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[Darkfall] Now with More Wang!!

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Posts

  • XOCentricXOCentric Registered User regular
    edited March 2009
    So if I'm anticipating playing with other Penny Arcadians, is there anything I should know? I imagine playing as a Dark El... er... Alfar of Nagast would be a bad idea due to the factions thing?

    Unfortunately yes, Alfar, Mahirim or Orks are kill-on-sight unless they are in an allied guild, even then they aren't well received. If you really want to be dark skinned, you can alter your skin tone to look like an Alfar. Otherwise race doesn't matter except for starting location and that racial enemies can grind Rep off you.

    XOCentric on
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  • KiTAKiTA Registered User regular
    edited March 2009
    XOCentric wrote: »
    So if I'm anticipating playing with other Penny Arcadians, is there anything I should know? I imagine playing as a Dark El... er... Alfar of Nagast would be a bad idea due to the factions thing?

    Unfortunately yes, Alfar, Mahirim or Orks are kill-on-sight unless they are in an allied guild, even then they aren't well received. If you really want to be dark skinned, you can alter your skin tone to look like an Alfar. Otherwise race doesn't matter except for starting location and that racial enemies can grind Rep off you.

    So what races should I be looking at for hanging out with the PA guild/clan/etcetc.

    Although I must admit playing as a Alfar and being a royal griefing smacktard is appealing.

    KiTA on
  • XOCentricXOCentric Registered User regular
    edited March 2009
    So what races should I be looking at for hanging out with the PA guild/clan/etcetc.

    Although I must admit playing as a Alfar and being a royal griefing smacktard is appealing.

    PA guys are Dwarf, Human or Mirdain (elf).

    We are taking a slightly more organized approach to assholery lol. But let me tell you that the flow chart of our operations eventually can be linked to griefing, it is just more round-a-bout to get to that conclusion.

    What we call fighting patrols and what are essential to the continued war effort, the victims could call griefing. It's just that once you move away from the noob cities the opportunities for direct assholery are replaced or at least fall under a different name. We want to grief clans.

    XOCentric on
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  • KiTAKiTA Registered User regular
    edited March 2009
    There's something appealing about the idea of sneaking out into the wilderness, hunting down people PVEing and ganking them, then getting the hell out of dodge before they can retaliate. I really need to read more about this, so far it gives me a serious UO/AC vibe. I wonder if Galad the Looter knows about it?


    Edit: Oh yeah, they do.
    You guys are going to fucking love this game. Can't wait for release. Beta has been fun and all, but the main purpose is bug reporting and testing a variety of things. It will be a much different experience when I am playing the character I get to keep. I am gonna take screens of the next loots I get. BTW the backpack system is exactly like UO's, and so is the looting. Players yell out "Help me!" when they die, and if you are good like I am (lolright) you can find them. Besides that combat in general is very loud and makes it easier to find people. Looters fucking paradise.

    Look forward to playing with you all. I will most likely be going Ork, the clan Ive been messin around with is Ork/Mahirim

    I have very fond memories of being too poor to play UO and reading the Galad the Looter stories during college, so... Yeah. Might be fun to actually do stuff like this.

    Apparently there are skills involved in hiding, so it's not all position / color of your armor / etc like it appeared at first glance?

    Keke!

    KiTA on
  • Mnemon-CorbantisMnemon-Corbantis Registered User regular
    edited March 2009
    So i have the game and have played a few times when I could get passed the queue.

    I like the sandbox aspect of the game, and its certainly cool to have a pretty huge world to explore and almost go on "safaris" like we used to in SWG before mounts (where heading out North of Theed to hunt could literally take hours).

    There's one problem though ... is the combat really that good?

    To me its really just a less advanced version of the original NGE combat system SWG brought us.

    I think a lot of folks are deluding themselves into saying its good because they want it to be good - give it a few months and I think a lot of folks who were champions of the game won't be able to trick themselves any more.

    Mnemon-Corbantis on
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  • KiTAKiTA Registered User regular
    edited March 2009
    I think it's going to depend on the community. Combat in say, Eve Online sucks a huge fat one but the community makes up for it.

    Edit: Store opens for new accounts in an hour, right? Or 2 hours?

    KiTA on
  • EllthiterenEllthiteren Registered User regular
    edited March 2009
    I'm not aware of any stealth related skills other than, say, crouch walk (lets you walk faster while crouched). It's all about staying out of line of sight and, to a lesser degree, trying to blend in.

