10v10 Zagenda vs SUN, destroyer PoV.
Finale epico x)
sabato 25 giugno 2011
venerdì 17 giugno 2011
Darkfall Official Blog - Update & Dungeon Q&A questions
Our Sprint presentation will be held next week, and we expect to present our progress to you then. In the meanwhile we’ll give you a small update on some of the questions you’ve asked on the forums and a small presentation on the work we’re doing with dungeons.
There were a few questions about our trip to Asia. To address some of these, I’ll say that we went there after we were invited to meet with several of the Asian majors. There is great interest in Darkfall for Asia. To suit the Asian markets, Darkfall would need to be localized and there would need to be some co-development along with our Asian partners. This will be good for the game overall since we’d be tapping into some vast development resources. Unfortunately I can’t be more specific but there will be announcements when we can.
There were also some concerns about the financial crisis in Greece and how this might affect Aventurine. It doesn’t directly. Darkfall is an international product and we do not depend on the Greek market. We are experiencing delays with various requests and processes but nothing critical yet. If the situation in Greece were to start affecting the company, there are many alternative options available to us.
Originally Posted by apocalisse
A year ago you gave us a couple updated dungeons and promised that many more were coming shortly.Where did they get lost?
They didn’t get lost, there is a lot of work needed to be done and done properly. This, of course, included many more aspects than simply the world-building part of development. The new Central Dungeons, for example, will consist of 4 different main areas. Depending on which way you choose to go through you will end up in one of four areas and face one of the four main bosses. In addition to the unique boss fight, each area has their own theme, lore, quests, design and concepts. The way to the main areas will also offer several challenges as players have to beat and evade several different types of traps and obstacles.
The new chests in these advanced dungeons will very much be worth the time and effort, we’ve made sure of that.
One of the rooms will have the Demon Queen as main boss. Players will fight on a big spider web like structure. Adventurers will also have to find the way to actually get to the area and find a way to enter the web itself. For the ones of you who are familiar with the Movie “Krull” you might get some fond memories while exploring this specific area of the Central Dungeon.
Here are a few concepts of the “Dark Bridge” a part of the Central Dungeon. A black knight area the player has to fight his way through in order to proceed further:
There were a few questions about our trip to Asia. To address some of these, I’ll say that we went there after we were invited to meet with several of the Asian majors. There is great interest in Darkfall for Asia. To suit the Asian markets, Darkfall would need to be localized and there would need to be some co-development along with our Asian partners. This will be good for the game overall since we’d be tapping into some vast development resources. Unfortunately I can’t be more specific but there will be announcements when we can.
There were also some concerns about the financial crisis in Greece and how this might affect Aventurine. It doesn’t directly. Darkfall is an international product and we do not depend on the Greek market. We are experiencing delays with various requests and processes but nothing critical yet. If the situation in Greece were to start affecting the company, there are many alternative options available to us.
There were some questions on our new dungeons. The philosophy behind these improvements has to do with a campaign to improve existing features and this is a theme you’ll see throughout our development planning. There is a lot of work being done on the new dungeons, and we feel that these dramatic improvements will provide many new and meaningful gameplay options:
Originally Posted by apocalisse
A year ago you gave us a couple updated dungeons and promised that many more were coming shortly.Where did they get lost?
They didn’t get lost, there is a lot of work needed to be done and done properly. This, of course, included many more aspects than simply the world-building part of development. The new Central Dungeons, for example, will consist of 4 different main areas. Depending on which way you choose to go through you will end up in one of four areas and face one of the four main bosses. In addition to the unique boss fight, each area has their own theme, lore, quests, design and concepts. The way to the main areas will also offer several challenges as players have to beat and evade several different types of traps and obstacles.
The new chests in these advanced dungeons will very much be worth the time and effort, we’ve made sure of that.
One of the rooms will have the Demon Queen as main boss. Players will fight on a big spider web like structure. Adventurers will also have to find the way to actually get to the area and find a way to enter the web itself. For the ones of you who are familiar with the Movie “Krull” you might get some fond memories while exploring this specific area of the Central Dungeon.
Here are a few concepts of the “Dark Bridge” a part of the Central Dungeon. A black knight area the player has to fight his way through in order to proceed further:
Originally Posted by Tibernicus
Is the new dungeon on Cairn Kasdim?/will we ever get to see that Chal d’Ean dungeon with all the cool artifacts?
