Darkfall Online is a massively multiplayer online role-playing game (MMORPG) in development by Aventurine SA that combines real-time action and strategy in a fantasy setting. The game is expected to feature unrestricted PvP, full looting, a huge, dynamic game world that evolves in response to player actions, and a player skill dependent combat system free of the class and level systems that typify most MMORPGs. The game is currently in internal beta, an external beta is now open for registration (
www.darkfallonline.com/beta) and the release date is set in late 2008.
GameplayPlayable races
There are six playable races in Darkfall. Unlike other MMOGs, racial choice does not heavily influence your characters choices or progression options: 95% of the skills may be learned regardless of your race, the remainder are race-specific abilities. Each race begins play in their own homeland, and have their own unique storylines, histories, and racial alliances/enemies.
While certain races have friendships and hatreds with other races in Darkfall, these are not strictly enforced upon the players, and it is possible for allied clans to declare war upon both their own race and their racial allies. Declaring war against a clan will prevent players of the declaring clan from sustaining alignment penalties associated with attacking and killing players of the opposing clan, regardless of race.
It is possible to form mixed-race clans of opposing factions, but this choice comes with some disadvantages: NPCs will always behave according to their racial faction, and will thus react with hostility to racial enemies even if accompanied by and/or allied with friendly races. A recent developer journal has indicated however that the NPCs of cities built by an all-race clan will not attack members of the owning clan, regardless of race.
The races are as follows:
Alfar (Dark Elves)
* Homeland: Nagast
* Allies: None
* Enemies: Everyone
* Racial mount: Shulgan Drake
The Alfar are the cruel, hate-spawned cousins of the Mirdain. Abducted eons ago by their insane god-king Melek, these former Mirdain have been mutated and warped by his diabolical influence and his mother's Silver Circlet into fearless, rage-driven killers. Striking their enemies from the shadowy, spell-blasted lands of Nagast, the Alfar tear a bloody swath of destruction wherever they go, disappearing as quickly as they appeared. Gifted with an innate affinity for the magical arts, the Alfar are skilled spellcasters who draw their power from their volatile God. Due to this unpredictability, Alfar spells fluctuate in power, creating a slight variance in result with every cast. Alfar have a deep seated hatred for all other life on Agon; though they can join clans of other races, they loathe doing so.
Dwarves
* Homeland: Dvergheim
* Allies: Humans, Mirdain
* Enemies: Mahirim, Orks, Alfar
* Racial mount: Garmir Ram
Grim-faced, iron-strong and unshakable in courage and convictions, dwarves are trueborn children of the mountains. They are an introspective and taciturn race who scorn all gods in preference of a multi-millennial path to perfection that was laid out by the legendary founder of their nation. The dwarves follow the teachings of Ymir, a legendary mastersmith who forged many of Dvergheim's greatest wonders, as well as the nation itself. Ymir spent his final years writing a book that laid out a detailed, step by step plan for the next 20,000 years of dwarven civilization. Ymir's teachings told the dwarves what to strive for, what to practice and what to create, and he told them how and when they should approach each task.
Humans
* Homeland: Mercia
* Allies: Dwarves, Mirdain
* Enemies: Mahirim, Orks, Alfar
* Racial mount: Warhorse
Humans in the game live very much like their real life counterparts did in medieval times, with a feudal system, and a constant power struggle between the King and the Church. Humans are a versatile race, with no particular strengths and weaknesses.
Mirdain (Forest Elves)
* Homeland: Mirendil
* Allies: Dwarves, Humans
* Enemies: Mahirim, Orks, Alfar
* Racial mount: Aerdian cat
The Mirdain are a sophisticated race of skilled diplomats and traders. They prefer diplomacy and subtle manipulation to direct conflict, but Mirdain are still brilliant tacticians whose expert troop movements and cunning ruses allow them to defeat enemies many times their number. Working deep from within their forest home of Mirendil, the Mirdain are a peaceful and cultured race in a world torn by war. The Mirdain are somewhat magically adept, and most of them are able to direct a modest number of spells. They are also skilled hunters, proficient with the bow from an early age.
