Category Archives: Combat Systems

Darkfall: Weekend update

I played a lot of Darkfall this weekend, mostly due to League of Legends interest having mostly dropped to only playing with Aria. Inq seems to be semi-inactive over it as well. While nothing of amazing interest happened in Darkfall,  … Continue reading

Posted in Combat Systems, crafting, Darkfall Online, Inquisition Clan, League of Legends, PvP, Site update | 12 Comments

Darkfall: Meditation thoughts + next patch

It would seem that I picked a great time to get back into Darkfall, as this update mentions a lot of rather exciting things, chief among them fixes to clan warfare and the expanding of the meditation (offline skilling) system. … Continue reading

Posted in Combat Systems, Darkfall Online, MMO design, Patch Notes, PvP | 5 Comments

Collision Detection revisited

Different games require different things, and something vital to one might be completely trivial to another. The goal of this post is to consider how important spot-on collision detection is to Darkfall, and to also touch on some other games … Continue reading

Posted in Combat Systems, Darkfall Online, MMO design, PvP, Warhammer Online, World of Warcraft | 7 Comments

Darkfall: Northern Sea Fortress

Darkfall’s latest patch set the Sea Fortresses to go live in prime time rather than on a moving 22 hour schedule. The patch also made it so they go live daily, which might be a bug (the previous timer was … Continue reading

Posted in Combat Systems, Darkfall Online, PvP | Comments Off on Darkfall: Northern Sea Fortress

I’m going to player impact the shit out of this instance!

“We’ll throw you into your very first instance, to get a feel for a very player directed experience.” Um… what? Oh and two faction in the Warhammer universe, good call. Have they announced a coordinated dance animation between Chaos Warriors … Continue reading

Posted in Combat Systems, Mass Media, Rant, WAR40k | 10 Comments

Rift: Define ‘dynamic’

I’ve yet to really look into Rift because, well, it’s an MMO in pre-beta, so right now the devs are telling you it’s gods gift to gaming, and they have the feature-list and staged videos to prove it! I did … Continue reading

Posted in beta, Combat Systems, Mass Media, MMO design, Random | 17 Comments

“It seems much easier to make interesting, sandbox PvP content then it is to maintain and create PvE treadmill content”

Every now and then you come across something shocking it’s just too hard to ignore. Today is one of those days. This is a comment from a post Keen made, waiting for WoW to embrace its PvP nature (pro-tip: HKO … Continue reading

Posted in Age of Conan, Aion, Combat Systems, Dark Age of Camelot, Darkfall Online, DDO, EQ2, EVE Online, Lord of the Rings Online, MMO design, PvP, Rant, Ultima Online, Warhammer Online, World of Warcraft | 39 Comments

Character grind

Darkfall has come a long way since launch in almost all areas. The PvE is much better (and in sync!), PvP balance is at a good level (it’s never going to be perfect, but can always improve), server and client … Continue reading

Posted in Combat Systems, Darkfall Online, EVE Online, MMO design, PvP, Rant | 9 Comments

Darkfall: Siege of Tirghan

As I was playing the recently purchased Disciples III, ($20 sale on Steam. After about an hour it seems like an interesting take on Heroes of Might and Magic) I was also in the Heroes Fate vent (allies of Blood) … Continue reading

Posted in Combat Systems, Darkfall Online, PvP | 19 Comments

PvP Hotspots

If you build it, they will come. With sharp objects. And the intent to murder. That’s how PvP in MMOs works, yet so many attempts to create PvP hotspots fail. Too often the approach is to design something that is … Continue reading

Posted in Combat Systems, Dark Age of Camelot, Darkfall Online, EVE Online, MMO design, PvP, RvR, Ultima Online, Warhammer Online, World of Warcraft | 16 Comments