Any step in the right direction for Darkfall right now is a huge boost to player morale. Today’s patch focused on adding exactly the type of things I, and many other players, have been clammoring about for weeks/months. The crème de la crème of today’s patch is the improvements to PvE and solo play. These changes are the “reasons” I’ve been B.M.C.’ing about that players need in order to get out and do something. Official word:
In today’s patch we introduce the first step of our ongoing commitment to improving the Darkfall PvE and solo/small group experience. We’ve added new low level spawns and updated many existing spawns to be more suited for solo players or small groups. These spawns are primarily located on the sub-continents and on the various small islands surrounding the mainland of Agon. This placement should make it easier to find secluded spots to hunt at.
This will enhance the following dynamics in Darkfall:
– More secluded spawns you can handle alone or with a friend
– More opportunities for solo players or small groups to make gold
– More readily available reagents for spell-casting
– As smaller groups become more viable, small scale PvP frequency will increase significantly.
– More purchasing power for individual players means a significant boost for the crafted items market
While we continue improving the solo to small group experience, our next PvE balancing priority is to improve things for larger groups.
This is one way to accomplish the design changes Darkfall needs. It’s definitely going to create more content for the individual and small-group player in both PvE and PvP. I think that this concept can be taken a whole lot further though. I still believe that Aventurine could take their big open (85% empty) main continent of Agon and fill it with stuff like this. Fill it with more small-group (2-3) content. Also, I’m still in favor of making special resource areas unique to different parts of the map that spawn in big hubs (without towers/guards) that players can congregate in (without global banks) to form sub communities. It will draw players out of macroing, out of hiding in their cities, and give them an even bigger ‘reason’ to do something in Darkfall. It will increase PvP, improve the economy, and improve the game.
There are a few more details in the patch notes to highlight.
Target FPS – players can now set their desired FPS and the game will adjust itself to match that FPS. Should hopefully improve siege performance.
Auto-Harvesting – Hallelujah! Hallelujah! And it continues to work when you alt tab! The game will have your character continue harvesting until the node is empty, you’re out of stamina, or you’re interrupted. It also continues to harvest when you break the mouse away so that you can do other things in-game other than focus right on that tree.
I like steps in the right direction even when they come at the eleventh hour. Stopping here would be sad though. Aventurine needs to build momentum and hammer out patches like this every week for the next month if Darkfall is going to make it very long. Hopefully they’ll look into my suggestion of developing the emptiness into meaningful incentives.
My updated thoughts are in the comments.