Catch-all: Darkfall: Unholy Wars

I lost mine in the first hour. I dismounted and started harvesting. After awhile I wanted to ride back to town and realized I didn't have the mount in my inventory anymore, and when I went back to the spot I dismounted of course it was gone. Lesson learned, always remember to despawn the mount.

Luckily, it's not hard to craft another mount, though.

garion333 wrote:

Because I'm stupid and had too much time on my hands (yes, even with moving ... gave myself the day off) I picked this up today. Didn't take long for me to get ganked. I have no mount now. That's really the worst part.

ingredients for a mount: 1 steed grass, 1 lesser aenima, 1 saddle, 20 gold

steedgrass you get from doing gathering from herb bushes, aenima you get from skinning undead, saddle is made from leather and cloth.

or you can ping me and i'll bring you the mats, but i think i'm out of the aenima.

Propagandalf wrote:

I lost mine in the first hour. I dismounted and started harvesting. After awhile I wanted to ride back to town and realized I didn't have the mount in my inventory anymore, and when I went back to the spot I dismounted of course it was gone. Lesson learned, always remember to despawn the mount.

Luckily, it's not hard to craft another mount, though.

hehe there's like a 2 min timer after you dismount that the mount stays tied to you. Then it's fair game.

In DF1 there was no timer and mount thievery was almost it's own skill.

On Steam now. Guess I won't be logging in anytime soon as the servers are likely to be smashed.

As a casual fan of "hardcore" MMOs (does that contradict itself?) is this worth picking up? I don't mind unforgiving gameplay, but if the game is a buggy mess I'd rather not spend the money.

Barab wrote:

As a casual fan of "hardcore" MMOs (does that contradict itself?) is this worth picking up? I don't mind unforgiving gameplay, but if the game is a buggy mess I'd rather not spend the money.

Installing may be a bit tricky still, but once in game it's been pretty solid the nights i've been on. Only crashes i've had has been due to my ISP.

lol so i got my first kill in last night and as i ganked the guy i get killed by a pve mob. *sigh*

Looks like this will be the trial run for Steam's new subscription service. http://store.steampowered.com/news/10463/

ranalin wrote:
Barab wrote:

As a casual fan of "hardcore" MMOs (does that contradict itself?) is this worth picking up? I don't mind unforgiving gameplay, but if the game is a buggy mess I'd rather not spend the money.

Installing may be a bit tricky still, but once in game it's been pretty solid the nights i've been on. Only crashes i've had has been due to my ISP.

lol so i got my first kill in last night and as i ganked the guy i get killed by a pve mob. *sigh*

I had no issue installing. In fact, it went smooth as crap. I downloaded the torrent client ahead of time though.

Keep in mind they're a small team (comparatively) and jumping in right now may not be the best time due to the influx of players. I might wait. Hell, we all might be forced to wait due to the servers being down.

garion333 wrote:
ranalin wrote:
Barab wrote:

As a casual fan of "hardcore" MMOs (does that contradict itself?) is this worth picking up? I don't mind unforgiving gameplay, but if the game is a buggy mess I'd rather not spend the money.

Installing may be a bit tricky still, but once in game it's been pretty solid the nights i've been on. Only crashes i've had has been due to my ISP.

lol so i got my first kill in last night and as i ganked the guy i get killed by a pve mob. *sigh*

I had no issue installing. In fact, it went smooth as crap. I downloaded the torrent client ahead of time though.

Keep in mind they're a small team (comparatively) and jumping in right now may not be the best time due to the influx of players. I might wait. Hell, we all might be forced to wait due to the servers being down.

Servers were going down for 8hrs today should be back in another hour.

The torrent download is the best way to go. I tried to do it without to start with and it was painful.

I'm really not sure if I can get into this combat. Melee combat feels off to me. Might be some lag though.

Only melee i've done so far has been from a mount. My problem with melee was getting used to the effective range of the different weapons.