    Ellthiteren on
  • KiTAKiTA Registered User regular
    edited March 2009
    I'm not aware of any stealth related skills other than, say, crouch walk (lets you walk faster while crouched). It's all about staying out of line of sight and, to a lesser degree, trying to blend in.

    Ah. Was basing that on --
    Stealth is completely based on the terrain and environment mixed with crouch walk and sprinting/running. 5 skills total that pertain to it thus far, tho there are infinite skills I haven't unlocked it would seem. No piece of land is flat and it is amazing how a little dip or valley, even a very slight one, is huge with crouch. Besides that there are trees and large rocks (for mining, so far metal and stone spawns) for lots of sprinting between to close the gap on a victim.

    Directional sound works great, but is still hard to use as it should be. You hear the general area, but it is still very hard to locate based on all the custom terrain as I said. Everything you do in the game makes some amount of sound. I have been tipped off to the presence of others sprinting a decent ways away by hearing their footsteps.

    Hopefully I'll be able to snag an account today, the client torrent should be done by the time I get home.

    KiTA on
  • XOCentricXOCentric Registered User regular
    edited March 2009
    Store opens for new accounts in an hour, right? Or 2 hours?

    It's generally open at 12noon EST or 2pm EST, which was the older time. However, once they roll over their daylight savings time or whatever they call it, it's all changed again.
    I'm not aware of any stealth related skills other than, say, crouch walk (lets you walk faster while crouched). It's all about staying out of line of sight and, to a lesser degree, trying to blend in.

    There is no pseudo stealth a-la WoW where your avatar magically disappears from sight letting you get right up on someone. In Darkfall you have to think about avenues of approach, line of sight and what you are walking through, as low bushes and certain types of terrain cause noise.
    I think a lot of folks are deluding themselves into saying its good because they want it to be good - give it a few months and I think a lot of folks who were champions of the game won't be able to trick themselves any more.

    It's not about deluding ourselves to see enjoyment where it's not merited. It's about personal choice. I prefer Darkfalls combat with a couple dozen combat skills and FPS style range that requires skill over EVERY OTHER MMO's combat with hundreds of skills where it's lock on and tap buttons ad nauseum with little care except aggro range and health bars.

    I'm not putting down other lock-on combat systems, but they just don't hold any interest for me anymore. I like being able to juke and hide to avoid incoming spells, arrows, blades, and not having them wrap around the obstruction to hit me anyways.

    It's personal choice, the saying has been beaten to death, but if you're not happy with some aspect of a game, don't keep giving them your money, pack up and move to something that suits your tastes. The MMO market is so varied now that I'm sure there's something for everyone.

    I really like Darkfall.

    XOCentric on
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  • KiTAKiTA Registered User regular
    edited March 2009
    According to their forums, they open the store at 7 PM GMT, which is 45 minutes from now.

    http://wwp.greenwichmeantime.co.uk/


    XOCentric: Any suggested reading while I wait? Tutorial, character creation, lore, etc?

    KiTA on
  • XOCentricXOCentric Registered User regular
    edited March 2009
    According to their forums, they open the store at 7 PM GMT, which is 45 minutes from now.

    http://wwp.greenwichmeantime.co.uk/

    Well, if you factor in daylight savings, which they haven't switch over to yet. Their 4pm GMT was 11am EST, but you had to +1 hour for the savings because they hadn't caught up. I got my account at 12:15pm EST under this correction.

    So, if you think the accounts are open at 7pm GMT, then yes, it would be 3pm EST.

    EST is only 4 hours behind GMT until they switch to "summer time".

    Now, all that jumbled garbage aside, they are currently not opening the store yet.

    "...We'll post more updates on this in the next couple of days, and we will monitor the situation closely before we offer more Darkfall copies."

    So, keep checking, you may get lucky if they open it unannounced.

    XOCentric on
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  • XOCentricXOCentric Registered User regular
    edited March 2009
    XOCentric: Any suggested reading while I wait? Tutorial, character creation, lore, etc?

    Sun Tzu's: The Art of War.

    ...

    No, really. I'm super serial guys.

    To be honest, I was never attracted by the lore, and character creation is really a moot point because there's no class system or levels to lock you into a "bad build". The different races have minor bonuses in stats at the beginning but it's negligible in the long run because you basically build the type of character you want. Stats also raise through skill usage. Example: mining raises STR and VIT (HP).

