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As written by a Community Liaison In DFUW Forums :
This post is being reproduced on many forums by a disgruntled player who was banned for a billing violation and it's obvious he has not been in the game since the start of beta.
This post was taken from a well-meaning post from the beta forum dated December 2012 and twisted to serve a different purpose= and we felt the need to post since you are referencing it here:
Do not forget that Darkfall Unholy Wars is an all-new game, based on the Darkfall legacy, and not a successor to the original Darkfall Online. Comparing features from one game which ran for 4 years and evolved through 4 expansions and 80 content updates with a new game before its' launch is suspect especially since you do nothing to point out the many ways the new game has improved on the original concept. With that in mind, I'll try to address things inline:
Missing Content from DF1
No Dungeons in game. (Not including starter dungeons) - Will be added in rapid succession after launch
Chaos cities removed. - They cannot be removed, this is a new game. There is no need for chaos cities in this game
Many NPC cities removed. No cities were removed. The Alfar and Mirdain NPC cities are coming shortly after launch
No Wildlife. Will be introduced
No more party waypoints. False Party waypoints are in game
Chat system is abysmal. The old chat system was vastly superior. There is currently a task force working on implementing player feedback into the chat system
Can no longer link items in chat. A part of the planned upgrade in the chat & logs system.
No more coloured chat. It is not required with the new color-coded chat system.
Can no longer resend messages or view sent message history. A part of the planned upgrade in the chat & logs system.
No more trade channel. The markets, which are coming immediately after the launch, will render the trade channel obsolete.
No more chat timestamps. False. This has been in game since the start of beta.
Sea towers removed. This is a new game, they were not removed. Sea tower functionality along with a lot of ships during a short-term naval combat upgrade
Almost all boats removed. False, they are in the process of being introduced. They will be introduced shortly after launch, with a naval combat upgrade.
Warhulks removed. They were not part of the original design. The sieging system is being reworked and will be introduced in a special update.
Funhulks removed. There is no need for the funhulks in Darkfall Unholy Wars.
Sithras removed. Sithras are currently not a part of DFUW's design.
Lack of diverse power attacks from different weapons. This is irrelevant with DFUW's design.
Currently no way to create cannons. See above on siege system
Battlehorns, Bluetails and Horses removed. New mounts are being introduced after launch, with more uses than just travelling and PvP.
Shulgan Drake removed. (<3 BabyBear) see above
Kraken not implemented. FALSE- KRAKEN IS IN GAME.
Many monster types has been removed. This is a new game. Many more and new low and high tier monsters are coming after launch and will keep adding throughout lifecycle.
No Map Annotations. FALSE - THEY ARE IN GAME.
No Item Counter. This is irrelevant.
No Compass. There is no need for a compass, if our players loved it so much, we will reintroduce it.
Many recipes have been cut and now the only easily accessible food are Baked Potatos. This forces players to revert to low level spawns for food. Digging addresses this, as it now provides with a lot of resources for lower tier food.
Bringing bread back to vendors and simple fish recipes would help new players and vets have access to basic nourishment. Markets solve this by making food available to everyone.
Party system is worse. Now only leaders can invite, Though it has improved in a way as leaders can now kick. This is an opinion post.
Meditation removed. Again promotes afk macroing. False. Marcoing is no longer an option to raise any skill courtesy of the prowess system
Useful melee abilities which people actually used were removed. (Knockback, Whirlwind) These exist in the Warrior Role, which is designed to have these kinds of attacks.
No more double jump. (Brawler only with cast time implementation is clunky and unusable for most situations) This is a design decision, though we are considering options.
No internal clan ranks. False -Clan ranks are different in DFUW
No clan log. A part of the planned upgrade in the chat & logs system.
No clan bank log. A part of the planned upgrade in the chat & logs system.
All quests removed. (these weren't THAT bad and i did every single alfar quest in DF1) The feat system is more than a worthy replacement for the old quest system of DFO, and one of the most well received features of DFUW.
No ingame lore. The Darkfall games never relied heavily on lore, although new lore has been introduced for DFUW
No clan political overview. (can't see current allies/enemies in clan tab) You have the political view in the world map, with many options.
No way to see peoples clan ranks in other clans, before you could find someone from an appropriate rank to contact. A part of the planned upgrade in the chat & logs system.
Emotes removed. They are currently in the works.
Barbers removed. Not in the design for DFUW. We are considering adding them after the game's release.
Pack mule and Tireless removed. (<3 Caldrin) They no longer apply.
No more hitsounds. (<3 BabyBear) Sounds are fine
No more epic gank animations for different weapons (<3 blob) FALSE - EVERY WEAPON TYPE HAS DIFFERENT GANK ANIMATIONS
No more Surtstone. (<3 Venny) New game, new design. It is a part of consolidating the world.
