In light of all the discussion of what should and should not be changed in the possible re-release of Darkfall, we all should discuss the things that made up the Darkfall experience. We should look at everything that worked and did not work in the game and build any and all changes to the game around refining and perfecting the game's strengths and ironing out any of the kinks that take away from the overall Darkfall experience. I know this sounds kind of obvious, but I feel like it would do us all some good to come together and discuss what really made the game great and what took away from that greatness so that we can have something to reference for any future changes. In my opinion there are three facets to Darkfall that made up the Darkfall experience: 1) Freedom 2) Danger 3) Player Driven Content These are obviously very broad concepts, so in this thread we should try and discuss specific things which added to these three facets of the Darkfall experience as well as what things present in the game took away from them. I also think we should look at Unholy Wars and analyze what went wrong beyond just pointing out how incompetent Aventurine is. We should dissect the changes they made to the original game and the specifics of how they clashed with the Darkfall experience. A good starting point for that is to look at Safe Zones and how exactly they clashed with what Darkfall is supposed to be and what issue Aventurine was haphazardly trying to fix with the implementation of Safe Zones. *---*---* I for one think that the idea of Safe Zones, while looking like a good idea for new players on paper, makes it so that new players are ill-prepared for the harshness of the real world of Darkfall. This ironically makes their first gank much more damaging given the fact that they have been used to being relatively safe and probably have no idea about the importance of things such as banking everything and only taking things out that you are willing to lose. On top of that it takes away from the danger that is integral to the Darkfall experience and gives players both new and old a place to cower from the dangers of the world instead of facing their fears and growing as players. A better way to overcome the steep climb for getting into Darkfall would be to have mechanics in place to promote new players to group up with each other and not kill each other right from the get go since it is a lot easier to be brave in a group rather than all by yourself as most new players are in the beginning.