01-03-2009, 04:31 PM
Soon (Jan 22nd for EU) there is a new MMO coming, but "Darkfall" this seems like it is too good to be true, with the combat system of an offline game such as oblivion, and the brutaly honest pvp consequences of that shadow game, this game could be a newer version of planetsideohmygodcaffdonthurtme. Since I know most of you wont bother clicking the link I will summarise what I have read.
-Darkfall is an MMO that uses an actual combat system instead of clicking and waiting
we saw Age of Conan fail with this but from the one video i have seen [link soon] the combat looks like it is actualy skill based like TF2.
-Darkfall is 100% PvP
which makes me hard, in Darkfall when you die you die, you loose all the shit you were carrying on you, and it can all be picked up.
This seems harsh, but when you find out 70% of the weapons and armor in the game are player made and cheap, this seems like an awesome idea, imagine you have come to a castle with your clan, and you are getting fucked by arrows from the walls ( which are fired from a first person view, aiming required, I wont be calling ranged chars pussies anymore.) You didnt bring a sheild (arrows are treated as a physics object and can be blocked and dodged in real time ) you can either bitch about it and run away, or kill one of the enemies carrying a shield and fight yourway to theese pussy snipers(sorry got carried away) archers, and fuck them over since they were to pussy to think about bringing a plausable mele weapon.
-Darkfall does not have classes,
what? yeah no classes. Similar to PS, you can buy/learn skills and spells that you can use at your digression, and will suit the enviroment
-Darkfall does not have levels.
WHAT!? fuck yeah i can hop on and play!! it does however have skills, which must be baught or learned from books/npcs/other players
(im guessing this is similar to certs)
-Darkfall has limited player built cities.
which can be sieged and taken over.
theres more but declined is pissing me off and i need to sort him out
will edit the rest later.
Actual stealth
Almost all MMORPGs implement the concept of player stealth by allowing players/NPCs to become pseudo-magically "invisible", thereby permitting stealthy movement, and surprise attacks. Typically, this "pseudo-invisibility" skill is a fundamental game mechanic that provides the core functionality and/or defining trait of a limited number of player classes.
In Darkfall, stealth is accomplished by playing stealthily, employing real-world stealth techniques such as moving in darkness/shadow, employing camouflage, walking silently, and using world objects as cover; that is, stealth is not "auto-magical", and not restricted to any particular class or subset of players [42]. Since Darkfall is a class-less MMORPG, any player is able to acquire the various stealth-enhancing skills and to follow a stealthy playstyle.
This feature of "true stealth" also comes with semi-realistic limitations - wearing heavy metallic armour emits audible clinking sounds, and reflects light, and moving more slowly decreases the volume of footsteps. True stealth in Darkfall is also made possible through the deliberate lack of "player radar" and use of first-person perspective for ranged combat and general movement, combined with realistic, dynamic weather and day/night cycle.
-Darkfall is an MMO that uses an actual combat system instead of clicking and waiting
we saw Age of Conan fail with this but from the one video i have seen [link soon] the combat looks like it is actualy skill based like TF2.
-Darkfall is 100% PvP
which makes me hard, in Darkfall when you die you die, you loose all the shit you were carrying on you, and it can all be picked up.
This seems harsh, but when you find out 70% of the weapons and armor in the game are player made and cheap, this seems like an awesome idea, imagine you have come to a castle with your clan, and you are getting fucked by arrows from the walls ( which are fired from a first person view, aiming required, I wont be calling ranged chars pussies anymore.) You didnt bring a sheild (arrows are treated as a physics object and can be blocked and dodged in real time ) you can either bitch about it and run away, or kill one of the enemies carrying a shield and fight yourway to theese pussy snipers(sorry got carried away) archers, and fuck them over since they were to pussy to think about bringing a plausable mele weapon.
-Darkfall does not have classes,
what? yeah no classes. Similar to PS, you can buy/learn skills and spells that you can use at your digression, and will suit the enviroment
-Darkfall does not have levels.
WHAT!? fuck yeah i can hop on and play!! it does however have skills, which must be baught or learned from books/npcs/other players
(im guessing this is similar to certs)
-Darkfall has limited player built cities.
which can be sieged and taken over.
theres more but declined is pissing me off and i need to sort him out
will edit the rest later.
Actual stealth
Almost all MMORPGs implement the concept of player stealth by allowing players/NPCs to become pseudo-magically "invisible", thereby permitting stealthy movement, and surprise attacks. Typically, this "pseudo-invisibility" skill is a fundamental game mechanic that provides the core functionality and/or defining trait of a limited number of player classes.
In Darkfall, stealth is accomplished by playing stealthily, employing real-world stealth techniques such as moving in darkness/shadow, employing camouflage, walking silently, and using world objects as cover; that is, stealth is not "auto-magical", and not restricted to any particular class or subset of players [42]. Since Darkfall is a class-less MMORPG, any player is able to acquire the various stealth-enhancing skills and to follow a stealthy playstyle.
This feature of "true stealth" also comes with semi-realistic limitations - wearing heavy metallic armour emits audible clinking sounds, and reflects light, and moving more slowly decreases the volume of footsteps. True stealth in Darkfall is also made possible through the deliberate lack of "player radar" and use of first-person perspective for ranged combat and general movement, combined with realistic, dynamic weather and day/night cycle.