Darkfall: Unholy Wars

Información básica

  • Lanzamiento: En algún momento de 2013.

  • Si ya disponías de una cuenta del juego original, no tendrás que volverlo a comprar! Bastara con pagar la suscripción mensual y podrás jugar con la actualización "Unholy Wars".

  • Toda la información de Darkfall Unholy Wars en: http://www.darkfallonline.com/blog/

  • Lista de clanes españoles en: #1109 + #1

  • Toda la información del Pre-Acceso disponible en: #1166

  • ¡Uniros al grupo de DarkFall

D4rKNiGhT

#298 Estas historias de bandido me hacen acordarme de una que tuve mientras estaba farmeando cerca de un pueblo enano.

Allí estaba con mi elfo dando vueltas cuando veo que viene un grupo de orcos y lobos a azurrar a farmers y a robarles lo picado. Viendo lo que pasaba me fui cual nena a dejar las cosas al banco por si me ninjeaban las horas picadas, una vez todo guardado volví a salir a ver si seguían dando mamporros. Para mi suerte, se estaban replegando y pensé que se dirigían a matar a un boss que estaba cerca de esta ciudad. Correcto! siguiéndolos de piedra en piedra para ver si podía ninjearles algunos se bajaron de sus monturas para dirigirse donde estaba el boss. Viendo que se iban bajando uno a uno me di cuenta que uno dejó la montura sin vigilar pensando que estaban solos. MAL, la primera ley de Darkfall es: NUNCA te confíes. Así que aprovechando mi oportunidad, salí cual rata de las piedras a subirme a su montura y a huir cual gitano de la policia. Pues bien que me siguieron los 5 tios cargados de armaduras hasta la puerta de la ciudad. Pero menos mal que con los guardias y gente de alrededores tuvieron que salir por patas, además de volver sin alguno de sus compañeros.

Grandisimos recuerdos, que por cierto, así fue como conseguí mi primera montura.

ErestorEsp

Por que no colgais algunos videos vuestros, o que os empalmeis con ellos?

Kaerion

Otra historieta.

Yo no olvidare el día en que la alianza Dogma asedio nuestro Hamlet al poco tiempo de empezar el juego. Éramos un clan de unas 40 personas y esta alianza nos asedio con unos 200 hombres.
Nuestros aliados, suficiente numero para hacerles frente, quedaron en el continente para desde allí cargar contra nuestros enemigos.

A mitad de camino, entre las calurosas dunas de Ruby, cuando ya se dibujaban las siluetas de nuestros enemigos de pronto, la mayor parte de nuestra fuerza se giro 180 grados y nos vendió al mas puro estilo de la escena de Braveheart cuando los nobles se largan de la batalla.
Solo nosotros y unos pocos verdaderos amigos cargamos para ser aniquilados por la horda Dogma.

Mañana pongo un par de vídeos :p.

P.D .:sobre tema trolling. Al final yo creo que todo se ha reducido siempre a un pequeño grupo de gente que ha estado malmetiendo y faltando al respeto, que lo único que consiguió fue enrarecer el clima entre la comunidad española mas allá de lo lógicamente entendible por el carácter competitivo del juego.

1 respuesta
CaronteGF

Joer #303, yo creo que estaba en esa batalla. Erais el Hamlet de más al Este ¿no?. Que también acudieron los Gothic que eran los últimos de la isla principal si mal no recuerdo.

1 respuesta
H

Mi primera montura en este juego fue al segundo día o así, pillé a otro newbie farmeando y me lo cargué xD El tío me flammeo creo que por MP o algo así porque recuerdo que se me quejó. Nada épico ni nada, una puñalada trapera de las típicas cuando uno hace pve y otro pvp.

Lo que sí me gustó de la comunidad fue que el primer día estaba farmeando materiales porque quería subir los hechizos y ya tenía un montón, pero lo típico, siempre dices un pull más. Me viene uno ultra equipado y me mata. Y el tío me envia un privado diciendo que no sabía que yo era noob que no me volvería a matar.