Mahirim
* Homeland: Tribelands
* Allies: Orks
* Enemies: Humans, Mirdain, Dwarves, Alfar
* Racial mount: None; able to run as fast as a mount on all fours when out of combat.
A fierce race of predators from the untamed wilds of the Tribelands, the Mahirim are a race who still seem at odds with their recent move to civilization. While they have laws now, they retain all the finely-honed instincts and predatory skills of their pack-hunter ancestors. Though they have recently evolved to walk on two-legs, the wolf-like Mahirim retain the ability to run on all fours, and can easily out-pace all other races on foot and match other races' mounts for speed, whilst retaining the capability to ride other races' mounts. Given their long history of aggression and their somewhat arrogant nature, the Mahirim have few friends. They do, however, have a small degree of respect for the Orks, who are very capable warriors and equally warlike.
Orks
* Homeland: Morak
* Allies: Mahirim
* Enemies: Humans, Mirdain, Dwarves, Alfar
* Racial mount: Death Pig
Until very recently the Orks used to roam the swamps like the Goblins do now: no permanent settlements, no civilisation, spending their time hunting or at war. But, an evil deity tamed the Orks and taught them how to build cities and enslave workers. Modern day Orkish society is built on the enslavement of the Goblin race, as they do all the manual labour for the Orks. The Orks also control an evil cult of Dwarves who design buildings and weapons for Orkish conquest; they live in much better conditions than the Goblins. The Orks believe that one day their God will rise from the Volcano and kill all non-Orks.
Attributes
As with other MMORPGs, player characters have a set of semi-static attributes, which determine their in-game physical and mental prowess. These attributes are: strength, vitality, dexterity, wisdom, intelligence, and quickness [41]. These attributes improve over time in response to player activity, for example, repeated use of a melee weapon will result in a gradual improvement in that player's strength statistic over time, which in turn will allow him/her to deal greater melee damage. There are also three dynamic attributes: hitpoints, mana, and stamina, which determine a player's overall vitality and capacity for physical activity and/or magic, which fluctuate in response to performing actions and receiving damage.
Receiving physical or magical damage from other players, NPCs or other objects cause the loss of hitpoints until that player is incapacitated, at which point there is a certain amount of time during which that player can choose to declare themselves dead and return to their last "bind point", or they may be "finished off" by force, or revived by another player. Unless revived, the player dies at the expiration of the incapacitation timer.
Likewise, the casting of magical spells requires and expends mana points, and the execution of various physical activities, such as sprinting, the swinging of weapons, and casting of spells expend stamina. All three of these statistics are regained over time at varying rates, and/or may be rapidly regained through the use of healing and other restorative spells, potions and items.
In terms of racial differences, the order of races with respect to the strength statistic is: ork > dwarf > mahirim > human > mirdain (elf) > alfar (dark-elf), while for intelligence, the order is the exact reverse: alfar > mirdain > human > mahirim > dwarf > ork.
Skills
Darkfall departs from the conventional MMORPG paradigm of character levels as the main form of character progression, favouring instead a broad skill-based system[42], similar to that found in games such as Ultima online and EVE online. Skills and skill proficiency determine a wide range of a character's capability in the game, including weapons and weapon skills and special attacks, spells, and archery, stealth mechanics, all aspects of player crafting, as well as more basic facets of gameplay, such as the ability to swim, climb vertical surfaces, and to ride and control mounts.
Many skills may be learned from NPC trainers in the game, however certain skills will require other skills as prerequisites, and/or may only be learned through specific quests and/or NPCs in remote/hidden areas. Without exception however, skills are improved (raised in power) through actual usage in game. The possibility for players to teach other players certain skills once a certain level of mastery has been reached has also been discussed by the developers.