    XOCentric on
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  • fallaxdracofallaxdraco Registered User regular
    edited March 2009
    Hmmm.. guess I will refresh the order page when it hits the hour mark. Can't hurt.

    fallaxdraco on
  • TheLawinatorTheLawinator Registered User regular
    edited March 2009
    So, minor question. Is the Darkfall client region locked? Like if I wanted to play on an american server if they get around to making one would I not be able to?

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • EllthiterenEllthiteren Registered User regular
    edited March 2009
    There's only one server currently, and it is in Europe. Anyone can play on it. They've stated that they'd like to have a US server, and that characters could freely transfer to it when it opens. Since launch they haven't mentioned any official dates/plans/policies other than that, as far as I'm aware.

    Ellthiteren on
  • vhzodvhzod Registered User regular
    edited March 2009
    From reading the latest news post on the darkfall forums one can surmise that the store will not be open for a number of days. Basically they've said "we'll tell you when its open". They're going to raise capacity and optimize until the current batch of players can play without a queue before selling more copies.

    vhzod on
  • XOCentricXOCentric Registered User regular
    edited March 2009
    From reading the latest news post on the darkfall forums one can surmise that the store will not be open for a number of days. Basically they've said "we'll tell you when its open". They're going to raise capacity and optimize until the current batch of players can play without a queue before selling more copies.

    Basically what I've experienced is more stable lag and shorter queues, although they are still existent. So my extrapolation is that they are actually fixing things slowly.

    XOCentric on
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  • KaspianKaspian Registered User regular
    edited March 2009
    XOCentric wrote: »
    It's personal choice, the saying has been beaten to death, but if you're not happy with some aspect of a game, don't keep giving them your money, pack up and move to something that suits your tastes. The MMO market is so varied now that I'm sure there's something for everyone.

    I really like Darkfall.

    This.

    My MMO taste has evolved over the years, and I just can't stomach playing the cookie cutter games any more. I enjoyed my time with them, and have tons of great memories, but Darkfall is exactly what I want out of MMO's at this point in my life. The game isn't perfect, but it's ridiculously fun. I'm not forcing myself to have fun either... I came into the game thinking it would be terrible, but found this really fun and engaging gem of a game.

    Kaspian on
  • KiTAKiTA Registered User regular
    edited March 2009
    http://www.exploiter.org/darkfall/

    Ignore the domain name, it's just a map.

    Looks like there are dungeons and specific buildings with set chest respawns? Man, I'm getting a Asheron's Call "SIK Chest" vibe -- is it similar to that?

    KiTA on
  • KiTAKiTA Registered User regular
    edited March 2009
    Man, this "limited signup slots" is brilliant from a PR perspective. Not being able to buy this has me climbing the walls.

    KiTA on
  • KiTAKiTA Registered User regular
    edited March 2009
    So the general consensus is that 1 handers are pointless and you should go for a claymore, or better yet, a halberd, asap? Is that about accurate?

    KiTA on
  • EllthiterenEllthiteren Registered User regular
    edited March 2009
    XOCentric wrote: »
    shield walls at choke points that worked

    Far from pointless, because you can't use two-handers with a shield. That said, you should probably train both to at least 25 (to get knockback with both) and then specialize in one or the other. I rather like my shield and 1H sword, but our 2H melee specialists scare me.

    Ellthiteren on
  • TokledTokled Registered User regular
    edited March 2009
    KiTA wrote: »
    Man, this "limited signup slots" is brilliant from a PR perspective. Not being able to buy this has me climbing the walls.

    You said it... after all the years I've been following this game, it actually goes gold and when exactly I will be able to play is still a mystery.

    All because they are only opening the store in the middle of my work day. I wish they would open the store at different times to give me a chance...

    Tokled on
    [SIGPIC][/SIGPIC]
  • KiTAKiTA Registered User regular
    edited March 2009
    If it opens at 12 or 1 I might be able to buy it at work, but as far as I can tell they won't be opening it up again for a while. Annoying!

    Hopefully they open it up tomorrow for weekend purchase and play. I have the client installed.

    KiTA on
  • XOCentricXOCentric Registered User regular
    edited March 2009
    As much as I love this game, and as much as it exceeded my initial expectations, I will say one thing: there is a CRITICAL bug present that if they don't fix right fucking quick, will cause a mass exodus just as fast.

    Clan stones take no damage, or at least no noticeable damage that you could reasonably cause in the 2 hours you are allowed to openly attack the stone.

    This is absolutely ridiculous for them to not have working, considering from all accounts that you could in fact damage them in Beta.

    What they changed, and why it's broken right now, makes no sense.

