Darkfall Feats, Player Points, and UI

Darkfall Unholy Wars supposedly launches early December.  I say supposedly because I believe we won’t see it until at least January.  Nevertheless, information about the changes to Darkfall is finally being offered up by Aventurine.

Darkfall Bank GUI
The new bank menu with paper doll and inventory management.

Interface – Slicker, more console-like experience

I really, really like the look of the new UI.  I have no idea how it will actually behave when playing — I may despise it when I actually get to experience it.  I think visually it conveys a more action-like approach with radial menus for combat abilities, almost console-like menus, and a much more polished and informative GUI.

In particular, the Bank interface looks to be vastly improved.  I wasn’t a fan of the chaos created by the random, throw yourself anyway bank space.  The new paper doll looks good, and I like the general aesthetics of how information is being presented to the player.

Darkfall Feats
A list of Feats on the left helps to guide players toward activities, and rewards them for doing things.

Feats – Achievements meet Quests

The Feats sound to me like an achievement system and quest blend.  The game will suggest these objective-like tasks and the player can choose to complete them or not.  Look at the screenshot I took from the video, it looks like everything from exploring a town to killing monsters, crafting, PvPing, sieging, and just about every aspect of the game will give points.  I see a colored point value next to each Feat; I’m not sure if those are general Player Points or special points of a particular type matching the type of Feat.

I think Feats will give players direction.  One complaint I often hear from inexperienced sandbox players is, “What do I do next? What is my goal?”  This will provide that goal in an open way that will hopefully maintain the spirit of the sandbox game.  If these become more like chores that become required by the min-max meta game to be competitive — meaning the points associated become important — then the system will be a failure.

 

Player Points – Character Development Currency

Player Points appear to be the equivalent of experience.  They are used to buy new skills, boosters (whatever those are Titles with stat bonuses), and yet-unnamed “features” that allow you to develop your character further.  As I mentioned previously, Feats reward you with points, and simply playing the game however you want is supposed to reward you with Player Points.  Crafters can earn them by crafting, PvPers from killing other players or sieging, etc.  Sounds like this could work.

Overall, Aventurine is finally taking steps to modernize Darkfall.  I like the game I’m seeing on paper, and I’m anxious to get my hands on these changes to know for sure whether or not Darkfall will be worth investing my time. (more…)

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Darkfall Unholy Wars

Well, I'm going to give Darkfall another try.  I can't say it's because Darkfall suddenly deserves being played again or because I missed the game.  I'm simply curious about the…

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Dragon’s Prophet: Doesn’t take a prophet to see what’s coming

Dragon's Prophet Dragon
Fight, capture, train and ride 300 different dragons that come with their own set of abilities.

Shortly after I wrote about an ideal MMO sandbox which takes elements from very specific games, I discovered details about a SOE game in the works called Dragon’s Prophet.  Dragon’s Prophet seems to come close to what I want, but illustrates how easy it is to miss the mark with a few awful decision.

Features in Dragon’s Prophet

Dragon’s Prophet will feature an odd skill system that I am still trying to wrap my head around.  Someone correct me if I’m totally wrong, but what I gather about the system is that you find a dragon and gain a random set of abilities.  There’s an element of fighting, taming, and training going on here. I’m sure another class system will also be in place.

Non-instanced housing will let players claim plots and plop down a house out in the world for all to see.  I want to know if it’s like SWG and houses can be placed freely anywhere, or if there are designated plots of land.  I’m leaning toward the latter because what I’ve read seems to indicate that certain plots cost more. Sounds better than most systems, as I am a huge fan of open-world community-centric features.

What sounds really neat about Dragon Prophet is the idea that players can claim areas of land almost like the kingdom idea from my previous entry.  Out in the frontiers, areas of PvP land that can be colonized (again like my ideal MMO), players can become subject to taxation from other players.

Combat will use what the official site calls “auto-targeting”.  It has been likened to DCUO’s combat, which isn’t bad, or like TERA but faster (or something like that).

Overall, a nice set of features.  Implementation could be all wrong, but at least the ideas on paper are good ones.  That said… (more…)

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Adventure Log: In a galaxy far, far away

Returning to SWG
I think my character’s face says it all.

I delayed last week’s adventure log a few days because I decided to do it on my mini-adventure back into the galaxy of Star Wars.  No, not the Old Republic.  I’m talking about An Empire Divided.   Some of you are still probably going “wtf is he talking about?” — SWG!  Star Wars Galaxies.

The urge to go back and play was overwhelming when I heard the news that SWGEmu is almost getting to the point where the long beta is over.  SWGEmu is a SWG emulator  recreating the game at the point it was at before the infamous combat update.   Since the real SWG was shut down, just about everyone who still wants to play the game is playing on SWGEmu — about 3,000 people online at any given time.

Entering such a vast galaxy as a completely new player is overwhelming.  A few of my friends were totally lost as to how to actually play the game.  SWG was never very good at taking the new player and getting them started down a path.  It’s really up to the individual to figure things out, or have another player guide them.  Sometimes the most confusing part of SWG is the best part: Crafting.

Crafting comprises the vast majority of SWG.  The entire game revolves around the player-driven economy.  Players craft literally everything, and everything has a use.  It’s such a complex system that I can’t do it justice here.

The key to understanding SWG, and understanding how to play, is knowing that combat is not the emphasis.  Did that blow your mind?  An MMORPG where you can literally never, ever, engage in combat and still have one of the most enriching, immersing experiences possible in a MMO actually exists.  The trick is understanding that you’re not progressing towards beating something.  The goal is to live and survive in the galaxy while hopefully creating a more comfortable existence for yourself while building relationships and enjoying the community.

Okay, so less about SWG and more about me.  Read on. (more…)

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