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Originally posted by pmaura sutff like this always bothers me when you allow everyone to be everything then everyone wants all the loot becuase everything is viable for them and it no longer makes characters unique. now everyone is everything.
I think you're a bit confused.
Everyone can't be everything in UW. IN the original DF you could. there was no classes, you could master every skill in the game and be all things at once.
UW stops you from being all things at once by having classes with limitations on them.
Originally posted by pmaura they said that you can change roles on the fly. a tank can turn into an elementalist no problem, this then makes all loot viable for al classes, oh I need that robe, dagger plate and two handed ax for my guy becuase I never no which I like to play.
This isn't the kind of game where you'll be collecting new gear with random pugs anyhow. It's much better like this than the way it was in DF1.
Because DF was broken and support pure zergs and only one build. Nothing else matter.
They have a sandbox MMO not a PvP sandbox game. Yes there are differences.
maybe its me but I dont see how this is better then the old system. If I can change between and class and role and skill and spell on the fly in the heat of battle how is that different than the current system.
Also if you go out with a group of friends and you all get some awesome armor everyone wants it, every weapon is viable for each person.
If your going to have classes great, but by allowing people to instantly switch between them negates the reason for classes. everyone is still everything.
Originally posted by pmaura maybe its me but I dont see how this is better then the old system. If I can change between and class and role and skill and spell on the fly in the heat of battle how is that different than the current system. Also if you go out with a group of friends and you all get some awesome armor everyone wants it, every weapon is viable for each person. If your going to have classes great, but by allowing people to instantly switch between them negates the reason for classes. everyone is still everything.
You cant change classes in battle, as far i remember they already stated that you need to talk with a npc in order to switch role aswell there is a cooldown on this option.
Beside of that there are different weaponstyles where you most likely will only specialise in one 2hand and one 1hand weapon skill so theres already something you dont have to worry that everyone needs that lol.
Also when people will specialise in the beginning in particular classes and skill these up they after a battle will choose the loot/gear which suits to their role rather then demanding something that they wont need the next time.
I would imagine that in order to change your role you will need to visit a city and pay X amount of gold to change your role.
And probably 1 change per X hours.
This" role" system IS better then the previous system but still isnt really that good.
The biggest change is mages will only be able to use 2 magic schools vs using ALL OF THEM in DF1.
Also to be the best archery or melee you wont be able to be the best mage at the same time. Thus, it effectively reduces the overpowered"hybrid" character which everyone NEEDED to play to be effective in pvp.
If you wernt a hybrid player in DF1 you had zero chance in pvp. You need magic to heal , wall of force, bunny hop, knock up, blind, etc, You needed melee fo close face2face combat and you needed archery for underwater fighting and distance fighting.
It will be interesting to see what the flavor of the week "roles" will be.
The best time in DF was when not everyone had 100 in all skills. You had players who concentrated in 1 magic school, or melee or archery, and in Pvp you didnt know how those players would fight you since you didnt know what their best skills were.
Eventually 6 months after release everyone was hybrid.. because it was so OP and it was only a disadvantage to NOT be a hybrid. There was no incentive to be the best archer, or best melee, or best mage,..... because a hybrid would destroy you due to having max options available to them with no reduce in damage or speed at all.
The devs toyed with a few "classes" like destroyer and others. These did little to change the fact that hybrid was king and 100x better then being non hybrid type character.
Originally posted by zimike I wonder who they got testing DF:UW. They doing any beta for it? Seems like the game is just around the corner. But then again, they have been working on it since at least '09.
People have been beta testing the game for a long time, they just called it "Darkfall".
All they are really doing to darkfall is updating the look, redoing the world/starting areas, adding some stuff you could consider expansion stuff, revamping gear and crafting...
At its heart the game is still darkfall and even witht he shiny effects looks just like darkfall does...its core has been tested for years however and instead of addressing issues they kind of did a big expeansion then the expansion snowballed...long story short DF 2.0.
