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Joined: Jun 2008
Posts: 1,036
KGB Arch Duke
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you shouldnt need to buy it again my understanding is people who bought dfo get dfuw free just pay sub fees


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you shouldnt need to buy it again my understanding is people who bought dfo get dfuw free just pay sub fees


yes id prefer to run around as KGB and Build from there if people are willing in alliances you always have open chat with any allies very similar to guild chat so id think it would work out to remain kgb which id highly prefer.
maybe a global kgb email with info about the new game coming and a link to the forums to scope out intrest?


Joined: May 2009
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I really think it's counter logistic to have several small guilds playing together if they have the same mindset. Because the propaganda factor, when you have a TAG with a sizeable number of people it's easier to display and accomplish recruitment.

I would like to clarify/explain to people do not think anything wrong, and I would love to play under KGB tag on DFUW, but I think is just counter productive on a logistic factor. Also I'm want to point out that my loyalty still remains with KGB if any problems arise.

I posted this on public OTG forums as well:

Quote:
Re: Please Post here if you intend to play Darkfall Unholy Wars under an OTG tag

Hello I'm from KGB and I would like to play DFUW under OTG tag, I already spoke on KGB forums about this, and I think it's more productive if we instead of create a KGB tag on Darkfall, we would just join OTG in Darkfall because the real competetive nature of Darkfall would not be that much benefict to small number of people on KGB playing the game on their tag.
You guys have the same mindset of players and playing as KGB has, and already had on the end of Darkfall getting players from several guilds that just merged only in Darkfall.
While I spoke to them on our forums, they still prefer to play on KGB tags, I by myself consider that counter productive with a small group, so I would like to join OTG tag under DF2, again repeating because the nature of the game and the same mindset of players here.



Animal Ethics: "I tremble for my species when I reflect that god is just." Thomas Jefferson.
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i havent seen much intrest as much as id like to form and keep kgb in dfuw it seems that id be better off to join a guild with people to play with as the lack of people to play with was essentially the only reason i left dfo the game imo is still far above any other pvp game ever imo
did they welcome you to join mithus? i may do the same if so as im very interested in the new game and most kgbs i talk to have little to no intrest in darkfalls return


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I posted that today, but I'm sure that will be a no problem to join effort with them.

See the main problem is the lack of "Sinergy", do you remember the begining of DF that gathered a lot of attention from all KGBers 3 years+ ago?

KGB had more than 50 members interested in playing DF, we had you, Jet,Val,Arkh,Romeo,Donk,Tas,Jaguar and many more 40+ that I forgot to cite right now, but everyone contributed with their personality and talent effort to make DF in their first 6 months the best guild operating that I ever saw.
KGB in their first 6 months of Darkfall was no doubt one of the best guilds operating in the game, we know the fall of CoTC was because the bad managment and decisions of Goons and the overhelming combined efforts of their enemies.
So all the sinergy of their members with their individuals qualities made a great display to others.

If we have a small group that at the best can gather 10-15 KGB people still not enough to mimic and try to replicate a group that can start with like 50+ great individuals, when you look big you can draw more attettion and keep the recruitment that is vital to DF tasks because all different timezones schedules that we have now, we are not college kids that can play almost any hour that we are summoned. While I see as noble to try and begin with KGB tag on DF2, I do not see this working again, my experience over time, tell me that would be more productive join a bigger group, because we know our time limitations, and the very demanding requisites of darkfall.

Last edited by Mithus; 10/28/12 02:04 PM.

Animal Ethics: "I tremble for my species when I reflect that god is just." Thomas Jefferson.
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yeah i havent seen intrest from 10 even and i dont think id even consider the time and effort of forming faction with less than 20 for darkfall honestly 50 preferred
some nice info for people interested in changes from dfo


Darkfall (2.0) Unholy Wars Info

I got a nice good bit of information about Darkfall 2.0 from the following article:

http://www.mmorpg.com/discussion2.cf.../365361/page/1

=====
Will there be a system put in place
that will cause death upon falling from a great height? Will "Hulk-Jumping/Bunny
Hopping" be removed permanently in Unholy Wars?

Falling
Damage has been increased to reach the cap damage of the game. If your remaining
health is lower than the fall damage you receive you fall unconscious to the
ground.
The damage scales from minimal up to the cap according to the
vertical speed that the character has at the time of impact on the
ground.
The height that you start getting damaged (e.g. built enough vertical
speed) is a little over the height of the double-jump.
In actual gaming terms
this means that you have to be really careful jumping when running down a slight
slope or you will get damaged.
On the counter act side of things, as we like to promote players skill, we incorporated a new skill called "Break Fall" that can actually reduce your vertical speed when cast.
At high levels this skill
almost drops your vertical speed to zero so it acts as an air brake. If you time
it correctly, you can jump from a cliff and not get any damage at all. It has a
long cool-down though, so jumping off cliffs should be a conscious choice
now.



