That was a concern I brought up as well. I'm not sure how the flagging would work. I don't know if the haste just falls off or nullifies for x amount of time until no other damage is done to players. I think its early days on the idea
Buff others lasting 30 seconds will just mean people will reset fights more often to reapply them, and it will be easier to do so now with the longer cast distance. Haste and Ironskin are both way too strong to risk not having. They both need to be nerfed to be honest. If you want buffs to be 'tactical', reduce them to 10 seconds or less instead. And 10x grind increase? Jesus christ guys...when DFO did this it didn't bring in any new blood. It's just a band-aid fix and ignores the real issue which is the pressure to grind. The pressure to grind is still very much there. With a longer grind and visible character levels, combined with higher alignment hits for high level characters killing low level characters, we would see a population increase. The grind would be fun and addicting again since there would be less pressure to complete it. With each patch i'm getting more concerned about the future of the game since whoever is making these decisions doesn't seem to 'get it'. It's just changes that sound alright at first, but fall apart when more thought is put into them.
DFO had already stopped all further development for more than a year prior to the 10x increased gains in 2012.
Sure, and if I could carry gold on me and use it as regs then I would have nothing to complain about. The problem is regs have weight and you can only carry so many of them. If we're changing buff others to only apply to PvE, why do we have to stick to the current format? I see all kinds of bugs popping up with buffs being improperly removed, or not properly removed and causing problems. I would love to see a PvE protection buff and a PvE damage buff that has no need for any kind of flagging system. I would also love to see those buffs in spellchanting or something so people will actually want to farm with destros.
And in the same vein this change is being made after the population has taken a large hit as seemingly just an effort to get people playing again.
You're not wrong. These changes all seem to be rather easy to implement and might bring players in/keep playing long enough for their real changes like the control towers. If they can keep people playing long enough to show them the game is changing (if it ever does) then I'm all for that.
Changing buff others to PVE only is relatively simple. Protections are a stacked on variable that can simply ignore hits from players and hastes can be paused for 10 seconds if you hit another player.
Again, what`s even the point of having buff others if they are just another automatic extra step you need to take like they are right now? Either make them strategic spells like you are trying to do or just remove them from the game.
I agree with this. Shortening them is great so they are something that can give you an advantage in PvP if applied smartly on the fly, and it also makes it more viable to have a dedicated healer/buffer in your group, which is a good time for less experienced players
I see a few problems with making it pause. It would be annoying if you accidentally hit someone while farming, but more importantly, if you started a fight with melee you would be able to get a quick hasted hit in, whirlwind out, and potentially only take one hit or no hit for it. I think it might be time to do away with the idea of haste, especially since you're messing with durability and haste will just make it burn faster. Also, if we're going the route of PvE buffs, I see no downside with changing the format and giving everyone access to them. If destros had haste it would be broken. If destros had generic PvE buffs....who would get hurt?
No problems with the pause. It's only 10 seconds so if you do accidentally hit someone (which is something you try not to do anyway) then it's only 10 seconds before it reactivates. Be more conscious of where your friends are if you don't want to disable it. As for any possible "extra hits" I bet it would be such a minimal issue people wouldn't even bother trying.
Darkfall has always been a game of gaining as many single point advantages as possible. Getting one intensify to 100 did very little, getting them all to 100 gave you a huge advantage. If you think people won't do their best to take advantage of haste even if it's only for a single swing, you're wrong. If you pull that off and get a hit plus a whirlwind and take no damage yourself, you'll be up almost 80 damage on them.
Monster graves will now show their status to players: - They will no longer glow when empty. - They will transform into a small bag on the ground when they have been skinned. could this be possible or something similar ? also you need to buff rune stones it's Horrible drop rate
Please please please do not implement these buff others changes. I understand that they're supposed to tie into stuff down the line but don't push these until the other stuff is ready. This is the complete opposite of removing tedium.
This. So much this.. I can't even... It really sucks having to dry loot every corpse to keep up with which ones you have already looted.