La comunidad del Darkfall, no sé la de españoles, es buenísima. Siempre pasa que en un juego jodido hay una comunidad buena. Cuanto más hardcore mejor es la gente más madura y más amigable. Es una ventaja que deriva del full loot.

4 respuestas
ErestorEsp

#305 creo que solo tuviste suerte xD

kranick

#305 no se si has jugado al mismo DF que yo :P xD

AnuQeiRo

#305 No se en el DarkFall pero en el EVE, cuanto más complicado es el juego, más hija de puta es la gente :)

MiRiMKo

A mi muchas veces me han dicho , que me entre un cáncer, que mi madre pille el sida o que se me caiga la p.lla de lepra, ero en general la comunidad de Df es muy maja xDDD

C

Se espera que se llene el server con 10.000 como al principio?

1 respuesta
Kaerion

#304 claro puto si estábamos en el mismo clan xDDD.

#310 sinceramente se espera que por lógica haya menos. Ya que cuando salió el DF americanos y europeos compartíamos un único server y ahora habrá dos (uno para ellos y otro para nosotros)

Ahora bien habrá muchísima gente al principio seguro, mas que suficiente, pero después será la clave si se consigue mantener y atraer a mas gente o no.

1 respuesta
C

2 Servers? pff vaya cagada. En Eve tienen uno y esa sesnaciçon de formar parte de un universo se mantiene D:

1 respuesta
kranick

#311 pero donde pone que pondran 2 servers de nuevo?

B

Pues a mi me habeis hypeado a base de bien, siempre he tenido ganas de jugarlo por todo lo que he escuchado a los compañeros de guild pero el tema del skillcap me habia echado siempre para atras.

Kranick, prometeme un barco!

1 2 respuestas
Khore

Me recuerda a las intensas historias vividas en Tibia.

1
kranick

#314 tendremos un barco sure sure y no solo uno xDD

2
KaYiN

Yo he leido que al empezar un unico server, no se si tendran ideas de hacer dos luego, porque de hecho ya hay gente quejandose de que si van a tener lag etc...

1 respuesta
narko1

#314 si el skillcap es lo mejor que le ha podido pasar xD

Kaerion

#317 No hay palabra oficial a cerca de cuantos servers van a salir en la salida del juego, todo lo que has podido leer son especulaciones de la gente.

Pero, en DF1 lleva habiendo un server US y otro EU desde hace un par de años (al salir el juego sólo había EU) y es de suponer que mantendrán un server para cada región con el Unholy Wars.

Un par de videos para aumentar el hype:
http://youtu.be/pDWw8wgr0F0
http://youtu.be/StZ6aMwRvGk?t=2m25s

javimad

#305 igual fui yo xd

Por mucho q se flamee en los foros, yo x lo menos y se mas gente q tb, ingame siempre q mataba a gente y se notaba q eran noobs o les resucitaba o les resolvia dudas...en un juego tan hardcore si abusas de la unica afluencia de players estas jodido...a varios clanes de newbyes incluso dspues de matarles les regale un barquito y tonterias q a un veterano le sobran y a un newbye le haces el tio mas felizdel mundo e igual consigues q ese clan se quede en el juego.

1
Seyriuu

#312 Piensa que por bueno que sea el server si está situado en américa los europeos tendremos más lag que los demás resultando en una desventaja, y dudo que el lag baje de 200 - 300 en el mejor de los casos si el server está allí.

Si ponen un server en América, y otro en Europa, es mucho mejor.

Luego lo que me preocupa es el tema de horarios, ¿Si tienes una ciudad te la pueden atacar en cualquier momento? Entonces alguien puede atacar a las 5 de la madrugada un territorio que sea de mi clan?