Will you ever remove the disadvantage
you get by picking certain races rather than others?
The only
differences between the races will be their unique looks and their lore. If you
want to play an Ork you should do so because you love being a vicious, green,
slaying machine without having to worry if some other race has better combat
advantages.
In Darkfall, your bragging rights should come from your skill in
the kill, not from whether your race is better suited to a particular
situation.




Could you possibly explain how exactly
the role system is supposed to work?
Roles which determine
which skills are available to a player at any one time. This prevents some of
the imbalance of Darkfall 1.0 where a heavily armored fighter could still use
magic almost unhindered, and greatly increase the importance of tactics and
teamwork. It also goes some way to helping players make their characters ready
for end-game PvP without such endless grind.

Roles are not classes, but
temporary specializations. The game will eventually include four (4):
Elementalist (mage), Primalist (priest), Warrior (fighter), and Skirmisher
(ranger).

A Warrior has access to a range of melee, defensive, and combat
oriented skills. A Skirmisher has access to light weapon and bow skills. A
Primalist has access to priestly magic. And an Elementalist to powerful
magery.

Only the skills and spells from your current role (and the common school) are
available to you but your current role can be switched with a cooldown. This
allows you to try out each and every role, even multiple times in a day. Need
some heavy firepower to defend your city walls? Try the Elementalist role. Keen
to form the vanguard of a field battler? Switch to Warrior. Planning for an
afternoon of exploration and guerrilla warfare? Try the Skirmisher.

While
you are not limited to which role you can choose, your effectiveness in each is
determined by the level of your spells/skills, attributes, and battle prowess.
This allows a player with fewer in-game hours to quickly become effective and
dangerous in one role, while a more dedicated player can take the time to
explore and master multiple roles.





Will lore bosses be added (demi-gods),
and will the other end-game monsters receive new and more complex AI? Like
becoming true boss encounters?
The events of the last couple
of hundred years have indeed awoken the interest, ire, or just plain hunger of a
fair few, larger than life individuals who want to come and play... or rather,
slay! The world of Agon has been through the fires of celestial war and now
stands on a precipice. Various interested parties may deem this an appropriate
time to make a convincing bid for their view on the enslavement of everyone ever
and what a pleasant existence you might have toiling under their tyrannical
regime.

Some of these villains will be of the world boss variety, roaming
around certain areas of Agon and stomping, mauling and generally finding various
interesting ways with which to kill those unlucky enough to catch their eye.
Others shall be taunting you from within their various dungeons and
lairs!
There are also some even more powerful, epic, and familiar faces from
Agons' histories being designed to arrive some months after the release with the
unlocking of the second, lower (or in two cases higher) levels of the
dungeons!



Will players still be able to mix and
match armor pieces with encumbrance delimiting class (heavy/medium/light) or
will players have to select a class (Destroyer, Magic User, etc...)?
Essentially: Can I specialize my character to casting by simply wearing light
armor and re-specialize to melee by donning heavy armor. Or will this be done by
talking to an NPC who changes the characters class?
In the
current Roles system it’s actually the other way around. You can pick a role for
your character which can be done anywhere and anytime but it does have some
limitations in order for people not to be switching roles all the time or while
in combat and so on. Once a role is set, you can only wear armor that is allowed
by your current role, heavy armor for warriors, medium for skirmishers and light
for spell casters





Will combat preparation time be reduced
in any way?
Yes. Our new backpack/bank organization system
makes the creation of 'ready bags' a total breeze. You can whip them up on the
fly super-quickly so you don’t need to be forever fiddling in your
bank.

In addition, the role system means that preparation is more
tailored and specific. You no longer have to account for every scenario - you
know what role you will be fulfilling and can plan accordingly.
Finally, we
have made item management much neater and more streamlined with new stacking
features, a dedicated weapon and item bar, and a reduced number of spell
reagents.



Will Unholy Wars be as IT involved as
Darkfall 1? Meaning that the IT guys who knows best about macro's / scripts can
win this game? Same with autoloot scripts and such, or will there be this time a
friendly customer GUI for all?
We have created a level
playing field for all players, regardless of their tech knowledge. Skills no
longer benefit from macro-ing or scripting in the way they did in Darkfall 1.0
and the new GUI (which is AWESOME!) is much more fluid and less complicated. You
will find that playing Darkfall Unholy Wars is much more like a fantasy combat
game and much less like a flight sim.



What plans do you have to make mobs
like the dragon or the devil PvP hotspots?
The primary
incentive is of course the loot these high end monsters drop. All loot has been
rationalized and redistributed so it will be worth the risk and time to take
down these sorts of boss monsters. Also, the new player point system offers
additional incentive in participating in taking down the Red Dragon, the Demon
and the other top rank baddies. This combined with the fact that these spawns do
not operate like other spawns makes them quite valuable.





What is the idea behind
momentum/crosshair wobble and how will they affect the game? Ex. Will an attack
with increased momentum do extra damage? How much of a wobble will the crosshair
wobble while running, walking, crouching, standing
still?

