Was on 2 accounts 1 in mamengruk and 1 in cbay the one in mamengruk with lots of people fighting and vity raids has bad fps and hitch's lag and unplayable. The account in mamengruk with 1 other person near me was 300 fps and stable.
Nobody bats an eye whenever destroyers carry around a greatsword and a polearm for double whirlwind but somehow, it's completely broken if mages have to carry 2 staves to max their potential.
Thank you guys for all of the feedback so far! We are closely monitoring this thread and others as we do after every patch and are working to address any issues that you have brought to our attention. Also, please remember to abide by our Terms of Use when posting. We look to all of you for feedback on changes that we make, even when the feedback is not in favor of a particular change, but attacking team members, or each other, will not be tolerated.
*&Y*&* in regards to pvp balance, my opinion truly doesn't matter lol. if it's not a duel, i start to spam bolt spells i didn't explain my point well enough. I mean to say, it could be that from now on, the hybrid playstyle most players used would change some, maybe guys possibly will be able to play as a "necromancer" and primarily do necro spells and it'd be viable? i have ZERO idea if that is what BPG is hoping for or if these staffs are intended that way, am just brain storming a little. but say the necro or arcane staff was strong enough that you really could just spam sacred missle and do enough damage and people using the best thing from each school kinda went away? There'd just a new meta /"best" way to play and the top players would figure it out just like they did in DFO. You say balance is on a knifes edge, I say there wasn't balance anyway --- Post updated --- Just got in and got first impressions, holy shit I am impressed. Love the GUI changes, so nice looking. The texture changes are very noticeable and look so much more detailed and crisp, really like it! I play an ork and was wearing studded and a scale helm. The ground in ork lands was a super eye sore, it still kinda is but looks much nicer. Not a big blob of bland shit. We got detailed shit, can see the corn kernels and everything now. I am not having any lag at all switching weapons, although I don't have any of the new staffs to test out. The patch notes are exciting and I am eager to try and see what "knife revamp" means or the 1 hander revamps.
I tried that before posting. It doesn't work, the game is ignoring those settings and continually loads in whatever its default resolution is.
If you go into your GUI_manage_persistace found in %appdata%, roaming, darkfallroa, character, 0, then your character folder you can change the resolution manually in there and that may fix the issue also
This didn't work either.. I already had the resolution set to 2560x1440 windowed mode (old style). I tried setting the xml to fullscreen = true but that didn't change anything. I had to disable high dpi scaling on darkfall.exe and then the game client automatically set the game to 3840x2160 borderless. Weird but at least it's working now.
I think it's just that windowed mode never worked at all resolutions. There may be an option in game for all but they all didn't change once applied to that resolution.
Most ppl would not admit that. I can solo some of these spawns on my own. Easy R60's, easier than killing menhirs sentinel since you can never solo them. --- Post updated --- Wait they did what?? Now i'm mad!!
I know there's a ton of salt in this thread but I think someone should point out that the majority of changes in this patch are things that needed to be done and are things that most agreed at one point or another that needed updates: Textures/Graphic Overhaul- The game generally looks pretty dark, dull, and lo-fi on video. The couple videos ive seen with the new textures look much cleaner through youtube. Obviously there needs to be some correction with texture and lag issues. Hopefuly the community will help identify those areas. OVerall, many have stated that a graphical overhaull is a needed to help attract new blood. The team is working on it obviously. Shitting on it isn't very productive. Take some screens and vids and help identify which areas need work. New Interface - Similar to above, the UI needed some visual updates. It's been argued and agreed by much of the community. The team is working on it and we have the first iteration that seems like a really good step in the right direction. Hopefully the performance impacts for those who are having them will see some improvements with some optimization work. In general, having 350 fps instead 400fps is a wtf cares imo but we know fps can be different on every rig. The point is, we did need some visual enhancements to the ui and the team has begun work on that as well. Its a good step forward and there's time for corrections and improvements before launch. For those with issues, provide feedback so they know what to look for. Anti greifing toggle - small step forward for NPE but obviously the NPE still needs lots of work. They mentioned they've already begun work on a tutorial. Staff & Alchemy Revamp - 2 parts Crafting skill reworks - This was pretty much needed and adds another profession and should give some additional diversity among the playerbase at launch for those who want to level a couple crafting skills. The new staff type with the spell bonuses - I understand the concerns from the community, especially anyone min-maxing thinking they'll need a staff for each of the school bonuses. People are already rocking multiple staves as it with for rays vs. long cast time spells so I think the bigger concern is just (1) the end game mage gear bag cost and (2) adding additional hotkeys if toggling the various staves. I think (1) more or less may balance overall set costs vs Destro's and maybe that is another loss for mages given Destro's have benefited from a couple of changes thus far (2) I think the macro/hotkey system just needs added or improved functionality for skill/spell specific weapon swapping. Enchant Mat Conversions - Not sure if this was needed and it definitely reduces the # of areas you need to visit if you can convert 1 tier for another. That said, I don't know the conversion rates. AV put some crazy conversion costs in initially for the last major DFUW crafting patch and not many used conversions at all. Borderless WIndow mode - This is something many have been asking for. The initial build for this is buggy for some it seems but the point is the team listened and has been working toward a solution. Provide some feedback on your issues. Lastly, I want to remind everyone that when AV did a patch of this size, which was incredibly rare, they typically broke a shitload of things. Point is, despite some bugs that need to be corrected and some potential balancing tweaks with the staves, the majority of things in the patch are things that help modernize the game and get it closer to a finished product. Provide feedback on things you are noticing and help them get this game ready for launch.
