The following are some of my revised ideas on how to greatly improve many aspects of Darkfall without requiring unrealistic development time. It's long and many things tie in together so i'd really appreciate people reading everything before commenting negatively. Let me know what you like or don't like and feel free to offer alternatives or refine certain mechanics Mob Drops Mob changes Risk vs Reward and Economy- Mobs shouldn't even drop weapons/armor/ Jewelry unless they're VERY rare and special. Instead some mobs should drop more base materials. So if you need Ingots/Wood ect you don't HAVE to hit nodes you can farm X. The economy needs to be player crafted oriented for the VAST majority of gear. ESPECIALLY gear you take out farming.or use most often. Yes that means you SHOULD have to craft weapons to kill mobs not just use the weapons they drop Mob dropped items were WAY too much of a faucet especially rank for rank 40-60 weapons...they still are in my opinion Then I would nerf the Leenspar golem ore drop rates and possibly some of the city mine rare ore drop rates at least for the first couple months. Why is farming Infernal easier than full plate it? it makes no damn sense In general spells should have a higher damage difference based on their staffs magnitude (many changes on staffs are needed for example a new rank of fast staff should be added between Black Bolt and Cobra and Cobras should be a little harder to get also it makes no sense for Corpsecallers to cap out at 1.0) Some good mobs should have HIGHER health Regeneration and LESS over all health so that it's hard or near impossible to break their "tank" if you're solo and using a shit staff or weapon. Wearing better gear to farm top tier mobs with and grouping up should be HEAVILY Incentivized or even required. It's rediculous that people people can solo farm top tier mobs in robes and unenchanted black bolts. Some higher mobs like Rare golems could even become invulnerable to ranged damage and require people to put on actual armor to tank and melee them down. These mobs should also run faster, disable, and in some cases hit harder. PvE against higher level mobs needs to be more dangerous and pve deaths needs more consequences. Some Higher end mobs should auto gank you and PvE ONLY deaths/ ganks should damage your gears durability. We need gear leaving the system faster. There should also be weapons that do pure elemental damage for melee/archers who want to farm Then at least 1 new tier of Mage Armor needs to be added after Bone and it should be really expensive and difficult to get. I dont care if you just take Bone armor and change the color to Black and change the mat costs/stats Also a "Legendary" staff crafted by Alfar should be added that's similar to Lightbringers and Sunbows because no ones going to make their polearm anyway. Legendary items should get extra benefits like a small amount of life leach per hit. These things would keep the average viable gear bag at the rank 40 level for MUCH longer as well as give no lifers more of a carrot to chase You can ALWAYS increase certain faucets later but you can't go backwards nearly as easily Even top tier winning players should something to work for long term..THAT was basically the only thing that kept Darkfall 1 going and people farming because they needed money for reagents to macro with because character skill grind took forever Now that we've vastly reduced the character grind (which is fine) the resource / ITEM GRIND needs to be much longer with more sinks, less faucets, and maybe even have drops changed over time depending on population ect to keep people using lower tier player crafted gear for LONGER. You keep it the way it is and some people will be running around in Rank 60/infernal 10 days after launch. "Prospecting" Proffesion - Add a profession called Prospecting (remember you can only choose 2 in RoA). This profession should allow you to go to anywhere within any holdings system radius and dig in the dirt LOUDLY for an extended amount of time say 5 minutes. If successful (complete the full duration without being hit in melee) you discover a holdings "Vulnerability Window" (more on this later). Put city mines outside of city walls and allow players with the Prospector proffession to show up to a city mine and "Prospect" it. Which is essentially where the prospector uses the mine during the holdings "vulberability window" and if he isn't hit in melee for X amount of time he will discover the EXACT 0-100 unchanging daily refill time. Prospecting should take up to 10 minutes depending on the type of mine and make noise. In the future the Prospector can show up to fight for the Ore or he could even sell that information to someone else or who wants to raid the mine or siege the city. Siege System Changes Holding value and Politics- Declaring and Maintaining a War state against another guild should cost gold Holdings need more value and sinks. One example is minor clanwide buffs when you collect the heads of clan