    If they do not fix this in the near future and straighten their shit up, I will revoke my account. Keep in mind that this rant is from a serious fan, if you've been reading my posts lately. I love this game to death, and they do SO much right, but this is a game-killing problem.

    It is a massive understatement to say that the effort, time, and resources that were expended in making this discovery was a large amount. You know what their reply was? "Send us any screen shots you have of this bug, we are currently looking into it."

    Playing Darkfall right now in it's current state is like being a child looking for something to drink in a cupboard filled with unmarked bottles that are either filled with delicious juices or fucking POISON. Results may vary.

    XOCentric on
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  • XOCentricXOCentric Registered User regular
    edited March 2009
    Wasn't that an issue with having to attack the keep first or something? I don't know, Darkfall has taken to hard locking my PC when I try to alt tab (to switch Vent channels), so I wasn't around for the end.

    Do you have shadows turned off? I was having this issue until I turned off the shadows. Now I'm in and out of game all the time with 0 to 100 people around.

    XOCentric on
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  • KiTAKiTA Registered User regular
    edited March 2009
    Are the race-specific abilities in game yet? Do we have any information on them?

    KiTA on
  • XOCentricXOCentric Registered User regular
    edited March 2009
    So what happened with the raid?

    Basically I gave the short of it in that previous post.

    I assume you know what happened to start the war dec so I will skip half-way through.

    After holding in place for the majority of the defensive stage (which involved me dragging a pillow and blanket into my office and sleeping under the desk with my headset on waiting for a call to arms). They tried to bump us out of the hamlet. Unfortunately for them we had more people with the high ground and armed to the tits with ranged.

    Maybe one or two people died but with the narrow stairwells onto the roofs and our height advantages we whittled them down right quick. They tried to cross the river and attempt a ranged magic attack. We followed suit and crossed further up to surround them. They maybe got a little more than 1/2 of their forces away, possibly 2/3.

    After the nose-bloodying we gave them we mounted up and made our way to their city to make it there in time with the assault phase timer. We managed to get there and charged our way through their giant city, taking fire from towers and walls. We didnt lose anyone and fought our way down into their subterranean core.

    They attempted to hold against us there but couldnt fight our blitz attack and excellently coordinated squad structure. We got into the clanstone area and holed up on the buildings there after deploying cannons.

    This is where shit went sideways real bad. We fired an entire cannons ammo against the stone to ZERO EFFECT. Much hurried chatter went over the comms and we were stuck deep in their city with no way to win. A withdrawl was called and we gave a heroic effort to pull out of the assault-turned-deathtrap. While waiting for the extremely long elevator to come back down, I was taken out trying to hold off 4 attackers. I'd like to point out that I gained at least a little satisfaction using my last 1/10th of HP to destroy my mount, arrows, potions, and about 1/4 of my armor. There was no way in fuck I was letting them use that material against us or our allies; scorched fucking earth lads.

    After that I pulled 2nd grade equipment out and a mount and headed back to our now-encircled friends. Unfortunately I made it back as they were already a grid or two away from the city after pulling out.

    This is why I am very, very angry right now. There's two things that I could do: rage quit because I am extremely disatisfied with their product over this one critical flaw, or continue to fight the good fight and improve myself and our allies until the time comes when this is fixed and we purge those godless heathens from our lands once and for all.

    You guess which one I'm going to do.

    XOCentric on
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  • EllthiterenEllthiteren Registered User regular
    edited March 2009
    Here's a long siege recap that one of our guys posted on the official DF forums. Hopefully we'll have videos up soon.
    This is a cross-post from the official Darkfall forum:

    First of all, I wanted to say "Good fight" to our friendly enemies over in VG and CotP. Like your assault on Mehatil earlier this week, we learned several key things that will end up paying dividends in the long run. You guys really are fun group to fight against.

    It would be easy for some people to say that last night was simply 5 wasted hours of gameplay. That was my initial thought whenever we found out that the clanstone wasn't being damaged by cannon fire. The artillery member was registering system log damage on people, on the keep later on, etc... But of course, not on the clanstone. Regardless, we decided to keep the fire up for multiple more minutes in the vain hope that the the damage simply wasn't being listed in the system log and that we'd see the slightest change in the HP bar. A fraction of a millimeter would've given us the required confirmation that things were working as intended, at which point more than enough cannons would've been deployed by the sieging clan (they were being held in the bank for confirmation).

