| Mail |
You might also like: WoW Insider, Joystiq, and more

Reader Comments (17)

Posted: Feb 8th 2010 10:21AM Sephirah said

  • 1 heart
  • Report
Never played Darkfall, but is so common to be ganked in starting areas?
If yes, how some hours of protection can help?


[Link removed]

Posted: Feb 8th 2010 10:28AM (Unverified) said

  • 2 hearts
  • Report
I don't know, how could "some hours of protection help"? If only there was something, like an article, maybe on an MMO website somewhere, that could explain this. Possibly it involves the fact that you can't be attacked by other players.

Don't let the article get in the way of you posting links to whatever random crap you're shilling for though.
Reply

Posted: Feb 8th 2010 11:06AM Sephirah said

  • 2 hearts
  • Report
Actually it was a link to a comic showing such kind of PvP protection.
Since when links are removed?
Reply

Posted: Feb 8th 2010 2:37PM Ripper McGee said

  • 2 hearts
  • Report
Yes, it's pretty common. It happened to me when I first played last May and again when I started a new character on the North American server last night. There I was, brand new and naked, trying to kill goblins for my starter quests when I was killed twice by well-armored red players from different races.

Considering you start with no skills, can't skill up weapons until you loot a non-starter weapon and even resting requires you to go through numerous steps (sheathe weapon, hit hotkeyed rest skill--yes, it's a skill and hopefully you've slotted it on your hotbar, then click your attack button to use the skill), getting killed a few times by griefers in starting areas can make the new player experience pretty frustrating and tedious.

~Ripper
Reply

Posted: Feb 8th 2010 10:39AM (Unverified) said

  • 2 hearts
  • Report
I remember this from old pre-Trammel UO days. It was certainly a blessing for many new players.

And ruin the fun of many of us vets at the time. :(

Posted: Feb 8th 2010 11:23AM (Unverified) said

  • 2 hearts
  • Report
I'm looking to get into Darkfall in the next month or so. As an old UO player it seems to have a lot of similarities. Can anyone shine a light on how deep and integral to the economy that crafting system is?

Posted: Feb 8th 2010 12:10PM Temko said

  • 2 hearts
  • Report
econ is non existent.
crafting wile diverse is stumped around by everyone and their granddad due to a lack of any form of a cap.

those 2 apsects are the only real flaws in the game.
Reply

Posted: Feb 8th 2010 5:35PM alucard3000 said

  • 2 hearts
  • Report
In the next month or so Earthrise will be out which is also a pvp full loot game but non fantasy orc and elf based so I'll probably be there(it also has a pretty interesting economy and crafting model) As far as Darkfall this 2 hour new player protection wont get me to try it but a free trial would =)
Reply

Posted: Feb 8th 2010 12:07PM Angelworks said

  • 2 hearts
  • Report
This game is clearly catering to the carebears.

Posted: Feb 8th 2010 12:46PM Seffrid said

  • 2 hearts
  • Report
The term 'carebear' is always used to describe the wrong players in my view. You can't get more 'carebear' than getting your kicks from ganking newbies many levels below you (preferably with your mates of course, just in case) - if that isn't 'carebear' then I don't know what is!

Posted: Feb 8th 2010 12:51PM Tizmah said

  • 2 hearts
  • Report
See, in the end, Carebears always win. We always get our way ;)

Posted: Feb 8th 2010 1:38PM Angelworks said

  • 2 hearts
  • Report
Carebear stare >.
Reply

Posted: Feb 8th 2010 3:24PM Sethisto said

  • 2 hearts
  • Report
I think ganking in the newbie areas was pretty much the only way to do it really. The world was too big and population too small to effectively go out and solo gank people... newbie areas always have people though.

As a newb, this was essentially how I learned the game. Once I joined a guild and got better, id usually go out with them and attack actual clan cities, but the best way to learn at the beginning and least dangerous is to just kill in the newbie areas.

Darkfall is awesome, but gets boring relatively quickly. No cap means everyone has everything... kind of kills the diversity. I had a lot of fun on clan raids and eventually ended up in a small 10 man hamlet guild that was much more organized and tight knit. Both styles were awesome, and it felt like a form of progression in terms of I started off needing the support of 20 others but eventually did it with 3.