members your at war with+ gold turned in at the Clan church as a sacrfice to the gods(1 buff per Church) that works anywhere in the world. As well as a special "War Prayer" that when sieged allows you to farm x amount of materials or gold to turn in at the Clan Church to give your members an extra buff ONLY during a defensive siege duration and ONLY In your sieged Holdings tile/ area of influence Better holdings= better buff choices and some buffs should ONLY be available to racially pure clans that own a superior holding with buildings of that race. For example an all Alfar clan could take over Marshall because it's made out of Alfar Walls. Then they could collect X amount of enemy race heads+ X amount of gold + a rare item only dropped by the Demon and activate a prayer to Melek at the Marshall church to grant them extra magic damage anywhere in the world for X amount of time Another perk would be items crafted in "superior" cities should get better stats Another sink would be farming crystals to keep the city towers active. Clan members who own a city should be able to "que up" items for refining/ crafting. Skill gains should remain the same but you'll have the CHOICE to put your shit up and go do something else for bit (not realistic but doesn't matter) Depositing/removing from the crafting station should take 30-60 seconds of not being hit in melee. Colonel+ rank guild members can remove other peoples shit so you better trust them. People outside of the clan will NOT be able to remove items from the crafting station UNLESS they damage it and break it open. There should be an animation and noise when qued stuff is being processed. Each city should have its own unique unchanging siege vulnerability time and it should last 4 hours (discovered only by prospecting) If a clan chooses to take a holding they will have to know that they can actually be online during its unique vulnerability time to defend it. Holdings should have vulnerability windows based off the population. For example if we're expected to be a population of 65% NA 30% EU and 5% Oceanic/other than it would make sense for more holdings to have vulnerability windows accordingly. Vulnerability Windows should determine when buildings can be totally destroyed but they should ONLY be totally destroyable by a people in clans that have declared War on them. Building costs should be reduced and most should be destroyed after a successful siege to keep the long term sink as well as reuse content. This also doesn't promote Clans just waiting until some other clan builds a city up and then siegeing it like the current system. "Superior" holdings should have windows that are hardest to defend and there should be some "Superior" ones for EU and NA as well as Potentially a couple REALLY good ones that overlap the time period when the most people are expected to be online or possibly even have a longer vulnerability window which promotes people of different time zones becoming allies. There are at least 6-8 hours of the day roughly 4 Am eastern to 10 AM eastern when almost no one of any time zone is on so very few holdings if any should be vulnerable at that time. Maybe 2 just in case to give the oddballs something to do during those hours. The reasons for this are to combat "off hours sieges" WHICH ARE AND WILL still be a problem even in a global game. Anyone who's paid attention to Darkfall New Dawn know the EU and NA zergs are LITERALLY just taking turns off hours sieging each other every day it's fucking retarded and fights aren't happening. An example in this system would be a clan that's mostly active during East Coast North American hours (and doesn't want allies) decides to claim Marshal because they have a "prospector" who visited Marshall and "discovered" Marshall has a vulnerability window of 6-10 PM Eastern every day. They claim Marshal and build it up. One day another clan decides they want to siege Marshal. The first step is either getting someone of the "Prospecting" proffession to visit the city within system range and successfully "Prospecting" it OR finding the Vulnerability Window out through a spy or former owner. Then if the attackers think "fuck we won't have people on till 7" and don't drop the siege until 7 PM eastern the day before they will ONLY have 3 hours to win instead of 4 if they had dropped at 6. Attackers should have to complete objectives during the siege BEFORE the city stone becomes vulnerable one example could be have someone in the siege clan "control and successfully prospect the mine" (we're basically reusing this as a control point rather than adding a new asset like a watch tower or outpost which would be ideal) Another could be totally destroy X number of walls and or a specific building DURING the siege (Defenders should not be able to repair anyhing during the siege). But On superior holdings we COULD create another sink/upkeep cost which would allow defenders to "Fortify the walls" which prevents them taking damage by battlespikes or siege hammers and