    Rather than be discouraged (which I still am at Aventurine, but not at our allies/enemies), though, I'm focusing on the highlights of the night. This was another opportunity for Virakar and allies to work closely together on a joint op. This was another opportunity to learn some other undocumented facets of Aventurine's game. And this was another opportunity to get a few good fights in.

    Speaking of good fights...a little bit of a recap from Virakar's perspective:

    Initial assault on Aputan to drop the Stone

    This was the least exciting fight, from my perspective. CotP had already been called down to assist VG against Hyperion in the southeast, so defense was minimal. We rolled in, got a good feel for the underground city (it really is pretty damn cool), and then took control of the clanstone/bank room. We noticed that it was a rather defensible area, and blocked off ways in/out while killing the 8-10 or so CotP that remained in the city (presumably AFK). After a little bit of confusion, the shard was dropped, kicking off the siege.

    Defense of attacking clan's Hamlet

    The next 3.5 hours were horribly boring. We didn't want to go down and assist Hyperion in fear that the attacker's hamlet would've been hit while we were away. If I had to call the orders out over again, I'd have sent the larger part of our forces down to assist at VG's city. Live and learn I guess.

    All of our waiting finally bore fruit when our scouts near Aputan let us know that 20-25 mounted riders were exiting CotP's city, heading west. We got our AFKers back from being AFK, and everyone laid in wait for the hostiles' 15 minute ride. Our numbers were about 25 active friendlies. The waiting bore fruit as CotP attempted a north/south flanking maneuver into the city, with the majority of their people still mounted.

    The defensive positions we had taken up allowed for us to rain arrows down on their mounts as they approached. CotP took one sustained trip through the city, before heading out just far enough again to pack up the mounts. I'm unsure exactly how many of their mounts made it out after the first pass, but there were at least 5-6 that died approaching/inside/withdrawing given Virakar member notifications.

    CotP then pushed into the hamlet on foot. Only one of the builds that we had taken up defensive positions on had stairs, which is where we put the majority of our melee-primary combatants. The rest of our forces were spread out on top of another 3 buildings, all of which were accessible simply by jumping (read: no use of Launch necessary). This push in was probably my favorite part. Squads were calling their own targets, and melee-primary members were keeping the enemy melee off of our ranged personnel. I'm unsure of the entire extent of friendly losses, but Virakar suffered 0, while getting a minimum of 4 ganks in (I received 3 of those to confirm).

    The enemy then withdrew across the river/inlet to the west. A portion of our force held at the Hamlet, while another (including new arrivals from Order of the Blade and The Hundred) circled around to the south to hit the enemies from the beach. Again, Virakar suffered 0 losses during this portion of the engagement, while again killing/ganking 4+. I'm unsure of the extent of other friendly losses (particularly on the side of The Hundred and Order of the Blade). However, my subjective observation was that we simply had none on the friendly side, as I saw no friendly corpses or tombstones. When it was clear that CotP was content to withdraw further to the west, the call was made for people to return to the Hamlet, mount up, and head to Aputan. As we left the Hamlet itself, the timer was on 15 minutes till vulnerable

    Kill to death ratio doesn't really mean crap in the grand scheme of things (didn't allow us to kill the clanstone especially). I simply list these numbers off as people expect them, and to do a thorough job on the recap. but it appears that this entire portion of the siege netted the friendlies a bunch of kills, and no losses.

    Assault on vulnerable Aputan

    I wish this went as seemlessly as the other stages. But in another way, I'm glad it didn't. This is where the largest two fights occured on this side of the island.

    Entry and Clanstone Invulnerability

    It was clear that CotP (and allies...from CoS, CO, KGB, Agony, etc...) was ready and waiting, but we charged the front gate none-the-less. The idea was to get into the city and around to the elevators before hostiles could move into proper blocking positions. For those unclear with how Aputan works, there are multiple buildings (including a grove, keep, etc...) on the "ground level" of the city. There are then two real ways into the city via elevators. We chose the "rear" elevator to go down, but in order to get to it we first had to take another elevator up. Confusing, I know. Suffice to say, we got down into the underground area of the city (where clanstone and bank reside) without real incident, and without losing a person.

    Coming around the corner to the double-arches that lead to their bank/clanstone, we saw where the real defense was happening. It was actually impressive to see how many bodies they packed into both of the narrow arches, but the solution to their defense was obvious. We spread out and started mana missiling them, focusing fire on one of the two groups. Props for holding out as long as you could there, CotP + allies. Shortly, though, one of the arches was relatively empty, and attackers poured through the gap. No friendly losses, multiple hostile deaths/ganks.

