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Dev Team Follow Up: Character Progression

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  • Dev Team Follow Up: Character Progression

    The Dev team replied to the community discussion today and gave some answers that should make a lot of people happy. Here it is:

    from the Official Darkfall forums:

    This is a quick follow-up on some of your feedback in the Character Progression discussion.

    Before we go into specifics, please allow me to give you some background: We usually avoid discussing specifics on things in the planning or in the implementation phases. The reason is that we’ll often change our mind, or we might do something else that conflicts with another plan, or perhaps we find a better way to achieve a similar result, it’s part of a bigger system, or perhaps testing fails. Many things can happen and we don’t want to commit to things we don’t have ready to go. We’re not trying to be coy when we don’t include a time-frame or numbers, or more details. The time frame is always ASAP based on prioritization and we’re always trying to improve our times by improving our workflow or adding more developers.

    Having said that, on to some of your feedback:

    * We agree that skill progression needs to be made more interesting, that special quests need to be introduced; unique mobs, unique items and many of your suggestions in this area are being looked at already. Furthermore as we mentioned, quests and dungeons are being revamped, the entire system is being made as to connect the dots and give more meaning to adventuring in the game.

    * 4-6 months to becoming “advanced” is too long: It’s considerably less than it used to be but we’re constantly looking into ways to accelerate and balance the process and make it more enjoyable without taking away the challenge. There are several things we're currently working on that affect this point.

    * Skill gain in buffs and self buffs should be faster: We agree, we’ve been looking into this and we’ll make necessary adjustments.

    * Attribute consumables, skill books and scrolls should be more common: Yes they should be and they will be on low level mobs.

    * Some crafting skills need faster gains: This is a fair statement and we’re looking into it.

    * Further increase melee/archery gains on mobs: We currently have no plans to do this, but we keep evaluating the situation and we’ll get back to this in the near future.

    * Increase stat gains in general, and include diminishing returns: Stat gains work in a diminishing returns fashion already, we’re looking into balancing it more and we’ve started with the upcoming changes to hitpoint progression and we’ll keep making any necessary adjustments.

    * Introduce new potions / consumables that affect skill/spell/stats for a given time span: These are the temporary boosts we’re talking about in the character progression discussion post.

    * Quests to increase specific skills/stats: We’re working on this.

    * Increase the skill/stat level that attributes consumables raise to: We’re looking at adding new types of attribute consumables along these lines.

    * AFK/online skill game system: We have specific plans concerning this.

    * Decrease the number of “necessary” spells/skills or simply make them more readily available and faster to skill up: We’re doing many small things to this end but we feel that Prestige classes will address this in the best possible way.

    * Heal mount shouldn’t be affected by encumbrance: We’re going to address this like we did with the transfer spells.

    * Make skill affect gathering yields: This is an area where everyone is equal; we don’t want to make changes here before we balance other aspects of the system.

    * Dungeons need work: We’re doing a complete revamp of the dungeon system. A lot of work is going into this and we think that it will make dungeons a lot more meaningful.

    This is all we can talk about right now, but there are more things in your feedback we're looking at but cannot comment on yet. We consider this an open discussion and we’ll keep processing your feedback, following up, and going into more details whenever we can.

    Thank you for reading.

    http://forums.darkfallonline.com/showth ... ost4236525" onclick="window.open(this.href);return false;" onclick="window.open(this.href);return false;

  • #2
    Re: Dev Team Follow Up: Character Progression

    Beask Likes!

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    • #3
      Re: Dev Team Follow Up: Character Progression

      Originally posted by Beask
      Beask Likes!
      Donk likes!

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      • #4
        Re: Dev Team Follow Up: Character Progression

        * Decrease the number of “necessary” spells/skills or simply make them more readily available and faster to skill up: We’re doing many small things to this end but we feel that Prestige classes will address this in the best possible way.
        How about "Decrease the number of skills period. Jump? Run? Swim? Rest?" Normal skills any other game considers you to have full use of from day 1"

        Still...better than nothing.

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        • #5
          Re: Dev Team Follow Up: Character Progression

          * 4-6 months to becoming “advanced” is too long: It’s considerably less than it used to be but we’re constantly looking into ways to accelerate and balance the process and make it more enjoyable without taking away the challenge. There are several things we're currently working on that affect this point.
          No comment on the fact that it's impossible to have an advanced character in 4-6 months without legalizing AFK macroing?

          I know game devs like to wave their wang around and never admit they're wrong but come'on...

          Everything else looks good, although the "class" BS they keep talking about worries me.

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          • #6
            Re: Dev Team Follow Up: Character Progression

            From what I understand the prestige classes are supposed to be optional and give more choices, not less. One example I remember from reading about them before DF came out was a druid that would be restricted from wearing metal armor but was more effective with elemental magics. Obviously there is a lot of room for them to screw things up with these, but I'm actually interested to see what happens.

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            • #7
              Re: Dev Team Follow Up: Character Progression

              Metal + Casting = Fizzle my nizzle!

              If they did it right could be cool.

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              • #8
                Re: Dev Team Follow Up: Character Progression

                why won't the "time-sink = uberness" mmo formula die out yet?!?!

                whyyyyyyyyy

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                • #9
                  Re: Dev Team Follow Up: Character Progression

                  i no rite ?

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