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Things RoA could learn from DND

Discussion in 'General Discussion' started by Uzik, Feb 23, 2018.

  1. Uzik

    Uzik Wildtribe Mage
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    There is a ton of flaming between both games and I am falling between the camps where I think both games did some things well, and others not so well.

    1) Specialization - While not executed as well as it could have been, actually seeing 4 distinct archetypes (Heavy melee/archer, Light melee/archer, Pure mage, hybrid) was very refreshing. Darkfall was always supposed to have skill caps that forced specialization, which was a key downfall of the game.

    The key here is that you cannot simply give minor boosts and minor penalties. You must fundamentally change the way each spec will play, and give them specific strengths and weaknesses that lean towards rock/paper/scissors.

    2) Alignment - Darkfall was always meant to heave meaningful alignment, and the devs frequently mentioned UO as a template. Instead we got a world where a blue was just as likely to gank you as a red. In DND they made alignment extremely harsh, and even added it to your corpse.

    While the concept of blues actually being "friendly" may seem carebear to many, remember that most MMO players are carebears. Having random blues heal and rez you in dungeons, and organize random parties to fight reds is a really great feature.

    3) Localization - While the 100% removal of instant travel is too much, having localized banking adds a HUGE strategic aspect to the game. You cannot simply hop back and forth pulling whatever you need from any bank, and are required to think and plan a lot more.

    The biggest problem is that total localization without an EVE like population makes certain parts of the game world completely dead, which is why instant "naked" travel is sorely needed.

    4) Performance - Paris ping aside, the game handles large crowds substantially better than RoA. Having 90+ people in a dungeon with 15+ gardarocs and probably 40+ naleads all spamming magic saw absolutely no hitches. Zero load lag as well. RoA is light years ahead of where DF1 was, but DND still did something additional which seems to have fixed that (Note I haven't been at a siege since December, so not sure if they fixed that completely, but it still existed then)



    Once again I will state that I consider myself a Darkfall player and not loyal to DND or ROA. I would rather have one single instance of the game that was completely perfect, than 2 different ones that need work.
     
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  2. Grisvok

    Grisvok Skeleton Archer

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    Agree with everything but hate local banking personally.

    One thing I’d add is:
    Reg free transfers and “cantrips”

    God I love that convenience.
     
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  3. ThiefGarrett

    ThiefGarrett Earth Elemental
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    Cantrips?
     
  4. sphinxish

    sphinxish Goblin Scout

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    You can keep your local banking. Everything else is fair.
     
  5. ThiefGarrett

    ThiefGarrett Earth Elemental
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    Localized banking would be far too much. I could see lawful/lawless banking and it would actually fit the theme of the game. Clans that own cities could pay to have their banks linked to the network maybe.
     
  6. Grisvok

    Grisvok Skeleton Archer

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    They’re planning to take a bunch of basic spells and putting them in their own school and making them reg free. Stuff like:
    Launch/begone/heal mount/ telekinesis/etc

    Everyone starting out will automatically get that school fully maxed
     
  7. ThiefGarrett

    ThiefGarrett Earth Elemental
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    Somewhere someone mentioned removing reagent cost for lesser magic. Essentially the same thing, would just require some spells be moved there instead.
     
  8. Bartlebe

    Bartlebe Varangian Warthane
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    Localization like they're doing just doesn't work with as few people as DF has.

    I like specializations but I'm so bitter at how they've handled titles it's made me hate it. Maybe it's too early but I've seen none of this awesome specialization it promised. Maybe their big magic overhaul will fix it but I have little faith in it being balanced. The two or so strongest play styles is just what everyone will do.
     
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    #8 Bartlebe, Feb 23, 2018
    Last edited: Feb 23, 2018
  9. NonFactor

    NonFactor Forest Golem
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    Too late, boys.
     
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  10. Grimtide

    Grimtide Evil Eye
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    Nah
     
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  11. Uzik

    Uzik Wildtribe Mage
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    Enjoy your 60v60 arena game then. The current meta is not attractive to people who aren't DF1 vets, and even a lot of the earlier EU release people as well.
     
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  12. Sique

    Sique Fire Giant
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    1. Specializations (aka character perks as BPG are describing them) are coming after the marketplace/territorial control patches.

    2. Alignment changes are after territorial control and is being combined with factions.

    3. stop

    4. Load lag seems like it's fixed for some but not for all. Could be the same in DND as well. Performance is a bit poor in Darkfall, probably because of the engine though. I get similar fps in Fortnite which is pretty ridiculous. That being said I had HORRIBLE microstuttering when I tried DND in both indev and launch, so as far as I'm concerned it runs worse. Based on what I've heard I was one of very few to have that issue though.
     
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  13. Uzik

    Uzik Wildtribe Mage
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    My concern with "perks" is that usually that term is used to describe a very minor change. Specialization really requires a major change in playstyle for it to be effective.
     
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  14. Oresmacker

    Oresmacker Obsidian Golem
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    Yea, As in this isnt UW. It's still DFO but we are gonna give yall some cool options to work around... If thats what you are wondering.
     
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  15. kilrain

    kilrain Shadow Knight
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    Perks are just a code name really. The more we define what we are doing and the level of flexibility the player will have it's starting to look more like an alternate advancement tree system. More confusing? :D
     
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  16. Copperfield

    Copperfield Black Knight
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    the current specialistations that darkfall has like destroyer or mage killer could be easily build upon on.

    meaning..

    healer spec or support spec

    tank spec with no dmg output but with major protections. indestructible adjustments.

    archery spec added more skills to archery like volley shot or what ever you may come with up

    melee spec aka destroyer.

    its not very hard to adjust simple integers and toy around on the test server with integers and see how to works out..

    the challange would be into adding skills into roa.. like volley shot a arrow hook.

    build upon darkfall when ever you can.. less developments costs and more time to test.
     
  17. Uncle Jo

    Uncle Jo Goblin Shaman
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    Bow ganks :D
     
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  18. Sique

    Sique Fire Giant
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    too op dude mana shield
     
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  19. The Red King

    The Red King Obsidian Golem
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    DND absoluty has load lag and it has the load lag bug but on that game it happens just from playing a lot, no ports needed.
     
  20. Uzik

    Uzik Wildtribe Mage
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    Sounds like you are describing a memory leak and not load lag. Load lag is specific to that little hitch you get when someone new loads in within range.
     
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