REQUIRES cannons, ships, or Warhulks. All members of the attacking clan AND their allies should be forcefully rebound to the siege stone which becomes an indestructible local bank/strong box available to EVERYONE in the alliance with only 1 access level (you want to be allies you actually have to BE allies and trust/coordinate). Supreme General and Generals of the attacking clan will get a seperate chat tab that logs in real time what is removed and or deposited into the Siege Stone. After the siege ends everything still stored in the siege stone should be dropped on the ground after 5-20 minutes depending on size. If individual attackers want more accountability or don't trust everyone in the alliance they can choose to buy personal more expensive siege strongboxes that last 4 hours with extra health that can only be used by the person who dropped it, however they CAN be destroyed and looted by anyone. The owner will get a message with the name of anyone that attacks it. All members of the defending clan will have their members forcefully rebound to the sieged city for the duration. No ONE other than the defending clans members should be able to bind to city stone during the siege. All Allies will be rebound to either another alliance holding OR an NPC stone/bank depending on what's closer. DEFENDERS should no longer have a way to end the siege early by destroying The idea is to survive and fight longer and not "get starved out" through attrition. if you're allies die they will have to regroup and run back which provides the oppurtunity of getting bindcamped or picked off. HOWEVER if Defenders really wanted to end it early they could successfully wipe the attackers bindcamp the siege stone and offer the attacking clan the chance to "conciede" in which case the defenders only take X percent of the attackers siege wager and the siege ends early. Another option would be for the attackers to offer the Defenders a choice to "surrender" the holding in exchange for X amount of gold in which case the siege is called off the attackers get their wager back and ownership is transferred to the attackers while the Defenders recieve the gold in their clan bank "Treasury" bag which is only accessible by Generals+. Any gold exchanges involved during siege related activities will have a portion of it deleted as a sink. So for example If you "surrender/sell" the holding for 200k 5-10 percent of that is removed from the economy. This is so that 1 sided inevitable fights don't have to be prolonged it also lets Defenders basically sell the city if "they didn't want that holding ANYWAYS" The point is also to put more pressure on the holdings owning clan to not be overly reliant on allies or mercs ANYONE not allied or in the attacking or defending clan should get both a combat debuff AND or a harsh death penalty like loss of X amount of meditation points, or permaneny -1 all stats, and or X amount of gold deleted from their bank if entering/killed/ganked within a sieged cities tile or area of influence. .A nice way of calling it would be a "Fuckery Tax". IF the person who kills the scroacher/mercenary is OFFICIALLY part of the siege a portion of the gold lost by the scroach will be deposited into the bank of the player that killed them. You can still scroach and or Merc but it will be dangerous. This is 100% necessary to promote REAL politics and NOT have the same group of elites like me showing up to EVERY siege and being the deciding factor. WE MUST let weaker clans bang it out sometimes. Real Mercenarys can choose to take on serious risks for POTENTIALLY in SOME cases a high reward. They won't just do it for the lawls so often Likewise if one side goes full bitch mode and pays a ton of gold to hire a bunch of mercs and the other side knows they can't win they at least can try to punish the Mercenaries by focusing on killing them. Anyone entering a tile currently under siege will ofcourse be warned or know by the debuff Anyone invited to the sieging clan or a clan allied to the sieging clan within the past 7 days will be treated as a scroacher/mercenary with the same penalties. Any Clans who have NOT been allied for at least 7 days with the sieging clan will also be treated at scroachers/ mercenaries. Same goes for defenders but we can lower the allied/joined time requirement to 5 days. This is so that if Clan A loses a siege to clan D then immediately allies Clans B and C. Clan D can be like "oh fuck they might be coming for us next week with friends we better find help quick." Unallying should take a significant amount of time. With the option to pay gold to buy a "Fuck YOU gauntlet" from an NPC vendor for a significant gold cost which Can be thrown to quickly deally and puts you at War. This is so if someone in your alliance back stabs by stealing shit at your siege stone or says and does some shit you REALLY don't like you can punish them faster (its also a much needed gold sink) You're either allies or you're not no more siege pact bullshit then claiming you