venerdì 26 agosto 2011

Darkfall Official Blog - Crafting System Update

Before we go into the crafting update, please allow me to give you a small update on the Siege expansion. What we’re working on now is merging it with the current version of the game. As we’ve explained in the past, the siege system was originally meant to go into the Darkfall relaunch version. Since we decided to make the relaunch a much bigger project, we decided to bring a few of its features to the current version. Merging it with this version of the game has proven to be a large task, so we estimate about another week’s worth of work for it to come out. When we’re done with that, we’ll go into more detail about more relaunch features and the production schedule. Today, we have some information on the new crafting system coming straight from our design team:

As we explained on our “Darkfall 2.0: A closer look” article, we will be giving you more details on each feature on that list, as they become available. Today we offer insight into the philosophy behind the new crafting system as well as some details on how weapon crafting will work.

The general philosophy behind the upgraded crafting system involves an increased importance of rare ore, more unique looking items, many more customization options and more opportunities to excel as a crafter. Also, mastery skills will be added to more crafting skills.

In the current system, crafters are able to choose a specific amount of designs for their weapons and these designs are different per rank. If, for example, you like the design of a rank 1 weapon but you want to use a rank 5 because it has better stats, you are obligated to use the rank 5 design.
In our updated system, crafters will have the initial choice of six distinctive base designs per weapon type and these will only alter in style to reflect its higher rank and materials used. Below you can see a concept example of the 6 initial designs in Image 1. New designs will be added as we go so new aesthetic choices will constantly become available.


When it comes to crafting weapons, the rare ores will see their importance increased and their use will become more consistent. First of all, weapon rank and ore rarity will be tied together. Low rank weapons may just require iron ingots to craft but as you move on to the higher ranks, Selentine, Veilron, Neithal, Leenspar and Theril ingots will be needed in that order. Image 2 shows a concept example of the association of ore and weapon rank.


That’s not all for rare ores though. In the new crafting system materials such as wood, leather and cloth, will be able to be infused with rare ores to create higher quality variations. Following suit, a rank 90 bow will require wood infused with Theril ingots. Conversely, rare wood types will be removed.

A lot more has changed as far as crafting is concerned especially in enchanting and potion making. We’ll explain all about those changes in a future article.

mercoledì 24 agosto 2011

Darkfall Official Blog - Media Sneak Peek 6


In today’s media sneak peek we present the new Bone armor, renamed to Bonescale as well as a new golem based on the old obsidian golem that goes by the name of Necroguardian.

The new bone armor will be the high end medium armor and to craft it you will need some special components. The Necroguardian will inhabit undead themed areas.


domenica 21 agosto 2011

[Not a PvP Vid] Knif is so bad i cant belive it





..tornati in città 2min dopo avevano già tutti sloggato.. o_O'

venerdì 12 agosto 2011

Darkfall Official Blog - Darkfall 2.0: A closer look

We’ve talked about Darkfall 2.0 and Darkfall 2.0 features on several occasions. We’ve explained that this is a new game created on top of the current game rather simply an expansion. We do not want to get too specific for several reasons including that we don’t want to give everything away, also doing so might lead people to draw the wrong kind of conclusions or get caught up in irrelevant speculations and debates. On the other hand there are things we need to present to you in order to get feedback and to inform you of the changes to come.
Today, we’ll talk a bit about some of the changes that are already implemented. This is far from everything that’s going in to Darkfall 2.0, or what is changing. These are some of the points we’ll be giving more details on and discussing with you in the weeks to come. Thanks to Adam, Elias, and George P. for the information and Vagelis for putting it together.
  • Character skill set customization and role selection through the implementation of Darkfall’s new armor system and through attribute boost via achievements: What armor you wear  greatly affects which skills you can use effectively and it makes others ineffective. You’re highly specialized in one role making your character extremely efficient and effective in that role. The major attribute boost works exponentially to give your character access to special items and weapons setting him further apart from the hybrids. New skills are going to be added, and redundant ones will be removed from the game.
  • Skill and attribute gains have changed considerably. If a new player focuses on a single role, he will excel at that role in a relatively short time frame through casual play. More options and more roles will become available to him. Players can use one specialization at a time however.
  • Crafting System Overhaul: More customization options, visual cues as to what players are wielding as equipment rank is visually distinguishable. Increased importance of rare ores through infusion of other materials and closer correlation of ore rank and equipment rank. Gems are also a lot more important since they’ll be used in enchanting.
  • There’s a great increase in player housing spots and a more meaningful connection between villages and player holdings.
  • The world map has been completely changed. This isn’t simply about moving locations around, it’s about changing the geography of the world. Monster spawns have been redistributed so they are more relevant, and all NPC and player holdings have been completely redesigned.
  • Combat dynamics are much more tactical now. Changes affect several skills like blocking and disabling blow, and introduce new mechanics such as momentum and crosshair wobble.
  • Complete redesign of the magic schools and their physics with clearly defined roles to spells, opposing magic schools, ability to assume different roles in combination with the attribute boost system (damage dealer, healer etc.). The magic system is built to promote cooperation among players.
  • Complete redesign of most dungeons. New dynamic elements such as traps, moving objects and one-way doors have been implemented.
  • Changes to the grid of teleportation chambers. No chambers exist in player holdings anymore and they are strategically placed to enhance PvP tactics.
  • More changes to the Alignment system: Lawful areas are limited to the immediate vicinity of racial capitals and surrounding NPC faction cities. There’s an increase in the lawful area protection with increased tower coverage.
  • The incapacitation system (gank/decapitation/revive rules) is revised in order to improve player PvP and PvE experience.
  • There have been adjustments to physics to achieve more realistic results.
  • All item properties, numeric values, calculation formulas and the like are completely redone.
  • We’ve introduced a new Graphical User Interface which includes both new visual elements and new functionality. It offers a streamlined experience to the players alleviating all shortcomings of the previous one.
  • A new map tool with a lot of information added including vendor locations and items for sale.
  • Serious improvements to the new player experience, including training quests on all basic aspects of the game.
  • More changes to the new siege system we’ve already described.
  • Redesigned monsters, monster families, monster abilities, and all loot tables redone from scratch.
  • A new lighting system and new visual effects.
  • New environmental audio system and many additions and replacements to existing sounds. New area based music.
  • Changes in models, textures, animations and most visual aspects of the game.
These are just brief mentions on exciting and sweeping changes compared to the existing game. These changes, along with the ones we’re not talking about yet, are the products of years of experience with Darkfall, lessons learned, and thousands of pieces of feedback from the community. In the coming weeks we’ll present each of these points in depth, with specific information on the mechanics of each point.
As for our current activity, we’re fighting some bugs in the new siege system which are pushing our ETA back again. We’ll keep you posted on our progress with that.
Thank you for reading.

venerdì 5 agosto 2011

Darkfall Official Blog - Media Sneak Peek 5


As we’ve mentioned before, everything is being redone in the new Darkfall world. Today we’ll give you a sneak peak into Sandbrook redesigned. It doesn’t remind much of old Sandbrook, other than the surrounding scenery. The city has been completely optimized and everything is conveniently located where players can find it easily. Furthermore, we should mention that it’s no longer a starting area but a faction city. A mysterious looking prop you can see close to the bindstone has to do with some of the new training quests that will be introduced to the game with the relaunch.
Key people are missing this week, so our planning meeting will happen next week and that’s when we can give you an activity report and possibly another Q&A segment that we’re working on