Character progression is a key area of the game that we feel requires changes made in order to create an environment that is more casual friendly. The following outlines the changes that we are currently working on in this capacity and we look forward to your feedback. There will be a separate thread created in the near future that will focus on Character Specializations and our desire to create more diversity without jeopardizing the foundation of Darkfall's combat and the freedom it provides players. Enhancements to Character Progression: Goal is to allow players the ability to become "PvP Viable" in roughly 15 hours of game play Players will start out in the world with the same skills as now Every school or parent skill levels up much faster than before After a school reaches each milestone the character is automatically rewarded the skills/new schools associated with that level Active skill training will be increased Allow skill gains on players but to a much lesser degree than mobs Allow skill gains on all skills once again with a 15x increase to gains on mobs Front loading will be removed so all skills show a 1:1 ratio Mage Skills: Remove Archmage bonus and add it to base character Remove and add to base character: Esoteric, Focus, Mana Conservation, Veteran Mage Remove and add School or levels with school: Durable, Intensify, Mana Efficiency, Quicken Spells Remove - Reagent Conservation Weapon Skills: Combine all 1-hander skills into “1-Handed Weapons” and 2-hander skills into “2-Handed Weapons” Learn one skill to learn them all (i.e. 2-Hander Whirlwind works for all 2-handed weapons) Remove and add to base character - Spirited Archer and Veteran Archer Mastery Skills - Remove the bonus provided from Mastery and instead add it to the main skill The end result will be the same but it will be spread out over the leveling process "Mastery" itself will be rewarded at level 100 but will not provide any bonus Same thing would apply for Sharpshooter Schools and Parent Skills: Increase gains substantially Combat Skills: Remove - Maintenance General Skills: Remove and add to base character - Acrobatics, Diving, Endurance, Fitness, Ignore Pain, Pack Mule, Perseverance, Spotter, Tireless, Survivalist Remove - Toughness Crafting/Gathering Skills: Base characters start with all basic crafting skills at level 1 - Alchemy, Enchantment, Jewelsmithing, Mixing, Scribing, Staff Crafting, Tailoring, Taming, Armorsmithing, Bowyer, Construction, Weaponsmithing Remove - Trueforge Armor, Trueforge Weapon Crafting skill gains will not be adjusted at this time Meditation: Remove completely - Meditation is a tool to help casuals get caught up in a world where the grind is a gap creator - with the changes planned there will be no need for meditation anymore Stats: Increase stat gain to a casual level All races start at 20 in all stats Increase Nectar of the Gods to give +5 per potion and allow users to use them up to level 75 in all stats Champions will drop the temporary stat increase items regularly Remove the extensions that get you to 110 in base stats Change stat title quests to give lvl 1:+6, lvl 2:+12 and lvl 3:+20
So.. 14 dura dragon pieces? Also possible alignment reset for current characters so we can realistically do the title quests? I'm not going to make it back to blue with the current alignment mechanics and still enjoy playing the game.
Seems good. At 100 armor smithing without true forge I think they end up at like 30 something maybe even more. Its still quite a bit higher than mob drop because mob drop assumes 0 crafting skill and crafting skill alone does still effect durability.
- remove destroyer/mage killer/mana shield specs - add specializations (using bigger stats for the pick - ex: archer 150 dex idk) - remove buff others and debuffs (on players) - make jump shot/double jump/sidestep default hey, self buffing needs to be simplified
I didn't know base skill raised the dura that much. Or at all frankly. I always just started crafting after I had tf. NB then. --- Post updated --- Has nothing to do with character progression.
well I'm out, wasted too much time on this game for it to become fps arena type only 3 months after launch.
I hate to say it again but Eye Rot, Spell Reflect and Stormblast should have a reduced level requirement. Level 60 would be fine. Regardless of if the gains have been increased, they are still essential spells and at the tail end of schools that could otherwise be ignored if not for these spells. Allow us to also buy the spells DIRECTLY from the GUI instead of messing around with the mage NPC. Change stat title quests to give lvl 1:+6, lvl 2:+12 and lvl 3:+20 Does this mean we can get 120 vitality?
surged most important spells(eye rot, pungent, confusion etc) thing as well as a couple intensifies, 3 melee masteries to 75 and base stats were 107/107/100/110/102. Hopefully there is some sort of compensation for time those people put in otherwise that would be pretty frustrating. I guess you could say "there will be more people in game, thats the compensation", but it still doesnt really justify time spent.
I'm at 108/105+6/94/110/108 with every single spell/buff/crossbuff/etc at 75, 3 meele masteries (2 of them 85+), and I don't care much. Just don't wipe my bank and it's cool. EDIT was answering Super Star's post but he deleted it.
Just a note for those that grinded out the trueforge skills, we will keeping the skill progress on your character so we can either reintroduce the skills or any new crafting additions you'll be able to spend those skills on it instead.
Dumb way of looking at it. It's already an fps arena for people with finished toons and a boring grindy MMORPG for everyone trying to catch up. Are you afraid a little bit of competition? Scared to get into a fair fight? Edit: PS. Can I have your stuff?
Okay, so you put a lot of time into your character to get it to where it is, and I'm sure up until now you've reaped the benefits of being more developed than other characters. Eventually everyone gets maxed and the game stays fun and it doesn't matter. The game needs players period, making it more casual friendly cannot be bad for the game at its current state. I don't see how making it easier for new players to catch up as far as CHARACTER SKILL level goes is so offensive to some people. Especially because this game requires a high amount of player skill to excel anyway. They aren't wiping banks and houses, so honestly who gives a crap lol. Its a great idea IMO. Players can casually play and level up quickly, giving them less to grind for other than mats for gear, effectively removing a ton of tedium and getting people out pvping more. QUIT YO B#%@#IN!
This is the dumbest comment yet. Really he's talking about how we DEDICATED a lot of hours to get our characters to the levels we have them now so now anyone can have a PvP worthy character in 15 hours.
If you believe character progression taking a total of 15 hours for the average player to max a character is going to add more "people in game" for longer than a week then you are as delusional as these devs. I'm not against tweaking the progression, farming, or crafting, I think it is something that is well needed. But with a patch like this with 0 endgame content, after a week everyone will have max toons, everyone will try to farm gear, the same noobs will get rolled by the same vets farming gear and quit yet again. idiot
So how would you like to be compensated? With time back in your life? LOL I mean seriously here, who cares? You put in the work and benefited thus far, it ain't all about YOU! Its about the game, and whats going to allow it to survive long term. It can afford to lose a few butt hurt people who put in the "time". It CANNOT afford to not attract new players and hold on to those new players.
Max char max bank what is there left to do? You honestly believe everyone that plays this game roams for pvp?
No, no one roams because the world is empty! No one has time for these grind fest games, ESPECIALLY this nostalgic game. It has to be casual friendly, its not a new highly anticipated game and there is no mass hype for it. --- Post updated --- This is not a matter of "One man's gain is another's loss" so I just don't get the frustration. At least not to the level of quitting.