This game (http://www.darkfallonline.com/features/) makes it possible to say that i won't play WoW ever again (except if its free, then i might play it so once in a while)
though it makes me take back the words i said about no more mmorpgh
In short:
Its WoW meets Oblivion, but the thing is, you are free to do what ever you like, and then i mean EVERYTHING.
If you want warfare, join pirates, become a knight, atack citys
If you want to craft, build homes, shops, cities
If you want to explore, explore everything, the world Agon is HUGE:
(http://www.darkfallonline.info/e107_images/df/four_subcontinents.jpg) (http://www.youtube.com/v/v3Z7liIoSQc)
(map is also a clicky to another movie, unoffical though)
If you want to do nothing, feel free (not recommended)
if you want to do it all, then do it :D
downside is, that it might be a little to unrestricted, so you might not have a clue what you would wanna do or so, but that should pass soon i hope.
If you think the next txt is to much, watch this vid (http://www.youtube.com/watch?v=_bYYT6Wg3Gg&mode=related&search=), but i would recommend both :)
Here it goes: Darkfall Online features six playable races. Unlike other MMOG's, racial choice does not heavily influence your characters choices or progression options: 95% of the skills may be learned regardless of your race, the remainder are Prestige/Racial abilities. Each race begins play in their own homeland, and have their own unique storylines, histories, and racial alliances/enemies. The races are as follows:- The Alfar of Nagast (http://www.darkfallonline.com/races/alfar/index.html): The Alfar are the cruel, hate-spawned cousins of the Mirdain. Abducted eons ago by their insane god-king Melek, these former Mirdain have been mutated and warped by his diabolical influence and his mother's Silver Circlet into fearless, rage-driven killers. Striking their enemies from the shadowy, spell-blasted lands of Nagast, the Alfar tear a bloody swath of destruction wherever they go, disappearing as quickly as they appeared. Gifted with an innate affinity for the magical arts, the Alfar are skilled spellcasters who draw their power from their volatile God. Due to this unpredictability, Alfar spells fluctuate in power, creating a slight variance in result with every cast. Alfar have a deep seated hatred for all other life on Agon; though they can join clans of other races, they are loathe to do so.
Racial mount The Shulgan Drake (http://www.darkfallonline.com/gallery/races/alfar_06)
- The Humans of Mercia (http://www.darkfallonline.com/races/humans/index.html): Judging by the current polls Humans will be the most played race in Darkfall. Humans in the game live very much like their real life counterparts did in medievil times, with a feudal system, and a constant power struggle between the King and the Church. Humans are allied with the Dwarves and the Elves, and are enemies with the Mahrim, Orks, and Alfar.
Racial mount The warhorse
- The Mirdain of the Forest Republic (http://www.darkfallonline.com/races/mirdain/index.html): The Mirdain are a sophisticated race of skilled diplomats and traders. They prefer diplomacy and subtle manipulation to direct conflict, but Mirdain are still brilliant tacticians whose expert troop movements and cunning ruses allow them to defeat enemies many times their number. Working deep from within their forest home of Mirendil, the Mirdain are a peaceful and cultured race in a world torn by war. The Mirdain are somewhat magically adept, and most of them are able to direct a modest number of spells. They are also skilled hunters, proficient with the bow from an early age. The Mirdain are strong allies to the Humans of Mercia and Dwarves of Dvergheim.
Racial mount The Aerdin Cat (http://www.darkfallonline.com/gallery/races/mirdain_02)
- The Dwarves of Dvergheim (http://www.darkfallonline.com/races/dwarves/index.html): The Dwarves prefer to live underground, away from the troubles of the surface, but recently their capital has begun to expand upward and there are a few settlements on ground level. Dwarves are allied with Humans and the Mirdain, but enemies with Orks, Mahrim, and Alfar.
Racial mount The Gamir
- The Mahirim of the Tribelands (http://www.darkfallonline.com/races/mahirim/index.html): A fierce race of predators from the untamed wilds of the Tribelands, the Mahirim are a race which still seems at odds with their recent move to civilization; while they have laws now, they retain all the finely-honed instincts and predatory skills of their pack-hunter ancestors. Though they have recently evolved to walk on two-legs, the wolf-like Mahirim retain the ability to run on all fours, and can easily out-pace all other races on foot, and match other races mounts for speed. Given their long history of war-like tendencies and their somewhat arrogant nature, the Mahirim have few friends. They do however have a small degree of respect for the Orks, who are equally warlike and capable warriors.
No Racial mount
- The Orks of Morak (http://www.darkfallonline.com/races/orks/index.html): Until very recently the Orks used to roam the swamps like the Goblins do now, no permanent settlements, no civilization, spending their time either hunting or at war. But an evil deity has tamed the Orks and taught them how to build cities and enslave workers, the modern day Orkish society is built on the slavery of the goblin people; the goblins do all the manual work for the Orks. The Orks have also enslaved an evil cult of Dwarves who are kept in much better conditions and design buildings and weapons for the orks. The Orks believe that one day their God will rise from the Volcano and kill all non-orks, because of this they are enemies with the Humans, Elves, Dwarves, and Alfar but they do respect the Mahrim and can work with them.
