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What the first game lacked..

EyrothathEyrothath Phoenix, AZPosts: 198Member

When I first played Darkfall, in Beta and later went back, I just couldn't bare it, everything still looked the game, graphics and animations had improved, it was a bit smoother and I found myself in the starting area, which looked the same, a town that was completely barren and big a tower with lazer beams that shot down at me when I turned grey, killing me quickly..

And after playing Guild Wars 2 I realize what Darkfall lacks is depth.. Yup.. depth.. Guild Wars 2 may be no sandbox, but it has way more depth in the gameplay, towns never, ever seem barren, there is always NPCs walking around, talking to each other, most are there just for that entire purpose, just so the towns feel "alive" there is more involvement from NPC's as well, weather you fight with them or escort them... 

If Darkfall: Unholy Wars does not feature it then I must advocate that there has to be NPC hirelings in Darkfall, I see no reason why they could not or should not do it and towns should be filled with player guards and NPC's that are stocked by players, like in UO how you could have your own vendor on your own house that you fully customized and decorated from top to bottom with furniture, gardens, w/e you wanted, a chess board.. Okay, that is what depth is and that is what Darkfall lacks.. Again, it is a sandbox game with no sand, I also believe for RP purposes we could use chat bubbles and better emotes, I never, EVER figured out how to emote in the last game, as a roleplayer, I was disappointed in Darkfall, most roleplayers who went to Darkfall from games like UO, found themselves disappointed, who can blame them? You don't make a game that is hailed as a successor of UO and not have any of the depth that UO had. In UO every single time you played was a new experience, a new adventure, it was a true social environment, even in the heat of battle..

Pople would roleplay their characters as barmaids/bartenders, guardsmen, farmers, criminals, pirates, etc.. It was easy to do.. Another feature was with dyes, now and days in UO you can dye every single piece of your armor, clothes, etc.. You had "clothes" to go with your armor so nobody would constantly look the same, it just wasn't oh "cloth armor = clothes.." no, it shouldn't.. Leather armor = light armor, cloth = clothes, characters should get to wear things like kilts, sashes, capes, tunics, etc.. and design them with heraldrys and what not to wear over their armor, you don't have to put stats on this sort of stuff to make your character more elite.. It's called DEPTH, and Darkfall 1.0 lacks it, let's hope Unholy Wars makes up for that lack of depth..

You can dye your armor in Guild Wars 2 as well, they implemented it well..

Comments

  • WhisperXIIIWhisperXIII Glendale, AZPosts: 33Member
    Originally posted by Eyrothath

    When I first played Darkfall, in Beta and later went back, I just couldn't bare it, everything still looked the game, graphics and animations had improved, it was a bit smoother and I found myself in the starting area, which looked the same, a town that was completely barren and big a tower with lazer beams that shot down at me when I turned grey, killing me quickly..

    And after playing Guild Wars 2 I realize what Darkfall lacks is depth.. Yup.. depth.. Guild Wars 2 may be no sandbox, but it has way more depth in the gameplay, towns never, ever seem barren, there is always NPCs walking around, talking to each other, most are there just for that entire purpose, just so the towns feel "alive" there is more involvement from NPC's as well, weather you fight with them or escort them... 

    If Darkfall: Unholy Wars does not feature it then I must advocate that there has to be NPC hirelings in Darkfall, I see no reason why they could not or should not do it and towns should be filled with player guards and NPC's that are stocked by players, like in UO how you could have your own vendor on your own house that you fully customized and decorated from top to bottom with furniture, gardens, w/e you wanted, a chess board.. Okay, that is what depth is and that is what Darkfall lacks.. Again, it is a sandbox game with no sand, I also believe for RP purposes we could use chat bubbles and better emotes, I never, EVER figured out how to emote in the last game, as a roleplayer, I was disappointed in Darkfall, most roleplayers who went to Darkfall from games like UO, found themselves disappointed, who can blame them? You don't make a game that is hailed as a successor of UO and not have any of the depth that UO had. In UO every single time you played was a new experience, a new adventure, it was a true social environment, even in the heat of battle..

    Pople would roleplay their characters as barmaids/bartenders, guardsmen, farmers, criminals, pirates, etc.. It was easy to do.. Another feature was with dyes, now and days in UO you can dye every single piece of your armor, clothes, etc.. You had "clothes" to go with your armor so nobody would constantly look the same, it just wasn't oh "cloth armor = clothes.." no, it shouldn't.. Leather armor = light armor, cloth = clothes, characters should get to wear things like kilts, sashes, capes, tunics, etc.. and design them with heraldrys and what not to wear over their armor, you don't have to put stats on this sort of stuff to make your character more elite.. It's called DEPTH, and Darkfall 1.0 lacks it, let's hope Unholy Wars makes up for that lack of depth..

