DF:UW will be "forcing" players to chose between four roles (Warrior, Skirmisher,Elementalist, Cleric), and each role will further offer a choice between 4 schools (vocations). These 4 schools will come in pairs that are oppositional, so only the two non-opposite schools can be selected by the player. So the total role combinations are 16. Of the two schools selected, one will serve as primary and allow the player to use the Ultimate skill in that schools, and the other as secondary barring use of the ultimate skill.
A players can switch between roles perhaps even many times a day, and eventually train all skill up to max, however this change will not be on the fly - you will probably have to visit some trainer in a city to do this.
DF:UW will be "forcing" players to chose between four roles (Warrior, Skirmisher,Elementalist, Cleric), and each role will further offer a choice between 4 schools (vocations). These 4 schools will come in pairs that are oppositional, so only the two non-opposite schools can be selected by the player. So the total role combinations are 16. Of the two schools selected, one will serve as primary and allow the player to use the Ultimate skill in that schools, and the other as secondary barring use of the ultimate skill.
A players can switch between roles perhaps even many times a day, and eventually train all skill up to max, however this change will not be on the fly - you will probably have to visit some trainer in a city to do this.
DF:UW will be "forcing" players to chose between four roles (Warrior, Skirmisher,Elementalist, Cleric), and each role will further offer a choice between 4 schools (vocations). These 4 schools will come in pairs that are oppositional, so only the two non-opposite schools can be selected by the player. So the total role combinations are 16. Of the two schools selected, one will serve as primary and allow the player to use the Ultimate skill in that schools, and the other as secondary barring use of the ultimate skill.
A players can switch between roles perhaps even many times a day, and eventually train all skill up to max, however this change will not be on the fly - you will probably have to visit some trainer in a city to do this.
I believe they said its on the fly.
nope, i'm 100% certain on that, but digging the post where they mentioned it is gonna take some time.
The idea behind roles is to get new players competative within one specialisation early, where as vets will have more flexibility with being able to switch to additional roles.
I think most people agree the flashy spell effects for warriors and archers are lame and annoying, makes everyone look like magicians.
but this video is still awesome! much better than the last one. watch in HD full screen you can see alot;
the bow reticule gets less accurate when moving compared to being still (crosshair wobble)
the circular health bars of enmies around reticule
3rd person archery means DF:UW will be completely 3rd or 1st person optional.
generally sweet ui, especially the minimap.
The effects are lame and annoying you are right. Woud really like to see sprinting archery.
Personally I think 3rd peson is the carebear route, and would prefer full 1st person so there can be true stealth instead of being able to look around corners and over hills without being seen. The wow-crowd loves its 3rd person though.
3rd person is dumbing down the game somewhat I agree. as it makes it harder to sneakup/sticky back. but the game was never fully 1st person anyway, so personally I dont mind too much. plus not forcing people into 1st person will make the game have alot more mass appeal.
And all the people worrying there will be no 1st person option are being stupid.
@Galadourn - Thank you for the explanation. This reminds me a bit of Shadowbane to be honnest
And I can see it working well in this context too.
***
The green Flashes and all that I do not worry about, this could be a place holder at this stage and the FX can be improved later to make some people feel excited with pretty explosions. For now Gameplay > Graphics imo.
As for 3rd Person, I prefer it for an MMO that has a wider scope than just Combat (such as Planetside 2 or WWII Online and all similar games etc).
And DF is supposed to have depth and a wider scope.
Cool Cool!
- Duke Suraknar - Order of the Silver Star, OSS
ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
yea i think 3rd person they are showing since its new and witht he camara that close to you i think it prevents the looking around the corner better maybe
Since I am playing GW2 and not paying a sub, this game is certainly on my radar. I am hoping that they have learnt a lot from their first experience and this comes out solid and polished. Kinda exciting about playing a game from a firm that have already released a V1.0
DF:UW will be "forcing" players to chose between four roles (Warrior, Skirmisher,Elementalist, Cleric), and each role will further offer a choice between 4 schools (vocations). These 4 schools will come in pairs that are oppositional, so only the two non-opposite schools can be selected by the player. So the total role combinations are 16. Of the two schools selected, one will serve as primary and allow the player to use the Ultimate skill in that schools, and the other as secondary barring use of the ultimate skill.
