Monday, February 25, 2013
Darkfall Unholy Wars News Developer Diary: The World of Agon
Darkfall: Unholy Wars world lead Nikos Kasolos supplies us a sneak peek at the transformed world of Agon in DFUW in this most up-to-date dev diary video.
The video focuses on Agon's new & improved graphics, environmental audio, and content. Be sure to check it out below!
DF2 is not out of beta however, so if you want to discusss how "prosperous" an unlaunched game is, be my guest. & this certain forum has consistently been filled with individuals that despised Darkfall gold, even before DF1 came out.
& DF1 was not shut down, it transitioned into DF2.
As for how success is defined... when AV started, they were a 20 man company working on a shoe string budget without any publisher. But they still managed to release 1 of the most technically amazing MMOs to date.
They went from 20 staff to (presently) 50-60, moved into bigger offices, released boxed versions of the game, opened a 2nd server, and had enough profit to fund a full overhaul of the Darkfall Unholy Wars gold game.
Meanwhile, other MMOs are merging servers, firing staff, bankrupting partner institutions, and losing players.
Get More Info:
http://109.74.206.139/phpfoxdev/index.php?do=/blog/46367/game-update-notes-january-28-2013/
http://facenexus.com/fnblog/21947/game-update-notes-january-28-2013/
http://dosclic.net/article.php?id=114760
http://digitword.com/article.php?id=299681
http://ph3rc3demo.phpvelox.com/blog/117133/flame-and-frost-prelude-begins-january-28th/
Thursday, February 21, 2013
Why do i have to create everytime i log in?
Well , just like the title says i am only offered the Create option everytime i log in, my old toon is gone??
Just try to get familiar with the system and try and save yourself the heartache and wait until things get sorted out with the beta.
FYI, they are supposed to be putting another patch in as soon as tomorrow potentially, and that's going to come with another wipe. There may be several more wipes, for all we know, and we know there will be one at the end of beta before launch. Best you can do now is test the Darkfall Unholy Wars gold game's systems and report bugs as they come up until things stabilize. I wouldn't get attached to your items or progression.
Monday, February 18, 2013
If this is the sort of game that you are thinking of playing...
hen there is a better option. Minecraft.
Minecraft is an indie Darkfall Unholy Wars gold game that is released.
It is world size dwarfs the size of Darkfall Unholy Wars world. Rather than taking one or two hours to cross, its' so enormous you'd almost certainly never be in a position to cross all of it. Mathematically it is over 9,000,000 occasions the surface region of Earth. four.7 Quadrillion km2. How numerous square kilometers does Darkfall's world have? Several forums posts indicated the biggest size of the entire region was 250,000 km. This means that Darkfall's map is often 0.0000000053% of the size of Minecraft's playable location, not counting area to create above & below ground, alternate dimensions such as the Nether of Minecraft. To find out how incredibly small Darkfalls world is I had to use a unique calculator & I think it giggled after. Minecrafts world is well over 18 billion occasions the size of Darkfall's island.
It has gratis for all PVP with full loot. You can PVP at will, or team up with others and do massive battles.
Minecraft also includes a permadeath choice. If you die you not only drop all your items, although cannot respawn. More Hardcore than Darkfall Unholy Wars, if you need that!
Crafting is a much more neccesary and integral part of the game. In the event you craft items or harvest raw supplies, Minecraft is by far the better choice.
Darkfall UW has huge sieges you say? Minecraft also allows construction of such factors as cannons, ladders to climb castle walls, it has mounts, & offers a enormous scale in terms of quantity of players fighting as well.
Minecraft has enormous positive aspects when it comes to construction. Not only can you choose where to construct your structure, nonetheless you could also alter the terrain to create it. You can make all types of structures from a cottage, to a castle, to a fortified keep with immense kingdom surrounding it.
Minecraft contains many other features from plenty of kinds of crop growing & harvesting, to animal farming, to building traps for players or NPCs, or crafting and constructing quicker transportation strategies, to advanced circuitry incorporating automated music, Day/Night cycle with an effect on gameplay, climate, fishing, cooking, to making hidden passages, hunting monsters that can be rather hazardous, along with vanity and combat pets you can tame.
There is no tab targetting in Minecraft, & it has the further benefit over Darkfall UW of not needing any grinding to be effective in PVP.
