never ganked noobs at newbie spawns. rather go play a game with a population and content instead of a game where they haven't added content since they started this project. plz keep thinking your opinions are that of the community, you are delusional enough to think that.
Ooof. So you'd quit the game because BPG added a way for newer players to get accustomed to the game and not be thrown into the cesspool gankfest? Hello? There's other threads related to content, this one is clearly for NPE, thought I'd let you know since you obviously don't have a clue. Or would you like all discussion related to ways to improve the game to cease since you're clearly unhappy?
To fix the war dec issue just make it like UO used to be - Both clans must accept the war dec to be able to be killed anywhere, if they dont accept, they cant be killed. If they are in a clan that accepts all wars, then they will be able to be killed.
unless this game is about to hit steam or youre about to start spending on marketing/advertisements or something I really dont see the need for any radical changes in this department. at most a little safe zone around racial capital/starter areas
Unless you insist on fighting and looting in lawful areas all the time I really don't see why you wouldn't want to make it easier for people to enjoy the game.
Let the newbies keep their gear. Who here seriously wants the newbies loot? Partial loot/auto-res/super close to city only it doesn't matter. Nearly ever person I've gotten to try darkfall quits when they lose their only mount and or gear just trying to learn the interface.
Nope. It should be: Let the newbies choose if they want to fight. Letting the newbies keep their gear doesnt stop them from getting shitcanned to waste their time. It also doesn't prepare them for when they actually lose their gear. If it's the other way, I'm going to enjoy running through safe zone practising my 1v5 in dragon against noobs... because I won't lose my gear.
What? That's what the safe zone area around racial capitals I referred to would be for...lol? This is a waste of the Dev teams time at this point in the game, unless it is about to hit steam and expect a heavy influx of new players there should be minimal time WASTED on the loot friendly aspects. Noobs losing their goblin gear isn't going to peak their interest anyway, instead add simple quests for them to do. *Alfar capital NPC tells you to raid Kobold's that robbed a messenger with an important message. Kill 100 Kobolds and recieve the Letter. *Bring letter back to Alfar NPC *Alfar NPC "Wow, it seems this was a message from the Elf capital to the Humans, that they are going to wage war on the orcs" *Alfar gives you a new letter "Travel to Flaming Skull to warn my old pirate friend of the incoming Elf Human Alliance" *Deliver to Flaming Skull : Recieve 500 of each reg and Orkish Boomstick "Some firepower I took from a ship, so that the Kobolds dont jump another messenger" Time should be spent on super easy basic quests to occupy new players more so than % of loot lost in certain areas. I pvp at villages in Lawful areas, and expect full loot at them.
Safe areas around the capital only won’t do anything. People need a place to play safely not bank stare.
Restructure mob spawns so they can be productive to a certain extent. Ultimately you only want noobs to crutch on this system, so keeping mob spawns simple for them is adequate. And as I said before, adding SIMPLE QUESTS will have them not bank staring. Literally just basic take this item to this guy, recover this item from these mobs, with some bullshit lore, travel in between and decent rewards is really all you need to make a new player experience far more superior than some stupid safe zone
Then they will quickly learn that Darkfall is not the game for them, as many have before, because death is inevitable, its unrealistic to think you should be sheltering a player indefinitely from being ganked in Darkfall, and sometimes its best to let them understand the game sooner than later so they know the game theyre getting into.
That’s the problem we want those players to stay and warm up to the pvp and loot just like ALL the SUCCESSFUL pvp mmos have done. Letting them get shitcanned from the starting gate is a good way to weed out 99% of the people who try it.
This is our intent, just like I wrote in the OP. There are people willing to try out pvp and even some willing to try out full loot. The problem comes when it's so relentless they can't get ahead so they give up. It's not much different than the zerg discussions or server wars. If there's no reprieve then people get exhausted.
So it's definitely going to happen. All that needs to be discussed is, how big are the safe zones going to be? I think everywhere except mid map and subcontinents. Discuss.
I just dont understand why you would want to mutate the game to appease an inconceivable 1% of new players that will hardly even exist without a very strong financial marketing strategy put forth in honor of the change. Complete waste of a teams time who already struggles with finding time to add anything to the game. The time put into something like this only takes away from putting it into other things. BPG needs to focus on securing its core niche playerbase (whom are giving up at alarming rates) before worrying about trying to appease outsiders
I'll probably never go to PVP in a red zone because losing my gear to zergs isn't fun. --- Post updated --- It's a structural change that Darkfall has needed since it's inception. You can't build a pyramid without the bottom level. This is literally shit that should have been done in a games Beta phase. Thats how far behind this game is.