Is the new dungeon on Cairn Kasdim?/will we ever get to see that Chal d’Ean dungeon with all the cool artifacts?
The new dungeon is not Kasdim (yet). There are plans in the making that will finally unearth the Chal d’Ean‘s own important storyline and dungeon. They will tie together many elements, including the last bastion of Kasdim, the presence of the fire dragon in that area, and much more!
We can, however, show you some screenshots of the Cairn Dungeon that is hosting an intricate Labyrinth, you will have to fight and find your way through to get through to the main boss of the area.
We can, however, show you some screenshots of the Cairn Dungeon that is hosting an intricate Labyrinth, you will have to fight and find your way through to get through to the main boss of the area.
venerdì 10 giugno 2011
Community Q&A: Armor System and Balancing
This week we’ll answer some important questions asked by the community on Darkfall’s official forum. We selected a batch of connected questions for today having to do with the new armor and specialization systems.
- Originally Posted by bmfof: Can we get an explanation on how exactly will the new armor system works, with actual examples?
- Originally Posted by Melkorus: Can you provide us with real and factual examples of prestige class AND specialized armor?
- More diversity: There shouldn’t be a single role (e.g., hybrid) that dominates all others. Our goal was to make all roles viable in PvP. A player that wants to be a fighter, for example, should have a fair chance to win versus a mage.
- Reduce the power gap: it shouldn’t take a very long time to be viable in PvP. If a player focuses on a single role, he should be able to excel in that role in a specific time-frame. A more experienced player could be able to excel in multiple roles but he will not be able to utilize all of them simultaneously. This will help level the playing field.
- Consistency with basic Darkfall principles: players will still be able to freely select, change and combine roles. The difference now is that there are trade-offs: each choice will have a consequence; each advantage will also have a disadvantage.
There will be distinct play styles, among them obvious ones such as melee, archer, magic, but there are also more like for example being a defensive tank. Hybridization will be possible by wearing a type of armor (heavy,medium,robe) and mixing a base attribute to boost e.g. medium armor + strength might work out for a one handed weapon and archery hybrid.
You will be able to boost one base attribute past its current limit through the title. There is a prerequisite base attribute value for usage of armors and weapons. Armor types block opposing spells and/or skills and/or special skills.
We are also experimenting with special exception slots where you could select one of the blocked skills or spells to become available in your arsenal. Of course this wouldn’t work at the magnitude it would for a fully specialized character. Each play-style might also be enhanced with new special abilities and skills in order to be viable against other styles.
BALANCING
A lot of spells and relevant skills, also passive skills/spells will be gone. Magic schools are completely redesigned by moving spells around, re-balancing their strength and usage and adding new spells. There are now distinct roles for specific magic schools.
- Originally Posted by bobii: Is the staff magnitude-to-damage scaling ever going to get fixed?
- Yes, it’s fixed as a part of the overall balance work we’ve been doing for the game.
- Originally Posted by Bomanz: You have stated nearly a year ago (see my question in the last Q &A) that a game wide balance evaluation was being conducted, examining the above issues. What are the conclusions of this evaluation, and are we going to see this content balanced and made useful in the next expansion?
- Most of the work done on the overall balance is based on information from the evaluation you mention concluded back then. There have been more evaluations since then taking into account parts of the game that have changed, and these have been taken into consideration during the overall re-balancing of the game.
- Originally Posted by screw loose: What are your views on Wall of Force, fire knock-ups, and bunny-hopping?
- We like physics in Darkfall and the freedom they give players to find fun and interesting ways of using them. We also think that some mechanics like bunny-hopping should be adjusted: It’s a fun way of using physics but we never intended for players on foot to be able to keep up with mounts. All three of the points mentioned in the question above are being rebalanced.
- Originally Posted by Sarphus: A while ago an AV rep said there would be new spells in the expansion. Can we have some examples?
- We’ll get back to you on this with a proper presentation for the new spells. Please allow us to skirt the question for the time being.
- Originally Posted by bongloads: Fire has been the premiere elemental spell-circle choice since launch. It used to be the only spell circle with complete animations and it also did the most damage, now it’s the only elemental with secondary effects (air’s gimped version of knockup doesn’t count… it’s an ineffectively scaled copy-paste of fire; it barely does anything). Are there any plans to attempt to balance elemental spell schools, by adding secondary effects to water, fire, lightning
- Yes, absolutely. We’ve given value to all the schools, each has its’ role in the game. As we mention above, spells are more distinct, more specialized and more role-focused than before.
