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http://www.curse.com/articles/darkfa...ws/372269.aspx
Most of the questions in this interview are directly answered by Darkfalls Associate Producer, Tasos Flambouras, though there is also a bit of feedback given by Claus Groval as well, who fills the role of Producer of the game. Darkfall is currently in beta, with a European release slated for January 22nd, 2009.
This is all lore and quest related, there is no requirement of a certain level of piety in order to cast certain spells etc. So I would say no, there's no deity system in place in Darkfall.
The skills you use are also going to fit your playstyle. Skills and spells advance by usage and there are so many that it's going to be very difficult for a player to master everything. Furthermore in groups it's more effective to use complimentary skills and spells.
It's going to be easy to go off the grid in Darkfall. Solo players or small groups can easily find a location with little traffic to live in.
The clan management tools are extensive and have also received a lot of praise by our beta testers.
Vendors buy and sell. Crafting drives the economy with a constant circulation of resources and finished goods. Secure trading systems are in place. Players can advertise through in-game trade boards. We will monitor the economy very closely throughout the lifecycle of the game since it's very important that it's balanced.
Through full looting you can take everything off your defeated opponent. Nothing is safe except your starting items and the contents of you bank.
As a skill-based game, Darkfall stands apart from most MMOs that use a class / level system. In this article we talk about why we didn't take the beaten path, and a little bit about how the skill system in Darkfall works. As players, we enjoyed playing skill-based games like Ultima Online and The Elder Scrolls series, and we couldn't help feeling restricted by class / level-based ones. When faced with the decision of allowing players the freedom to take the skills they want and need as their character grows and the game evolves - or not - it was a no-brainer. In Darkfall, players can develop the exact characters that they want to play, without the limitations a class-based system imposes on creation and advancement. During character creation in Darkfall, you start out with a set of basic starting skills in addition to some special race-specific skills - like Anger for example, which is an orkish skill. You get a pool of points to allocate. This process as well as selecting starting skills is pretty straightforward. You can't make a mistake in Darkfall's character creation or development that will gimp your character. If you don't like the combination of skills you've chosen, you can pick and train new ones. You never have to re-roll a character; you just adapt your existing one to fit your needs and adapt to the evolution of the game over time. In class systems, your original and often uninformed decisions could haunt your character forever. Furthermore, you're often penalized by updates and other events beyond your control. In Darkfall, you have the freedom and the pleasure of developing your character exactly the way you want. Ultima Online had about a hundred skills and spells. Darkfall has at least 10 times that, and there will be more added throughout the life cycle of the game with every update. The number of skills in Darkfall ensures that each character will be truly unique. You train the skills that interest you by using them. We think that this is a lot more fun, challenging, diverse and relevant to the players' wants and needs than having to level-grind the old fashioned way. You'll have fun with your new character in Darkfall from day one, without having to suffer through endless repetition for months before you're able to start enjoying yourself. You also don't have the huge imbalances of power between characters of slightly different levels, seen in class- / level-based games. Even starting out, your Darkfall character is very viable. Skills in Darkfall are a lot more than just numbers. Many are features in themselves. For example, climbing, riding and sailing are skills, but they're also associated with major features in the game. Darkfall's skills are associated with the many things that you can DO in Darkfall that are parts of the gameplay and the game mechanics. Skills are also associated with attributes like strength, constitution and intelligence, and they affect each other. You pick up the more common skills at NPC trainers. Skill progression occurs through use of any particular skill or series of skills, and ranges from 1 to 100. In common activities like swimming, progress is faster than in the more complex skills to train such as 'mana efficiency'. In-game messages will inform you when you've advanced. Spells progress the same way as skills, through use, so taking the Tornado spell as an example, the more you use, it the more powerful a tornado you'll be able to unleash on your enemies. Skill decay will set in at a slow rate for unused skills at an expert level. There are also skill trees that open up new skill categories that lead to further specialization. Darkfall's skill system is all about player freedom, endless customization, adaptation and control. It adds great depth to the player characters, and to the process of developing them. Darkfall players will enjoy their unique characters, and will always be able to get the best out of them throughout the life cycle of the game.
Darkfall has few buffs and they're mostly tactical and situational. They don't last very long and most are buff other spells. This way they become part of the action and not part of the preparations. In Darkfall "my buffs went out" definitely won't be an excuse.
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Interview de Tasos du 23 Decembre
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Nice find!
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Joli joli
![]() Pas mal de choses qu'on savait, d'autres qui se rajoutent ^^ |
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Et il y aura bien une skill "climbing".
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Etrange qu'il n'y ait pas de question au sujet de l'open beta
![]() Sinon, bah rien de bien neuf dans l'ensemble, même si c'est intéressant d'avoir un peu de communication. ![]() |
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Merci pour la traduction rapide
![]() Assez déçu de ne pas avoir d'info sur la béta ouverte quand même ... ![]() |
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Rien n'est en sûreté, sauf ce qui dans votre banque !!
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Nice.. quelques nouvelles infos tout de même.
Citation :
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malheureusement, ca reste des mots. Fo voir à la release...
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Bande d'impolies !!!
Merci parasol pour la traduction. J'te jure ces joueurs .... ![]() PS: merde ninja par Zi' |
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Mechant grognon |
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Comme d'hab un mélange d'info connus et quelques petites choses nouvelles. Sa montre qu'ils vivent toujours c'est bien et sa fait un peu de pub ^^.
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Deux choses à dire :
- Vivement le 22 janvier ! - Espérons que cela soit aussi bon IG que sur papier ![]() |
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