Minecraft incorporates far more dungeons, underwater sections, & locations to explore than Darkfall UW as well. It's even possible to construct your keep underwater, in alternate dimensions such as the Nether, or in the sky. When you are looking down at the clouds from your castle in Minecraft, you will realize the sky is not even the limit!
Minecraft also includes enchanting weapons and armor, as well as brewing potions & poison bottles to throw.
Minecraft is released on each PC & Mac, & has editions available on iOS, Android, and Xbox 360.
Minecraft also will not demand a monthly fee. It is order to play, and playing online with others is included.
Nearly 9,000,000 have bought Minecraft on Personal computer or Mac, which I believe is ever so slightly higher than the number of those that paid for Darkfall (any edition) ever.
So if you are searching for a better indie sandbox FFA PVP full loot game than Darkfall Unholy Wars, Minecraft is out now.
If you are dead set on Darkfall Unholy Wars, that is fine too, let's hope they announce when they plan to try releasing the DFUW gold game soon :)
I didn't know you might PvP free for all in Minecraft, I do not know much about the game although I thought you just spawned your toon and then you had the day time to develop points & defend yourself from monster in the night? Reading your post makes me think that perhaps the game has more to offer, is all that accurate & well included in the game?
Sunday, February 17, 2013
Darkfall Unholy Wars Developer Diary: The Clans
1 point to make before the developer diary: I know that I mentioned in the MMORPG.com Q&A that pre-orders were to launch this week, and we genuinely tried until a nominal while ago before having to accept defeat, a blend of factors (most we could not control since there are 3 businesses working on this) made it impossible. Clearly our main focus is on the actual game, although this was necessary as well, so it is frustrating for us, as I'm certain it is for you. So will we nonetheless do a pre-order before launch at this late date? Potentially if this can be done on Monday so we can break up the buying traffic before the launch day and be sure everything is working right, and give you the ability to reserve your character name beforehand. There will be men and women working on this over the weekend here, at the provider and at our billing processor's, so we hope we'll be in a position to have the option on Monday.
This Darkfall Unholy Wars developer diary is by Darkfall Unholy Wars game logic programmer Jon Massey:
The basic role/function of clans in 'Darkfall: Unholy Wars' remains as it was in 'Darkfall Online'. When we were considering methods to enhance the experience for clan members in the new game, quite a few themes kept coming up; elevating the clans' freedom to select their own organisational structures, enhancing the clans' capacity to effectively manage themselves, giving clans a greater sense of ownership over the world & helping DFUW gold players find and engage in the clan factors of the game.
To give clans more freedom in choosing their own internal configuration, we have removed the old program of clan rank determining a member's access to clan features, & replaced it with a new permissions based strategy. In the new system, permissions to access clan features are assigned to members individually, making it doable for clans to assign particularly specialized roles to precise members, without them "inheriting" unrelated (and perhaps undesired) access. Permissions in the new method have been grouped by category ("Clan-Vault", "Holdings" and so on.) and each category has a "management" permission associated with it; clan members who are assigned the management permission have the ability to assign (or remove) permissions from inside their own category to (or from) other clan members. This further "tier" of the permissions method, we believe, will enable clans to distribute the activities (& commitments) of managing the clan between any number of members, & allow them to deliver a hierarchical management structure, if they so wish.
We've observed a number of questions about this strategy on the forums, & I'd like to take a moment to clarify some factors:
• The old clan ranks are nonetheless in-game, however we now refer to them as "military ranks"; these have no relationship with the permissions system, and must be earned by way of killing members of enemy clans during active conquest problems to solve. They serve only as an indicator of a clan member's battle skills. Military ranks are "per-clan", if a clan member leaves the clan, their rank is lost, & they start as a "Recruit" in the next clan they join. All clan members (founder & leader included) start at the lowest rank, and must earn their titles.
the clan is forever the "founder" of the clan, & their name will frequently be linked with the clan (even if they pick to leave). The "leader" of the clan (in the beginning the "founder") is the 1 & only clan member that has complete, and irreversable, permissions inside the clan, only the clan leader has the permission to assign (or remove) "management" permissions to (or from) other clan members. Clans now have the ability to modify their leader, if they chose to.