    The clanstone "cave" felt like hitting a brick wall, though. Although we were able to maintain general control of the area, there were just so many of their damn naked people running around that, even with control, it wasn't a safe place to be. Moreover, we had hostile reinforcements from CotP allies coming in behind us through the same arches we just cleared. The call was made to deploy a cannon by a member of the attacking clan. Finding the appropriate spot was actually kinda hard, but eventually enough empty space was found in a non-melee'able position (the cannons are rather large). The bombardment then started, and it was clear that the cannon wasn't doing anything to the clanstone itself. System logs showed damage to all of the enemies. System logs also showed damage to the friendlies that happened to get caught in there. Our cannoneer actually got 15+ kills on naked people that simply were running around the clanstone itself, due to the larger-than-average AoE range on the rounds. We double, triple, and quadruple checked that the rounds were hitting the clanstone itself, and not something just before/above/below it. We altered the trajectory to try hitting all the different parts of the clanstone. No dice. The clanstone simply wasn't taking any damage, neither on the visual HP bar or per the system logs. Lots of hostiles killed, a few deaths on our side(most of which were revived).

    Keep Assault, Defense, Withdraw

    It was then suggested by Hyperion (I believe) that it may be necessary to take out the enemy keep before the clanstone could effectively be assaulted. If this is true, then thank you very much Aventurine for piss-poor documentation. Hell, the siege documentation is some of the best they have, but nowhere in it, anywhere, does it mention having to attack ANY other building before the clanstone becomes vulnerable. But heck, we figure, we're already here, we have more siege equipment, we might as well see this through to the end.

    This is where the first substantial losses happened. The keep was located back up on the ground level of the city, next to the grove. We'd ridden directly past it on our initial way in. We had enemies both ahead and behind, but if we wanted any chance at this we had to just do it. So we made a mad dash to the elevators. In so doing, a lot of us got cut down from behind. More got killed when the elevators split the group. But we ended up back on the ground level with enough to do what we thought had to be done. But hell, even if we didn't, we were going to go down fighting.

    At a nice chokepoint outside the keep, we deployed another two cannons, just to see if they worked on the keep. They did, but in the mad dash the rest of the cannons had been left in the bank...area which was now held firmly by the enemy which significantly outnumbered us at this point. Friendly reinforcements were on the way with more siege materials, but they weren't anywhere close and we'd have to hold off for quite a long time in order for them to arrive. The call was made to enter the keep. 0 friendly deaths, multiple enemy kills during this stage.

    The keep became our Alamo (almost). Taking what we'd learned from CotP and VG's assault on Virakar's city earlier in the week, we knew what and where to form up so that we had the best opportunity for success. And thus the desperate defense began, and ran for over 20 minutes while desperately outnumbered. Our decision to withdraw, though, was based off of Aputan's horrible keep positioning. It is actually possible for defenders/attackers to mount one of the nearby cliffs and rain destruction down into the keep from the stairwell entrance. Further up wasn't an option, as up meant daylight and more exposure to their AoE's, and down was a churning mass of enemies that there was no way to force back from our position. We had to evacuate, and did so through the open top area, through a hole in their wall, and across the river to the west. Inside the keep we lost very few people (2 from Virakar, unsure about other allies), proper rotations and level management letting us kill multiple of the enemies. The retreat out of the hole and across the water, though, cost us dearly. "X is down." "Y is down." "Z is down." I'd be lying if I said it wasn't disheartening.

    I lost connection at this point, so this is where my little recap of the fights end. From what I've been led to understand, some of the Yssam Allies went down to help Hyperion in their siege of VG's city. The cannons there were apparently bugged as well, and thus despite all of the extensive effort and planning, neither hostile city was lost. Good PvP was had in droves, though!


    I wanted to take the time right quick to list out some acknowledgements. DDi, VoE, KotBS, I'm glad to be allies with hard workers like you. Hyperion and Anvil, thanks for taking the long trek out here. It was a pleasure to conduct this joint operation with you, despite Aventurine's failure in the end. Order of the Blade, it was a pleasure seeing you guys up there, and thanks for your help when it was requested. CotP (and allied enemies), thanks for the fun! I'd like to think that things would've been different if the clanstone could have been destroyed with the cannons we had packed away while we were in (relative) control of the clanstone/bank chamber, but we never got to test that point unfortunately. Hopefully Aventurine can get their siege system fixed so we can have a more successful round 2!