    You can dye your armor in Guild Wars 2 as well, they implemented it well..

    I can't help but feel like you haven't played much Darkfall. While it does lack slightly in depth as far as RP and Sandbox elements go, a large part of the community has been requesting improvements to that, and many of those elements are being addressed in Unholy Wars.

    However, many of the things you claim it lacks are actually in the game. Player housing, vendors, emotes, and many other things you listed are quite present in the game. Some of the things you listed have been in since launch.

    The NPC cities have never been a focus for the AV Devs, primarily because the focus has always been on PvP and player cities. I have lived out of many vibrant player cities, humming with life, all of it sentient as opposed to empty, mindless NPCs. 

    Can Darkfall be improved upon? Of course. Will it be? I very much hope so. 

    Either way I feel you have misjudged the game.

    image

    Elyse Leveque - Zealot
  • ChaosChestChaosChest dunedin, FLPosts: 91Member

    As mentioned, a lt of stuff IS in the game, and has been in the game for  a long time. You can have a house, and a vendor, etc.

    In regards to dyes

    Jan 2010 the devs said

    "Yes we are currently testing our system for armor and clothing dyes in conjunction with the sweeping changes in 2010. The colors are craftable and not all colors are created equal."

    So 2years 8 months ago,.... dyes were being "tested" ....... and never came... This is the AV dev team that its players quit because of. If the devs payed attentioned and supported its game players wouldnt of quit imo.  AND possibly new players would kept on buying into the game.

     

    Will Unholy Wars change the dev teams mindset on how they support their game?? No one knows. But all signs point to no.

     

     

  • WhisperXIIIWhisperXIII Glendale, AZPosts: 33Member
    Originally posted by ChaosChest

    As mentioned, a lt of stuff IS in the game, and has been in the game for  a long time. You can have a house, and a vendor, etc.

    In regards to dyes

    Jan 2010 the devs said

    "Yes we are currently testing our system for armor and clothing dyes in conjunction with the sweeping changes in 2010. The colors are craftable and not all colors are created equal."

    So 2years 8 months ago,.... dyes were being "tested" ....... and never came... This is the AV dev team that its players quit because of. If the devs payed attentioned and supported its game players wouldnt of quit imo.  AND possibly new players would kept on buying into the game.

     

    Will Unholy Wars change the dev teams mindset on how they support their game?? No one knows. But all signs point to no.

    I disagree. The post you quoted was included in a large number of changes that was rolled into the much larger project of DF:UW. I believe that dyes will be included in the new game.

    The reason DF:UW became a new project instead of an expansion was due to the original Darkfall engine being woefully out of date. It will be much easier for their team to improve upon and add things to this new engine.

    image

    Elyse Leveque - Zealot
  • GreymoorGreymoor ManchesterPosts: 801Member

    Being angry at them not adding features that are for the new game and not DF1.0 seems silly to me.

    If you've watched the release video Tasos explains that they were wasting time improving the original and instead focused on creating an entirely new game, including features for 2010.

  • EyrothathEyrothath Phoenix, AZPosts: 198Member
    Originally posted by WhisperXIII
    Originally posted by Eyrothath

    When I first played Darkfall, in Beta and later went back, I just couldn't bare it, everything still looked the game, graphics and animations had improved, it was a bit smoother and I found myself in the starting area, which looked the same, a town that was completely barren and big a tower with lazer beams that shot down at me when I turned grey, killing me quickly..

    And after playing Guild Wars 2 I realize what Darkfall lacks is depth.. Yup.. depth.. Guild Wars 2 may be no sandbox, but it has way more depth in the gameplay, towns never, ever seem barren, there is always NPCs walking around, talking to each other, most are there just for that entire purpose, just so the towns feel "alive" there is more involvement from NPC's as well, weather you fight with them or escort them... 

    If Darkfall: Unholy Wars does not feature it then I must advocate that there has to be NPC hirelings in Darkfall, I see no reason why they could not or should not do it and towns should be filled with player guards and NPC's that are stocked by players, like in UO how you could have your own vendor on your own house that you fully customized and decorated from top to bottom with furniture, gardens, w/e you wanted, a chess board.. Okay, that is what depth is and that is what Darkfall lacks.. Again, it is a sandbox game with no sand, I also believe for RP purposes we could use chat bubbles and better emotes, I never, EVER figured out how to emote in the last game, as a roleplayer, I was disappointed in Darkfall, most roleplayers who went to Darkfall from games like UO, found themselves disappointed, who can blame them? You don't make a game that is hailed as a successor of UO and not have any of the depth that UO had. In UO every single time you played was a new experience, a new adventure, it was a true social environment, even in the heat of battle..

