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Valor's Darkfall Review
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09-25-2009 10:39 AM
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For 8 months now, many of you have argued with me about the greatness of Darkfall, and myself along with some other supporters would throw up point after point supporting our firm dedication to the game that we saw as the best option on the market and a game that requires skill to play.
This being the first time I have led a guild in a game like this, I found myself entrenched in a battle against not only my in game enemies but time, skill, hacking and inefficient philosophies for game mechanics. Below I will discuss these observations.
What Darkfall Was:
Darkfall Online was the first Full Loot, Full Consequence game that has launched since WoW tore apart the gaming world at the seams. Darkfall provided many gamers who started MMO's in the past 5 years the opportunity to experience the very animalistic nature of griefing and guilds the opportunity to participate in battles that would equate to some of the most epic fighting to take place, possibly ever. Thousands of combatants fighting simultaneously in a "seamless" world. All built by a crack team who stationed themselves in Greece due to lack of funding.
Darkfall was an Indie MMO that slowly built a following of close to 100,000 over the course of 8 years. This game was never destined to dethrone WoW from it's top position upin the MMO market, but after the recent failures of such titles like AoC and WAR, PVP guilds and their members were craving ANYTHING that could prove to have staying power while providing intense, balanced, lag and bug free combat in a large scale setting.
Darkfall was destined to be a Massively Multiplayer Online Conquest Game where guilds could literally conquor eachother and take from their enemies thousands of combined man hours in the course of a 6 hour siege. This was Darkfall Online, this was the game we expected.
What Darkfall started with that was good:
Conceptually, I think everyone would agree that the devs at aventurine had the right idea in mind when they designed this game:
No levels
No auto-targetting
No quest grinding
Full Loot
Open PK (Note: Not PvP... PK is an entirely different style of gaming)
Advanced City Building
Full Siege System
Massive World- euqating to severe penalty to dying as you would have to travel back to fight.
Naval Vessels
Siege Weapons and vehicles
Mounted Combat
Advanced Player Journal and Guild User CP
Now, all those items listed above would lead one to believe that this game could become the greatest game ever to be played online, sadly however I am about to breach into the reality that has set in over the past few months.
Where Darkfall Failed:
Darkfall Online decided their fate the day they rejected the idea that they should advertise for their game or release their game into a retail store market. The lack of press, advertising and shelf displays passed the verdict on Darkfall Online within hours of launch. The game did not have a quality plan for attracting new players. This failure of the greatest calibure amplified every crack, crevice, hole and gap in their game and within the course of a few short months, the game began to see an irreversable downward spiral begin.
Darkfall's failure in the first 3 weeks of launch to provide hopeful subscribers with copies of the game equated in what I can estimate to be a minium of 30% of all people interested in the game choosing not to play DFO. Entire guilds posted their goodbye threads the day of release when the shop shut down after 5 minutes of being online. Thousands of subscribers lost, no plan to recooperate those losses.
I will highlight next the topic most will remember when discussing the game of Darkfall, the fact that hacking and exploiting and duping decimated fair competition. Many people and guilds did not fully understand the depth that these issues went, but after the dust settled, it became obvious that many players and guilds had engaged in hacking and exploiting so frequently that their success became a joke within the community. They claimed an enormous advantage in PvP which equated to aquiring certain skills to provide a "God Mode" when surrounded by lesser skilled characters. This subtly undermined the economy and competition for months, until end game arrived and everyone realised the damage it had done to the server.
Bringing to light another issue which cost Aventurine a few more thousand of subscriptions was their skill system. The system conceptually is a beautiful design which provides a welcome alternative to the tedius level grinding that most MMO's bore us with today. The system however was fundementally flawed when the devs never implemented a skill cap. Hacking and Duping aside, the fact that players could create a character and spend 3 months grinding out 3 magic schools along with maxing out spells in other magic trees equated to players walking around 2 shotting new players, or even veteran players who didn't have the same amount of time to invest in grinding through that much content. The longer the game lived, the worse this imbalance became. New players had no hope to compete unless they also spent months grinding up skills to a point where they could survive long enough to escape.
