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JetStarAdministrator
KGB High King
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Reged: 04/12/03
Posts: 3949
Loc: KGB HeadQuarters
Darkfall Online Interview
      #128601 - 11/30/06 11:13 PM

Special thanks to KGB Senator Hydr for the link to the latest on Darkfall. I have to calm myself down. When I read this all I can think of is KGB and what made us so successful in the past. This game will offer us a chance to play our classic and founding role.

LINK TO DARKFALL INTERVIEW

Time to start getting aquainted with this and do some serious planning. Check out the Darkfall public forum and remember that KGB Citizens can request access to the our private Darkfall forum.

What do you think? Are you planning to join us?

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Winter

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Reged: 02/07/06
Posts: 240
Loc: Parker, Co.
Re: Darkfall Online Interview [Re: JetStar]
      #128607 - 12/01/06 12:14 AM

Jet the link aint workin

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Raekwon
KGB Arch Duke
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Reged: 11/28/05
Posts: 816
Loc: Baghdad, Iraq
Re: Darkfall Online Interview [Re: JetStar]
      #128611 - 12/01/06 12:43 AM

The link to the interview is broken.
http://www.mmorpg.com/gamelist.cfm?gameId=4&setView=features&loadFeature=733&bhcp=1


My favorite quote from the interview: DF in a nutshell...

Quote:

Darkfall features unrestricted PvP combat with accountability. Combat is real-time and attacks are aimed. There's full looting and an alignment system. Darkfall has a skill system where your character's skills improve through use, and no levels. More than 10 thousand players can be online at the same time. Player skill is as important as character development. All items in the world are player crafted. There is mounted and naval combat. There's a "real" weather and planetary system. The terrain is fully hand-crafted, all locations are unique. There are more unique mobs in Darkfall than in any other MMO. Clans can engage in empire building, conquest, massive battles, and there is control and ownership of areas. There's much more that we haven't and won't talk about before the game is released.




Some nice features indeed! Goods news for people who enjoy crafting and knowing their trade is truly needed unlike in games like WoW. So wherever our old smiths and tailors are hiding, time to dust off yer tools! The KGB army will need to be armoured up!



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"I don't believe in the no-win scenario."


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BoSllBibliotequa
KGB Janitor
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Reged: 12/01/05
Posts: 1276
Re: Darkfall Online Interview [Re: Raekwon]
      #128618 - 12/01/06 04:54 AM

I enjoyed

Quote:


Character customization starts at the character creator stage. Players can pick their race from Darkfall's six main races, each of which has a male and a female character to choose from. Then they can select their face, the hair style and color, skin color and tone, facial hair, tattoos, piercing and facial jewelry, and various other accessories.

During the progress of the game, players can choose to add or remove facial hair, change their hair style, and dye their hair. They can also add or remove piercings and skin decorations.

There is a very large variety of clothing, armors, and robes available and the pieces can be mixed and matched to create an endless variation. There has been an effort to preserve racial identity. The same type of armor won't look identical on all races. Each race will make small modifications and customizations to fit their identity. Players may also dye clothes and armor and they can carry their clan's colors for extra customization to their appearance.

Aside from appearance, which is just the surface of character individuality, with over 500 skills and spells to train and master, each character will develop a unique skillset. Darkfall's fame system adds further variation to a character's identity, as does the alignment system, and the character's affiliations.





Finally, a game that actually allows customization, the last game I played where you could actually make your character well was SW:G; even WoW which is so big-time only let you chose from like four faces, four skin colors, and four hair styles. How many times did you see yourself walking around in WoW? Also, what games have EVER let you change the way you look once the character is made? SW:G made a patch later into the game where you could, but that's it. 500 skills? Various faction systems? Open the gates to beta already!


Quote:

Griefing makes an impact in games not geared to deal with it. Darkfall is made for PvP. We're sick and tired of the instant association of griefing with PvP. The PvP community shouldn't constantly be discounted like that. There's a lot of griefing going on in non PvP MMOs, like kill stealing, training, camping, and when these same games enable limited PvP, it only gets worse. Griefers in [non-PvP] games aren't accountable for their actions and the victims can't do anything about it. Most of the complaints about griefing come from these games.