A players can switch between roles perhaps even many times a day, and eventually train all skill up to max, however this change will not be on the fly - you will probably have to visit some trainer in a city to do this.
I believe they said its on the fly.
nope, i'm 100% certain on that, but digging the post where they mentioned it is gonna take some time.
They said you will do it on the fly from the UI though.
It is becomming all to obvious that Aventurine's solution to mages being overpowered is to just make everyone into a mage. Archers used to have one critical advantage - that they could shoot without revealing thier position. The swirly green effect when using specials takes that away, now they really will just be mages who use a bow rather than a staff to cast their spells. Being able to also wear better armour than real mages raises serious questions about how Darkfall will play - it seems far more likely now that there will be "one class to rule them all" in terms of risk : damage : defence, and that class may well be the Skirmisher mage.
All in all - the game is looking good, the crouchwalk animation seems to be the same as always (but it's great that skill is retained), but the class skills/balance look to be seriously disappointing, with the only question being what falvour of mage do you want to be - tank mage, archer mage, or squishy mage. That's probably my overall view of Darkfall : Unholy Wars on the information and videos shown to date: disappointing; for years of development work I expected something better.
See to me the have 4 roles Warrior should beat rogue loose to priest and draw with mage. Rogue, beat mage, loose warriir, draw priest. Priest, beat warrior,draw rogue, loose mage Mage should beat priest, draw warrior, loose rogue
Originally posted by Realbigdeal At the end of the video, the 2 fighters are getting killed by an arrow that farted on them. The effects are so lame.
The "lame" effects would have what impact on gameplay? FFS, most of that crap is turned off/down in large scale fights anyway.
Im sorry, not enough fluff for you?
Your comment makes no sense to me, other than to try and look cool in front of people who don't care about your opinion.
Immersion is a large factor in a game that is supposed to be a sandbox. In fact, immersion is a big reason why any game is successful. I don't believe that those god aweful spell effects help that immersion. So yes, immersion has a huge impact on the game.
Originally posted by Realbigdeal At the end of the video, the 2 fighters are getting killed by an arrow that farted on them. The effects are so lame.
The "lame" effects would have what impact on gameplay? FFS, most of that crap is turned off/down in large scale fights anyway.
Im sorry, not enough fluff for you?
Your comment makes no sense to me, other than to try and look cool in front of people who don't care about your opinion.
Immersion is a large factor in a game that is supposed to be a sandbox. In fact, immersion is a big reason why any game is successful. I don't believe that those god aweful spell effects help that immersion. So yes, immersion has a huge impact on the game.
Only to people like yourself. Immersion...lol thats rather pathetic. So you want "realistic" magic arrow effects in a fantasy based large scale pvp mmo?
Originally posted by Realbigdeal At the end of the video, the 2 fighters are getting killed by an arrow that farted on them. The effects are so lame.
The "lame" effects would have what impact on gameplay? FFS, most of that crap is turned off/down in large scale fights anyway.
Im sorry, not enough fluff for you?
The animation seems toi be dumbed down to be less CPU/Ram intensive than a explosion type animation im assuming they did this to reduce lag in large scale combat.
Its amusing watching all the complaints / crying about Skirmishers being the new "OP mage" or whatever when we have seen only 1 of 4 sub-roles within Skirmisher, 1 of 4 sub-roles within Warrior, and nothing whatsoever about mages or priests yet. People are basing everything on Skirmisher vs what USED to be mages in DF1 without even considering what will happen with mages in UW because we havent seen any of it in action yet. Everyone is acting like they know it all when we have seen 2 of 16 sub-roles in action.
Its about as ridiculous as people who talk about full loot in the context of themepark gear grind games instead of what actually makes up a full loot PvP game like DF. Youre comparing 2 completely different things.
As for things like archers being able to stay concealed. How has that changed? Youve still got your normal arrow shots for that purpose just like in DF1, youre not required to use these special attacks constantly. What else did you have in DF1 as an archer? Disabling shot. That was it. No other attacks with a bow. Would you prefer they just let everyone use bows and normal shots like before and not have any class that specializes in archery with its own unique set of skills?
While I think the concept behind the role system is great (and certainly better than DF1's system) I'm a bit worried that all we're seeing here are glorified classes.
The roles are way too strictly defined for my taste; every role has four sub roles, every sub role has five predefined abilities, and afaik you can't combine them and you can't tweak them to suit your particular taste. Gear seems to be a mere stat add-on and not a vital part in how your role is contructed.
