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Default Darkfall - 03-31-2008

This Product is considered VAPORWARE

Unique features

Darkfall is expected to have several features that set it apart from the majority of MMORPGs:
  • Unrestricted PvP, with no safe zones, only protection by NPC guards in racially controlled cities. Consequences for indiscriminate player killing result in changes in alignment (see alignment section below).
  • Complete looting. All items will be dropped on death, and can be looted by anyone who opens the corpse. Armor and weapons will be somewhat easy to replace.
  • A character advancement system devoid of player levels. The majority of player capabilities are determined by the possession of skills, which improve in response to in-game use. For example, all weapon proficiencies, the ability to swim, cast spells, ride mounts, and hide in shadows are all skills that can be learned and improved through in-game use.
  • Inter-character and projectile-character collision detection. Projectiles (spells, arrows, cannonballs etc.) can be dodged. Players can be pushed or blocked by other players or by explosions.
  • A real-time combat system that includes FPS-style manual aiming & blocking.
  • Naval warfare, with the ability to board, capture and sink player controlled ships.
  • Real-world physics.
  • Dynamic, physical weather, including variable, directional winds, and tidal waves.
  • Day/night cycles based on a realistic planetary system of 2 orbiting moons.
  • No radar or floating names.
  • Ranged combat will be viewed from first person perspective. Melee combat will be viewed from third person perspective.
  • Friendly fire. If you miss with spells or arrows you may hit someone other than the character you were targeting. Area of effect offensive spells and healing spells can affect your friends and your enemies.
  • Cities that can be built, captured and destroyed by players.
  • Enhanced monster behaviour and AI. Monsters do not simply stand and swing at players until dead; they may employ sophisticated combat tactics based on their capabilities, social behaviour, and intelligence level. For example, intelligent monsters will preferentially target healers, casters, and/or weakened players. Monsters do not have fixed spawn locations or sizes - monsters form their own communities, may construct buildings and/or may relocate to new areas in response to being hunted by players. Monsters may also fight other monsters in their region.
  • A zoneless, handcrafted world that supports over 10,000 concurrent players per game instance. It has been stated that virtually all props and items in the game are able to be crafted by players.

Playable races

There are six playable races in Darkfall. Unlike other MMOGs, racial choice does not heavily influence your characters choices or progression options: 95% of the skills may be learned regardless of your race, the remainder are Prestige/Racial abilities(Note: At this time, Prestige classes and abilities are not in the game). Each race begins play in their own homeland, and have their own unique storylines, histories, and racial alliances/enemies.

While certain races have friendships and hatreds with other races in Darkfall, these are not strictly enforced upon the players, and it is possible for allied clans to declare war upon both their own race and their racial allies. Declaring war will prevent players from sustaining alignment penalties associated with killing friends and allies as well. It is also possible for two racial enemies to ally together. However, the NPC will behave according to their racial rules, and thus will react with hostility to racial enemies even if they are allied with that clan.

The races are as follows:

Humans

* Homeland: Mercia
* Allies: Dwarves, Mirdain
* Enemies: Mahirim, Orks, Alfar
* Racial mount: Warhorse

Humans in the game live very much like their real life counterparts did in medieval times, with a feudal system, and a constant power struggle between the King and the Church. Humans are a versatile and adaptable race, with no particular strengths and weaknesses.

Mirdain

* Homeland: Mirendil
* Allies: Dwarves, Humans
* Enemies: Mahirim, Orks, Alfar
* Racial mount: Aerdian cat

The Mirdain are a sophisticated race of skilled diplomats and traders. They prefer diplomacy and subtle manipulation to direct conflict, but Mirdain are still brilliant tacticians whose expert troop movements and cunning ruses allow them to defeat enemies many times their number. Working deep from within their forest home of Mirendil, the Mirdain are a peaceful and cultured race in a world torn by war. The Mirdain are somewhat magically adept, and most of them are able to direct a modest number of spells. They are also skilled hunters, proficient with the bow from an early age.

Dwarves

* Homeland: Dvergheim
* Allies: Humans, Mirdain
* Enemies: Mahirim, Orks, Alfar
* Racial mount: Garmir Ram

The Dwarves prefer to live underground, away from the troubles of the surface, but recently their capital has begun to expand upward and there are a few settlements on ground level.

Mahirim

* Homeland: Tribelands
* Allies: Orks
* Enemies: Humans, Mirdain, Dwarves, Alfar
* Racial mount: None, but is able to run as fast as a mount out of combat.

A fierce race of predators from the untamed wilds of the Tribelands, the Mahirim are a race who still seem at odds with their recent move to civilization. While they have laws now, they retain all the finely-honed instincts and predatory skills of their pack-hunter ancestors. Though they have recently evolved to walk on two-legs, the wolf-like Mahirim retain the ability to run on all fours, and can easily out-pace all other races on foot and match other races' mounts for speed, whilst retaining the capability to ride other races' mounts. Given their long history of aggression and their somewhat arrogant nature, the Mahirim have few friends. They do, however, have a small degree of respect for the Orks, who are very capable warriors and equally warlike.