In Darkfall there's accountability via the alignment system and player enforced justice. Someone can try to grief, but won't have fun for very long as there's an alignment reward for [griefers'] disposal. In Darkfall you're not a weakling starting out and you can defend yourself so newbie killing isn't such a safe pastime like it is in other games. Full loot and unrestricted PvP will also work against the griefer. NPC guards in towns provide added protection against aggressive griefing. There are no zones so griefing associated with zoning won't be a factor.

As for ganking, it's not all about numbers in Darkfall. Area of effect spells, friendly fire, and collision detection ensure that a small disciplined force can cause some damage against superior numbers. There are no levels so it's not easy to make out the "weaker" characters, and in Darkfall even new players have the capacity to defend themselves, to lay low, or to escape. There is no radar or floating names, which can work as an added protection for players traveling through dangerous areas.

I don't want to make it sound like we have a cure-all and that Darkfall will be free of all the problems that have plagued other games in the past. What I'm saying is that we've looked at these closely, both as players and as developers, and we've spent a lot of time addressing them and we'll continue to do so if and as they come up. One thing is for sure: We've empowered the Darkfall players in such a way that they can self-regulate.




I think the bold in this section speaks for itself.

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Edited by BoSllBibliotequa (12/01/06 04:55 AM)


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Owain
KGB Senator
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Reged: 11/28/05
Posts: 689
Re: Darkfall Online Interview [Re: BoSllBibliotequa]
      #128620 - 12/01/06 05:16 AM

Yeah, it's all good. It will be nice to start swingin' a few feet of sharp steel again...

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To the everlasting glory of the infantry...

Owain ab Arawn
KGB Senator



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Garal
KGB Senator
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Reged: 11/29/05
Posts: 1088
Loc: Vancouver, WA
Re: Darkfall Online Interview [Re: Owain]
      #128628 - 12/01/06 08:32 AM

I still don't really understand how they say you're not gimp when you first start out.. if that's the case then what's the point of skills/"leveling" if they don't give you an advantage? Or are they just saying if you're uber skilled then you can kill people as a newbie?

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-[KGB]- Garal TheGreat



Edited by Garal (12/01/06 08:33 AM)


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BoSllBibliotequa
KGB Janitor
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Reged: 12/01/05
Posts: 1276
Re: Darkfall Online Interview [Re: Garal]
      #128632 - 12/01/06 10:18 AM

The way I think it'll be is that we all basically have the same ammount of health and such, and all weapons do around the same damage. The difference will be that if you use say one-handed swords you'd have that skill mastered eventually, at which point you'll swing maybe 10% faster or whatever. Maybe a good weapon might give you say 5% more damage, small little boosts like that. Having played a while will definitely give you an advantage, but not the kind of advantage that a level 60 in good gear in WoW had over everyone else, or the kind of advantage that a normal level 60 in WoW would have over someone below level 58.

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Bishop
KGB Senator
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Reged: 11/28/05
Posts: 435
Re: Darkfall Online Interview [Re: BoSllBibliotequa]
      #128648 - 12/01/06 01:01 PM

Well basicly new characters in a group of 3 or so could take on a person of higher level. Also if one guy really sucked then a new character could possibly take him out.

But another thing to notice is that a noob would not take long to master hes melle combat skill. And so while a high skilled person would have spells and armour and what ever to help him, a noob with a sword is almost as effective because he has the skill that really matters to him.

So the "skill curve" is very low. Especialy compared to standard level mmorpgs.

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http://media.putfile.com/Counter-Strike-Source-vid



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Arcain
Band 2 **
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Reged: 11/28/05
Posts: 545
Loc: Edmonton, Canada
Re: Darkfall Online Interview [Re: Garal]
      #128649 - 12/01/06 01:02 PM

the more you use something the better you become at at, for instance in rl say you went to play hockey against someone int he nhl and had a slap shot contest.
chances are you shoot the puck around 20-30mph and will probably miss the puck a lot. he will shoot over near or over 100mph and do it consistently missing or just catching the bottom/side of his stick or something.
chances are its the same in game you start out so you can do well enough to get by and probably defend yourself but you wont be as honed into the skill and wont hit as hard or as fast as someone who has spent a lot of time practicing and using that skill.

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KGB NINJA!


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Ryu
KGB Knight
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Reged: 11/28/05
Posts: 790
Re: Darkfall Online Interview [Re: Arcain]
      #128660 - 12/01/06 03:35 PM

sounds like uo all over again which was the best mmo ive ever played skill wise

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