Racial mount The Death Pig (http://www.darkfallonline.com/gallery/races/orks_04)
Racial allies
While certain races have friendships and hatreds with other races in Darkfall, these are not strictly enforced upon the players, and it is possible for allied clans to declare war upon both their own race and their racial allies. Declaring war will prevent players from sustaining alignment penalties associated with killing friends and allies as well. It is also possible for two racial enemies to ally together. However, the NPC's will behave according to their racial rules, and thus will react with hostility to racial enemies even if they are allied with that clan.
Unique features
Darkfall is expected to have several features that set it apart from the majority of MMORPGs, wich WoW also had but ok:- Unrestricted PvP, with no safe zones. Game mechanics will punish killing of racial allies. (see alignment section below)
- Complete looting. All items will be dropped on death, and can be looted by anyone who opens the corpse. Armor and weapons will be somewhat easy to replace.
- Inter-character and projectile-character collision detection. Projectiles (spells, arrows, cannonballs etc.) can be dodged. Players can be pushed or blocked by other players or by explosions.
- Manual aiming & blocking.
- Naval warfare, with the ability to sink player controlled ships.
- Dynamic, physical weather.
- No radar or floating names (Player made clan banners worn for identification.)
- Ranged combat will be viewed from first person perspective. Melee combat will be viewed from third person perspective.
- Friendly fire. If you miss with spells or arrows you may hit someone other than the character you were targeting. Area of effect offensive spells and healing spells can affect your friends and your enemies.
- Cities can be built by players.
- Player built cities can be destroyed. Each player built city will contain a guildstone, which protects the buildings and defensive structures in the vicinity from attack. The guildstone is invulnerable, except when it has been weakened by a Gloomer. Gloomers can be built by players after they have built a siege fort next to the target city. The siege fort can be attacked and destroyed at any time, during or after construction. If a city is destroyed, a new clanstone constructed on the site is temporarily vulnerable to attack.
- There will be a limit on the number of players and NPC's that can bind to a clanstone
Alignment
NPC's will enforce a system that makes random killing of players more dificult. Killing a player of your own race or of an aligned race, except during a declared war, will lower your alignment (http://en.wikipedia.org/wiki/Alignment_%28role-playing_games%29). Alignment can range from -100 (ultimate evil) to +100 (paragon of good). Players with an alignment score that is below a certain level will not be allowed to trade with or accept quests from all NPC's. Alignment can be raised by killing players of opposing races, or players of the same or aligned race which have an evil alignment.
Skills and Spells- They now have a couple of hundred spells and skills, and they are aiming for 500 skills and 500 spells before they retail it. The reason for that is that they want to make combat, spell casting, trading, and item creation as interesting as possible. Upside is players wont kill the same, or alike anymore (so no more sinister strike sinisterstrike .... eviscerate AKA Q,Q,Q,Q) downnside is no more layback moments.
- skill or spell, so you can start using it and training it. Some skills and spells can be learned from other players.
NPCs may ask you to help them perform certain quests before they are willing to teach you special spells and skills.[/LIST]
- Spells will be divided into several different schools of magic: Lesser Magic, Greater Magic, Element of Fire, Element of Earth, Element of Water, Element of Air, Witchcraft, Spell Chanting, Necromancy, Wild Magic, Arcane Magic, and Ritual Magic. In addition there are some special spells that do not fit directly into any school of magic, such as racial specialty spells, and Prestige class specialty spells.
- Skills start at one and cap at 100 and some skills and spells are race specific.The races also have limits on what they can and cannot learn. The dwarves for instance, are better at melee fighting than they are at magic, so they can master some awesome melee techniques, but they can not learn some of the most advanced spells. Dwarves are however the best smiths in the world, so they can make magical armor that’s a lot better than what the smiths of other races can make. There are some special skills and spells that can only be learned by specific Prestige class characters.
- Casting spells is possible in every armor class! However, your casting time will increase significantly if you are wearing heavy armor. So for example, while it takes only two seconds for a player wearing a robe to cast a spell, it may take as long as five seconds for a player in a full plate to cast the exact same spell. There is also a slightly increased chance of making a mistake while casting a spell if you are wearing heavy armor.
To be honest, this sounds quite amazing, especially from the point of view of a RolePlayer like myself - the possibilities, customization and ability to affect the overall story make this an RPer's dream. I also like the Racial Alignment idea - This way you could be a bounty-hunter of sorts, hunting down evil players.
This is really what I want in a MMO - and the ability to make Cities, Ships and Shops is truly gobsmacking.
Only concerns; I hope they don't spend so much time on the other, more revolutionary aspects of this game that they totally screw up the combat system. Also, it most probably won't be the most graphically-adept title out there when it's released, but that's a fair price to pay in my oppinion.