Orks

* Homeland: Morak
* Allies: Mahirim
* Enemies: Humans, Mirdain, Dwarves, Alfar
* Racial mount: Death Pig

Until very recently the Orks used to roam the swamps like the Goblins do now: no permanent settlements, no civilization, spending their time hunting or at war. But, an evil deity tamed the Orks and taught them how to build cities and enslave workers. Modern day Orkish society is built on the enslavement of the Goblin race, as they do all the manual labor for the Orks. The Orks also control an evil cult of Dwarves who design buildings and weapons for Orkish conquest; they live in much better conditions than the Goblins. The Orks believe that one day their God will rise from the Volcano and kill all non-Orks.

Alfar

* Homeland: Nagast
* Allies: None
* Enemies: Everyone
* Racial mount: Shulgan Drake

The Alfar are the cruel, hate-spawned cousins of the Mirdain. Abducted eons ago by their insane god-king Melek, these former Mirdain have been mutated and warped by his diabolical influence and his mother's Silver Circlet into fearless, rage-driven killers. Striking their enemies from the shadowy, spell-blasted lands of Nagast, the Alfar tear a bloody swath of destruction wherever they go, disappearing as quickly as they appeared. Gifted with an innate affinity for the magical arts, the Alfar are skilled spellcasters who draw their power from their volatile God. Due to this unpredictability, Alfar spells fluctuate in power, creating a slight variance in result with every cast. Alfar have a deep seated hatred for all other life on Agon; though they can join clans of other races, they loathe doing so..


Character alignment

Darkfall will feature a player character alignment system, which ranges from good to evil, based upon the actions of players. Characters will start the game with a neutral alignment. "Evil" actions, such as the killing of other characters without provocation, stealing from other characters, and even the casting of certain necromantic spells cause a change in alignment toward evil. The repercussions of an evil alignment range in severity from NPCs ceasing to trade with a character and the inability of a character to "bind" in certain cities & towns, to that character being attacked on sight by NPC guards and player characters of good alignment receiving quests and alignment bonuses for hunting and killing evil characters.

From the Darkfall character FAQ: "Turning evil is easy, although it doesn't make for an easy life. Killing other characters unprovoked will get you there fast and this will make most guards, clans and other players attack you on sight. Changing your alignment towards good is a challenging and difficult process."


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Last edited by Carson; 08-07-2008 at 02:34 PM..
  
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Default 03-31-2008

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Default 04-02-2008

The thing that caught my eye first is unrestricted PvP. If only WoW was like that.

This looks like an interesting game, I wouldn't mind trying it out.
  
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Default 04-02-2008

This game looks awesome, when is it released, or where can you buy it?
  
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Default 04-02-2008

It is in clan beta right now. Im guessing it will be at the usual (Best Buy, Game Stop, Hollwood Video) stuff like that.


  
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Default 04-12-2008

Actually looks amazing to me... I wanna get it x.x
  
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Default 04-13-2008

heheh clan beta.. we could actually apply for something like that.
  
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Default 04-15-2008

Pwn* speeks trewf



Last edited by Carson; 04-15-2008 at 09:40 PM..
  
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Default 04-28-2008

setting up shop.. I've applied us for the clan beta.. if they require more details ill grab their fansite kit and make a fake domain to get us in.
  
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Default 04-28-2008

WoW that looks like a really fun MMORPG 0.0

I so want to be a pirate =P


/me wants to play beta
  
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Default 04-28-2008

Other than reminding me of a FPS medieval themed action-game I played before and the slightly stale animations, it looks completely awesome.
I wonder how far it will go by creating your own content and how much they're actually talking about.

If possible I'd like to get a foot in this too, *puppyeyes*

Nice post
  
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Default 04-30-2008

ya still waiting for a response back..
  
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Default 05-03-2008

This game has almost everything I wanted... You're allowed to kill citys even though it is a friendly city... Their isn't anyone above you, you are your own boss. The gameplay will rock, but after seeing the movie I think the graphics are a bit of low quality (or it is just youtube that fucked it up again)
  
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Default 05-03-2008

as far as I'm concerned.. I'll settle with better gameplay over graphics any day

i played ultima online for 3 years.. 2d MMORPG.. I think i can handle a little 3d distortions.
  
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Default 05-03-2008

Quote:
Originally Posted by PwnStar View Post
as far as I'm concerned.. I'll settle with better gameplay over graphics any day

i played ultima online for 3 years.. 2d MMORPG.. I think i can handle a little 3d distortions.
I also don't really care about the graphics but the eye also wants something...
  
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Default 05-31-2008



I think the graphics will be alright.


  
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Default 07-01-2008

At this point I consider this "game" to be pure Vapoware. If you look in their FAQ, you see that the release date was set in 2003 and currently, they have not announced no beta, closed or open, and no public announcements regarding the future.

I know I will get flamed for this, but if you believe Darkfall will be a sucess, I think you should think again, mainly because of this game (wich looks promising and NOT vapoware, mostly due to the fact they have bought their engine.):
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Default 07-01-2008

Wow mortal online looks extremely impressive.. and yes.. darkfall has been in discussion for an extremely long time. I've had friends on their forums with over 2000 posts and still no talk of any type of beta for even the biggest contributors over there... very unfortunate the game was promising and had a ton of people excited over it.
  
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Default 08-25-2008

Matt, if they do offer access to the clan beta i'd really like to join in
  
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