Whilst the breadth and depth of the skill system has been frequently referenced in developer reports, only a few skills have been specifically named and described by the developers. Despite the relatively small amount of information available on player-learnable skills, developers have reported there will be approximately 500 skills and 500 spells in the game at release.
Loot
Darkfall has been designed from the outset as a full-loot PVP game, meaning on death players are able to fully loot other players of their gear and gold on their person. The ability to fully loot other players has been factored into the game as an important facet of the RTS-like logistical meta-game between warring clans.
The ability to fully loot other players is a significant departure from the other contemporary MMOGs, such as World of Warcraft, in which the quest for ever better gear is the primary driver of player character improvement once maximum level has been attained. In Darkfall, character skills are the primary driver of character improvement, and while gear is expected to have some influence in determining a player character's overall power, it will be of greatly diminished importance than in other MMOGs.
Alignment
Darkfall will feature a player character alignment system, which ranges from good to evil, based upon the actions of players. Characters will start the game with a neutral alignment. "Evil" actions, such as the killing of other characters without provocation, stealing from other characters, and even the casting of certain necromantic spells cause a change in alignment toward evil. The repercussions of an evil alignment range in severity from NPCs ceasing to trade with a character and the inability of a character to "bind" in certain cities & towns, to that character being attacked on sight by NPC guards and player characters of good alignment receiving quests and alignment bonuses for hunting and killing evil characters.
From the Darkfall character FAQ: "Turning evil is easy, although it doesn't make for an easy life. Killing other characters unprovoked will get you there fast and this will make most guards, clans and other players attack you on sight. Changing your alignment towards good is a challenging and difficult process."
Stealth
Almost all MMORPGs implement the concept of player stealth by allowing players/NPCs to become pseudo-magically "invisible", thereby permitting stealthy movement, and surprise attacks. Typically, this "pseudo-invisibility" skill is a fundamental game mechanic that provides the core functionality and/or defining trait of a limited number of player classes.
In Darkfall, stealth is accomplished by playing stealthily, employing real-world stealth techniques such as moving in darkness/shadow, employing camouflage, walking silently, and using world objects as cover; that is, stealth is not "auto-magical", and not restricted to any particular class or subset of players. Since Darkfall is a class-less MMORPG, any player is able to acquire the various stealth-enhancing skills and to follow a stealthy playstyle.
This feature of "true steath" also comes with semi-realistic limitations - wearing heavy metallic armour emits audible clinking sounds, and reflects light, and moving more slowly decreases the volume of footsteps. True stealth in Darkfall is also made possible through the deliberate lack of "player radar" and use of first-person perspective for ranged combat and general movement, combined with realistic, dynamic weather and day/night cycle.
(above content from Darkfall's Wikipedia entry. Click the link for more information.)Links.Darkfall Screenshot GalleryDarkfall Community ForumsNewest Darkfall Gameplay Trailer17-minute Darkfall Showcase
Posts
Don't quote me on the details, but if you would like to form a guild of your own under Kirdain's banner & protection, get the leader to PM me, and I'll set him/her up with the appropriate contact info.
'Sitewhoring' removed, replaced with offer of allegiance.
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
that's why we call it the struggle, you're supposed to sweat
Back to beta / release, though, I don't know when beta is going to begin, but they have announced that it's going to end in the beginning of december, with release following shortly after that.
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
That does not instil me with hope that this game is going to be anywhere near enjoyable.
Maybe linking an already established guild isn't so great, but I would like to see some kind of PA organization here akin to how we usually handle MMO startups (see: The Six Mouths).
2 - I have an idea re. accommodating a PA style startup, but I need to clear it with Kirdain's nobles. Stick with me, here.
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
Not that I'm looking forward to this game, but I guess that's because its followers have been annoying me for years. Back when WoW started there was this huge hardcore guild that migrated from DAoC and they were all "oh we're just waiting for Darkfall, this game will suck compared to Darkfall" That was in 2004. :P
Oh well, I won't knock it until I try it.
I mis-spoke. The developer is Razorwax, the publisher is Aventurine SA.