Unfortunately the game will still lack a lot of sand in that sandbox that the pve'ers would thirst for, and hopefully the changes fixes the two styles of play currently in game (being a magic caster who uses greatsword OR a arrow shooter that uses greatsword+heavier armor)
I just pray that this game isnt a cave in to all those "pvp only" players who macroed their skills and wreked the first game..i really hope they are not creating a full blown arena pvp game...i love my pvp but you need pve players in a mmorpg DF 1.0 proved how boring it can be in a game with just pvpers and also that the grind in DF wasnt why people werent playing.
None of that matters i guess, its lightyears ahead of the few games that will be competing with it...so long as it retains 1.)'s playability.
I also dislike having classes. I think you should be able to do anything you want, but depending on your geat setup some playstyles are more effective, for example somebody in full heavy should not be able to do much damage with magic and visa versa, somebody in robes(a mage) should be really vulnerable in melee.
In all honesty, the original Darkfall did one thing pretty good, it was the fast paced non limited gameplay. Apart from some balancing issues it was pretty good already.
People take the internet too serious...go out get some sun and cool off
Originally posted by WolfsRainn I also dislike having classes. I think you should be able to do anything you want, but depending on your geat setup some playstyles are more effective, for example somebody in full heavy should not be able to do much damage with magic and visa versa, somebody in robes(a mage) should be really vulnerable in melee. In all honesty, the original Darkfall did one thing pretty good, it was the fast paced non limited gameplay. Apart from some balancing issues it was pretty good already.
Agree with this. There was no rerolling crafint alts and combat specific alts...you could really do it all...which was great. However they desperately needed a way to limit the skill you used in one encounter...that was the flaw.
It worked so well since doing simple stuff like mining or just running places increased stats which in turn would make you fight a bit better ect...really gave me motive to craft and resource.
They added the classes because all of the "casual" crowd didn't want to have to endlessly grind again to have every skill in the game. Personally I think a soft cap with diminishing returns would have been the way to go, but the class system should be ok if it works to get a lot more people in game.
As far as loot goes it is obvious you either never played original Darkfall or weren't succesfull at killing people. You loot what you can when you can and back at your home trade w/e with your guildies and allies for what you need, there is no "hmm.. well this guy had a sword but i use axes....." YOU GRAB AND GO, then sort it out later.
Er? Everyone was everything in DF 1. The most viable 'class' was pretty much max all skills and wear an Feathered Infernal Helmet and the rest Bone Armor. There was essentially one classs if you wanted to be on an even keel with everyone else.
Ya it is a great system they have implemented I think. You do not choose a 'class' but instead can multiple times a day choose a new 'role' in which will restrict you to certain armor types, and abilities. Which is perfect, if you don't like it then you can switch out to something better. If your defending your city then you roll a Elementalist to do high DPS, if your farming NPC's you switch to a skirmisher to use bow. It will make the game dynamic, and force people into rolls, and bring about a really good teamwork based system.
This is a way is how Eve works, imagin if every ship in Eve could equip a doomsday device to their ship. Or every ship could have multiple shield/armor reps, remote armor reps, fighters and all types of guns. It would be completely stupid, and this is how Darkfall Online was. Everyone was a mage, archer, warrior and healer - it made the game feel very overwhelming, and I can understand why DFO turned so many away.
I resuscribed to DFO a few weeks ago to get back into it, and I found myself putting 80+ spells/abilities and items into my hotbars - all of which I felt were very important to have. There was about 25 Damage dealing spells, 5-10 weapons/food/potions, about 20 self buffs, 20 buff others and then further more about 10 utility spells. No wonder people felt the need to run scrips to play the game. I for one am able to deal with this massive amount of variation, but it is very overwhelming in the first few days back.
Darkfall Online: Unholy Wars is looking to be a damn good game, and I can't wait for the next installment and the 6 or so few months following as the rush to claim land and form alliances starts. Can't wait!