Blood in the sand: battle video

Here is a quality video of the battle I talked about in this post. Most of what is recorded here is from the parts of the battle Apollo was not involved with, as we were working on the other side of the field. However near the middle of the video you do see the big hill we fought over and controlled, as well as a general understanding of the type of terrain Ruby offers.

If you don’t like death metal, I suggest you turn off the sound while watching, enjoy!

About SynCaine

Former hardcore raider turned casual gamer.
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7 Responses to Blood in the sand: battle video

  1. Werit says:

    Seems like it can be tough to tell who is on your side.

    • syncaine says:

      That more than anything separates the better players in mass combat, and is one of the things I love most about DarkFall. No floating names, no targeting, friendly fire, and AoE splash make combat a major player-skill challenge.

  2. Scott says:

    It’s so, so very tempting.

  3. xXJayeDuBXx says:

    Interesting, thanks for the link.

  4. Sean says:

    It’s hard to get a sense watching this video of how the battle is progressing and to what extent player skill would influence its outcome. The first part appears to be two general groups taking long range pot shots at one another with spells. Then the group on the hill descends (the caption indicates they were drawn off but how? it’s not apparent) only to let their enemy retake the hill. Then with the position now reversed, the original group charges straight up the hill (literally; the steepness of the hill that one can run up is immersion breaking in an otherwise “realistic” game) and the melee ensues. If anything, this was even more chaotic than the first part as friend was nearly indistinguishable from foe to the untrained eye. I can’t understand the virtues of such a system where the combatants need rely on name tags/tooltips floating above their heads to tell ally versus enemy. If you look to wars in real life, most have been fought between clearly identifiable and distinguishable parties. Games like TF2 distill this into easily recognizable silhouettes – the geometry of the characters themselves, not some ephemeral tag.

    From an outsider’s perspective, I’d rather the combat system indicate my opponent clearly then have to fight a bad implementation and have my ability to see through it bear significantly on the results. It would be akin to having boxers compete with drunk goggles on; frankly, the boxing itself is (or should be) interesting enough without complicating and seemingly poorly designed mechanics.

    • syncaine says:

      A few things to keep in mind: The camera girl is a new player, who literally never does combat. She has swung a weapon maybe 10 times previous to this battle. She is a crafter, and so HER part in the battle was basically to sit back and watch. Also due to youtube limits she had to cut some video, and she was not around for the decisive push that my post talked about.

      Now the part about floating name tags, that’s what makes DarkFall what it is. If everyone always had a tag, you could not sneak up on people, hide behind rocks or in trees, or need as much communication during battle to succeed. Does it make combat harder than in WAR/WoW? Of course, but that’s by design. Clans can get fancy and all use the same shield, or some other way to identify each other, but at the end it just comes down to player skill, and part of that is combat awareness. This video might not be the best example of that because of who is filming, but videos from the PoV of a top-notch PvPer show this very clearly.

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