M'en parle pas, quand j'ai vu ton pseudo l'autre jour, j'ai fait une petite recherche gogole et je suis retombé sur le site de Shadalyne (la méné) avec tous ses screenshots de l'époque... 1.36
rhooo.... shadalyne!! je crois bien avoir encore deux ou trois screen de son mariage à l'église , au sud d'humberton, à l'époque, je chahutais avec sphynx et redwin, lol

et venizia qui me voyais comme une coureuse, lol

c'était le bon temps...
sinon, dernier Q1A en date de tasos:
Update and Q&A part 2. Jan. 7th
A quick update before going into the Q&A: Persistence is being tested and the upcoming patch for this is a large one with many fixes to the game. The ETA is being reserved at the moment until testing is complete so unfortunately I can't be more specific than saying it's coming in the next few days. I can say however, that it's coming within the week barring unforeseen circumstances . We appreciate the patience, we believe the patch is worth the wait.
Following is the second installment of the Q&A, we've collected more questions today and we'll keep answering them as time permits. If you don't see your question in this bunch, there's no need to be discouraged, we'll get to it as soon as possible. Having said that, there are no constructive questions on the game we want to avoid answering, there may be some that require some research before we do. As I said, we'll get to them.
Why was friend recall added to the game? Is AV not concerned that this change will devastate the metagame and large scale pvp? Has AV reconsidered its implementation considering the extremely negative feedback on the boards?
We added summon friend for several reasons, one to alleviate issues caused by our automatic player distribution mechanic which distributes players to low population areas if their racial cities are above the population threshold. This can end up splitting up friends and clanmates that enter the game together.
There are also the tactical opportunities this mechanic offers. We understand the community concerns, but consider that this is a fully customizable mechanic that we won’t allow to mess up the game. We’ll be keeping a very close eye on it.
Right now summoning a friend requires 1 portal shard, 2 minutes of channeling time, 20 seconds of channeling for the character being summoned and a 60 minute cooldown until another can be summoned. The cooldown will be enforced even if summoning is declined or if the 20 seconds channeling time is disrupted in any way. It seems to us there are adequate safety measures to prevent this from exploitation but in the event they prove inadequate, it’s very easy for us to adjust the numbers to balance the mechanic out.
We’ve taken your feedback on potential chain summoning but this would require a lot of planning, luck and strategy to be executed, summoning players are vulnerable, and summoning chains can easily be broken.
Having said that, we’d like you to give the feature a chance and we promise to monitor its’ use and taking your feedback into consideration.
Why were dominion points implemented? Is AV not concerned that this will force clans to merge together while screwing over smaller, but active clans who refuse to do so? Is there no concern of merc and trading clans being negatively impacted?
Dominion points reward players for proper game activity, as do player points. A clan for example doesn’t earn Dominion points by having their players idling within their city walls, while participating in conquest related events can be quite profitable in terms of Dominion points.
As for trading clans, I’ll just say we’ve already had to decrease player point gains a few times for harvesting and crafting since they were overshadowing all other gains.
Why are basic features in the old UI (DF) but not in the new UI (DF UW) Adjustable, zoom in mini map, annotations, opacity setting, map that doesn't cover entire screen.
Creating a new GUI from scratch for a game as complex as Darkfall Unholy Wars is a major development undertaking, so we couldn’t fit in all the options the old GUI featured during Darkfall’s almost 4 year run. Having said that, the minimap can be zoomed in and out and opacity settings are being implemented. We’ll keep working on it, the GUI is a work in progress, so we appreciate all your feedback.
What features/content/mechanics are currently missing from Beta that you expect to be in-game at launch or shortly thereafter (aside from the market and Primalist)?
Our highest priorities right now are the two Primalist schools of Law and Life and the Markets. Our backlog also contains more ships, siege engines, enchanting, jewel smithing, sea fortresses, resource monoliths and many new or improved implementations of various features. Most of these features are completed to a certain extent but didn’t make the cut before the feature lock. There will be a steady stream of features added to the game as we go, and our capacity to do so is greatly increased.
Are the safezones going to be disabled for players taking part in a siege? How do they envision sieges of Cities near safezones?
While we've taken care of avoiding any safe-zone / siege event conflicts, this is something we’re looking into right now. We've noticed in testing that it might be possible there could be some indirect issues with safe zones during sieges of specific cities; we’ll be monitoring these during beta before we take definitive action. We do have several options to correct any oversights.
What happened to Sea and Land towers (resource monoliths?)?
Sea Fortresses were in the game but have been temporarily removed until we complete the warships implementations. In the meantime, we’re also looking at a more interesting implementation for Sea Fortresses before we reintroduce them to the game. Resource monoliths have been placed in the world and will become active sometime shortly after launch.
Why did AV decide to implement specific building orders for city/hamlet structures?
This existed in the original Darkfall too; we've just taken a more logical approach in Darkfall Unholy Wars.
Build orders are basically there so there’s progression to get to the higher end buildings. Hamlets however don’t have any build order requirements; the mechanic only applies to cities.
Can we expect hamlets to serve a greater purpose in Unholy Wars other than being just another chaos bank that enables village capture?
Hamlets allow you to capture neighboring villages exactly like cities do. The level of income generated by these villages will be significant.
Regarding re-introducing map exploration in a meaningful but non-forced way, can you please respond to this suggestion and the overwhelming community support it received?
There is a fog of war mechanic for the map in the works. This will affect all map markers that you can now see. Moving about the map will remove the fog and reveal what lies beneath. It will also serve as an indicator to the places you have visited.
Some players dislike the new momentum system and jump delay; is it accomplishing what you intended for it to do? Either way are you considering removing it?
The jump delay is there to prevent incessant bunny hopping. It also has a small limiting effect on jump shots. The effects are consistent with our intentions so far. There is no momentum system in place. What you see is a slight delay between the mouse movement and the orientation of the character which is purely aesthetic. Please reserve feedback related to these features for when debugging mode is off.
Can we get more quickslots? Right now there are more items that we want to put in quickslots than there is room for.
We have noted the feedback related to this and we're looking into this as we speak.
Can we get the option to link a shield to any one hander in a quickslot?
This is also under consideration, it’s a change we would like to implement.
Can the two radials be merged into one with a number of slots slider option?
This is not in our plans. We’ll evaluate the GUI and feedback on this will be considered. For the time being it’s not under consideration.
Where are Mirdain and Alfari Cities?
They’re missing at the moment because we’re redoing architectural elements. The cities will be added back into the game as soon as these are complete.
We'll be back with more of your questions as soon as possible. Thank you for reading and commenting.
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Last edited by Tasos; Today at 07:55 PM..