Darkfall's early success in creating a skill > time game where players could easily defeat higher skilled characters gradually rebalanced itself until finally, players could cast AoE spells for HIGH damage which required little targetting. These spells for tenured players dipped into the region where they became an unfair advantage and an unbalanced mechanic. The lack of skill required to PvP drove many away from this game as they realized the negative perpetual nature of this issue.
Sieging... Oh the glorious sieging. Never have so many people had so much fun without 6 million jews dieing as the result. The act of sieging within Darkfall was excellent. The system that was implemented to serve as the rules and boundaries for sieging was not. The 6 hour window for a siege gave the attacker the ability to choose the time when a siege would begin and as a result, forced players to schedule their lives around the game in order to protect the thousands of manhours spent to accomplish the creation of their player city. There never was an allowance for the defenders to help govern their fate, and with other mechanics such as shard carriers and player weapons causing damage to buildings, the siege system quickly drained the morale and enjoyment out of participating in these large scale battles. Their effect on guilds who participated in wars with sieges every day was catastrophic.
To Conclude:
Darkfall had most of it right. The game was fun and did support an excellent amount of competition. The issue with darkfall was that after about 2 or 3 months of playing the game, balance was completely lost and there was no adequate means of gaining new subscribers to replace old ones. I can conclude that "Time" killed Darkfall in the end. The community was willing to wait for Aventurine to correct their issues. The guilds were willing to wait to see the siege system adjusted so that they could refocus on ENJOYING the mechanics, not fearing their implementation at midnight. Players were willing to endure bugs, stability and imbalance. Everyone expected the hacking and exploiting to be dismembered quickly and severely. To our horror, Aventurine severed themselves from the community, ignored the philisophical issues with their siege system and scarcely banned any hacker, even known hackers while failing to correct simple but game changing bugs within their world.
The sands in the hourglass are nearly gone now. Aventurine squandered 8 months without ever addressing the most pressing issues. So, I will admit that Darkfall succombed to Darkfail. I must look back fondly on the first couple of months of the game where the competition was fierce, the population was high, the community was healthy and we were knee deep in unforgetable wars and I chuckle. Yes, Darkfall was doomed to failure even though many of us insisted that the game could be saved. But if I were to do it all over again, I would have worked even harder to bring more people along at the start so they could have experienced what once was the best game I ever played.
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| Article Type: |
Game Reviews/Introductions |
| DISCUSSION: (Jump To This Thread On The Boards) |
| Author |
Comment |
Date |
| Sudo |
I added your review to the front page. You should feel free to do that yourself next time. |
09-25-2009 |
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| Deyth |
I thought they claimed they were aggressively banning hackers? |
09-25-2009 |
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| Valor |
Most "Known" hackers would be warned at least three times over exploiting into objects to farm. Certain hacks I don't think were ever detected, such as the radar hack which the community seemed to complain about on a consistent basis.
In a game like this, hacking and exploiting become 10x more important to deal with and stamp out than in any other game. AV probably tried, but couldn't keep up with it all.
We have screen shots of conversations with GM's who proved their ineptitude to deal with hackers. |
09-25-2009 |
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| Deyth |
Is your post the prelude to LotD officially abandoning DF? |
09-25-2009 |
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| Byr |
Quote:
Originally Posted by Deyth
I thought they claimed they were aggressively banning hackers?
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the line between hacking and exploiting has gotten blurred in darkfall. People will call you a hacker when you used a bug to exploit into something you shouldnt be able to get in to. One of the best laughs i had in darkfall was when Tasos declared they had banned 90% of hackers. Did they know who the other 10% were and just let them off the hook or something? |
09-25-2009 |
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| Deyth |
What's the current attitude coming out of Aventurine? I don't read their boards. |
09-25-2009 |
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| CattBoy |
Quote:
Originally Posted by Deyth
What's the current attitude coming out of Aventurine? I don't read their boards.
