Category Archives: PvP

DF:UW video – Enemy perspective from the AT siege

Enjoyable watch, quality goes from average to good. Highlights: I die towards the end. Video starts when they have both boats already in the water. Video ends right as we start turning the fight and take out the siege stones … Continue reading

Posted in Darkfall Online, PvP | 2 Comments

DF:UW – Sweet peaks

I write often about the highs and lows a great MMO can take you on vs the sustained averageness of far too many MMOs today. I think in many ways that is the core difference between an MMO and all … Continue reading

Posted in Darkfall Online, MMO design, PvP | 1 Comment

Payday the right way, DF:UW boats, ESO beta

Random bits on a Friday. Payday 2 received a nice free update recently, adding a new difficulty level to every heist and two new enemies, among other changes. The game continues to be another good example of how to support … Continue reading

Posted in Darkfall Online, PvP, Random, RMT, The Elder Scrolls Online | 7 Comments

Themeparks: PvP is the filler between the cracks

Wilhelm is asking if an MMO must contain PvP. It’s actually a more interesting question when you really thing about it, especially if you limit the discussion to themeparks (the answer for sandboxes has its own tab on this blog). … Continue reading

Posted in MMO design, PvP, The Elder Scrolls Online, World of Warcraft | 27 Comments

DF:UW – A return to siege action

I took part in my first siege since returning to DF:UW last night, and good times were had. The siege was over an ally’s hamlet, and the enemy included my old clan the Old Timers Guild, so it was fun … Continue reading

Posted in Combat Systems, Darkfall Online, PvP, The Elder Scrolls Online | 10 Comments

DF:UW – If everyone had diamonds

As previously noted, Darkfall: Unholy Wars took a huge step towards becoming a sustainable sandbox with the recent increase in gear loss from PvP. As some have asked, I don’t know if it’s enough, but it’s certainly a start, and … Continue reading

Posted in Darkfall Online, MMO design, PvP | 27 Comments

DF:UW – Take care of the sheep to keep the wolves

The biggest challenge for any PvP sandbox developer is figuring out how to keep the sheep around. The easiest challenge is figuring out how to keep the wolves. If you look at the history of this MMO sub-genre, it’s not … Continue reading

Posted in Darkfall Online, EVE Online, MMO design, PvP | 28 Comments

Rift closing in China, Death accountability.

Things are not looking so hot over in Rift-land, including the upcoming closing of Rift China. The mighty MMO 3.0 seems to be falling, and falling fast. I can’t do a real comprehensive “why” analysis because I’ve not played the … Continue reading

Posted in Darkfall Online, EQ2, MMO design, PvP, Rift, SW:TOR, World of Warcraft | 16 Comments

DF:UW – Dungeons, not instances

Dungeons in Ultima Online were much different than instances in WoW. In UO, you went into a dungeon to farm for however long you wanted (or until PvP showed up), while in WoW an instance is ‘run’ from point A … Continue reading

Posted in Combat Systems, Darkfall Online, MMO design, PvP | 8 Comments

DF:UW – At 95k prowess and counting

Alright, long overdue personal progress update on DF:UW time. Currently my character is at 95k prowess, with 10k of that being spent on Armorsmith mastery. The rest is in stats (100str, 95dex, 95wis), general skills (100 in transfers, heal self, … Continue reading

Posted in crafting, Darkfall Online, Proxy, PvP | 1 Comment