So this game is $40 for the privilege of getting ganked? I had some time this weekend and thought to try it out. I didn't realize it wasn't F2P.

Nevin73 wrote:

So this game is $40 for the privilege of getting ganked? I had some time this weekend and thought to try it out. I didn't realize it wasn't F2P.

lol not just ganked, but ganked and ganked again. I'm like 2-5 or 2-6 as far as that goes. My aim is off and i've had a couple guys make it back to the safe zone before i could finish them off too.

Still this has alway been advertised as a hardcore pvp game.

I really want to like this game, bu I think I'm out. I like the idea of an open world PVP sandbox game, especially the city building and seige concepts, but game itself needs a lot of work. The UI is horrid, lag is terrible, and there's a memory leak that means I have to quit and restart ever so often.

It really does feel like it's old. I'd love to see this type of game on a modern engine with awesome graphics, etc. Ranalin, will Archage have a lot of these concepts, but work and look better? :p

I've been waiting for a game like this for a long time as well, but all the offerings at the moment are so unpolished that I have decided to sit and wait. I've been eyeing Archeage and I even thought about playing the Korean version, but I hear so many conflicting reports on it. I know ranalin seemed to like it.

I'm just tired of the gear grinding of theme park MMOs. I want a world shaped by players, with a deep economy, crafting and socialization.

Propagandalf wrote:

It really does feel like it's old. I'd love to see this type of game on a modern engine with awesome graphics, etc. Ranalin, will Archage have a lot of these concepts, but work and look better? :p

AA is going for a blended approach to MMOs and even though it's in retail in KR it's still in flux.

They're experimenting with Sieges right now but they're capped at 100v100 and in DF it wasnt unusual to have 2kv2k fights happen for keeps. AA is also curently still missing player factions which kinda makes the idea of sieges a silly proposition not to mention the political meta game. They're also experimenting with the size of safe zones and last i played they were expanded way to far so made pirating (which is about the only thing that gives you the same thrill that DF or DayZ does) almost a moot point. Also the combat in AA is sadly WoWesque. The skill system is extremely complex which saves it from being a complete snoozefest, but you're tab targeting. I actually enjoy the combat in DF

Still past month new patches saw some of this get adjusted and folks seem to be breathing a bit easier, but still uneasy if XLgames are going to stick to their guns with their initial plan or not.

All that said AA is still to date the best looking MMO and in some cases probably game i've seen to date.

KillTrash wrote:

I've been waiting for a game like this for a long time as well, but all the offerings at the moment are so unpolished that I have decided to sit and wait. I've been eyeing Archeage and I even thought about playing the Korean version, but I hear so many conflicting reports on it. I know ranalin seemed to like it.

I'm just tired of the gear grinding of theme park MMOs. I want a world shaped by players, with a deep economy, crafting and socialization.

Which on paper AA has promised. It's just not there yet. They've published that they're doing updates based on seasons. New races, sieges, and factions are scheduled for their spring updates. I think work on the northern continent (which is completely open pvp and player controlled area) is to be finished in the summer update.

Of course with no beta for NA opened up yet we're probably looking at the NA launch being around EoY. So hopefully we'll see those changes already in place for our launch.

Edit: lol removed unnecessarily listing of seasons
EoY = end of year.

Anyone know how the game is doing?

garion333 wrote:

Anyone know how the game is doing?

haha I know how you feel. I've been trying all the ftp MMOs because I need my MMO fix. Don't want to drop $40 to test a game though!

garion333 wrote:

Anyone know how the game is doing?

I'd imagine about as well as the first one did. Syncaine was pimping it super hard when it launched, but here lately he's done little but sh*t on F2P games and how horrible and doomed to failure they are.

I more or less answered my own question somewhat by accident the other day. Reddit seems to think the game is dead.