- Originally Posted by MillionAlts: Will the farming to fighting ratio ever be addressed? Not necessarily for the best gear, but many players feel that the ratio is way out for “everyday / every player” gear
- Yes, this is a big part of what we have been working on. Redistributing of locations, quest rewards, loot, all these points and more are being changed with this concern in mind. The goal is to considerably reduce the daily prep time for your character to join the action.
- Originally Posted by Trismagistus: Do you have a time-frame when some of the spells in game will be readdressed such as healing chant, tornado, arcane damage, and earthquake for usefulness?
- When the overall balancing will start being implemented. All spells have been readdressed. We’re trying to get prioritized items into the game as soon as possible, as they become available.
- Originally Posted by schlock: Will one-handed melee ever be viable? If so, how do you plan on doing that? We feel that the balance and importance between the different play styles is not like we want them to be.
- We spoke above on the armor specialization. You can excel at using one-handed melee to the point where you should be able to compete with other play-styles. Combined with a shield and a new mechanic for blocking , you will be very viable within the constraints of the melee specialty, since there are trade-offs to be made.
- Originally Posted by Liquid20: When will you balance the melee weapons so that they are all viable? Currently, 90% of the server uses greatswords.
- Like the spells, every weapon type has been rebalanced.
- Originally Posted by Darkfiend#billy: Right now, the magic system is developed in a way that your character must master multiple schools in order to be competitive in PvP encounters. Are there any plans to make deep specializations in one specific school (possibly via prestige classes) such as Earth/Fire/Air/Water mage to add diversity and particular focus into one school of magic at the expense of others?
- This is being looked at. For the time being we’re working on properly balancing all the schools and spells. You can still specialize as a support or an offensive mage by boosting your wisdom or your intelligence respectively.
We’ll follow-up with answers to more questions the community is asking on the forums sometime next week.
Thank you in advance for your questions, comments, and feedback.
venerdì 3 giugno 2011
Darkfall Official Blog - Activity Report 3rd of June 2011
This week, we still have some of our people in Asia while the rest of the team is here working hard on new features for the expansion and improving existing features as well.
Your input on our questions towards the siege system has been processed and is being taken into consideration and testing. Thank you very much for all the feedback!
That also means we would like to add a bit of additional information and new questions to the discussion:
The fact that a challenge can be joined by any one during the first phase obviously bears the question as to who will get the wager in the end. Right now there are several options we are taking into consideration. After some more testing over the weekend we will get back to you with more info and feedback requests for this specific part.
One thing we already asked you about was the minimum amount of active players a clan should have in order to issue an attack.
We will also check how many members a specific clan has DURING an attack and make sure that this number doesn’t fall below a certain amount. Only the amount of clan members will be checked and not the amount of members that are actually online during the siege. With this knowledge what numbers do you think would be fitting? What differentiation should there be between attacking a hamlet and attacking a city?
Another point that we would like your feedback on is what you think the maximum amount of possible attackers on the same clan should be. Obviously we know that you are not in favor of the 1 siege per clan rule which means we added the option to freely customize this from our side to any number we see fit.
Our current plan for the new siege mechanics is to have them live within a month. Obviously, everything depends on testing and internal QA. Once the system is live with the settings we deem right, we will be monitoring your feedback on it closely and adjust the settings as necessary.
We also realize some of you were wondering about the Bi-Weekly Chaos Chests News Summary. They are not gone, but we are currently streamlining and reorganizing them internally. On this topic, we always get a lot of complaints about the political part of the Chests and are still very dependent on players willing to report on them. If you are interested and willing to work with us on this part, please feel free to contact any of the Liaisons on the forums.
In a rough overview we also mentioned that the PvE content is being worked on for Darkfall Arena – in that regard we would like to give you a bit more information about the new PvE Dungeons:
Each continent will have their own themed dungeon. All of them are huge and have different areas that you need to traverse. Doing this, however, leaves you with choices as to which way to go and which challenges to face. The way you choose will not only determine the opponents you have to fight and the rewards you’ll get, but it will also present different challenges that come with the terrain and the areas you need to travel through. Let’s take the main Cairn Dungeon as an example: Minotaurs are some of the main inhabitants of this area and in order to get through this challenging location, you will also have to find your way through a labyrinth area. Other dungeons have similar challenges that are fitting with the themes and inhabitants.