The plan is to initially release in 50 countries, and then worldwide. Considering that half their forum population is North American, it doesn't make a whole lot of sense NOT to include Canada and America in the initial 50.
Aldo; DAoC -does- suck compared to Darkfall. DAoC also sucks compared to a glass of milk. But that's just my opinion, as I tried DAoC during a period of time when its popularity had waned.
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
Thus my questions.
I wasn't aware of the merger, that explains a lot. Admittedly, I havn't been following this game long, but it tickles my fancy.
Anyway, using the magic of Google, I found the answer to your question here
"While we haven't selected a publisher in N. America yet like we have in Europe, this doesn't actually mean that we need one, or that we're going to wait for one, in order to launch the game there."
ie/ buy it online. Better for the environment, too.
Edit: Word from Gunnarr, head of Kirdain's navy and the supervising noble to my recruiting efforts.
Also.
If you PA chaps decide to do things your own way, and create a PA guild exclusively for Darkfall, I'm offering you the opportunity to join us as a sub-guild. You would maintain relative autonomy, have access to our town, cities and binding stones, and have our protection. In exchange, we would need to borrow your sword arms in times of need. Obviously, if there's too few of you to form a guild, or if you'd rather not form a guild at all, we'd be glad to welcome you into Kirdain proper, but if you wish to form a guild of your own, this is a way to maintain access to trade hubs and needed resources as members of Kirdain, while maintaining your own separate structure and hierarchy.
Don't quote me on the details, but if you would like to form a guild, get the leader to PM me, and I'll set him/her up with the appropriate contact info.
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
http://forums.darkfallonline.com/showthread.php?t=61038
It is a server solution for release which, when combined with digital download (which circumvents the need to find a US publisher for physical boxes & DVDs) will allow Aventurine to have NA customers on NA servers.
Edit: Sorry, thought that quote was a signature.
You're right, they can't guarantee it now, but it's something they're shooting for. Regardless, we will all be able to play it on release, whether it be on a NA or EU server.
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
If you PA chaps are bored, feel free to head on over to http://www.realmofkirdain.com/forums and partake in our shout box. Great way to whittle the time away.
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
Nov 11 2008 - Beta has begun.
I'm still trying to spread the good word (recruiting or not), as the larger the initial population is, the better. However, if you're eager to try this game out, at least, and want to have something to do other than run around killing/being killed, pop on over to Kirdain forums, and join up. We'd love to have you as a member long term, but failing that, we could certainly find a way to make your trial action-packed.
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
The Realm of Kirdain is recruiting! Click my sig or PM me for details!
grim and frostbitten kingdoms. goozex referral. steam.
However, today at the forums Tasos, lead developer, posted a bunch of beta impressions from the testers. It's no video or screenshots, but it's something!
http://forums.darkfallonline.com/showthread.php?p=1967940#post1967940
No invite yet but i think it might be because the last DXdiag i had submitted was a Pentium 3, 256 megs of ram and a voodoo 3 card.
I think it actually looks pretty good, and even though the english in the above review was terrible, I got an idea of what game play would be like. and honestly I can say I popped a bit of wood.
I also don't understand why the screenshots the italians took themselves are watermarked with Darkfalls company logo..
Admittedly, the animations in this game are rather bad. The graphical consistency just isn't there.
That said, the sense of scale in this game is absolutely unmatched. The world looks huge in all the videos and screens I've seen. Darkfall evokes a sense of adventure in me that I haven't felt since I first logged into UO... and I haven't even played the game yet.
The features and gameplay will sell Darkfall, not the graphics (I sound like a fanboi, I know)... but, I'd really like them to fix some of the abysmal animation.
I really hope this game delivers. A skill based advancement system, with FPS mechanics, full loot and FFA PvP? Sign me right the fuck up.
but hey, I personally hope the game will succeed so eh
Do you guys have any preference for races yet, Wizen?
some italian reviewer playing a little of the game.
The animations, they are hilarious
chair to Creation and then suplex the Void.