Of course, no one wants the old "super-hybrid" back, but I for one like a more dynamic system were every player has the options available to make his "own" class based upon what gear and abilities he chooses for a particular task.
I'm constantly bringing EVE up in these discussions but that's because it has so many strong points that I can't understand why other "sandbox" devs don't copy it more. In EVE you've got many different types of ships, many different types of fittings, many different types of skillsets.
The possible combinations of all this is what gives the game its diversity and sense of freedom. Sure, if you want the best results you'll need to read up on which combination is most suited for the stuff you want to do, but the point is that nothing is predefined. You can easily gimp yourself by choosing a bad combination, or you might excel at something by working out a combination that works extremely good for you personally.
The devs have not limited your freedom by pigeonholing everything down to a given, predefined number of "roles".
I know AV will never do something like that because "dynamic" is not in their vocabulary. Still, a man's allowed to dream, right?
Originally posted by Realbigdeal At the end of the video, the 2 fighters are getting killed by an arrow that farted on them. The effects are so lame.
The "lame" effects would have what impact on gameplay? FFS, most of that crap is turned off/down in large scale fights anyway.
Im sorry, not enough fluff for you?
The animation seems toi be dumbed down to be less CPU/Ram intensive than a explosion type animation im assuming they did this to reduce lag in large scale combat.
Comments
Are there any videos explaining new mechanics?
Are they adding Classes? Or are they adding professions? Like SWG? Is it still asystem based on skills the player chooses for their character?
This video seems to have like a Class of Squirmisher which gets access to certain skills...
Order of the Silver Star, OSS
ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
Is it just me, or do all the new spell effects seem really cartoony?
I mean the "explosive" arrow was just a green flash.
(Uzik ibnYaraq in game. Always willing to help.)
http://www.youtube.com/user/UzikAlJhamin
the video is very nice!
@ Suraknar
DF:UW will be "forcing" players to chose between four roles (Warrior, Skirmisher,Elementalist, Cleric), and each role will further offer a choice between 4 schools (vocations). These 4 schools will come in pairs that are oppositional, so only the two non-opposite schools can be selected by the player. So the total role combinations are 16. Of the two schools selected, one will serve as primary and allow the player to use the Ultimate skill in that schools, and the other as secondary barring use of the ultimate skill.
A players can switch between roles perhaps even many times a day, and eventually train all skill up to max, however this change will not be on the fly - you will probably have to visit some trainer in a city to do this.
I believe they said its on the fly.
nope, i'm 100% certain on that, but digging the post where they mentioned it is gonna take some time.
here it is....there is a cooldown between switching roles.
http://forums.darkfallonline.com/showthread.php?t=325878
so switching will not be instant in any case
I think most people agree the flashy spell effects for warriors and archers are lame and annoying, makes everyone look like magicians.
but this video is still awesome! much better than the last one. watch in HD full screen you can see alot;
the bow reticule gets less accurate when moving compared to being still (crosshair wobble)
the circular health bars of enmies around reticule
3rd person archery means DF:UW will be completely 3rd or 1st person optional.
generally sweet ui, especially the minimap.
My blog:
The idea behind roles is to get new players competative within one specialisation early, where as vets will have more flexibility with being able to switch to additional roles.
I like the idea, reminds me of eve somewhat.
The effects are lame and annoying you are right. Woud really like to see sprinting archery.
Personally I think 3rd peson is the carebear route, and would prefer full 1st person so there can be true stealth instead of being able to look around corners and over hills without being seen. The wow-crowd loves its 3rd person though.
3rd person is dumbing down the game somewhat I agree. as it makes it harder to sneakup/sticky back. but the game was never fully 1st person anyway, so personally I dont mind too much. plus not forcing people into 1st person will make the game have alot more mass appeal.
And all the people worrying there will be no 1st person option are being stupid.
My blog:
@Galadourn - Thank you for the explanation. This reminds me a bit of Shadowbane to be honnest
And I can see it working well in this context too.
***
The green Flashes and all that I do not worry about, this could be a place holder at this stage and the FX can be improved later to make some people feel excited with pretty explosions. For now Gameplay > Graphics imo.
As for 3rd Person, I prefer it for an MMO that has a wider scope than just Combat (such as Planetside 2 or WWII Online and all similar games etc).
