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I thought i would post this up here as our jolly moderator friends over at the Darkfall forums do not condone constructive criticism! Even quoting the Adventureteen overlords on their past lies is a direct violation of forumfall law!
Rest assured, anyone displeased with the current moderation policy can take revenge in DF:UW on Ninogan (Chavoyl), and his forumfall friends AgentOranj and Brainfreeze, we thank them kindly for demonstrating how a state penitentiary deals with unruly citizens.
How can you release an unfinished and untested supposed sequel to a game that ships with less content than the predeccesor, AND completely backstab all the long-term followers and veterans of Darkfall by completely changing the core mechanics that were supposed to differentiate this game from a straight up pvp arena? The answer is Aventurine.
One of the largest issues that imbalanced the wealth distribution of the world in Darkfall 1 was the rampant exploiting and misplacement of many high end mobs. Darkfall 1, unlike UW, did have a beta and while spawns were fixed an enormous amount [of bugs] still made it into the release client. We are possibly looking at hundreds of possible exploits and faults left in the game on many different levels.
Key mechanics have been disabled or removed from the system providing a possibly huge imbalance or exploitability. Content is missing from key areas of the game while much development time seems to have been spent on multiple rebuilds and redesigning of the world and other graphical elements that hard working Darkfall grinders are happy to turn off in their graphics settings window upon entering the world of limbo.
Instead of regurgitating old information and quoting information released by Aventurine that have proven to be lies i would invite anyone in need of a reality check to go back and read the first pages of the news archive when they were actually releasing content and features that made it into the game.
Compare this to the current Darkfall blog you have and it will not take you long to notice that roughly more than half of the features they touched upon in their blog entries did not make it into UW, perhaps this is a good thing because that same blog mentions features such as "Limbo" and "a NPC courier system" and many other themeparktastic features that were extensively discussed and lied about. One can only hope these features are not going to be in DF:UW but given the fact we have heard nothing about those features since their announcement, and considering Aventurine's track record, anything could happen.
Needless to say such features announced for UW are in direct contrast to the original features and vision that were designed and created by the godfathers of this game, familliar faces to most old veterans: Claus Grovdal, Ricki Sickenger and other key personnel from the original Razorwax team.
When any veteran Darkfall players read what features are in store for DF:UW i can't help but make the comparison that it's much like finding out the girl you've been trying to land turns out to be a scantily clad dude called Tasos.
Apply this to DF:UW and what you are left with is a pretty watered down version of the solid foundation DF1 was, dressed up cute to look like a sandbox but once you get to the good part you find out its actually a heartattack inducing themepark ride to hell.
Luckily you can limbo port back to your last known location after suffering brain damage from staring into your permanently magic-spell blinded screen.
Those magic enthousiasts of you will be happy to hear that you can spam your favorite area-of-effect or crowd control spell while holding your melee weapon or bow. The revolutionary new system allows you to run around wildly sprinting in every direction while knockbacking your enemies into oblivion.
It doesn't take long to see that the people that worked on the original Darkfall vision are not behind the new game, but rather it seems more fitting that such groundbreaking features as "roles", "limbo mode" and "player points" have been conjured up by Tasos and the seven dwarfs. - But even the dwarves did not survive the massacre of sandbox mechanics because in the new game they have become extinct, much like the sandbox mechanics we were hoping to find, buried under the mountains of zerg friendly features and pvp arena mechanics directly lifted from other terrible games we all hate.
To those of you that still cling onto the sliver of hope that Aventurine may become a reputable company after launch, rest assured, they will still lie to you at every possible opportunity.
Don't worry though, if you feel you have been insufficiently lied to you are free to open a support ticket at our customer center where we guarantee one of our minimum-wage employees will reply to your outrageous claims before the mayan calender ends.
As a reward to those of you that are still reading this wall of text, you will be pleased to know that one of the few questions Aventurine refused to answer in the recent Q&A was the straight up question if there were "plans in place for a player beta".
That's all you will learn from me though, because just like Aventurine, i lured you into reading this thread under false pretenses, but my lie only lasted 10 minutes, whereas Aventurine's lasted a decade!
Maybe they are right though, with half of the key mechanics missing or deleted what is left to test? The new streamlined Dorkfall allows you to get right into the fight, no worries if you die, just limbo back to your grave and kill the infidels that dared to oppose your magical abilities with their inflatable bats and bows. Why spend precious time testing a game when you can experience it all live!
One thing Aventurine did not lie about though is that DF:UW is going to be a completely new game, one that takes a drastic turn from the original vision that attracted us to Darkfall, and tries to straddle the fence between a sandbox game and a full-blown pvp arena massacre themepark world that leaves you with burning hemorrhoids and massive headaches.
See you in-game!
A disgruntled sandbox player