and with just three left we decided to pack the ship up and just recall back ourselves. As the others recalled, I despawned the boat, accidentally cancelling their recalls and setting off their timers (the boat disappearing caused them to fall into the ocean, whoops).

As we floated in the water, I spotted a boat sailing towards us. It would be just our luck that as soon as we despawn, a target comes along. The others quickly swam towards that boat and began shooting arrows and magic at the captain, causing him to attempt to dodge, which is a very slow process in a boat. Over Mumble I called out the target, and our other boat began to sail towards us in an attempt to cut them off. In a “wonder if this works” moment, I tried to spawn our boat from the water and much to my surprise, it worked. Climbing quickly on board, I sailed in pursuit.

After about two tiles of chasing, our second boat finally got itself into position, and the two members on board started shooting at the enemy captain. The more he dodged, the closer we got, and eventually his fate was sealed and he went down, leaving his boat floating in the water for us to claim. +1 pirate success!

Later in the weekend, I was riding around exploring on Cairn when I came across a random iron node. Needing to read something on my iPhone, I figured why not and started mining. About ten swings in, I heard the sounds of a mount approached, and turned to see if it was an alliance member or someone about to gank me. It was an enemy, and since I had just basic gear on me, I decided why the hell not and attacked.

Oddly, he turned to run immediately, even though our prowess levels were about even and he was a skirmisher in better gear. I chased on my mount, not expecting much to happen since unless someone makes a mistake, you can’t really catch up when both people are mounted. To my surprise, he started fleeing directly towards the ocean (mounts swim slower than players, so it’s never a good idea to enter water on a mount when combat is a possibility), and even more surprising, he jumped in and began mount swimming.

I got to the shore, jumped off my mount, and chased after him. A quick pursuit swim later, I was able to kill his mount with my starter staff bolt spell. He kept swimming, and I kept chasing. Then, he dived down deep into the water. I figured he was luring me into a deep underwater fight, and being a skirm, he would have the advantage, but since I had little to nothing on me, I figured what the hell and dove down as well. Rather than turning to shoot, he kept swimming, eventually leaving my line of sight. Lost him.

I swam a little further in the general direction of the pursuit and was about to swim back when I noticed something far off in the water. As I swam closer, I realized it was a player gravestone. Swimming closer still, it displayed the name of the player I was chasing. The guy hadn’t escaped; he drowned himself.

When I opened the gravestone, I figured out why he had panicked and run. He had a treasure map on him. Looting it and the rest of his (pretty decent) gear, I double-clicked the map and my assumption proved true; his treasure was very close to my initial mining spot. Very, very close in fact; just over a ridge and near the general flight zone of the local red dragon.

As I attempted to pinpoint the location, I noticed a player grave in some lava. Because “why not” was the theme of the day, I jumped in, got some nice burns, and looted it. Another treasure map, more decent gear. My lucky day! Oddly, this treasure map was nowhere close to Cairn based on the blinking, so this seemed like just a random death.

The fire dragon corrected me on the random part.

The ‘fun’ thing about the red dragon is it has a giant agro range as it flies high above. Sometimes it notices you and says hello, other times it keeps flying. Just as I was getting out of the lava, the dragon decided it was a good time to fireball me. That hurt, and flung me a good distance (luckily, not back into the lava). Not content with as single scorching, the dragon then showed me it also has a streaming breath attack that really, really hurts. Down I went. My guess is the gravestone in the lava was some poor soul that also experienced the above, but was additionally unlucky and died in the lava (insta-death). I simply had to wait out the revive timer and pray no enemy came by to gank me.

My luck held, I got up, and shortly after located the initial treasure and dug it up. 3k gold richer, I rode back to our bank and called it a day.

Finally, on Sunday I started my day by farming some ogre bullies just south of the human safe zone. Most (all?) ogre bully spawns are a PvP hot spot right now because completing their feat is worth a good chunk of prowess. As I farmed, another player ran into the spot, and I turned expecting a fight. However, when I looked at his prowess total I saw he was just at 4k (I’m at 17k), so rather than instantly attack I waited to see what he would do. He ran up, stopped next to me, and sent me a “hello” message. I said hello back and we grouped up to share the spawn.

About three mobs later, an enemy skirmisher that I’ve actually died to before ran up and started attacking. My new friend and I fought him for a bit, but the guy was good and eventually we both went down. Since I was bound to a chaos stone close by, I ran back to my corpse to see what loot was left. Luckily, the guy only looted some ore off me, leaving all my gear. After re-equipping, I went back to farming the bullies.

