[encore] quelques infos sur le Monde de DFO

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D'après un post bien utile sur le forum officiel :

Ce topic répond à plein de questions qu'on pourrait se poser .


Les informations sont plus ou moins fraîches, et sont les suivantes :

Beta. [10.31.2008]
Citation :
http://forums.darkfallonline.com/showthread.php?t=77574

we’re going to start opening up the beta to more and more testers on or around November 10th

Caravans. [05.20.2008]
Citation :
http://forums.darkfallonline.com/showthread.php?t=55937
As for caravans, firstly, we never confirmed that they were in the game. They were never in the original design; they weren't announced as a feature, they were just brought up and have been promoted by some community members.

You do have the freedom of forming caravans. You also have the option of universal banks. When we make design decisions like these, we're thinking of the majority of players and we speak from experience. Few players would initially enjoy the absence of universal banks, but even they would get tired of the wasted time commitment.
Universal Banks. [12.10.2007]
Citation :
http://www.warcry.com/articles/view/...9-A-Round-Up.2
So to get you up to speed on universal banks: Universal banks are not bottomless. There's a reasonable volume and weight limit to what you can have in there. You can store items which meet these requirements. Universal banks aren't found everywhere. You can find them in starter towns, capital cities, clan cities if the clan builds one, and some quest hubs. The locations where they're found also limit their use in a racial, an alignment and a clan membership context. You won't be able to use every one of the few universal banks in the world. For example, it's only theoretically possible for an ork to use a universal bank in the human capital but he'd be cut to shreds by the guards before he even reached it.
In-game Tradeboard. [11.23.2007]
Citation :
http://www.warcry.com/articles/view/...e-Classes-More
There are universal banks, clan vaults with player controlled access levels, a
secure trading system, and in-game trade boards. 1 Gold is the monetary unit.
Build Anywhere. [01.25.2008]
Citation :
http://www.warcry.com/articles/view/...-Fan-Questions
Fan Question: What will the construction system be like? Also, will players be able to create a city in mountains or in underground locations?

Tasos Flambouras: I'm not going to directly answer this question because we intend to show you at some point how the construction system works. Describing it here is not descriptive enough. We've said before that "building anywhere" is relative. In Darkfall you can't build in any location you want, but this provides with unique clan cities built in awesome locations. So your clan city can be built on top of a glacier, have a waterfall hiding its entrance, be built on several levels on the side and in caverns inside a mountain, have secret underwater entrances, on a remote island...that kind of thing.

Underwater places and Caves. [07.02.2008] + [05.09.2008]
Citation :
http://forums.darkfallonline.com/showthread.php?t=58769
There are caves all over the world, the dwarves live inside a mountain, some clan city locations have caverns and tunnels going through them, there are the Dungeons, and the underwater passages.


Can caves lead you well into another races territory going undetected below the ground surface?

No they don't. There's no need for that....the world is so massive you don't really need to sneak underground to go undetected.


http://www.warcry.com/articles/view/...tions-Answered
13. Is there underwater combat? Are there any restrictions?

Yes there is. Spells and ranged weapons can't be used in underwater combat.
Prestige Classes. [01.25.2008]
Citation :
http://www.warcry.com/articles/view/...-Fan-Questions
Fan Question: How's the situation with prestige classes? Are you going to implement them after release, or are they dropped out completely?

Tasos Flambouras: No, we're putting them on the backburner and prioritizing them for after release. It's an option which would be available a bit later in the evolution of a character anyway so we don't think anyone's going to miss this feature by the time it's implemented.