No more /stuck command. Not necessary, if our players want it we will consider reintroducing it.
No more trade routes. (<3 Deadlyhit) they were underwhelming in DFO, we plan to improve them and bring them back in DFUW.
No Enchanting. (<3 Telc) Will be added after launch: in the priority list
No Transmutes. (<3 Telc) Will be added after launch.
No salvaging. (<3 Telc) False - Salvaging is in game.
No more jewelcrafting. (<3 Deadlyhit) Will be added after launch.
No more wonders. (<3 HoldenXoX) Will be added after launch.
No more Web Journal. (<3 BabyBear) Not necessary in the new GUI of Darkfall Unholy Wars.
Missing promised content and fixes
Load lag is still in game. (Tested and confirmed by multiple people) A side-effect of the Debug mode, currently in place for the beta process- will be removed soon.
Added multicore support yet the performance is worse than DF1. (Could be debug mode) False -Overall performance has been increased over DFO with much better graphics as well
No new dynamic Dungeons in game. Addressed above.
Land towers not implemented. Addressed above
No way to bind sword and shield to the same key. Still needs a 3rd party macro. False - This is now in game.
The mounts in game handle exactly the same as each other and the differences are purely cosmetic. No different mount stats. Addressed above
Massive persistence problem and duping is rampant. False - This was fixed during beta
Yssam dinosaur not implemented. The Ragaizan, along with other and new epic mobs, will be added in DFUW soon.
No demi gods in game. Never promised for DFUW.
Red Pyramid on Rubiyat has disapeared. It's a new world.
Feature to make gearbags has not implemented. I am not sure I understand the statement, gear bags work exactly as they did in DFO.
Weather effects not implemented Left out for performance concerns.
Still no meaningful improvement to boats with the weather system. (This was apparently disabled just before DF1 launch and just needed finishing touches) This was not in DFO, and was never promised for DFUW.
DF 2 was said to have multiple types of ranged weapons with different characteristics(Hinted at Longbows/Shortbows/Crossbows). There is only a default bow. Never promised for DFUW.
No easy friend/foe identification. False-There are Party / Clan / Alliance Toggleable Markers.
No Armor Dyes. This has not been promised for DFUW, it was not in DFO, but we are currently examining our options for it.
GUI is still extremely CPU intensive. False - CPU usage has been dramatically reduced for DFUW over DFO.
Monster AI unchanged. There have been small changes in the AI, to accommodate the changes in Agon.
Still a vast monotonous grind for in game stats. False - The new prowess based system addresses this.
None of the new monsters from the concept art are in the game. They are being added post launch, either as stand-alone monsters or part of dungeons.
No Market/Auction house. (<3 Nat daprat) The Market is in the final stages of development, and our top priority of things to be implemented after launch.
No resource monoliths. They are placed in game, and will be activated after the release, and this has been announced in past updates.
Wolf walls can easily be jumped over. We have no such reports, this will be investigated.
The new racial models which we have been shown to us from 2010 have been scrapped. These represented numerous blog updates spaced weeks if not months apart with little other meaningful updates during this time. This was necessary, due to DFUW gameplay factors and logistics. We are looking into it.
4/6 Starter Cities in game. (<3 mercnet) Same as above.
Only 6/16 classes have been implemented. 1 more role with 2 more schools has been added to the game, the Primalist, with more coming in the near future.
Sprinting and turning with the mouse is not affected by momentum. The same problems exist where simply sprinting forwards while moving your mouse side to side makes you a ridiculously hard target. This is the poster's opinion.
Massive safe zones which are easily abuse-able. A whole system needs to be put in place to stop this abuse which is already happening on border lines. FALSE - SAFE ZONES SIZE REDUCED, NO ABUSE POSSIBILITY
PVE content is unbalanced and unengaging with little variety between spawns. This is the poster's opinion.
Some PVE content is impossible to test and with current classes would be impossible. FALSE - all types of monsters already been killed in DFUW beta
Loot tables across the board need to be fixed and adjusted. This is the poster's opinion.
Many monster spawns which are on the map are non-functional. This is a part of the beta process.
No proper testing on player holdings. FALSE - These have been tested both internally and on the beta server
No proper testing on villages. FALSE - These have been tested, both internally and on the beta server
Completely untested siege system (Internal testing isn't sufficient for something involving so many players). FALSE - Siege system is the one introduced in DFO in the end and has been thoroughly tested.
Seemingly no reason for the name. "Unholy Wars" This is based on DFUW lore and is explained.
Many monsters still immune to certain damage types making them unkillable for certain classes.This works as intended.
Armour Protections need a massive rework especially at low level. (<3 Hisman) This is the poster's opinion.