1 1 respuesta
Kaerion

#321 El sistema de siege es algo que han revisado varias veces durante el DF1. No te puedo decir exactamente los valores ahora, pero si no recuerdo mal, ahora mismo al tirar un siege tarda 24h en empezar (para el día siguiente) y el que defiende tiene la posibilidad de comprar unas movidas para mover la hora del siege unas horas.

En la última época prácticamente nunca se tiraban sieges fuera de Primetime, si acaso algún clan los tiró para empezar sobre las 23-24h lo cual jodió bastante, la mayoría eran a las 22h: Tanto atacantes como defensores tenían más miembros a esas horas.

Si algo mejoró en el juego con el paso del tiempo, fue que cada vez había menos clanes y menos gente que estaba solo para joder a los demás y la mayoría jugaba y se pegaba de manera en que las dos partes involucradas disfrutasen.

2 respuestas
Seyriuu

#322 Eso está bien, porque si te pueden atacar en cualquier momento siempre se puede montar una banda de gente que bien esté en paro, bien se lo pueda permitir o lo que sea y te estuvieran atacando a las 5 de la mañana...

kranick

#322 pero eso se puede solucionar poniendo unas horas de proteccion para tu keep creo yo vamos, rollo de qeu tu puedas elegir 6 horas en las que no te pueden atacar o algo a si, no se seria algo a si como una solucion xD

1 respuesta
MiRiMKo

#324

En la última época ya existía algo parecido:

spoiler
KaYiN

Sacado del foro de darkfall

no tengo tiempo para traducirlo asi que lo pongo en la lengua de shakespeare

Darkfall: UW

THE WIPE
Darkfall: Unholy Wars is a new game, and upon its release, Darkfall 1.0 will be shut down. Characters will not be transferred over. Everyone will start over with a brand new character.

DFUW CLIENT FEE
Players who have ever purchased a Darkfall account will not have to purchase a client for Unholy Wars. They will simply pay their subscription fee.

BUNNY-JUMPING
Fall damage has been increased to reach the cap of the game, and if a player takes enough fall damage to kill them, that player becomes incapacitated. The 'Slow Fall' spell is a great utility added to the game to counteract this, but it is on a long cooldown. People can become incapacitated from bunny hopping.

RACES
No specific new races have been announced, and no races have been removed (as far as I've seen). Melee reach is supposed to be more normalized and balanced. For example, look at the Ork and Human pictures on facebook and compare the two. The Ork is definitely beefy but he isn't much larger than the human. It is probably safe to assume that a similar approach has been taken for the other races as well.

ROLES
Players will be able to switch between roles, but only have one selected at any given time.
Roles are not classes, but temporary specializations. The game will include four (4): Elementalist (mage), Primalist (priest), Warrior (fighter), and Skirmisher (ranger).

Warriors can wear heavy armor. Skirmishers can wear medium armor. Spellcasters can wear light armor or robes. There is evidence to believe that some robes will affect spellcasting.

A Warrior has access to a range of melee, defensive, and combat oriented skills. A Skirmisher has access to light weapon and bow skills. A Primalist has access to priestly magic. And an Elementalist to powerful magery.
The Warrior and the Skirmisher role will also offer a choice of 4 schools each which will be opposing in pairs exactly like the magic schools. The Warrior role is probably self explanatory but the Skirmisher is a medium armored role that can be either close combat oriented or use a bow to deliver deadly hits from a distance. There are quite a few things we believe you will find interesting that are related to this role system and we will present it in detail in the future.