    Ellthiteren on
  • BadwrongBadwrong TokyoRegistered User regular
    edited March 2009
    I wish they would let us know more about when a NA server might be in the works. Or if characters will be able to move servers when a NA server is brought up.

    I'm still not really getting into the game all that much though. And the flagging system is so wonky. I can barely tell the difference between the name colors of blue, grey, and red. They are very light shades and its just a horrible design choice to be that way. I'm red/green color blind, and I have no idea why its hard with these colors, the most I can think is because they are so light. I can tell the difference between them, but its not quick and easy, I have to really look for a few seconds to be sure.

    Also, when I am flagged rogue, its impossible to know if you are other than the first message saying it right? And it doesnt really let me know for how long either. I do wish an icon was next to your status or something. Its just such simple features that are left out for no apparent reason.

    Badwrong on
    Steam: Badwrong || Xbox: Duncan Dohnuts || PSN: Buc_wild

    ¯\_(ツ)_/¯
  • KiTAKiTA Registered User regular
    edited March 2009
    The novelty of the whole "limited sales per day" is rapidly wearing out. Doesn't help that apparently they haven't sold any new copies since last week.

    KiTA on
  • EllthiterenEllthiteren Registered User regular
    edited March 2009
    They have said that you'll be able to transfer characters to the NA server when it comes out.

    I haven't ever had to care about what color someone is, or what my faction is - I kill them if they're hostile, I leave them if they're friendly. Neutral just depends on how we're feeling at the time.

    Again, being rogue has never been a problem either, but I haven't been in a friendly beginner area since day 1.

    The queues are completely gone for me, so hopefully they'll be able to sell more copies / bring up new servers soon.

    Ellthiteren on
  • BadwrongBadwrong TokyoRegistered User regular
    edited March 2009
    Ya no more queues that Ive seen and all different times of day.

    Badwrong on
    Steam: Badwrong || Xbox: Duncan Dohnuts || PSN: Buc_wild

    ¯\_(ツ)_/¯
  • vhzodvhzod Registered User regular
    edited March 2009
    New things I don't like that I've found out that may or may not be true that I "found out" (from the absolutely always reliable source the darkfall forums) without playing the game (since I can't because they won't sell it to me)

    1. You can delete stuff before you die so your killer doesn't get any loot. This is dumb. It should just drop on the ground or something. How are you deleting it? If this magic trashcan is so powerful it can instantly destroy any object why not use it as a massively powerful weapon?

    2. Stat buffs and debuffs are apparently pretty useless. Maybe they only do something when the stat drops below a threshold number like 25. If that is so the developers are really lazy and thats another thing I don't like. Stats only do anything at one of the thresholds.

    3. Global banks instead of local, but they're never going to change this so get used to it. This pretty much prevents any kind of large scale piracy or banditry.

    I'm sure there's more but I can't think of it at the moment. I still plan to buy the game at the earliest possible moment that doesn't involve ebaying for accounts.

    vhzod on
  • KiTAKiTA Registered User regular
    edited March 2009
    Patch today:
    http://forums.darkfallonline.com/showthread.php?t=166009
    Since Darkfall’s launch we have been dealing with issues round the clock, and we’ll continue to do so in order to improve your gameplay experience with every day that goes by. We read all the support requests and are aware of every issue that comes up and we want to thank you for your excellent feedback.

    The queuing has been addressed and resolved. The lag and sync issues some players were experiencing have also been addressed and resolved. Random crashes have been all but eliminated. We will give all player accounts a total of 34 days free play included in their initial purchase to compensate for any inconveniences caused by downtime.

    An issue we are facing now is with more Darkfall availability. The reason we had throttled the availability in the first place was to avoid queuing. At some point we hit the threshold where queuing began and we needed to increase capacity. Now that we know more, we’re working in advance so that queuing doesn’t become much of an issue again. We hope to be able to open up for more sales sometime this week; again it will have to be a limited amount of copies to allow a smooth integration of new players into the game. We will announce when this is ahead of time.


    We are also working on opening up new servers to meet the demand. This is not as simple as some forum posts suggest. Darkfall has a huge and very complex infrastructure. There will be announcements when this is nearing completion.

    We have been permanently banning all accounts that we detect are using 3d party software exploits. Still, there are a few people who don’t understand this and continue installing and using these exploits. You will definitely be banned if you do this. No appeals and no excuses are accepted.

    Macroing: We are working to address it at its source, but until then we need to enforce our policies. Before we do that we will appeal to players not actually playing the game to log off rather than leaving their character in-game. This will allow more people to be able to enjoy Darkfall instead of unmanned characters taking up server space. If you’re skilling up by not playing the game as it was intended, you will be kicked and repeated offenses will result in a ban.


