Aventurine has spilled the beans on Darkfall's new siege mechanics in a lengthy blog entry posted over the weekend. Producer Tasos Flambouras writes that the "new system brings substantial changes to how sieges work, and will not only eliminate issues like self-sieging, but will also make sieges a lot more strategic, profitable and interesting."
How so?
Well, for starters there's the fact that clan size now affects your ability to initiate a siege, and actions against a rival clan city will require more members than actions against a hamlet (and trial accounts won't count towards your clan size). All attacking clans will also need to pay a wager, the amount of which is affected by several variables. First up is the target city's power level, which is derived from how many buildings are in evidence. Your clan's wager will also change according to how many clans are already sieging by the time you join.
These tweaks are the tip of the proverbial iceberg, and there's much more reading material at the official Darkfall Epic Blog.
Reader Comments (14)
Posted: Jul 25th 2011 11:04AM (Unverified) said
looks like a great game, if you like PVP, if not...
Posted: Jul 25th 2011 11:30AM (Unverified) said
@Raikulxox
Ya pretty much, there just isn't good out there lately, quality is in toliet lately, to many development teams are focused on getting the quick buck, then making groundbreaking quality. The few potentials; GW2, Tera are a long ways off still. Guess all some of us can do is burn off that winter chub.
//so bored....
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Ya pretty much, there just isn't good out there lately, quality is in toliet lately, to many development teams are focused on getting the quick buck, then making groundbreaking quality. The few potentials; GW2, Tera are a long ways off still. Guess all some of us can do is burn off that winter chub.
//so bored....
Posted: Jul 25th 2011 12:49PM (Unverified) said
@Kalec
I'll have to check on more on Archage, there site is a tad skimpy on info, there are in the Korean closed beta stage right? I'm on the fence with Tera, I'm thinking it has better chances in NA, then it's home Korean market. It has potential, but it will have to work for it.
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I'll have to check on more on Archage, there site is a tad skimpy on info, there are in the Korean closed beta stage right? I'm on the fence with Tera, I'm thinking it has better chances in NA, then it's home Korean market. It has potential, but it will have to work for it.
Posted: Jul 25th 2011 2:10PM Apakal said
@Kalec
TERA is still up in the air. It really depends on how and how well they handle the so-called "westernization" of the game. I think it still has potential to be interesting (more than I can say for TOR at this point) and mix in a decent amount of innovation.
I don't think I need to say anything about GW2.
Beyond that, lets not forget about The Secret World. There's been a lot of talk about story and mystery and puzzles and yadda yadda, but lets not forget that they're pursuing a no-class, no-level, deck-building game mechanic, which I think has great potential. Yes, its a Funcom game, and we know how Funcom games usually go at launch, but I'm trying to stay positive. Everything I've seen so far has only gotten me more interested.
I can't get on the ArcheAge bandwagon because I'm not a sandbox fan, but I definitely appreciate what they're doing with CryEngine3 and everything else they've offered up so far. I think it will definitely advance the genre in at least a few areas.
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TERA is still up in the air. It really depends on how and how well they handle the so-called "westernization" of the game. I think it still has potential to be interesting (more than I can say for TOR at this point) and mix in a decent amount of innovation.
I don't think I need to say anything about GW2.
Beyond that, lets not forget about The Secret World. There's been a lot of talk about story and mystery and puzzles and yadda yadda, but lets not forget that they're pursuing a no-class, no-level, deck-building game mechanic, which I think has great potential. Yes, its a Funcom game, and we know how Funcom games usually go at launch, but I'm trying to stay positive. Everything I've seen so far has only gotten me more interested.
I can't get on the ArcheAge bandwagon because I'm not a sandbox fan, but I definitely appreciate what they're doing with CryEngine3 and everything else they've offered up so far. I think it will definitely advance the genre in at least a few areas.
Posted: Jul 25th 2011 2:03PM mikejr said
Darkfall is extremely fun in terms of PVE. The world is not mob dense (and is enormous) so finding a relatively safe adventuring area isn't too difficult.
The open world PVP adds an element of situational paranoia that can't really be described - as I've said before, it's the most immersive game I've ever played.
I'm more than a little hyped about an impending relaunch (and I'm too old to PVP).
The open world PVP adds an element of situational paranoia that can't really be described - as I've said before, it's the most immersive game I've ever played.
I'm more than a little hyped about an impending relaunch (and I'm too old to PVP).
Posted: Jul 25th 2011 3:26PM DeadlyAccurate said
@mikejr I tried out the trial and would've subscribed if they'd had a working economy. I'm looking forward to the relaunch to see if they add any sort of market tools. If they do, I'll jump all over this. Like you said, the element of situational paranoia really adds to the thrill of PvE. I was really enjoying the PvE combat.
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Posted: Jul 26th 2011 12:07PM (Unverified) said
@mikejr
To a PVE person, it like nails on a chalk board. It's not for just not for everyone. PVE and PVP can both be done in both great in the same game, but non pvp servers are a must for some folks.
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To a PVE person, it like nails on a chalk board. It's not for just not for everyone. PVE and PVP can both be done in both great in the same game, but non pvp servers are a must for some folks.
Posted: Jul 26th 2011 12:30PM mikejr said
@(Unverified)
I would have agreed with you before trying. There's a shift in mindest between being stuff-based and character-based, once you make that hurdle losing 'stuff' is no great loss.
For that matter items take durability and can't be repaired anyway - so it's not like you'll have that sword forever.
I can count on one hand how many times I was ganked - and I played for around 6 months regularly.
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I would have agreed with you before trying. There's a shift in mindest between being stuff-based and character-based, once you make that hurdle losing 'stuff' is no great loss.
For that matter items take durability and can't be repaired anyway - so it's not like you'll have that sword forever.
I can count on one hand how many times I was ganked - and I played for around 6 months regularly.
Posted: Jul 25th 2011 3:09PM KorbenDallas said
If only their open-world was larger and was tiered in sectors that ring-out from major npc cities in terms of safety & risk, like EVE in a sense, this game would be much better.
Posted: Jul 26th 2011 12:33PM mikejr said
@KorbenDallas
World size was never lacking from my perspective: http://2.bp.blogspot.com/_yjT498_DbmQ/TJlXuwQ7xiI/AAAAAAAAADA/OFPh852FX-Q/s1600/AgonKalimdorComparison.jpg
Many would argue the world is too big.
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World size was never lacking from my perspective: http://2.bp.blogspot.com/_yjT498_DbmQ/TJlXuwQ7xiI/AAAAAAAAADA/OFPh852FX-Q/s1600/AgonKalimdorComparison.jpg
Many would argue the world is too big.







