"Gaze upon yonder ancient wonders of the world and marvel!
Now lets go kill the inhabitants and take their stuff.
"


Character Progression Discussion

This topic is so vast and it touches on so many related topics that we cannot possibly cover all bases in just one post. What we're attempting here is to get the discussion started by giving some background, explaining our intentions, what we've identified as problems, what we've been doing to date, and what we intend to do short and long-term.

In a nutshell: Our first goal was to give you a starting character which was useful on day one, and after a couple of months of having fun and learning to play the game, your character would become "viable". After that, more character development, specialization, and high level content, but please allow us to save most of this last part for a subsequent discussion.

The starting character: These are things we have talked about time and time again but they're extremely important in order to understand the big picture, so please bear with us one more time:

In Darkfall a starting character can attack and hit a veteran character and inflict enough damage to kill him after a few minutes if not challenged. In almost any other MMO this is impossible even for players that have played for a couple of months.

In Darkfall a starting character can use any item in the game without restrictions. No level, ability, or quest restrictions. A starting character can access any area on the map, join a clan, group with any player he wants without penalties, participate in group PvE against any MOB in the game. A group of starting characters could fend off or even bring down a veteran character. A character straight out of the box can man a cannon, a warhulk, sail a ship, ride a mount, rez, loot, harvest, craft, destroy and repair buildings, capture a village, capture a city, capture a sea tower, can own a house – among many other things. A starting character can participate in all activities the game has to offer and he can be useful in many supporting roles.

Which brings us to why we're mentioning all this again: We start out with a grind-free philosophy. Everything we mention above, any other game would make you grind, claw, and fight for. Just the privilege of using various weapons could lead to months of effort. We could have easily done the same thing. We're not trying to compare apples and oranges, but the point we're trying to make here is that in Darkfall we can take these freedoms for granted, and they do carry over throughout your character’s lifespan.

Let's define what we mean by "viable” today: Timeframe: Approximately two months of a moderate time invested playing the game. Your character has most of the skills required for basic PvP combat, a decent supply of equipment in your bank, and you have approximately doubled your starting stats.

After launch we identified several problems early on, on the way to becoming "viable" which we addressed by dramatically raising the gains while fighting monsters in both magic and melee, introducing changes in PvE, introducing auto-harvesting, added the Industry skill which reduces crafting time across the board, skill books and scrolls, attribute consumables, and last but not least we added newbie protection. We also added various time-saving measures including bag naming, auto stacking of items, and increasing ship speed. We feel that all these together help significantly improve the transition from starting to viable. There are several other things we're working on which will help this even further. It made sense to us to focus on this first, it being the starting experience.

Another concern for us is the transition from "viable" to "advanced". By "advanced" we mean a character with high skills necessary for his preferred style of combat, a large supply of basic and intermediate gear, a fair amount of high end gear, and about triple his starting stats. Timeframe: 4-6 months of a moderate time invested playing the game. We believe that this is also a very important stage for a player. Most of the changes we implemented mentioned above during the starting to viable character transition also apply in this stage. One of our next measures will be implemented in our next patch: We are significantly changing the progression of hitpoints in a diminishing returns fashion. This is done to improve a character's viability in PvP situations and to make players of all levels more competitive.

Besides the hitpoint progression measure, we have been studying many other aspects of character development in our ongoing effort to address possible imbalances. We should also mention that we have decided to introduce temporary stat potion boosts in our next expansion scheduled for June 2010.

While we've been addressing the starting and intermediate experience, we didn't want to neglect the veteran players. We've been adding a lot of end-game content and a lot of new features in both our expansions and various patches in between. This is a topic for another discussion coming soon, during which you will discover that nothing is being done in a random fashion, and that everything we've been adding makes up a platform on which to build and improve on. We have been doing a lot of work on revamping many of these features and systems so that they can begin reaching their potential.

A major feature on the way are the Prestige Classes. This is not a minor change, it will actually change the way Darkfall is played. They will take your preferred play-style to a new level and set you apart. These have been a long-term project that we’ve been working on for a while now. They will be a part of Darkfall 2010 launching sometime during Q4 2010.

We are aware that there are many things to be said about the topic at hand and many arguments that can be raised. We do not pretend to have addressed the issue fully but we have the best intentions to do so over time. We are processing player feedback on this at a very high priority, and you deserve a lot of credit for it. It has taken over a year for us to get a handle on this massive system and during this time we have adjusted our thinking considerably. It's not our intention to sell you anything here, rather to give you a glimpse at the big picture as we see it. Our hope is that this can become the start of an on-going discussion on character progression issues. It may take a little time to process but we expect that we will come back with more food for thought based on the feedback we receive. In order for us to do this effectively, we will kindly ask you to please approach this subject with a spirit of good-will and cooperation, as we hope we have.


Thank you

Tasos - Darkfall Developer       Get more here at The Darkfall Spotlight



The future of Mounts

As we all know each race has their own mount which can be used both for traveling and for fighting. Other than the distinctive racial mounts which can only be created by the specific race but ridden by anyone, the Battlehorn is already in the game, which is a more armored mount with more hitpoins.

There's a variety of mounts in the works both on paper and in development.
The first of this new batch of mounts that will make it into Agon is the "Tribeland Bear". The developers thought it's about time the Mahirims get their own trusted companion with brutal force and fighting power.

Besides the existing mounts, the game will see a wide aray of mounts being added.

Without further ado we introduce you to the "Blue Tail Runner": This agile mount will be the first of a new generation of mounts. It will be faster than the normal mounts but with less hitpoints.
This cheetah-gazelle mix is just the first of a more specialized collection of mounts being added, each with a specific role or purpose. Some of them feature additional skills useful in certain situations, and differ from each other in a wide range of abilities.