aren't nutcupping because you occasionally fight over spawns against each other. The minimum number of players required to siege a hamlet should be 10.That means a minimum of 10 currently subscribed accounts that have been in the clan and subscribed for at least 7 days. The Minimum number of players to siege a city should either be 10-20 based on the "value" of said holding Clans should only be able to have 1 SG and 3 Generals. Supreme Generals should be able to craft and wear a special head piece and cloak. Generals should be able to craft and wear special cloaks. Supreme Generals should get to use a special mount skin (and later Generals too). I understand it's a significant amount of artwork for something few players will use but it's worth it. Supreme Generals should get a specific color way point and Generals Too Ranks should matter more. Restrictions on holding nodes based on rank need to be added and Higher ranks should be able to craft and carry Battle Flags on their back Also some form of optional guild tax system probably needs to be implemented since wars will become much more costly. All party Icons, Clan, icons, and Alliance Icons above heads need to be removed immediately. Guild Tabards and Flags should be added asap. Armor dyes too if it's not too difficult. Groups should learn to rely on visuals such as Race or Tabard or "this guy ALWAYS wears a white full plate helm" There are reasons for this stuff that should be obvious. We need to promote group cohesion and competition between more factions if everyone can be SG or General it leads to nutcups that otherwise might not happen if SG/Gs were "special" because people have egos. @DestLocke @Andrew @MWTaylor @Neilk @Umberto What are you guy's thoughts on this? P.S. WTB mailbox/shipping system that is in player houses, player holdings and NPC capitals basically a Seller takes the items to a mailbox and sends an invoice offering certain amounts Items for a specific amount of gold to another player. If the player decides he wants to accept the trade he brings the gold to the mailbox and pays it in which case the buyer recieves the items and the seller recieves the gold minus 5-10% (which is removed from the economy as a convenience/security/ gold sink) into their mailbox
I read like 40% of this and I probably agree with everything you say. I hope BPG can get in line with this.
I am good with most of this. I am good with mobs being more difficult, I already gear best I can for the mob I am killing to make it more efficient. I do not however wanna take 2 or 3 people to kill a nerfed leenspar golem for 2 to 4 ore, or sele golem either, unless there are multiple, because that is just an insane amount of time involved just to have one set. anyways other then that I think I am good
The only reason full plate is 'harder' is because 2 continents lack selentine golems that probably should have one each. It also doesn't help that selentine is needed for literally everything while leenspar can pretty much just be funneled into infernal. A few high end things should probably have the selentine removed from their requirements in favor of neithal and/or theyril. Would also help if we had a veilron and neithal versions of existing armors or 2 more tiers between fp/infernal.
While I didn't read every word I did notice quite a few things that we're already planning and/or have ideas that are somewhat similar. For example alliances will become an entity like a clan rather than just something you do. Mutual agreement will need to be made before the alliance can occur and we'll most likely require some form of voting system from existing clans within the alliance, as well as "ranks" for the clans within. Rules will be much easier to enforce for alliances when this happens. We are going to change mobs so some have higher regeneration to combat the number of people/quality of gear among other changes, this was mentioned by Andrew at some point.
on the topic of harder pve, what about mobs that will loot random stuff out of your grave if they kill you ? i remember in uo mobs wuold do this, "rummages through the corpse and takes an item" edit: finished reading it, alot if not most seems solid with maybe some tweaks here and there and i would interested to see most of this in game. +1 smurf
Only time I've seen undeath used is on a fire dragon or being bindstone camped, dont think its an essential spell to have around heh.
Yep. Not a big fan of the current system. I can still reliably farm menhir sentinels for ALL of my rank 60s
Im saying this from the start. Remove all mob dropped gear and drop ressources instead so the economy will flourish and crafters can concetrate on crafting cause everyone needs them. And with the recent changes to mobs you can become super rich in a very short time. What do you do then?
Yes, but do not confuse how easy it is to get stuff in a very low populated beta with launch, and they have already said changes to mob loot will be adjusted and adding those spawns was only the first step.