    Our patches to date mostly contained bug fixes, and optimizations. We will start posting patch notes, as we are moving towards more gameplay specific enhancements.

    You may get a “lobby outdated” message after this patch. This happens if you have an outdated version of the lobby. You can correct this by installing the latest version:
    http://www.eu1.darkfallonline.com/dl/Darkfall.exe

    Here are the latest patch notes from Kjetil:
    • Clan Vault permissions have been updated so privates can no longer view the contents.
    • Clan Smithy now has more craftable options enabled.
    • More craftable warhulks have been added.
    • Stationary Cannon damage output has been increased. Fixes problem some players were facing when cannons wouldn’t do proper damage during sieges.
    • Siege hammer damage on clan stones has been increased.
    • Warhulk weapon damage has been enhanced.
    • Ship cannon damage has been increased
    • Guard towers can no longer be blocked/parried
    • All widescreen formats are now fully supported
    • Bowyer Mastery can now be bought from the blacksmiths
    • Vendors now sell more items including repair tools
    • Server lag issues are fixed.

    Thank you for reading,

    The Darkfall Team

    The "delete stuff before you die" is even worse when you realize people are using a program to insta-delete items and insta-loot items, at the speed of light.

    KiTA on
  • Darius BlackDarius Black Registered User regular
    edited March 2009
    Damn, I was at that siege, but never made it to the city because of a connection error. I really regret not being a part of it, even though it ended up being kind of a waste.

    Darius Black on
    Quick, quiet, confident
    Comfortable, permanent
    Undisputed, every tense
    Not a trace of what went left
    More equal than the best
    Unparalleled success
    Everybody, V-impressed
  • Zero-ControlZero-Control Registered User regular
    edited March 2009
    Well they fixed the siege issue hopefully, additionally they are opening up sales although still limited. Apparently their resources are so slim that making a new server is a big deal, go figure.

    Anyway I love this game, its all I can play and think about....I get ganked several times a day but I have found ways to make money and progress...plus you keep all your skill similiar to UO or eve so death aint the end.

    You will all have to be patient on the purchases sadly, all I can tell you is that while the rest of you wait and get mad we are having a great time, I hope you all get the chance to join us.

    Zero-Control on
    (League of Legends Summoner: Zero Control)

    yourzeero.png
  • BadwrongBadwrong TokyoRegistered User regular
    edited March 2009
    Now that I can craft some ok junk, dying really doesnt set me back at all... other than travel time though.

    Not sure if I will stick with the game though. I wanted to get it when I got lucky and their site had copies up, mainly due to being in sooner meant skilling up before others. But all the grinding is starting to make the "player skill based combat" seem only to a small degree.

    Badwrong on
    Steam: Badwrong || Xbox: Duncan Dohnuts || PSN: Buc_wild

    ¯\_(ツ)_/¯
  • KiTAKiTA Registered User regular
    edited March 2009
    Badwrong wrote: »
    Now that I can craft some ok junk, dying really doesnt set me back at all... other than travel time though.

    Not sure if I will stick with the game though. I wanted to get it when I got lucky and their site had copies up, mainly due to being in sooner meant skilling up before others. But all the grinding is starting to make the "player skill based combat" seem only to a small degree.


    That's worry #1 -- I call it "EVE Syndrome" -- but Worry #2 is definitely that I'll get OCD about the crafting, especially if there's nothing stopping me from mastering all the tradeskills.

    Ah well, having a name for myself as a tradesman is good too, I guess.

    KiTA on
  • Zero-ControlZero-Control Registered User regular
    edited March 2009
    KiTA wrote: »
    Badwrong wrote: »
    Now that I can craft some ok junk, dying really doesnt set me back at all... other than travel time though.

    Not sure if I will stick with the game though. I wanted to get it when I got lucky and their site had copies up, mainly due to being in sooner meant skilling up before others. But all the grinding is starting to make the "player skill based combat" seem only to a small degree.


    That's worry #1 -- I call it "EVE Syndrome" -- but Worry #2 is definitely that I'll get OCD about the crafting, especially if there's nothing stopping me from mastering all the tradeskills.

    Ah well, having a name for myself as a tradesman is good too, I guess.

    Yeah, and its nice that it does tag the items you craft with your name.

    Zero-Control on
    (League of Legends Summoner: Zero Control)

    yourzeero.png
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