I haven't played since october though. I heard they added some new stuff, but until they get rid of the 9 hour cross world marathons just to get some pvp, I really don't have the patience.

Wtb recall rune system.

Also player housing was terribad.

Posted: Feb 8th 2010 7:15PM (Unverified) said

  • 2 hearts
  • Report
There's a recall rune system in place, but its not something your average joe can get and use.
Reply

Posted: Feb 8th 2010 4:18PM ColRoofles said

  • 2 hearts
  • Report
This is an utter joke. I honestly don't understand why this company continues to make bad decisions such as this one. It almost feels as if they're intentionally trying to hurt their product and discourage as many people as possible from even trying it by making the dumbest possible decisions and acting in a way that pisses everyone off (take regular maintenance at 8-10PM European time on the European server as an example). Either that or they really have no idea wtf they're doing and need to get burned many times before they catch on, which seems like a more plausible explanation...

There's bound to be a group of "PVPers" incapable of handling real PVP rolling through newbie areas in a game like this and it is not that much of a problem. The real problem is the enormous skill/stat/level gap between new and old players, and implementing a newbie protection mode that only lasts a few hours isn't going to alleviate this problem in any way.

More sensible players have been asking Aventurine to make the game less grindy since beta. And so the company has been hard at work ever since applying numerous tweaks and fixes to make the process of character development less painful, with no tangible results to this date, even though all it probably takes to apply those tweaks and fixes is to change a few values in the code. Yes, it's easier to skill up nowadays provided you have a guild to finance your training and tell you what to do (stats, on the other hand, are still close to impossible to raise); no, it's still light-years away from something I'd consider entertainment. Make it possible to create a PVP viable character in 2 weeks time and all your problems with macroers (if there's so many of them, you know there's something wrong with the game) and ragequitting newbies are solved.

Suppose the newbie protection system is in. You roll your first character, you have no idea what the hell you're doing (just like the creators of the game you're playing), you play for a few hours, raise a few of your skills to by up to 50 points and a few of your stats by up to 0.5 points. After that you're all on your own with close to no gold, laughable skills and statistics. You're looking at a few months of extremely tedious grind matched only by some of the grindiest Korean MMOs out there, while getting obliterated every time you run into someone with a finished character. What a great prospect!

Posted: Feb 8th 2010 4:44PM (Unverified) said

  • 2 hearts
  • Report
Ive been playing for a week and it is the best thing ive played since i left swg the day the nge went live. This game is awesome. Who cares if they give newbs a few hours of free time. It doesnt take a guild to get you to your goal right from the start, plus there is a guild named NEW that will take in a new player for 30 days and a lot of guilds are allied with them so they dont get attacked so much. Yes they still get attacked..Anyone can make their way to You Tube where they will find a 4 part series on accelerated character growth. This game is the best kept secret in mmorpgs.
Reply

Posted: Feb 8th 2010 5:03PM (Unverified) said

  • 2 hearts
  • Report
This will prevent people from getting ganked immidiately upon entry to the game, but ultimately that feeling of "this sucks" is likely to still sink in with most of them when they start to get chain ganked later on. Problem is that just like any other game, there are trolls, and in Darkfall, there is absolutely no safe haven. I'm not saying this is a bad thing or should be changed exactly, but I'm not sure why they're bothering with this when the fact that there are clans notorious and existing solely for the purpose of harassing the newbie towns, why they even bother to try and hide/mask it from them for a few hours.

Darkfall is a fun/cool game. It does remind me quite a bit of if old school UO had taken place in an EQ engine. However, despite the few technical shortcoming it has, its not the game itself thats the problem, but the general community of darkfall itself and the players it attracts. Darkfall always had, and still continues to have one of the most awful communities out there. There are a few mature people here and there, but the majority of the clans and alliances are lead by power hungry manchildren who anyone who isn't a complete chucklehead will find impossible to take seriously let alone listen to their abuses for longer than a few seconds.

Featured Stories

Coming soon
Engadget

Engadget

Joystiq

Joystiq

WoW Insider

WoW

TUAW

TUAW