The art department wants to keep the Blue Tail Runner a surprise but we were able to convince them to provide us a screenshot of the Tribeland Bear for you.

Tribeland Bear 
 

Laenih - Community Liaison       Get more here at The Darkfall Spotlight



Dwarf male model

Last time we showed you the Human Female model and since then the art team has been hard at work brushing up and altogether remaking various game assets. Since the character models are what probably matters the most to the players art wise, we asked for another sample of their work on them.

We have been given this Dwarf male model to show you. Also the art team asked us to convey that most player models have now been finished so hopefully we can show you the full set sometime in the near future.

Dwarf 
 

Resfelm - Community Liaison       Get more here at The Darkfall Spotlight



Deployable Strongboxes

As promised last week, we would like to talk about deployable strongboxes today, another new feature of the upcoming patch.

These different types of strongboxes can be transported in your inventory then set down at a location of your choice. Once deployed you can add a set amount of items (based on overall weight) into the holding.

There are many uses to these strongboxes - the most obvious one being a local point to regear during a siege. Obviously a good place to put a strongbox (or several) might be your siegestone you have bound to during a specific siege.

On the other hand, if you are out and about harvesting you can hide a strongbox to store your items in between harvesting cycles. If you are lucky during your travels you might as well be able to stumble open a poor recently killed victim's left over strongbox somewhere out in the wild.

Strongboxes will have to be destroyed in order to get the items inside for everyone else but the owners. Much like Teleportation Chambers/Exits, you can use any kind of siege equipment to destroy these boxes. Once destroyed there is a timer to loot the items before they disappear.

There will be three different types of strongboxes available:
Personal ones, Group accessible strongboxes and clan strongboxes.
There is a limit on how many strongboxes you can deploy in an area. This means that deploying boxes of your own, if you get sieged, can even be a strategy to use against your enemies. However there are a few things to keep in mind for that:

  • The boxes need to be crafted by using the construction skill
  • Once deployed you can't get the box back in your inventory
  • Strongboxes disappear from the world within a few hours.

Stay with us for our next spotlights about our plans and upcoming additions to Mounts, interesting PvE Changes and other goodies we have in the works!
Deployable Strongboxes 
 

Laenih - Community Liaison       Get more here at The Darkfall Spotlight



Armor catered to specific playstyles

In the light of several more official news pieces and spotlights coming this week we want to start off with another small armor teaser before we focus on other topics for a while.

The armor shown in this spotlight is one of the new additional armors that are supposed to be catered (but not limited) to specific play styles. However we can't give away too much in detail information about this at this point.

And just to reiterate:
All races are getting upgrades and new armor. The humans are the first ones because they need the least tweaking when it comes to the actual player models. Artists are also working on updating all the other races.
And yes, the plan is to have all crafted armors as full sets available.

For now, we hope you enjoy getting another tiny glimpse of things to come.

As always, please check out the higher resolution image as well.

Advanced Armor 
 

Laenih - Community Liaison       Get more here at The Darkfall Spotlight



Human Chain Armor in Progess

We would like to carry on with our little tradition of showing you some teasers concerning the new armors.

The human male and female versions are still the ones currently being worked on, mostly due to the fact that they needed the least tweaking/changing compared to the other player models. We will of course also show you the other races and the new armor as soon as we can get our hands on some renders.

Please keep in mind that only part of the artist team is working on upgrading armors and player models. Parallel to these changes there are a lot of additional tasks the art team has on their plate.

Without further ado, here is a render (out of game) of the current chain armor versions for both male and female human models. Don't forget to check out the higher resolution.

We hope you enjoy

Chain Armor 
 

Laenih - Community Liaison       Get more here at The Darkfall Spotlight



Jan. 28 2010

New from the DF Spotlight

We know, we know, you all are very curious to see what the changes to the character models will look like.
Today we have a little preview for you. Keep in mind that this is still work in progress and the humans are the first models that are being worked on with all races getting a revamp.

For now she still has one of her old haircuts but new hair options and other additional features will be introduced with the updates too.

One of the improvements is a slightly higher polygon count while still keeping the performance of the game in mind. Additionally, the proportions have been slightly changed.

On top of having new and additional armors as mentioned in a previous spotlight, the nude states of all characters have been improved.
And yes, the improvements, of course, will also include animations.

Without any further ado: Here is the promised preview.
Don't forget to click here to see the full sized version!

New Female tasting food model 
 

Laenih - Community Liaison       Get more here at The Darkfall Spotlight



January 8 2010

Art Department talks about one of the things they are currently working on

The artist Team under the wing of Henning Ludvigsen granted us a bit of time to talk about one of many things they are working on for this year.

It seems the department is in over drive and is working feverishly on upgrading already existing assets but they also have some additional nice surprises up their sleeve, we were told.

As mentioned though, they allowed us to take a glance at one of the things to come:

What we were shown are upgrades to both player models and armor.

Not only are all the armors and player models either being improved or completely redone, they also informed us that new armor models are being added.
The Gandalf wannabes might be delighted to hear that this also includes adjustments to robe models and special new caster armor they are working on.
Of course this overall update to the player models will also include new faces, general details and new and additional hairdos for all your customization needs.
Henning particularly mentioned that they are planning on giving special attention to certain races in terms of character models.

They also assured us that the updates are being done while being in direct contact with the programmers to ensure that the playability remains optimal.

And as mentioned, that is only glimpse of things they are going to surprise you with this year. They were generous enough to provide us with an impression of the new leather armor and full plate in progress.



We hope you enjoy!

Human Armors 
 

Laenih - Community Liaison         Get more here at The Darkfall Spotlight