The 'quality' may not show fully as expected due to the old engine, but definitely the look/feel/theme couldnt be more spot on for Darkfall
Yo, i want freedom, ppl should be able to craft everything. I chose enchanting and tailoring, it doesn't mean i want everyone else to be limited in 2 crafting mastery. Some ppl actually enjoy grinding and doing everything for themselves. That's mostly the true soloist players who want to be completely self-reliant. Some ppl actually don't want to be on comms at all because they are too shy for that. That's mainly the reason we have 100% solo players in mmo's. In DF, you absolutely have to be on comms. Let's not forget that top crafters will use alts anyway to craft most of the things. Sharing accounts would also become more of an issue. Instead, i think you should be able to excel in 1 or 2 crafting tree for a small bonus. It can be more durability, more damage like +0.01-+0.02. That way, ppl will favour your stuff over anyone else's. Then as a crafter, you will feel like it's in your responsibility to make more of those. Yet, i think it's tedious that we have to wait 30 minutes+ or something to craft a lot of shit. I'm not from the sandbox era so in every games i used to play, crafting always was instant or it only took a split second. To forge 3000-5000 iron ore. Sure, you don't have to forge it all for yourself, but there's no reason not to when you can level your own wisdom more that way. Repairing walls is tedious. Ppl would rather take down their own walls with a vile-forge just to rebuild them. Making repairs gradually faster would be an easy fix. We were supposed to have 10k players and slaves or workers harvesting for us. We need to start developing the game based on the assumption that we will never reach 10k and we will never have drones(we're using alts tho). So i like that 1 clan crafter can make everything i need. Crafting shouldn't involved staying semi afk while watching vidoes on youtube, it should take no time for the most part.
my fav part about that update system from AC (obviously prob sugar coating it cause I was young and it was long ago) but it seemed to me like the content added to the game was being added because of the persistent and evolving world/story to an extent. Like if a new dungeon was added, it was added because of what was already going on in the world. Like for instance if one month new weaps were added, it was because they were needed to fight off the coming horde of new mobs coming in the next patch. The story made the content. Not the other way around. I think its interesting how they blended that type of story telling but also managed to have a very sandboxy world. It was def not on rails. DF is even further sandboxy. So I'm not sure the type of monthly storytelling that was successfull in AC could even work in DF. IDK. But I think there is possibility of more persistance/evolution in the world itself and the content being based on that. Similiar to AC.
My step brother is a pure crafter. He loves darkfall. But if we limit him to only a couple or a few crafts he will get bored of the game and quit playing. He strives to be a crafter for clan, alliance, and solo people in npc cities. This is the type of players I try to defend. I think if we had a crafting spec like destro/mage killer people can perma lock accounts as strictly crafters. They can craft every mastery and use melee and archery and lesser and greater magic only. And it perms these settings on the character unless they delete the character and make a new one.
Interesting thought. Permanently gimp a characters combat abilities to further their crafting. Worth discussion I'd say.
You can already get every craft and every mastery, that wont change. They are adding a limit of 2 specialties for master crafters to give a slight boost in terms of only rolling higher ranges when crafting stuff(this was the last i saw on the subject). I cant really see how they could perpetuate that even further, unless they wanted to give you the ability to have an additional 2-3 specialties for a total of 4-5 on the char, and maybe some extra boosts to other aspects of crafting related stuff, i.e gathering and refining as a trade off to have a completely dead char combat wise. I mean it seems odd to me, but i guess there are some people who ONLY craft and the thought of doing anything else like pve or pvp makes them uninterested, which is understandable i guess if that is what they enjoy.
Pretty much how I read it was like I posted "gimp combat, boost crafting". There are probably a thousand ways to do that without even touching a characters current abilities.
right i agree, i was just pointing out to aparks that the masteries arent in fact limited at all. Then an idea with the future specialty thing in regards to what you could substitute in to benefit those hardcore crafters
Yo dude, are you guys gonna fix polearms or what? Have you guys not notice that no one uses them cause they're trash? Only use for a second whirlwind. I understand AV was retarded by adding a knockback to its normal swing but why is it still in the game? Do you guys want to keep it like this? 1.5 normal speed 2.0 fast remove knock back. How fucking hard can that be?
Are we still on for friday patch? Hope so cuz that only leaves 3 weeks of testing before servers go down for launch. If we cut a week or two out of that and 'do it live- at launch'.... well yeah you know how that will end up.
That's the goal, however there's a surprise being put in that has the potential to delay it a day or so. It'll be worth it.
No, Andrew just finished with the various testing and is finalizing everything. With the patch we are finishing up the functional aspects to the persistence changes, so in theory copying everything to a new server should be a snap. If not, we'll solve it.
It would only be considered "forced" if you wanted to be 100% self sufficient and craft the best of the best every time, otherwise you use vendors. Trade and market suffer without diversity between characters.
Wrong. I wish you guys would quit perpetuating that lie. If that was the case, UO wouldn't have any economy at all. With 5 character slots most people had their own 7x GM crafting alts and could be entirely self sufficient when they wanted to be. Not to mention the crafting grinds were 10-100x less retarded than RoA's. What made the economy so amazing in UO was the fact that producing in bulk was easy and fast (same with harvesting in bulk compared to RoA), there were NPC vendor and player sources of all basic materials to properly streamline harvesting and basic material acquisition and the near instant teleport and gate spells combined with the super cheap and easy to use player vendors in game made it extremely easy to get people both to your vendor and help them make purchases safely. It actually made it to where even if you had the character to be self sufficient, it was way more convenient to just purchase it from players because it took all of 5 seconds to do that no matter where you were in the game world. It was also nearly 100% safe with near instant recalls. In RoA producing in bulk is tedious as fuck and you end up being forced to go afk with an auto clicker which turns people off from producing wares to sell in bulk. Basic resources are a huge and tedious choke with no NPC alternative which also undermines the value of gold. The vendors we have are extremely unsafe/risky to use in a populated game, and there is no easy way to get people to your vendor. All those things actually undermine the economy and FORCE people to be self sufficient because it fucking sucks hunting down gear vendors and is much faster and easier to just make it yourself.
It's...it's beautiful....Great post. edit: That sounds like the system I have always wanted to work in Darkfall. Faster travel, faster trading, faster everything. Would make Darkfall much more casual friendly. I shouldn't have to mark a damn runestone just to trade.