Darkfall?

I guess it just depends on how it is done. I can see the random chaos aspect as fun (aka death match in FPSs), but I still have a bad taste in my mouth with Eve when I lost over 6 months of work in a single gate camp... That was the beginning of the end for me with that game.
 
At least last time I checked, the idea with getting looted in Darkfall is that you lose gear and weapons that would have worn out and been replaced after a while anyway. Now if you were carrying around alot of money or supplies... then why the heck were you going with out an escort!? In most cases though, they seem to indicate that you die, get looted, res, pick up a sack of gear and supplies from your home that you had pre-prepared just for this instance, and get back on with your game. Essentially you order a pair of swords from the smith instead of just one predicting that one will wear out or get stolen at some point.
 
That doesn't really make sense. It would be very annoying to have to do that and what are they trying to do make the game more realistic? It's not very realistic that you are even around to worry about what happens to your items if you are dead...
 
Is it any more or less realistic than running as a ghost to your corpse to revive yourself? Or running to your corpse to retrieve your posessions? (Which I gather can still happen if you aren't looted, then you could loot your own previous body) Or having a clone waiting in a tank in case you are killed...? Life after death isn't realistic in any way. I don't see how being able to loot your fallen enemies is less realistic than going "oops, that's a player's corpse, I can't take that armor for myself, he'll want it when he's finished being a ghost."
 
At least last time I checked, the idea with getting looted in Darkfall is that you lose gear and weapons that would have worn out and been replaced after a while anyway. Now if you were carrying around alot of money or supplies... then why the heck were you going with out an escort!? In most cases though, they seem to indicate that you die, get looted, res, pick up a sack of gear and supplies from your home that you had pre-prepared just for this instance, and get back on with your game. Essentially you order a pair of swords from the smith instead of just one predicting that one will wear out or get stolen at some point.

That's assuming that equipment is cheap enough or you're guaranteed to have more money than you know what to do with in order to have multiple versions of the same thing sitting around in your house. And even then, what happens when you're shelling out more cash on replacement equipment than you're bringing in?
 
Is it any more or less realistic than running as a ghost to your corpse to revive yourself? Or running to your corpse to retrieve your posessions? (Which I gather can still happen if you aren't looted, then you could loot your own previous body) Or having a clone waiting in a tank in case you are killed...? Life after death isn't realistic in any way. I don't see how being able to loot your fallen enemies is less realistic than going "oops, that's a player's corpse, I can't take that armor for myself, he'll want it when he's finished being a ghost."

That's not what I'm saying. I'm saying for what purpose would they add a feature such as being able to loot a dead persons items? All I could think of is to make it more realistic but there are plenty of things In games that are not realistic. Why add something inconvenient at best just plain evil at worst to a game? People work hard for their equipment and games where equipment is just worthless loot able, expendable, replaceable stuff that really takes away a lot of your sense of accomplishment.
 
I guess because its entirely a player driven economy. Players make your armor and your weapon and then you go off and you get killed by some unethical player killer (which I think is still punished in terms of an alignment system except during war) who then takes the armor and the weapon and pawns them off or uses them himeself. Items in Darkfall seem to be made by players, broken by players, used by players, and stolen by players. Also, it's not just your personal effects that can be taken. If you are one of those craftsman who is taking a load of clothing to market, you can be killed and your precious cargo looted making highwayman a more lucrative job.

Equipment isn't worthless or expendable, it's realistic. It comes from people, it wears out after a certain number of times getting repaired (just like real armor) and even if it wasn't stolen it would be breaking anyway. Armor and weapons hit things and are hit by things, they were never meant to be eternal in real life, yet games have made them so for the sake of convenience and the "cool factor." If you can afford to carry around a fancy looking sword then you clearly can afford to do so which is no less impressive than if you had a "rare" item in some other game.

I'd also point out that this is a game where you can build your own town as part of a guild, get into a war with someone else, and watch them win and smash your walls with siege weapons, take down your towers, and burn your town to the ground. Now that's vicious and evil, looting is mild by comparison which makes it all just part of the vicious, bloodthirsty, gaming experience B-)
 
Lethe, PvP is supposed to be sort of brutal. I love the thought of being able to steal from others or be stolen from. Why? Keeping me on my toes...consequences for me. Thrill. If a game allows pickpocketing players, you can bet I'll be doing it. Not for the money or items, but for that thrill.

Sometimes realism in an unrealistic place is what makes someone happy. It's a "to each their own" sort of thing.
 
This game has been in development for a very long time. Im not sure if it will ever be released. I think I STOPPED looking at it 5 years ago.
 
I would be happier about that kind of PvP if there were more consequences to it. If you pick pockets and get caught, it would be nice if the victim could shout for the guards or something. Or someone's going around killing people that journey down a specific route, so the guards go for a patrol down that route in response to try to find the perpetrator. Or someone in either situation could build up a rep for it until they become known criminals, having to duck their heads in cities or go in through the sewers.

Also, WoW's run from the graveyard to jump back into the fray is tiresome. You can die repeatedly with no consequences so strategy and such isn't really that important.
 
There is a new video up on the Darkfall site and I've gotta say, I'm not very impressed. Many of the screenshots have looked very nice, but the video had me wondering if it was an old build since it looked so very different. Some of the graphics seemed fine but others appeared bland and outdated to me. Not to say that I need the latest and greatest graphics mind you, it's just that when you see examples of one quality and are then shown something of apparently lesser quality, you wonder why.


Edit: I should have read the info for it in more depth. Apparently the video was highly compressed. So what is there is greatly reduced in quality. That said, the world still didn't appear as rich as I would hope.
 
DARKFALL VIDEO AND BETA UP!!


VIDEO:
Quote:
http://media.darkfallonline.com/Dark...er.wmv.torrent

Here's a torrent for now, we'll also post a download link soon. I'll edit this post with the new link when it becomes available.

For those who don't know what to do with a torrent file here are some instructions:

Step1: Get a BitTorrent client. For example uTorrent µTorrent - The Lightweight and Efficient BitTorrent Client

Step2: After installing the BitTorrent client, click the torrent link I posted to download the torrent file.

Step3: Double-click on the torrent file to open it in your BitTorrent client program.

I'll update this thread with any new information. We just wanted to get this out to you as soon as possible.

BETA APP: Darkfall Beta
 
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