The ‘small’ patch to Darkfall is finally here, tomorrow.

I love when Aventurine does ‘small’ patches and we get this.

As has been the trend for some time now, this patch is a good mix of new/casual player help (no mob decap) with ‘end-game’ changes like the Sea Fortress adjustment. With overall improvements like visual updates to mobs/structures/spells and more targeted ‘wildlife’ like city cats and dogs, plus long-overdue bug fixes like water logging, the patch is a very nice overall addition. Add in some needed balance items like rare ores from iron nodes, the AoE magic change (which is stupid huge in terms of PvP impact and bringing back a higher focus on player skill vs character development), the nerf to mounted combat, the buff to ray spells; it’s hard to not find at least a few items to make everyone happy.

Best of all though is that Aventurine is clearly listening to the player base when considering changes, while at the same time applying a solid filter to (so far) stay clear of the more radical, unproven, and at times simply crazy suggestions. While I don’t doubt veteran players have far more experience with the ins-and-outs of DarkFall than the devs, at the end of the day those veteran players are just that, players, and while their suggestions and input should be considered and valued, it would be a terrible mistake to follow them blindly, especially the small but overly vocal top-end crowd. It sounds simple, but far too many developers get this balance all wrong, either listening too much or too little.

So far Aventurine seems right on point (assuming of course the patch is as solid in-game as it is on paper, which is a rather large assumption), both when making adjustments aimed at current players, and also in shaping Darkfall into something that will appeal to more and more players as time goes on. The game has an established base of followers, that after an initial spike and dropoff has been slowly building, and updates like this, along with the expansions, just add fuel to that fire. AV is doing a solid job mimicking the CCP model, and in terms of long-term MMO growth, they could not have picked a better studio to follow.

Bonus Chuck-o-the-day: Chuck Norris doesn’t have a ctrl key on his keyboard because Chuck Norris is always in control.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

About SynCaine

Former hardcore raider turned casual gamer.
This entry was posted in Combat Systems, Darkfall Online, MMO design, Patch Notes, PvP. Bookmark the permalink.

7 Responses to The ‘small’ patch to Darkfall is finally here, tomorrow.

  1. MOman says:

    yak yak yak another darkfail post
    why dont u go and rite a mortal online review
    darkfail paying u too much money?

    • Billy Hicks says:


      Poor little fella. Rather than flame him I will pat him on the head, give him a biscuit and send him on his way.

      Thinking calling it Darkfail is clever, thats so 2009

  2. Dblade says:

    EvE’s growth story involved more or less constant Tramelization. Darkfall wont ever do that, so it wont see that kind of growth.

    EvE also had no competitors for most of its history. Darkfall has a ton, from similar games like Mortal Online, to games which would siphon off people that might be interested because of variant styles of play, like APB and Global Agenda.

    I’d give it to about 2011, but not just it: a lot of games probably will fold then as TOR and other games start to siphon off users.

    • SynCaine says:

      If you think Empire is Tram, you don’t understand Tram.

      • Dblade says:

        It’s Tram on the same server. It’s possible to be virtually untouched by PvP in empire if you choose to. Even wardecs can be evaded by dropping into an NPC corp and coordinating through chat channels. The only other way to be killed is to be suicide ganked, and that wont work on any but the weakest ships.

        Empire gave people the choice to avoid PvP while avoiding what killed UO: segregating players by server. That’s how they trammeled it, and considering EvE’s recent and future expansions have little to nothing to do with PvP (Planetary Interaction, Walking in Stations) they know their future is with the carebears.

        • SynCaine says:

          The reason Tram was a disaster was because it gave people a 100% solid method to escape all PvP and not give up a single thing to do so. In no way does Empire work like that. It’s not 100% safe, its not nearly as profitable as sections of 0.0, and parts of the game (Cap ships, territory control) are not available within it.

          Again, its nothing like Tram.

  3. Adam says:

    I’m kind of hoping they thought to put a global ray cooldown in?

    It will be unholy without it…

    Fwiw – so far Mortal Online seems really really really rough, I think it would be a bit irresponsible to review it any time soon.

    I’m perfectly happy with my purchase because I support this type of game and I know it’s work to make things right, but I don’t think many others would feel that way.

    On another note, Dogfighters on Steam is a really sweet fun indy game.

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