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Rather new to these boards, but I followed SiN an here i am 
AV has actually stepped up and took charge of their game by introducing a few new features. I don't think it will be the save-all experience but I guess its a step in the right direction for a change.
Community Spotlight: A new subforum for 'Community Liaisons'. Increased their communication 10x as per their previous "Servers down tomorrow". (sidenote: this forum was created only 2 days ago and has 15 threads created by liaisons, not bad)
Community Liaisons: A new group of people who work 'alongside' the developers and relay their information to us on a somewhat daily basis. (True so far)
Highlights
- They have a Questions Thread Here that the Liaisons bring to the dev's for feedback.
- "October Expansion" - Supposedly going to introduce fixes/tweaks to Melee / Archery / Sieges / Villages / New Monster AI (again lol) / random stuff
- Server Transfers Confirmed - No Money/Items but All skill/stats will xfer. 3mnths from NA release (Aprox Oct 12th?)
Otherwise its just a bunch of fanbois talking trash on the boards, nothings new. Population on NA as become smaller, not at all non-existent as everyone claims, but I personally have noticed it. I think most people who still have hope are waiting to see what the next patch brings.
I will not be going to Aion until they offer a free trial so I can try it out myself, just because anyone who has played a grind-korean mmo, well they all kinda follow the same footsteps. I just think how UO was not a great hit at launch, as patches progressed the better content came with time, im not a patient person but I am willing to wait for DFs success/downfall. |
09-25-2009 |
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| Deyth |
What's their plan for sieges so the attacker doesn't dictate all the timing? |
09-25-2009 |
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| Valor |
Quote:
Originally Posted by Deyth
What's their plan for sieges so the attacker doesn't dictate all the timing?
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haven't heard anything about them changing that in the past month or two... Bone's interview was the last time I think they even mentioned looking at it. |
09-26-2009 |
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| Kreeper |
The games a failure in many more ways then you stated Valor, it's been in development for so many years and they had promised soooooo many things which never even we're mentioned or brought up after release.
Mark my words, AV is going to disappear very soon and DFO will be nothing but a bad memory for 75% of the people that played it, the other 25% won't admit it but know it.
After waiting 10 years to release the game you begin to wonder why didnt they just wait another 2-3 to get it done right or at the very least a lot better. Why did they just disappear from the community and shut everybody out mid-way into it all? |
09-26-2009 |
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| Valor |
Quote:
Originally Posted by Kreeper
The games a failure in many more ways then you stated Valor, it's been in development for so many years and they had promised soooooo many things which never even we're mentioned or brought up after release.
Mark my words, AV is going to disappear very soon and DFO will be nothing but a bad memory for 75% of the people that played it, the other 25% won't admit it but know it.
After waiting 10 years to release the game you begin to wonder why didnt they just wait another 2-3 to get it done right or at the very least a lot better. Why did they just disappear from the community and shut everybody out mid-way into it all?
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8 years!
I'm not going to run this circle again with you. This game remains the greatest game I ever played, just as many will say Shadowbane and UO despite their pitfalls were the greatest games they had played.
Unlike AoC and WAR which were like nails on a chalk board, month 2-5 were some of the best gaming months of my gaming career. Then AV proved you right and did not fix what they needed to and forgot about advertising their game. |
09-26-2009 |
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| Slingshot |
Damn Darkfall had my attention longer than AION has, for that matter AOC had my attention longer than AION. If Darkfall fixes some things I'll go back...PVP is a blast. Until then I'll push through AION (painfully) and give the PVP there a fair shot. |
09-26-2009 |
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| [SBG]Makestro |
one of DF's major issues right now is it's so easy to grind your shit out and after that you can either gank or get ganked, so most people are doing what they did in SB and are just logging in 1-2 times a week to form a zerg and do something |
09-27-2009 |
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| Ozkar |
Nice write-up!
I really wanted DF to be "the game" for old-school PK'ers like myself. But I can only sacrifice so many standards. Like, with SB, I ignored the simplistic questing, sub-par graphics, and poorly populated game-world (people, content, mob's)... all in the name of a "true PK system".