It goes without saying ANY patch to Darkfall is going to break shit no matter how good the devs are People should just EXPECT and plan for patch days to suck thats what I always did. That way you aren't disappointed and might even be happy.
It's patch day. Calm your tits. Let's give the new staves some time. If you want to give players the choice of a staff type for each engagement, you need to put in some kind of limiter, to prevent staff type switching on a whim. Here's an idea. Put a 5 minute effect on a player when he wields a staff. There is a different effect for each staff type, slow staff, medium staff, fast staff, lesser magic staff, elemental staff, etc. For those 5 minutes, you are locked into that staff type. You cannot switch to a different type of staff. Re-equipping the same staff or another staff of the same type restarts the 5 minute effect. The result is, you can only pick one type of staff for a given battle. Am I correct in assuming this was the original intent of the new staff types? I recall DFO, people did some of this, having a slow buff staff or ray spam, and a fast nuke staff. Given the increase in risk vs reward by carrying multiple high value staves, is this even a problem? Let's wait and see.
Started reading through the comments in this thread but tbh, got bored of reading the non-constructive bitching which doesn't do anyone any good and certainly won't improve the game. These are my observations so far: 1. Ping reduced by 10%, from a steady 98-101 to 88-90 2. The textures do look different and I can see why some feel that some of the textures appear oversharpened. As there are so many textures the overall effect can be hard on the eyes. Personally, I prefer the 'old' ones to where they are now after the patch. Despite the amount of work that has been done to tweak each texture I think it would be better to have left them and redo them all from scratch and implement in a future patch(es). 3. The 'X' to close UI windows needs to be in the top right hand corner for consistency with ALL Windows programs 4. Window resizing does not work for 'bags in bags' 5. Main and mini-map windows do not resize even though the cursor changes to suggest this. Main map window should be resizeable as it it too small atm. 6. Pressing the same UI button twice opens and closes the relevant window however on the mini-map options window it only opens it. 7. The staves crafting skill is purchased from the arcanist for 250g and they are now crafted at the workbench - both should have been mentioned in the patch notes Some great work in this patch and some stuff that needs addressing but definitely going in the right direction.
The bag window does not resize, only the bank, clan bank and captains bank are resizable. The minmap/map were also not added for extra resizing so they remain the basic amount of resizing you could do pre-patch Are you speaking about the botton at the top or the hotkey bound in the UI? The bottom at the top of the new ui when pressing toggles the minimap off and on for me.
Ok thanks for the clarification, hopefully the inner bags will be addressed in the future? 'The bottom at the top' hehe someone needs some sleep Yes it was the 'cog' button at the top of the mini map. I'll re log later and try again. May have been a glitch at my end and I'll let you know the result.
Ah yes sorry about that, pretty late for me. The cog button at the top opens up a menu to allow you to customize the icons that appear on the minimap. To toggle the open close status you can click the minimap button on the top left UI bar or bind it to a keybind in the GUI options.
Can we please be able to resize bags in the bank? I wish I didn't have to have 30+ bags to organize my stuff, it makes banking farming loot a bit slow. Also, the new huge spawns are awesome but it's a bit brutal sorting through hundreds of junk items and trashing regularly during the runs, it's also pretty boring to be completely honest. Can we get a mob dropped gear filter? For example: Rank 0 Weapons: Do not show Rank 40 armor: Show Having that in the game would be awesome.