    Pople would roleplay their characters as barmaids/bartenders, guardsmen, farmers, criminals, pirates, etc.. It was easy to do.. Another feature was with dyes, now and days in UO you can dye every single piece of your armor, clothes, etc.. You had "clothes" to go with your armor so nobody would constantly look the same, it just wasn't oh "cloth armor = clothes.." no, it shouldn't.. Leather armor = light armor, cloth = clothes, characters should get to wear things like kilts, sashes, capes, tunics, etc.. and design them with heraldrys and what not to wear over their armor, you don't have to put stats on this sort of stuff to make your character more elite.. It's called DEPTH, and Darkfall 1.0 lacks it, let's hope Unholy Wars makes up for that lack of depth..

    You can dye your armor in Guild Wars 2 as well, they implemented it well..

    I can't help but feel like you haven't played much Darkfall. While it does lack slightly in depth as far as RP and Sandbox elements go, a large part of the community has been requesting improvements to that, and many of those elements are being addressed in Unholy Wars.

    However, many of the things you claim it lacks are actually in the game. Player housing, vendors, emotes, and many other things you listed are quite present in the game. Some of the things you listed have been in since launch.

    The NPC cities have never been a focus for the AV Devs, primarily because the focus has always been on PvP and player cities. I have lived out of many vibrant player cities, humming with life, all of it sentient as opposed to empty, mindless NPCs. 

    Can Darkfall be improved upon? Of course. Will it be? I very much hope so. 

    Either way I feel you have misjudged the game.

    I said CUSTOMIZABLE player housing.. You are able to get a house in Darkfall when your guild captures a city, or it was when it was in beta, I played a little after beta but this is what it was like when I played.. Housing was literally pointless.. Here we had this large, massive world and you could walk through it and not see a single thing in sight, the world is barren, the starter towns are completely lifeless, even the player towns have no life, it feels "barren" because NPC's don't do anything, they just stand there frozen.. Emotes were difficult to use and I advocated for PLAYER vendors in my post, meaning you put your goods on your own personal vendor.. This is what player housing would be for..

    I very much feel that players should be able to build their own personal homes in the game, re-arrange it, place a vendor, customize the vendor, name their shop, teleport to it when they need to, etc.. This is what makes a game truly player driven, not PVP..

  • GreymoorGreymoor ManchesterPosts: 801Member
    Originally posted by Eyrothath
    Originally posted by WhisperXIII
    Originally posted by Eyrothath

    I said CUSTOMIZABLE player housing.. You are able to get a house in Darkfall when your guild captures a city, or it was when it was in beta, I played a little after beta but this is what it was like when I played.. Housing was literally pointless.. Here we had this large, massive world and you could walk through it and not see a single thing in sight, the world is barren, the starter towns are completely lifeless, even the player towns have no life, it feels "barren" because NPC's don't do anything, they just stand there frozen.. Emotes were difficult to use and I advocated for PLAYER vendors in my post, meaning you put your goods on your own personal vendor.. This is what player housing would be for..

    I very much feel that players should be able to build their own personal homes in the game, re-arrange it, place a vendor, customize the vendor, name their shop, teleport to it when they need to, etc.. This is what makes a game truly player driven, not PVP..

    You can place deeds at villages throughout the world, in your house you can place furniture, paintings, crafting stations, a safe etc. It's not the best housing ever seen but it is quiet cool. Each player house can have a player vendor attached. Players can already teleport to the inside of their own house and stock their vendors as much as they want.

    Agree with making NPC cities more lively however.

  • WhisperXIIIWhisperXIII Glendale, AZPosts: 33Member
    Originally posted by Eyrothath
    Originally posted by WhisperXIII
    Originally posted by Eyrothath

    When I first played Darkfall, in Beta and later went back, I just couldn't bare it, everything still looked the game, graphics and animations had improved, it was a bit smoother and I found myself in the starting area, which looked the same, a town that was completely barren and big a tower with lazer beams that shot down at me when I turned grey, killing me quickly..

    And after playing Guild Wars 2 I realize what Darkfall lacks is depth.. Yup.. depth.. Guild Wars 2 may be no sandbox, but it has way more depth in the gameplay, towns never, ever seem barren, there is always NPCs walking around, talking to each other, most are there just for that entire purpose, just so the towns feel "alive" there is more involvement from NPC's as well, weather you fight with them or escort them... 