MAGIC
*Insta-cast offensive ray spells have been removed from the game, due to their imbalance.
There are two types of magic: priest (primalist) and mage (elementalist).
The mage is intelligence based and can select two schools from Fire, Earth, Water, and Air. Fire blocks Water and vice versa. Earth blocks Air and vice versa. The mage will also select one school to be primary and the other to be secondary. This will further diversify mages. For example, a player who selects Fire as the primary school and Earth as the secondary school will have a considerably different playstyle and spell selection compared to someone who selected Earth as their primary and Fire as their secondary. Another example: Fire is supposed to be more useful for longer-ranged attacks against multiple targets, while Air will be more favorable for close combat in smaller numbers.
The priest is a wisdom based spellcaster and can select two schools from Life, Pain, Law, and Chaos. Simliar to the mage, Life blocks Pain and vice versa. Law blocks Chaos and vice versa.
New spells and spell effects have been added.
There are more robes, which can affect gameplay.
Minor Incantations is both intelligence and wisdom based. It is also available to all characters, no matter what they are wearing. There are five utility spells in this school, and none of them require reagents to cast.
Major Magic will also be available to anyone.
Mana Missile – Your typical low level damage dealing spell.
Heal Self – The standard self healing spell for all characters.
Light – Can be cast on enemies to illuminate them or on allies to illuminate dark areas. Our differed lighting system is what makes this possible.
Slow Fall – Falling damage is quite perilous in Darkfall 2.0. The cap for fall damage has been increased quite a bit and you will take such damage for shorter drops than in the current game. Also falling damage will leave you incapacitated if it exceeds your current hit point total. If you are out alone or with friends that is a minor inconvenience as you will either recover on your own or get revived. If you are being chased by an enemy though, a gank is more likely to follow. Slow fall will be life saving in such situations but it needs to be timed quite accurately to be effective.
Beacon – A spell for marking targets.
A lot of work has been done in balancing magic and making the effectiveness of spells make more sense.
The primary factor when determining spell effectiveness is the governing attribute. Intelligence and Wisdom levels will play a major role on how much of an impact you do while casting spells. Of course Intelligence based spells only take this attribute into consideration with Wisdom based ones doing the same.
Staves have been rebalanced and their rank now plays a more prominent role in the effectiveness of the spells you are casting.
No word has been spoken about Witchcraft, Necromancy, Spell Chanting, or Arcane magics. It is probably safe to assume that these schools have taken on new names and reworkings in the Priest role.

DEMI-GODS
Yes, there will be some more "boss" monsters, both roaming around and some guarding dungeons.
Also, most monster loot, namely high-end, has been rebalanced to better suit the risk vs. reward scenarios.

MOMENTUM AND CROSSHAIR WOBBLE
They have been implemented but should only very slightly affect gameplay. It will definitely hinder the "squirrely-ness" of some people engaged in melee combat.
Movement affects the amount of crosshair wobble.
NPC CITIES
Most cities have been reworked to be easier to navigate by sorting them into districts. For example: cities now have a magic district or a crafting district, etc.
There will be four NPC cities per racial area, three faction cities, and one capital.

PLAYER CITIES
Teleportation chambers have been removed.
Many cities that were previously accessible via a mountain or other terrain have been reworked to require either spells or the provided entrances. All cities have at least two entrances now.

SEA AND WATER
A lot of the empty areas of the map that were filled with water have been removed, or brought closer together.

SURGING
Pre-suring is supposed to be removed.

CRAFTING
When crafting, as you skill up to new levels, you'll stop gaining from lower levels items. In order to gain up to higher levels, you'll need to make items close to or at your current level.
Failures are also handled in a different way. While the failure rate has been increased a bit, the closer you are to a recipe not giving you skill gains, the more likely you are to succeed in crafting that recipe. Additionally, failing will not mean that you lose all of your materials every time, but there will be a chance to loose all, some or no materials at all.
To give you an example of all of the above, a weaponsmith starting at skill level 1 will be able to create, among many other items, a Crude Militant Greataxe. This is a rank 0 Greataxe of the Militant style. As his skill increases, he will be failing less and less and at skill level 25 he will have an almost guaranteed success at crafting this item as well as all other items of this rank. Once he hits 25 he will need to switch to a rank 1 recipe to continue increasing his skill.
All crafting skills now have a mastery to go with them. Some new skills have been introduced as well. Shields will be crafted with the shield crafting skill. Staves will be crafted with the staff crafting skill. Tailoring is used for cloth items, such as robes and bags. Leatherworking is the skill used to make leather armor.
Tools for crafting no longer exist. You simply need to be at the appropriate crafting station and have the required resources.
Rare ore plays a major role in a variety of crafting skills. In addition to being used in crafting weapons and armor, it can also be used to infuse other materials like wood and leather. Higher ranks of items require an infused variant of the specific material. Woodcutting can be used to infuse wood with rare ore to produce materials like selentine wood, furthering the depth of crafting.
Tanning and weaving are two new conversion skills. Skinning some creatures produces raw hides instead of leather. These hides need to be cured to become usable leather. You can combine raw hides with rare ore to make materials like neithal leather. Cloth, which can now be crafted, will be made with the weaving profession. Herb gathering nodes can now produce cotton, which can be processed into cloth, or infused with rare or to produce materials like leenspar cloth.
This system spreads the rare materials across all professions.