I would be willing to ignore the same thing with DF. The problem is that Adventurine took it a huge step further with their money scam at the beginning. Griefing account holders? That's just fucked up, retarded, and completely unforgivable.
Darkfail, you're fired. |
09-27-2009 |
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| zapp |
Interesting read, things like this that make me regret not buying the game the first months and at the same time be happy I didnt buy it. Its simply impossible to let a game dictate how you spend your time. |
09-27-2009 |
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| Valor |
Quote:
Originally Posted by zapp
Interesting read, things like this that make me regret not buying the game the first months and at the same time be happy I didnt buy it. Its simply impossible to let a game dictate how you spend your time.
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I think you can talk to every Guild leader on the forums here who played this game and they would probably say that the fact that this game interfered with their daily lives helped make their decision about this game.
Some are still willing to deal with it but most have left. |
09-28-2009 |
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| Frank Sinatra[SUN] |
Godo review.
The onle place i disagree is that i dont think Darkfall is dead and im pretty confident that there will be a lot of players coming back.
For all its flaws it simply is the best game out there. I tried Champions online and Aion and pretty fast realising that the uniquness of darkfall combat, ffa environment etc simply isnt something i can possibly leave.
When you have killed your first 500 mobs in Aion using the classic tab to target, press2, press 3, press 4. If low health rest, if not press tab and repeat.
So in short its like realising that your girflfriend can look ugly in the morning, and actually farts once in a while - but she is your girlfriend and for all her flaws you still love her.
A main problem is dealing with the lack of siege timers, but its only realestate. you might loose your city, but the world will still be there to live in.
I think there are others like me who check out the alternatives only to realise that darkfall actually is the best mmo for a experienced gamer today. |
09-28-2009 |
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| CattBoy |
Quote:
Originally Posted by Deyth
What's their plan for sieges so the attacker doesn't dictate all the timing?
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Correction: http://forums.darkfallonline.com/sho...d.php?t=211290
Quote:
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It includes many changes and additions to ship building, sea combat and sea objectives, part two of our character specialization system - this time some much needed love for archery and melee combat, the first step of local banking, player owned local vendors, the first set of racial skills, barber shop, the caravan system, new houses and villages, new housing objects to decorate your house with, wandering mobs, more rare drops added to monsters, new free spawning objects to discover, and much more.
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My fault, I guess I thought I read siege changes but it was only hoping for... Looks like we will have to wait and see ;0
Something else I did overlook was the "new free spawning objects" UO Server-ups anyone? aka pvp hotspots at 5am |
09-28-2009 |
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| CattBoy |
Update on Oct Patch:
"According to Claus, adding a skill cap would be taking away from the game and forcing players to give up their freedom. He explained that Darkfall’s philosophy is adding options rather than restrictions. Specialization options are already in the game, and many more are on their way. He offered three quick examples from October’s upcoming free expansion:
An option called Jumpshot allows you to jump and fire a bow at a 10 percent penalty on max mana. Aquatic Shot allows you to use a bow under water at a 5 percent penalty on max mana. Finally Mage-Killer will give you bonus damage against users wielding a staff but completely blocks your ability to use elemental, arcane, and necromancy magic. You could select to use all three of these options to get a real edge as an archer vs. magic at a 15 percent max mana penalty plus the magic use penalty. This is a choice you make, you’re not forced to do this, and if you don’t like it you can reverse it easily and get something else that suits your play-style better. There are many high-end specialization options available and more will be added with every update. Claus explained to us that this is the just first step in adding even more diversity to Darkfall." |
09-29-2009 |
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| Valor |
IMO, worst concept ever cleverly veiled by "freedom"
No skill cap= time > skill
Also, Archer upgrades remove the ability to use most of your magic which takes away archery buffs. Lastly, Archery takes skill to aim... mages can just shoot a nuke then switch to sword/shield and block all arrows.
Archery also still takes stamina.
The game has a fundamental flaw in balance between magic and physical damage. My opinion is I don't want to be forced into that. |
10-02-2009 |
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