Its almost as the economy would fix itself! We would all be back to using R40's and Full Plate and DPS wouldn't be so insane. https://www.riseofagon.com/agonmetrics/pvp/global/
Imagine if we had some kinda alignment system that worked and made sense? why are people allowed to show up for villages in Dragon and not lose it?? Darkfall should be full loot anywhere, literally one of the main foundations Darkfall was built off of. 15 guys in the best gear showing up at some villages with no chance to lose loot? What a joke. Then you have me over here that couldn't pray cause I was 1000 blue and hostile ( bugged for weeks ) at the same time losing gear bag after gear bag.
Copy Albion or EVE, stop trying to reinvent the wheel This game needed item sinks at launch though, adding them now is good, but a lot of damage to the economy has already been done and won't be corrected without a ____
I'm sure a lot of the 100 Darkfall players still playing won't like it. Albion however has 8600 people playing it on steam right now(who knows how many off steam). I wonder what Darkfall would be like if it made compromises to get a healthier population... (Population is pretty much the only thing stopping me from playing the game.)
albion has marketing, darkfall hasn't. Can't really compare the pop hehe. But yes albion is more casual friendly because of the low skill cap, blue/yellow/red/black zones, reputation system, dungeon etc etc. But man that game combat is lame af.
imagine winning this sick 3v3 and u gank and get the broken gear.... - craft 10 pieces - enchant 6 time ( the GUI for enchanting plzz kill me ) - u want dyes... dye each piece !!!!!!!!!! why is there no option to dye a set u wear in 1 click u do 1 duel now and loss 5-15 dura lolloll
Darkfall won't be helped by marketing. There's just too many things to stop the average gamer from wanting to play and not enough sacrifice from ROA or the community to make it more newbie/casual friendly.(edit: or updated feel).
the logic behind the idea makes sense. Give newer players the ability to pvp without risking everything. I get that the foundation of dfo is full loot open world pvp, But there are no sheep left and many players have literally 7 years of play time under their belt. The meta is so far advanced it's impossible for a newer player to not get destroyed initially. the few newer players are d benefiting from lawful villages. However, you have vets go to lawful villages in q5 dragon bags with literally just a cobra staff and regs, not even a melee weapon. these guys lose 2k in regs and that's it. You shouldn't be able to port into a lawful village with certain equipment. you can't fix this by capping the tier, because people would just put items in their inventory. You should be unable to port into a lawful village with any weapon above an r60, armor above fp, and enchants above q3 either in your backpack or on your paperdoll. Either that or just remove partial loot in lawful areas and brainstorm another idea to provide lower-risk pvp.
More played UW than RoA especially when you factor in the server split Pretty sure you are EU though so of course u don't know how much more populated NA UW was If so many EU people weren't so autistic about ping and siege times/ refusing to understand the benefits of having a clan with players in all times zones (and recognized how much fewer players they had than NA), we could have had 1 server that was way more populated and active in UW Also RoA is a more casual game than UW in many ways If UW relaunched in 2020 with 1 global server as it was when it shutdown in 2016, it would do way better population wise
There actually should be durability loss on gank, now that lawful areas let you keep whats in your paperdoll, this would help fix the economy and make people look at the market to buy another set of gear for crafters to become a viable play style also.
Durability loss on being ganked is something they should have added instead of increasing general durability loss upon taking damage. Now you get things like gear breaking faster in PvE, and who PvE's the most? New/casual players, therefore that change hurt them the most... Moving the loss to the act of being ganked, limits the gear where it currently floats towards the most: The top 10%. As for lawful village Q6 bags, the solution is simple. Just like they have a means to detect your minimum gear score, they should be able to implement a check for maximum gear score as well. I'd do it as such: Lawless/Sea village ports: Minimum gear score of 3, no maximum gear score. Lawful village ports: Minimum gear score of 1, maximum gear score of 4. This way you can gear up in a gear score bag ranging from 3 to 4, which gives you some breathing space in how you set up your bags to be flexible enough to go to any village. That said, on the topic of villages, there is a lot more wrong with them currently than just porting restrictions, but that is another topic.
I lost you there. UW was a lot more casual and there was nothing wrong with their approach on that. We had crafting orders for 1. Go to work, come back home, bags ready, go pvp. It was that quick. gui was trash, but i didn't have to stare at it for too long(bank staring). taller walls so you couldn't use mobility spells to get inside so easily. Make a hole with spikes or canon, plant ladders. Way too much banks around the world Smaller world: a smaller world is better for casual players in general. It also makes the game feel more populated. Better that than having ppl teleporting all around the world. Viable group farming in plenty of places: especially dungeons. ... I don't like being limited with classes, but i wish DF had more specialisation to mimic that. Even if DFO feels safer now with this enormous blue zone, it doesn't mean it's more casual when the game is still tedious as-hell.