Public Beta should be open very soon, as they said it would be open summer, and it's summer right now. I'm looking forward to it :)
EDIT: Might I also say you've done a great job describing the game in this post. Very well written. :D
Another EDIT: Just saw this:
How do spawns work? Are they static or dynamic?
Our random spawns are dynamic. Clear out a spawn and it will not reappear in the same place. If you spend enough time killing a species, its presence in that area will thin out and eventually the species will migrate to a different area.
Now that is impressive :D:D:D
I and my ex WOW dwarven buddies have been wtching this game for a long time. The only downer seems to be that the game doesn't seem to be anywhere near a realease yet. We've been in 'clan beta' since Feb this year and no sign of a release date so far.
I can't help it.. but the way you've abbreviated massive multiplayer etc. sounds like the sound I make when I have the face in the toilet after too much alcohol... "mmmmmmooorpgh!" :roflmao: ...
Edit: Oh, and, the game actually looks very cool. Only fear is the time consumption... oh, and the fear of being called a "friggin' pixie" by Ron I am sure :wink:
Is this going to be like with a monthly fee or not?
For the rest, seems very interesting as I really liked Oblivion (although the only MMORPG I've played a bit is GuildWars and KnightsOnLine).
Quote from: DuVeL;201752Is this going to be like with a monthly fee or not?
It will be a monthly fee, $10-15 (Note USD).
Lets make a beta clan? (http://www.darkfallonline.com/cb/apply.php)
Is it ok to use deadmen site and name for the beta?
if so if people wanna join post here :)
Gief invite plox
Quote from: Luminance;201999Is it ok to use deadmen site and name for the beta?
Please go ahead, but remember if the naming convention allows it the name is Dead Men Walking not Deadmen Walking!
TL.
Well if the sales pitch turns out to be what the game actually is, then I'd definitely try it, as it seems like RPG heaven.
Dead Men Walking was allowed.
I've send the aply, now cross fingers :D.
Is it too late for an invite? I want in! Right now! :D:D:D
EDIT: Just saw this on the forums:
"Forum registration for clans - CLOSED
Registration will remain closed until further notice.
If you sent in a request for a beta key and you are chosen we will contact you at a later date. Please do not ask any staff member for a status update or timeframe on this as we will not provide you with one. There is also no guarantee you will get a key at all."
Just out of interest, what races would we go for? It's a bit like the Alliance and Horde in WoW, except with a 3rd party, so we wouldn't be able to co-operate very well if we where at war with each other.
The different racial alliances are;
Humans, Elves and Dwarves
Orcs and Mahirim (Werewolf-type creatures)
Alfar (They hate everyone and everyone hates them)
I'd vote for Humans, Elves and Dwarves, seeing as they would probably suite us best, but what's the plan with picking races?
Have no plans yet.
First we need the beta keys eh ;)
but for the sake of discussion:
Humans will be the most played class in the polls, so i vote Orcs Mahirim.
And since in most of the former/active WoW users here have spend there time as Aliance aka humanish maybe do the oposite now as a refreshment.
Heh, I originally posted that, edited it to Humans Elves & Dwarves later. Still, I hope we do get the keys =].
Quote from: Luminance;202068Humans will be the most played class in the polls, so i vote Orcs Mahirim.
And since in most of the former/active WoW users here have spend there time as Aliance aka humanish maybe do the oposite now as a refreshment.
Precisely - I'm going for a Mahirim after reading the site. I don't think I could stand playing a dull human toon again after wow and I find humans, dwarves, and elfs boring to roleplay generally. It's often more interesting to play a "fringe" race, which is why I often enjoyed tauren and trolls in wow. Although from what I read on that FAQ any race can join a clan.
Quote from: ChimpBoy;202153Precisely - I'm going for a Mahirim after reading the site. I don't think I could stand playing a dull human toon again after wow and I find humans, dwarves, and elfs boring to roleplay generally. It's often more interesting to play a "fringe" race, which is why I often enjoyed tauren and trolls in wow. Although from what I read on that FAQ any race can join a clan.
If you look into the depths of the site, it says that NPC Guards will attack races that they're on bad standings with (IE Horde & Alliance). So it would make it harder to communicate between races that loathe each other ^_^
Also, I'll probably be rolling Mahirim as well, I love the idea of pack hunting and just Were-wolf type creatures in general :)
Well, I decided not to post in here up until now, but I was wondering IF I COULD, get an invite if "Dead Men Walking" Goes ahead, and is excepted in the beta sometime, would that be OK?
Also, I like the looks of Mahirim, i've always go with the "Not-so-good" in any game, and this one looks like it has lots of potential.
Orc aren't one of my favourite though, but I think the Mahirim make up for it easily.
Hope you get accepted, as I believe they're not currently giving out beta keys.
yeh would like to try this also :)