And DF is supposed to have depth and a wider scope.
Cool Cool!
Order of the Silver Star, OSS
ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
They said you will do it on the fly from the UI though.
It is becomming all to obvious that Aventurine's solution to mages being overpowered is to just make everyone into a mage. Archers used to have one critical advantage - that they could shoot without revealing thier position. The swirly green effect when using specials takes that away, now they really will just be mages who use a bow rather than a staff to cast their spells. Being able to also wear better armour than real mages raises serious questions about how Darkfall will play - it seems far more likely now that there will be "one class to rule them all" in terms of risk : damage : defence, and that class may well be the Skirmisher mage.
All in all - the game is looking good, the crouchwalk animation seems to be the same as always (but it's great that skill is retained), but the class skills/balance look to be seriously disappointing, with the only question being what falvour of mage do you want to be - tank mage, archer mage, or squishy mage. That's probably my overall view of Darkfall : Unholy Wars on the information and videos shown to date: disappointing; for years of development work I expected something better.
Warrior should beat rogue loose to priest and draw with mage.
Rogue, beat mage, loose warriir, draw priest.
Priest, beat warrior,draw rogue, loose mage
Mage should beat priest, draw warrior, loose rogue
C:\Users\FF\Desktop\spin move.gif
The "lame" effects would have what impact on gameplay? FFS, most of that crap is turned off/down in large scale fights anyway.
Im sorry, not enough fluff for you?
Your comment makes no sense to me, other than to try and look cool in front of people who don't care about your opinion.
Immersion is a large factor in a game that is supposed to be a sandbox. In fact, immersion is a big reason why any game is successful. I don't believe that those god aweful spell effects help that immersion. So yes, immersion has a huge impact on the game.
Only to people like yourself. Immersion...lol thats rather pathetic. So you want "realistic" magic arrow effects in a fantasy based large scale pvp mmo?
secondly....ITS A GAME!!!
The animation seems toi be dumbed down to be less CPU/Ram intensive than a explosion type animation im assuming they did this to reduce lag in large scale combat.
Its amusing watching all the complaints / crying about Skirmishers being the new "OP mage" or whatever when we have seen only 1 of 4 sub-roles within Skirmisher, 1 of 4 sub-roles within Warrior, and nothing whatsoever about mages or priests yet. People are basing everything on Skirmisher vs what USED to be mages in DF1 without even considering what will happen with mages in UW because we havent seen any of it in action yet. Everyone is acting like they know it all when we have seen 2 of 16 sub-roles in action.
Its about as ridiculous as people who talk about full loot in the context of themepark gear grind games instead of what actually makes up a full loot PvP game like DF. Youre comparing 2 completely different things.
As for things like archers being able to stay concealed. How has that changed? Youve still got your normal arrow shots for that purpose just like in DF1, youre not required to use these special attacks constantly. What else did you have in DF1 as an archer? Disabling shot. That was it. No other attacks with a bow. Would you prefer they just let everyone use bows and normal shots like before and not have any class that specializes in archery with its own unique set of skills?
While I think the concept behind the role system is great (and certainly better than DF1's system) I'm a bit worried that all we're seeing here are glorified classes.
The roles are way too strictly defined for my taste; every role has four sub roles, every sub role has five predefined abilities, and afaik you can't combine them and you can't tweak them to suit your particular taste. Gear seems to be a mere stat add-on and not a vital part in how your role is contructed.
Of course, no one wants the old "super-hybrid" back, but I for one like a more dynamic system were every player has the options available to make his "own" class based upon what gear and abilities he chooses for a particular task.
I'm constantly bringing EVE up in these discussions but that's because it has so many strong points that I can't understand why other "sandbox" devs don't copy it more. In EVE you've got many different types of ships, many different types of fittings, many different types of skillsets.
The possible combinations of all this is what gives the game its diversity and sense of freedom. Sure, if you want the best results you'll need to read up on which combination is most suited for the stuff you want to do, but the point is that nothing is predefined. You can easily gimp yourself by choosing a bad combination, or you might excel at something by working out a combination that works extremely good for you personally.
The devs have not limited your freedom by pigeonholing everything down to a given, predefined number of "roles".
I know AV will never do something like that because "dynamic" is not in their vocabulary. Still, a man's allowed to dream, right?
someone that thinks for once