A few mobs later, the guy was back and attacked again. As I still had little of value on me (a bit of gold off the bullies), I figured more PvP practice never hurt and fought him, dragging the fight out by ducking behind trees to make it difficult for him to hit me with arrows and forcing him into running into melee range. The strategy worked in terms of delaying him and forcing him back, but I could never finish him and he was always able to dash away and recover. This cat and mouse game continued for a good bit of time.

Then someone on Mumble asked if I wanted to join their group that was about to start farming the bullies. I told him sure, but first we would have to take care of this enemy skirmisher. A bit more delaying later, they arrived and eventually killed the guy after a lengthy chase both in and out of the water. Recovering my previously looted ore and gold, I went on to finish the ogre bullies feat with the alliance group. Double success!

As the safe zone was close, and since I needed to do a bit of crafting, I said thanks for the group and headed north. Between me and the safe zone boarder was a small water inlet, and because this was just that kind of weekend, I spotted a boat sailing directly towards me. I called it out on Mumble, the ogre bullies group scrambled towards me, and I did my best to delay the boat with some archery shots.

The boat, with just two people on board, started to turn back towards the safe zone, but then suddenly stopped and just sat in the water. After the ‘wtf’ shock wore off, I climbed up the side of the boat and killed the mage who was not the captain (not much room to run on a boat). I then figured out why the boat had stopped; the captain had crashed/disconnected.

I waited for him to log back in, and when he did I fully expected a fight. Surprisingly, in a panic move, he instead started to steer the boat, no doubt hoping to hit the safe zone. He never even got close as I hacked him down. +1 boat, +2 graves!

And to top everything off, a SECOND boat had made its way down the inlet and got caught by my alliance group.

Pretty unreal weekend, and a very high peak in the sandbox.


DF:UW – Zerging Massively

April 28, 2013

Niche, yo.

(This weekend has been ridiculously fun in-game for me. Monday should have a great post or two. Yarr!)


DF:UW – Review after two weeks

April 26, 2013

(Note: I write this sitting on my just-crafted boat, fishing away far off the Agon coast. Let’s see what I end up with at the end.)

MMO sequels are tricky. When you create a sequel, you generally do so because you can’t fix/patch/expand the original game to get it where you want it to go, and instead have to start fresh. The fact that EVE is 10 years in and without the need for a sequel is just another rock on the mountain of its amazing design, but then there is only one EVE/CCP.

Darkfall 1 was a great but greatly flawed game. For everything it did right (combat, seamless world, atmosphere), it was dragged down by design mistakes (increase-by-use progression system), bugs (rigormax), or exploits/hacks. It was a very harsh game right from the moment you logged in, and posed a giant hurdle for new players to catch up, not only in the skills needed to compete, but with complex UI scripts and keybinds. Near-forced overnight macroing did not help either.

Based on just over one week in, Darkfall: Unholy Wars is everything good about DF1, with most (all?) of the major negatives fixed or removed, and a lot of great stuff stacked on top of that solid core.

As previously described, the prowess system is wonderful. It truly rewards you for just playing the game, and allows you to progress in different ways. If you want to PvE, you can PvE and see progress. If you want to focus on harvesting/crafting, you will progress as well, and not JUST as a crafter. The game also rewards exploring Agon in many ways, be it random chaos chests, hunting down treasure maps, or simply finding resource/weapon stashes.

Combat has that DF1 feel, but is improved with the addition of the four roles (classes you can switch between at will) and the skills they bring. For me the biggest improvement is that unlike DF1, you don’t have half a dozen hotbars full of abilities, but instead 6-8 core skills you use, and those are easy to access with the base UI. Combat still gives you that huge adrenaline rush, and you still need to manage your stats like in DF1, but you can jump in and be effective much sooner, and without having everything maxed like in DF1.

Graphically the game is a better looking version of DF1. The character models are still average, but get the job done. Some of the animations could use work. The world itself is, IMO, one of the best-looking virtual worlds out. Not from a purely technical, poly-count high-rez textures way, but in terms of how you interact with the terrain and what it means. Seeing a giant spire in the middle of a lava field is not just a fancy instanced dungeon entrance or some “focal point” of a zone you quest to once and never see again, but a logical spot in a world that can be used for a number of things (siege stone location, epic PvP battleground, dragon farming encounter).

The lighting and shadows really add a lot of atmosphere to the game, and the musical score is a somewhat subtle but great addition. The sound (finally fixed just as of today) is as great as it was in DF1. You can pinpoint the location of someone based on noise, and keeping quiet is actually important when sneaking up on someone for PvP.

The starting experience is improved not only by a brief initial tutorial that shows you the basic controls, but with the inclusion of PvP-free safe zones around the starting NPC cities. These areas will allow new players to learn the ropes without having to worry about being ganked as soon as they leave town, and will also allow them to do some basic PvE to get their characters started and deposit some wealth in their banks. The decision on when to venture out and expose yourself to PvP is now up to each player, rather than some 24 hour newbie shield.