Disguise. [08.23.2003]
Citation :
http://df.warcry.com/scripts/faq/faq.phtml?id=39&site=7
5.18. Disguising Yourself
We have both skills and spells that cover this. Polymorph, disguise, change self, etc. Change your name, alignment, race...on the other hand we have skills and spells that counter those, so...
Trophies. [12.21.2007] + [05.17.06]
Citation :
http://www.warcry.com/articles/view/...ee-Screenshots
On taking trophies from dead opponents: We planned to include head-taking to accessorize with but we don't have time to implement this by launch. It goes without saying that we'll patch it in when its priority ranking comes up. For the time being your trophies are your statistics of details on all your kills, and your looted items from your victims.

http://www.warcry.com/scripts/column...499&colid=9722
Warcry- In the social end of the game, there are role-playing PvPers out there. Will there be trophies and decorations for in your home?

Darkfall Team- Yes and as much of it as we can make interactive will be.
Capes & Robes over Armor [12.01.2003]
Citation :
http://rpgvault.ign.com/articles/442/442426p1.html
Cape and robe can be worn at the same time, and over armor if so desired.
Customizeable Guild Banners [09.17.2003]
Citation :
http://df.warcry.com/scripts/news/vi...site=7&id=9509
Lest face it, rapid identification of the enemy, rapid communications, and coordination are the keys to winning in group pvp. Darkfall will allow guilds to design and use their own guild crests which will show up on shields, cloaks, etc.
Teleportation [09.28.2006] + [01.18.2008] + [10.16.2007]
Citation :
http://df.warcry.com/scripts/news/vi...ite=7&id=65102
When Claus explained Darkfall’s teleportation system, he suggested that it won’t be as easy to blink about the world like in other games. A shame, the days of luxurious pioneering seem to over. Teleportation will require a lot of planning, time and caution; the runes used for it will be subject to looting just like any other item, which means that you have to keep from getting killed if you want to be able to teleport anywhere. So it’s a given that players will be doing a lot of their traveling by foot or by mount and - from what we’ve been told - it’s a huge game world out there. Some don’t like that idea.
Some will grow to hate it, for sure, and that’s just a fact of life.

http://www.warcry.com/articles/view/...16-The-Details
The portal system connects the important areas on the map through teleportation. This happens though a network of dungeons where the portals drop you off at. We've taken measures to curb portal camping, one of those measures is a random drop location within the dungeon. The dungeons are made up much like an FPS level and lend themselves perfectly to intense PvP.

http://www.warcry.com/articles/view/...-Community-Q-A
Community: Can you teleport to each of your clans cities?
Tasos Flambouras: You could by using runestones and tying them to your cities. They're expensive, they have limited uses and they're lootable. If someone were to loot your runestone, they could go to wherever you've tied it to.
MAP: Flat or Round? [06.23.2006]


Citation :
http://df.warcry.com/scripts/news/vi...ite=7&id=55313

2. Even though the ingame world will be flat, will players still be able to circumnavigate it and go around the world by sailing?

It actually IS a round world: The landmass is a small group of islands on an impossibly huge round ocean world. Unfortunately it would take you forever to circumnavigate it Seriously, we could have implemented something along these lines but the large technical investment required would have yielded very little gameplay value, in fact it would come at a cost. We played around with concepts of a spherical world, a cylindrical world, and while cool, it wasn't worth the resource commitment which we put into more important features like boat navigation. Darkfall has a huge list of unique features that set it apart already...there are some things that we decided we shouldn't have to innovate on.
Skills @ 100 et al [07.27.2008] + [01.16.2004]


Citation :
http://forums.darkfallonline.com/showthread.php?t=60922
Skills and caps - OK, here is where they have UO with a twist. You can have as many skills as you use and the cap is at 100. Now it doesn't actually stay at 100. They told us that when you reach the 100 point mark you get a super ability. (Like an enhanced offensive spell or a big ass heal) Once it is used you drop your skill back down to 99 (or 99.9 I'm not sure if they are using the decimal system) It's not an easy thing to get your skills up and they will be cracking down hard on anyone macroing. There is somewhere between 500-700 skills we didn't get a specific number.

http://darkfallinfo.com/index.php?pa...ode=1nttcjrx1l
Quote:Claus jumped in a thread today and commented on Maxing Skills.