We are also reworking the concept of risk versus reward for a lot of the monster encounters and taking this into special consideration for the new dungeons as well.
PvP Content is being worked on as well and will be introduced gradually leading up to the actual Expansion. These new features are not only coming from our own designs but we also monitor the suggestion forums closely and often take ideas from the community as a base to develop from. The idea here is that we will build on existing, frequently used features and rethink existing ones that either will get improved/balanced or removed due to them no longer deemed fitting.
The next patch will also, among other things, include fixes to things the community has been asking for, such as addressing the tower screams, timers for the NA Sea Towers and timers for zoning in and out of dungeons.
And to finish this short overview we leave you with one of many new denizens of Agon that you will encounter sooner or later!
Your input on our questions towards the siege system has been processed and is being taken into consideration and testing. Thank you very much for all the feedback!
That also means we would like to add a bit of additional information and new questions to the discussion:
The fact that a challenge can be joined by any one during the first phase obviously bears the question as to who will get the wager in the end. Right now there are several options we are taking into consideration. After some more testing over the weekend we will get back to you with more info and feedback requests for this specific part.
One thing we already asked you about was the minimum amount of active players a clan should have in order to issue an attack.
We will also check how many members a specific clan has DURING an attack and make sure that this number doesn’t fall below a certain amount. Only the amount of clan members will be checked and not the amount of members that are actually online during the siege. With this knowledge what numbers do you think would be fitting? What differentiation should there be between attacking a hamlet and attacking a city?
Another point that we would like your feedback on is what you think the maximum amount of possible attackers on the same clan should be. Obviously we know that you are not in favor of the 1 siege per clan rule which means we added the option to freely customize this from our side to any number we see fit.
Our current plan for the new siege mechanics is to have them live within a month. Obviously, everything depends on testing and internal QA. Once the system is live with the settings we deem right, we will be monitoring your feedback on it closely and adjust the settings as necessary.
We also realize some of you were wondering about the Bi-Weekly Chaos Chests News Summary. They are not gone, but we are currently streamlining and reorganizing them internally. On this topic, we always get a lot of complaints about the political part of the Chests and are still very dependent on players willing to report on them. If you are interested and willing to work with us on this part, please feel free to contact any of the Liaisons on the forums.
In a rough overview we also mentioned that the PvE content is being worked on for Darkfall Arena – in that regard we would like to give you a bit more information about the new PvE Dungeons:
Each continent will have their own themed dungeon. All of them are huge and have different areas that you need to traverse. Doing this, however, leaves you with choices as to which way to go and which challenges to face. The way you choose will not only determine the opponents you have to fight and the rewards you’ll get, but it will also present different challenges that come with the terrain and the areas you need to travel through. Let’s take the main Cairn Dungeon as an example: Minotaurs are some of the main inhabitants of this area and in order to get through this challenging location, you will also have to find your way through a labyrinth area. Other dungeons have similar challenges that are fitting with the themes and inhabitants.
We are also reworking the concept of risk versus reward for a lot of the monster encounters and taking this into special consideration for the new dungeons as well.
PvP Content is being worked on as well and will be introduced gradually leading up to the actual Expansion. These new features are not only coming from our own designs but we also monitor the suggestion forums closely and often take ideas from the community as a base to develop from. The idea here is that we will build on existing, frequently used features and rethink existing ones that either will get improved/balanced or removed due to them no longer deemed fitting.
The next patch will also, among other things, include fixes to things the community has been asking for, such as addressing the tower screams, timers for the NA Sea Towers and timers for zoning in and out of dungeons.
And to finish this short overview we leave you with one of many new denizens of Agon that you will encounter sooner or later!
Crafty as a fox on fire, Imps are the yes-men of hell. They have recently arrived on Agon to take their place as the diminutive and homicidal minions of the Devils. These cunning little sycophantic creatures will swarm around their masters and support them in whatever way they can. In return the Devils will show their gratitude by occasionally not stomping one into a bloody smear. They have been known to eat brownies, small pebbles, and generally anything that happens to be in the immediate vicinity during a feeding frenzy.
mercoledì 1 giugno 2011
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