Allies names not showing in green. (<3 Nobody Special) FALSE - They do
New racial models in game, but still statues and monsters use old models. Worldbuilding rework for these areas and monsters need replacing. FALSE - All areas have been built from scratch. Old statues are in place for lore reasons.
Unarmed mastery in game but not actually usable - This is a bug, there is no intention of an unarmed mastery.
General gripes and major problems with the game
GUI is completely unfit for purpose and isn't at all intuitive. This is the poster's opinion.
Lack of meaningful GUI customization. This is planned for a later date.
Forced to use different classes and play-styles to level different base stats. FALSE - The new prowess based system completely addresses this
Slower more unrewarding combat system. (<3 pawN isDecent) Movement speed is the same as DFO.
Massive class unbalance. This is the poster's opinion and not widely supported
None of the currently implemented class abilities are anywhere near done and all need major tweaking/overhauls. This is the poster's opinion.
Bloodwalls viable again. FALSE - Nothing like this will net any kind of gains in DFUW
Much smaller world. This is intended, but the size is still very large, with a lot of unused surfaces removed.
No way to skip tutorial. This is intended, due to only having one character per account.
Sluggish character movement. This would be a result of a very outdated or not properly maintained PC , plus the debug mode currently in place in the beta.
Feel of "detachment" from characters due to ungainly movement system and lack of responsiveness. TThis would be a result of a very outdated or not properly maintained PC , plus the debug mode currently in place in the beta.
Chaos chest house lottery still in place. This mechanic works as intended.
Input delay. This would be a result of a very outdated or not properly maintained PC , plus the debug mode currently in place in the beta.
It's clear that with stat grinds and different ranks of gear there will be a even greater gap between vets and new players. F - Prowess point system addresses this completely
Crosshair wobble. This has been redesigned, with direct feedback from the player base.
Random crits now in game. This works as intended.
Swim speed slowed while casting, making for easy water get aways. Unable to cast many abilities under or in water. This works as intended.
Even less reason for players to use boats with the absence of sea towers, low availability of black powder, lack of sea creatures. Same as above.
Armor Racks / Weapon Racks are being farmed by afk players for high ranking gear in safezones.False - Racks only drop low end weapons and armors
Polearm knockback still in game. This works as intended.
Blackpowder requires obscene amount of resources to craft (0.5 Gold, 1 Sulfur, 0.5 Fossils per Blackpowder). A reduction in crafting materials required for black powder is being considered.
Battlespikes are extremely expensive to craft. A reduction in crafting materials required for battlespikes is being considered.
Without significant changes, Player cities will prove to be untakable impenetrable fortresses come release. This is the poster's opinion.
No tools to get over walls on raids. Really needs craftable ladders or something. The entire sieging system is being revamped
Potions are largely unchanged and still quite underwhelming. This is the poster's opinion.
Many player holdings terrain has remained unchanged from the DF1, yet the cities placed their have changed. Many of the unique holdings have lost the special things about them. (Aradoth, Apautan, Sunthrone, Longmarch, etc) This is the poster's opinion.
Crafting fails still in the game. This works as intended.
The new Bank and Bag system is terrible and are completely unfit for purpose. See above.
Stat requirements on gear. This works as intended.
Food system is abysmal now. (Raw ingredients give nourishment for 0.1second). No access to proper nourishment. Addressed above
Noobie mob spawns are almost unsoloable due to instant spawn rates. It's impossible to lock down a spawn without getting overwhelmed. This has been fixed.
Many monsters are completely immune to arrows or skirmisher special abilities. See above.
DF2 is more demanding on our computers than DF1. It will be even less playable during sieges.DFUW has seen a lot of performance improvements since DFO, and the PC technology has also progressed between the 4 years from the release of 2 games.
Holding F interface for mounts/bank is vastly inferior to 2 separate binds and is a poor use of a radial system. This is the poster's opinion.
No more action bars. They are not needed with the current system
Radial Menu is a pile of ♥♥♥♥, Full Stop. (<3 Venny Rawr) This is the poster's opinion, and also the Radial Wheel controls are optional.
The 2 radial menus with separate activation keys don't work. They are clunky and unintuitive and don't allow players to properly track cooldowns. A simple hotbar with 1 activation key was much better. This is the poster's opinion, and also the Radial Wheel controls are optional.
Stat management with transfers doesn't work at all and you currently run out of stats extremely fast. We are currently working on addressing this, most likely before the launch.
The new melee abilities are more like AoE Spells and seem to not involve melee weapons at all. This works as intended.
Convoluted system to see general skill levels. We are considering a redesign of this.
Lack of video option settings to help improve frame rate, specifically changing how much grass is rendered. (<3 Wingman92) False - Frame rate can be improved using the medium or low graphics presets.