Claus:
You can unlearn skills you no longer want.

Additionally, certain skills count less towards the increased difficulty curve than others. A skill such as 100 Baking contributes, lets say 10 points to the total skills pool, while a more important skill such as 100 Disarm contributes, lets say 50 points to the total skill points pool.

Every skill is weighted like this, and we are trying to make it as balanced as possible.

So, a person with 20 different lesser skills such as baking, tailoring, taunt etc may in fact have the same or less total skill points than a perfectly built character with 10 greater skills such as Necromancy, Fire Magic, Swordsmanship, Parry etc.
House Destruction & Lockpicking. [08.23.2003] + [07.22.2004] + 06.09.2006]


Citation :
http://df.warcry.com/scripts/faq/faq.phtml?id=39&site=7
4.8. Burning Houses
House burning is another one of those things that are not set in stone yet. But what we have in mind is that the clan that owns the area sets the burning rights. Most probably people will not be able to burn down anything as long as there is peace in the land. But if another clan takes over the land, then they might allow burning of houses for tactical reasons, or to make space for houses for their own clan members. So, yes burning will be in, but it's up to the owner of the land to allow or not. Houses cost in upkeep, and part of that upkeep might be taxed, so burning down too many houses in your land could lower your clans income.
Citation :
5.76.2. More
Housing is a big thing for us. You can expect more information about it in the FAQ within short. But yes, you can lock the door. You can store items here, and you can hire guards to guard it. You can even set out traps.

About lockpicking: Still undecided. We are leaning towards no, but we may make it pickable, and have (limited) secure non-pickable chests inside the houses instead, to make things a little more interesting.


http://df.warcry.com/scripts/news/vi...ite=7&id=54910
Q: What are the developers doing about housing destruction? Will it be a simple task of just hitting the house with a sword for an hour or just throwing a torch at the roof and sitting back and watching it burn, or will houses only be able to be destroyed by siege engine?

A: We never thought it was a good idea beating down a structure with a dagger. Buildings can be destroyed by deploying and using one of the many different types of siege engines we've got in the game.


http://darkfallinfo.com/index.php?pa...ode=1ztst3vpp3
Tasos:
Answered by Claus
Most player houses won’t be pickable, but it will be possible to use lockpicking on some clan houses and doors in certain clan owned dungeons.
Pets & Taming. [07.02.2008]


Citation :
http://forums.darkfallonline.com/showthread.php?t=58769
What's the status on taming?

There are no pets and no taming. Our goal was to move Darkfall as far away as possible from MMOG half-measures like instancing, zoning, use of NPCs where you can use players, various automations etc. So taming falls into that category in a way, on the other hand we give you mounts you can use in combat, which you can control to attack while you're riding them. The functionality is there, we just don't feel that pets would add much to the game as it is.
traduction rapide ici (bas de page) .

Is there a Headshot message when you hit the Head with a bow?

Citation :
There are no headshots. Meaning, you can hit people in the head, but it won't do any more or less damage. Hitting them from behind will though.
Meteo

Citation :
Weather will play a part in this game as well. Rain and snow causes very low visibility. A weather map will be accessible in game showing weather patterns and their direction of movement. A guild can anticipate a rain storm and use it to ambush another guild. During good weather players can be seen from an extremely long distance. They can be seen as a small dot in the clipping range.
Pas pu retrouver la source, sorry.

"La météo jouera un rôle dans le jeu. La pluie et la neige réduisant considérablement la visibilité. Une carte de prévisions météorologique sera accessible en jeu, présentant le type de temps à venir ainsi que la direction qu'il prend. Une guilde peut anticiper une tempête et utiliser ce savoir pour monter une embuscade contre une autre guilde. Lors des périodes de beau temps, les joueurs peuvent être perçus à partir de distances extrêmement longues . Ils peuvent être détectés comme de petits points à la limite du cône de vision."

*pouce*@Mirik
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