I’m sure I’ll cover more aspects of DF:UW as time goes by, but to wrap this post up I’d say if you enjoyed DF1 for what it was, I can’t imagine you won’t like DF:UW as much or more. If you missed DF1 but have interesting in a virtual world done right, and don’t rage-quit over FFA PvP, I’d recommend the game. Currently there are many clans open to new players, and overall the world is populated and lively.

(Two ocean tiles fished out from my boat. Gained 250 prowess, fished up two small treasure maps, and a ‘boatload’ of fish.)


DF:UW – Now out on Steam

April 25, 2013

Darkfall: Unholy Wars is now on Steam.

Good timing by Aventurine, as the last patch they put in greatly increased performance. It’s almost odd playing DF:UW without load lag. Also interested in today’s patch fixing sound. Up to this point the sound had been a little off, and a bit too quiet. Hopefully today’s patch returns things closer to DF1, where sound played a huge role in gameplay and was one of the major strengths of the game. I miss pinpointing someones location just off surround sound.


DF:UW – The pace of progression

April 24, 2013

The early ‘controversy’ in DF:UW right now is progression. Specifically, some are very upset that those with more time and more efficient farming methods are ahead of them in prowess. Yes, people with more time and skill get more done than those just looking for a handout. Shocking huh? The most laughable are those asking for a return to macro/exploit ‘progression’, or for a pure P2W method of just buying prowess.

In any MMO, a balance must exist in between short-term viability and long-term progression. This is especially important in a PvP-focused MMO like DF:UW. If it takes too long to become viable, new players will be discouraged that they can’t catch up. If overall progression is too short, players will ‘cap-out’ and one of the core activities MMORPG players enjoy (character improvement) will disappear. Countless MMOs have hammered home how disastrous it is when players cap-out too quickly, and only a fool would miss the link between EVE’s ‘endless’ progression and the fact that the only MMO still growing after 10 years.

DF1 was too heavy on the long-term. Progression was very lengthy (which is good), but new players faced a huge wall once vets had complete characters. On top of this, most early vets gained those completed characters through dubious means, and new players had little choice but to jump on the macro train if they wanted to compete in a reasonable amount of time.

I think DF:UW is in a much better spot right now. First and foremost, we are not seeing exploit-fueled god-like characters running around, nor are all of the top clans holed up under the world macroing. The biggest ‘offenders’ so far have been Zealots; who simply figured out the best mobs to farm in beta, and using that knowledge to get ahead in week one. The most common reports of macroing are the ‘potato farmers’; people running a simple macro to dig repeatedly for them. AV should still ban them, but the gains from that are minimal and the act itself is pretty laughable.

The overall time to ‘finish’ a role (50k) is also a very low hurdle, and all but the most casual players should be able to accomplish it within a month or two. At the same time, with AV being able to add new roles (and likely new classes in expansions), total progression length can always be extended to give everyone something new to work towards and spend prowess on.

Point blanks, when the major complain from some Darkfall players is that there is too much PvP over mob spawns, YOU ARE DOING IT RIGHT!

Now, there are some tweaks that need to be made.

I think the diminishing returns cap at 6k prowess needs to be raised to somewhere around 20-25k. It makes little sense to slow someone down at 6k, because at that point they are just starting to put together a character and invest in skills/stats. At 20-25k, you are rounding yourself out and finishing some things up in your first role, which would be a more logical spot to start slowing things down.

Diminishing returns DO need to exist however. They slow vets down, which helps new players, they delay the ‘maxed out’ characters, which helps retention, and they help put more emphasis on finishing feats which in turn get people out and doing different things. Tweak them, but don’t remove them completely.

I’m not as against the 150 kill feat as others, but I agree that something between the 30 and 150 feats would help keep player momentum up and smooth out the progression a bit. Right now finishing a major 150 feat (or double feat, for something like giants) is a huge power spike that can create a have/have not gap. Again, not THAT big a deal, but something that could be smoothed out.

Revealing the hidden feats would help as well. They are a big source of early prowess, and would help those that don’t scour the forums to map out an efficient prowess path.

Finally, I think post-150 repeatable feats should be added so that mob spawns don’t lose 99% of their value once you have finished the 150 feat. The repeatable feat should give perhaps 25%-50% of the prowess the original feat gave. That way, you can keep farming one spot, but the system overall still encourages and rewards moving around and killing different mobs.

As I stated earlier, the system overall is working beautifully. Players are fighting over mob spawns, different areas of the world all have value, and both short and long term the progression system is reasonable and sustainable.


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