Momentum and crosshair wobble are intended mainly
adding an extra tactical element to Darkfall: Unholy Wars. Shooting a bow or
spell while sprinting should not be as easy as when standing still for example.
So sprinting offers the maximum amount of penalty to attack accuracy, running,
crouch walking offer a diminished penalty while standing still has no penalty.
In the same way, momentum makes movement more realistic and encourages proper
positioning as opposed to sprinting all time while swinging wildly trying to
land a hit. Still, however, Darkfall: Unholy Wars is a real time manually aimed
game so these effects are quite mild as we do not want to affect gameplay too
much.



Will the land masses of Agon change at
all in Darkfall: Unholy Wars? Will there be new islands, changes in terrain
features, new holding locations, etc..?

We have managed
to rebuild almost every point of interest in Darkfall: Unholy Wars. That
includes among other things Environments, NPC Cities, Player Holdings, Dungeons,
and Spawns.

When you first log in, you will notice that there is a huge
difference in the Environments! They are all completely redesigned using a new
system and the transition between a set with 4 environments for different times
of the day is very smooth. Also each area has its own environment sets, so you
will get a good sense of where you are in the world. Because of these changes
and the dynamic lights, the nights look very impressive and they add an extra
twist to the gameplay.

In Darkfall: Unholy Wars you will find only 4 NPC
Cities per Racial Area, three Faction Cities and a Capital. They have all been
rebuilt from scratch, with the lore in mind so every city has its own unique
feel and character with the Capital being the "Gem" of each Area.

We also
separated the Cities into Districts, so if you want for example to find
everything magic related, you will go the Magic District of the City you are in.
Another big change is that every city has a main Square in the middle, with the
bind stone, Bank and Councilor and all the roads leading to it so navigating
them will be very easy.

There has also been a massive update to the
Player Holdings. One of the biggest changes here is the fact that we removed the
teleportation chambers from the Cities and the Hamlets. We felt that the
advantage of instant teleport shouldn't be something that only clans had access,
but every player in Darkfall: Unholy Wars.

Additionally, city walls have
a more important role since you cannot just walk into the city using a mountain
slope and with the new role system and new skills jumping over them will be a
lot trickier.

All the Cities have two or more entrances, so even if a
city is inside a cave or at the top of a mountain and has a defensive advantage
from the terrain, it will still need manpower to defend the gates.

All
the Dungeons have new layouts, new monsters and bosses, and each of them has its
own environment, combined with the dynamic lights.

Lastly there has been
a change to the overall land mass as the world has been consolidated to bring
points of interest closer together in order to benefit player versus player
action. The world is still very big however as the majority of the areas that
have been removed are water areas.





Will encumbrance in Darkfall: Unholy
Wars affect more than just damage outcome of spells / arrows / weapon swings and
fizzles like it does in the original Darkfall? For example, will a warrior
wearing "medium armor" move slightly faster or swing slightly faster than say a
warrior wearing "heavy armor"?

Encumbrance has been totally removed from Darkfall: Unholy Wars as a concept.
In its place, new armors have been created in order to cooperate better with the
new role / booster system.





Will there be spellfizzles, wall of
forces, knockup spells, bunnyhopping spells in Darkfall: Unholy Wars, or will
they be removed or adjusted?
There will be an small chance to
fail at casting a spell in Darkfall: Unholy Wars. However, this chance will
become greater if there is a "fizzle" debuff on you.

As for wall of
forces kind of physics spells and abilities, we do feel that the new roles
system has room for them, so yes they will be in. However only people of
specific roles can use them and they will be more logical and
balanced.

Bunnyhopping is a concept we are trying hard to remove from
gameplay but at the same in players we trust to find ways of abusing their
abilities. In that case we will take appropriate action if we think something is
game breaking or does not agree with the spirit of Darkfall: Unholy Wars.





Will AV be implementing a marketing
campaign to draw attention to Darkfall: Unholy Wars with the intention of
bringing in a large, fresh crop of new players, or is the focus more intimately
aimed at keeping the current base on board?
Our objective is
to target both. As Tasos stated in Darkfall Unholy Wars announcement “we made
Unholy Wars for the people who love the original Darkfall, but also for those
who were hesitant to try it, even for those who loved the concept but not the
game itself.”

=====



Joined: Aug 2010
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I think if you cant get at least 20 KGB in the game we should look at joining with OTG. Cuz you u can chat with people over alliance chat but in my opinion its not the same as having everyone under the same tag working together

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im feelin the same unfortunately i would have been willing to put in the time and effort to take up the flag for a dfo faction and lead if needed but i keep thinking that with the numbers im seeing it would backfire
perhaps a kgb mass email about the new darkfall game would get more people interested?

currently i have Morlander, atomsk, romeo, arkh, jaak, jetstar, mithus, bearrok,sabin+2 friends.

11 im going to work on getting a mass email sent out to try and stir people who may not be watching the forums but hold some intrest with 11 already we may well be able to get 20 and if we can get 20 that seriously want to play i would think that would be enough to start a faction if thats what we want there will prob be a mass email and a poll to check if people want to play


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I'm in, bringing 2 with me as well

Joined: Oct 2010
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ok i have posted this in about 4 other spots, but ignorance kills, lukky, and myself will be playing


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