Sounds like population died off not too far after launch and then it's picked up people here and there, like the free week.

garion333 wrote:

I more or less answered my own question somewhat by accident the other day. Reddit seems to think the game is dead.

Sounds like population died off not too far after launch and then it's picked up people here and there, like the free week.

Problem is at launch they hadn't released all the classes and starting over fresh is frustrating. I went away for training and got so busy with work that I ended up not playing it. It takes a significant time investment. While they're my favorite style of game that's my biggest complaint with them. They require a significant time investment to be 'competitive'. Then AA and BF4 came out and that took up most my playing time.

Wow! I guess the allure and popularity of games like ArcheAge and others like it coming afterwards convinced Aventurine to step back a bit to their older ways. Too bad their (updated) graphics are looking outdated compared to the newcomers.

Vision, direction and immediate plans

Today with this communication we hope to make the community a part of our vision, direction and immediate development plans for Darkfall Unholy Wars.

Direction is a critical issue for the game and the development team, and it has been a hotly debated topic within the community. Compromises have been made along the way; however we are committed to our original vision of a politically and economically driven sandbox PvP MMO, where risk dictates the reward, leading to meaningful massive battles. Sandbox is part of our culture and, to us, it’s the essence of gaming, rather than a current industry trend.

To realign with our vision, we have evolved our internal structure and workflow, and we have our development strategy to guide us back on track. We are also committed to our interaction and communication with the community since our players are an integral part of our vision.

To that end, we are pleased to present the major features from our next few updates:

Custom Roles

Drawing from Darkfall’s heritage we are introducing custom roles. Players can mix and match skills, boosters, and perks, to fully customize their combat role, enhancing sandbox character development. Armor sits on top of the whole system, affecting different skills in different ways, but blocking none. The endless combinations promote player freedom and the open ended experience. The introduction of Custom roles is our highest priority; expect to see them in game very soon.

Economy Rebalance

The driving force behind meaningful conflict and combat is a robust economy. We have been going over every monster, resource node and recipe. Additionally, new higher tier tools as well as special nodes are being introduced, along with more variation in recipes. These changes are coming in waves; expect to see them in most of our upcoming patches. The next step in the economy rebalance is enchanting; once custom roles are launched, enchanting will follow.

Siege Engines

A highly requested feature, siege engines have been on our backlog for a while. Proper catapults, siege towers, battering rams and siege ladders are in the works and their introduction will change the face of sieging. These engines are driven across terrain, and need to be positioned properly following a realistic medieval approach to their design and operation. This feature, currently in the design pipeline, will become our development focus right after custom roles have been implemented.

Quest System

Aimed mainly at improving our new player experience, quests will also provide content for all players. Darkfall lore is reintroduced through engaging storylines to help new players learn the ropes and explore the world. For experienced players, quests offer meaningful rewards like unlockable perks. This is a resource demanding system we’re already working on, so we’ll keep you updated on its progress.

These four systems are our major development goals, along with various other smaller ones, such as improvements to the feel and responsiveness of combat, additional improvements to the new player experience, and more. Overall, we aim to move away from features that are not consistent with our sandbox vision. A very specific example: we are rethinking timed events and the purpose of safe zones, and we are experimenting with meaningful alignment system setups.

As a philosophy, we will always challenge our development decisions against our sandbox strategy and decisively move forward with making Darkfall the game it’s meant to be.

The Darkfall Team

To realign with our vision, we have evolved our internal structure and workflow, and we have our development strategy to guide us back on track.

Ugh...

Custom Roles

Admittedly, this is because the game was just broken and everyone played a warrior. This interests me more than anything.

garion333 wrote:
To realign with our vision, we have evolved our internal structure and workflow, and we have our development strategy to guide us back on track.

Ugh...

Custom Roles

Admittedly, this is because the game was just broken and everyone played a warrior. This interests me more than anything.

This is the way it was before Unholy Wars.

This is F2P between now and Monday

Wow their new UI is actually starting to look good!

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