    If Darkfall: Unholy Wars does not feature it then I must advocate that there has to be NPC hirelings in Darkfall, I see no reason why they could not or should not do it and towns should be filled with player guards and NPC's that are stocked by players, like in UO how you could have your own vendor on your own house that you fully customized and decorated from top to bottom with furniture, gardens, w/e you wanted, a chess board.. Okay, that is what depth is and that is what Darkfall lacks.. Again, it is a sandbox game with no sand, I also believe for RP purposes we could use chat bubbles and better emotes, I never, EVER figured out how to emote in the last game, as a roleplayer, I was disappointed in Darkfall, most roleplayers who went to Darkfall from games like UO, found themselves disappointed, who can blame them? You don't make a game that is hailed as a successor of UO and not have any of the depth that UO had. In UO every single time you played was a new experience, a new adventure, it was a true social environment, even in the heat of battle..

    Pople would roleplay their characters as barmaids/bartenders, guardsmen, farmers, criminals, pirates, etc.. It was easy to do.. Another feature was with dyes, now and days in UO you can dye every single piece of your armor, clothes, etc.. You had "clothes" to go with your armor so nobody would constantly look the same, it just wasn't oh "cloth armor = clothes.." no, it shouldn't.. Leather armor = light armor, cloth = clothes, characters should get to wear things like kilts, sashes, capes, tunics, etc.. and design them with heraldrys and what not to wear over their armor, you don't have to put stats on this sort of stuff to make your character more elite.. It's called DEPTH, and Darkfall 1.0 lacks it, let's hope Unholy Wars makes up for that lack of depth..

    You can dye your armor in Guild Wars 2 as well, they implemented it well..

    I can't help but feel like you haven't played much Darkfall. While it does lack slightly in depth as far as RP and Sandbox elements go, a large part of the community has been requesting improvements to that, and many of those elements are being addressed in Unholy Wars.

    However, many of the things you claim it lacks are actually in the game. Player housing, vendors, emotes, and many other things you listed are quite present in the game. Some of the things you listed have been in since launch.

    The NPC cities have never been a focus for the AV Devs, primarily because the focus has always been on PvP and player cities. I have lived out of many vibrant player cities, humming with life, all of it sentient as opposed to empty, mindless NPCs. 

    Can Darkfall be improved upon? Of course. Will it be? I very much hope so. 

    Either way I feel you have misjudged the game.

    I said CUSTOMIZABLE player housing.. You are able to get a house in Darkfall when your guild captures a city, or it was when it was in beta, I played a little after beta but this is what it was like when I played.. Housing was literally pointless.. Here we had this large, massive world and you could walk through it and not see a single thing in sight, the world is barren, the starter towns are completely lifeless, even the player towns have no life, it feels "barren" because NPC's don't do anything, they just stand there frozen.. Emotes were difficult to use and I advocated for PLAYER vendors in my post, meaning you put your goods on your own personal vendor.. This is what player housing would be for..

    I very much feel that players should be able to build their own personal homes in the game, re-arrange it, place a vendor, customize the vendor, name their shop, teleport to it when they need to, etc.. This is what makes a game truly player driven, not PVP..

    That's pretty much exactly what is in the game now, give or take small details. Villages were added about a year after launch. They are not connected to player cities in any way.

    image

    Elyse Leveque - Zealot
  • GrixxittGrixxitt New Orleans, LAPosts: 543Member
    Originally posted by Greymoor
    Originally posted by Eyrothath
    Originally posted by WhisperXIII
    Originally posted by Eyrothath

    I said CUSTOMIZABLE player housing.. You are able to get a house in Darkfall when your guild captures a city, or it was when it was in beta, I played a little after beta but this is what it was like when I played.. Housing was literally pointless.. Here we had this large, massive world and you could walk through it and not see a single thing in sight, the world is barren, the starter towns are completely lifeless, even the player towns have no life, it feels "barren" because NPC's don't do anything, they just stand there frozen.. Emotes were difficult to use and I advocated for PLAYER vendors in my post, meaning you put your goods on your own personal vendor.. This is what player housing would be for..

    I very much feel that players should be able to build their own personal homes in the game, re-arrange it, place a vendor, customize the vendor, name their shop, teleport to it when they need to, etc.. This is what makes a game truly player driven, not PVP..

    You can place deeds at villages throughout the world, in your house you can place furniture, paintings, crafting stations, a safe etc. It's not the best housing ever seen but it is quiet cool. Each player house can have a player vendor attached. Players can already teleport to the inside of their own house and stock their vendors as much as they want.

    Agree with making NPC cities more lively however.

    The OP played before a bunch of those features were patched in. The housing system in DF still blows compares to UO tho

    The above is my personal opinion. Anyone displaying a view contrary to my opinion is obviously WRONG and should STHU. (neener neener)

    -The MMO Forum Community

  • king0fmarsking0fmars eagle, WIPosts: 43Member

    OP is confusing depth with fluff. If this is what really matters to OP then looking to indie developers to deliver these kinds of features is a lost cause. Darkfall has endless depth but it comes in the way of gameplay meaningless visuals like the game "feeling" alive.

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