• While we like the perception of letting clans decide upon their own names for the ranks and titles, this is not at present in development. When we find a way to allow it while avoiding the many apparent abuses of the technique, we might reconsider it once again in the future.
A major obstacle to the helpful management of clans was the user interface that was accessible in 'Darkfall Online'. In 'Darkfall: Unholy Wars' a great deal of time and effort has been put into ensuring that the clan management interfaces in our new user interface permit the clans administrators & members access to the facts and setting that they need in a consistent, fluid and highly dynamic way. In the new user interface, adjustments made to the clan are speedily detectable to all other clan members instantly.
To give clans a greater sense of ownership over the world, we have tried to bring more meaning into the territorial control strategies. By linking villages to nearby clan holdings, & providing much improved rewards for village ownership, we hope to encourage clans to consolidate their energy in particular sections or regions of the world, which in turn ought to give rise to more "border conflicts" and even tighter alliances, between neighbors. At the same time although, we understand that player villages have consistently been a hot-spots for PvP activities in the world, and we didn't need to block that, so we have included the "resource stealing" mechanic for Darkfall Unholy Wars gold player villages. This strategy offers any player (clan member or not) the ability to steal the resource rewards from player villages, & means that the clans must police their villages to make certain they hang onto their potential rewards.
A large part of helping players find themselves a clan comes from the new u
ser interface, where players are able to browse via all active clans and conveniently view info about them. Furthermore, clans can now select from a collection of "tags" that may be used to display their principal activities or focus to other clans and players, allowing players to "filter" the clans determined by specific tags; this system is used only for the identification & location of clans whose activities match the player's own play-style, nevertheless if used appropriately by the clans, must be a potent tool for recruiting new members & building up their clan.
We hope these alterations will bring more freedom & control to clan management, & help all players to participate in, & delight in, the clan-based fundamentals of 'Darkfall: Unholy Wars'. We look forward to your feed-back, & cannot wait to see you all in-game.
Friday, February 15, 2013
Darkfall: Unholy Wars shows off its crafting chops
Darkfall: Unholy Wars is going to have a heck of a great deal of crafting choices, including everything up to full-sized, working ships, according to a new trailer.
Darkfall: Unholy Wars is supposed to be substantial on PvP, although as every elite Darkfall Unholy Wars gold player knows, fantastic gear is the basis of any robust build. There are 626 distinctive craftable items from 410 recipes, plus 98 harvestable materials; 75 crafted supplies; & 17 crafting capabilities. No release date as yet; a planned beta was delayed lately.
Thursday, February 14, 2013
Reviews about Darkfall Unholy Wars
Darkfall UW is highest disappointment I've ever had. for 3 years we did not get any new content, only hundreds of good promises how fantastic the 2010 expansion will be.
for 3 years they lied about features which are already made and just need quite a few balancing/fine tuning. Darkfall Unholy Wars gold game came out & obviously every fan pre ordered and what we got? castrated new game that has 40% of content of original game (with promises that they will add the missing content in future)
fact is Sergey from Warz has lied way less than Tasos from AV has & i sincerely hope that his lies will catch up with him and maybe this game gets handed to distinctive company that will respect the people better
" I assume the couple of devs toiling away on Darkfall gold are overworked and overextended and almost certainly way more optimistic about hitting ambitions than they need to be, having said that that does not mean they do not hold their player base in high regard. "
lol wut? No way anybody can spin the most current BS by Aventurine as something less then a straight out lie to make a cash grab.
Nov release? Dec release? beta launch instead to work out a "few kinks"? DFUW is'nt even completed 50% (& isn't even persistent stable- items nonetheless disappear arbitrarily) and to express it was ever ready for a release is a blatant lie. The NDA is the only thing holding people back from screaming truth.
WarZ and Aventurine are pushing what you could sell under the disguise of a play'able "game".
EA has an overarching corporate hivemind leashed to substantial-money, huge-return investors. Those investors get the respect. Workers & players get 'respect' written in bold print on a mission statement & that is about it. Attempting to reciprocate a lot of concept of respect with such an entity is as stupid as attempting to lie down with a rabid dog.
Blizzard appears much more adroit with managing their community. I guess it should not surprise me that EA couldn't copy that worth a damn, either.
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