INCAPACITATED
When a player becomes incapacitated, he slowly regains hit points until he is above zero, at which point he can press the spacebar key to revive himself. If the player fails to press the spacebar in the alloted time, he will be returned to his bindstone. This change makes ganking enemies more crucial in fights, and allows a little more room for error in some situations that aren't related to PvP. It also makes higher-end monsters more dangerous, because if a damaging hit would take you below -10 hit points, it kills you outright.

LIMBO
The limbo state is one that has been in discussion for a while. Basically when a character is ganked, he is able to quickly re-equip himself, hopefully with an already prepared bag, from his bank and return to an area relative to his corpse. There isn't much time granted to do this so players have to be prepared. Also, this feature has a gold cost related to the value of the items you decide to equip during this limbo (the re-equipping). This is aimed at reducing a players downtime so they can continue to play, should they decide to risk more of their gear to re-enter the fight. The limbo feature will have a sensible cooldown. The gold cost increases for using the limbo feature successive times. There is a limit on how many times someone can use this feature in any given 24-hour period. Again, the respawn location is fairly large and completely random, so the player takes a chance at spawning right in the middle of his enemies after using this feature.

USER INTERFACE AND GRAPHICS
There will be a new chat system, offering more flexibility and customization, while being less intrusive and more user friendly.
There is a ton of work being done to graphics, world-building, lighting, GUI, etc.
Some dedicated item hot bars have been added for items such as weapons and reagents.

NEW PLAYERS
The training areas consist of a series of chambers where the players can train before they move on. Training works like a gauntlet tutorial, beginning with movement and scaling all the way up to spellcasting and combat. This is sure to be a fun experience, and well worth the wait, even for veterans, because the training process has an epic ending! After training, the player is transported to the actual world. The entire system is to enhance the new player experience and lessen the learning curve at the beginning of the game.
Mount ownership is being reworked to fit the alignment system. When a player dismounts, the mount will remember its owner for a brief period of time. If a different player jumps onto the mount, that player will be flagged a criminal and anyone can attack them without penalty. Guard towers will also attack players flagged criminal from this. This is a simple implementation to lower the risk of dismounting in crowded areas or NPC cities. This also helps newer players out, because they are usually the ones unaware of Darkfall's mount thieves when they first get a mount.

"THE GRIND"
The grind is theoretically lessened, due to the player's ability to become viable more quickly within his chosen role.

MARKET
The initial market plan: The market exists in all racial capitals and chaos cities. Players can buy and sell any item in the game here, but also place orders to buy and sell. If an item was not placed onto the market at the market you are buying it from, you can pay a courier cost to have it delivered to you, or you can travel to the market it is located at and pay the listed price.
Player concerns have made the implementation of the market delayed, due to the nature of Darkfall. It will not be implemented at launch.

SHIPS
There are some new ships to be crafted, as well as a mastery version of the skill. This mastery skill will open up new ships aimed at naval warfare. Speed, armor, layout, and maneuverability are all features giving each ship it's own area of expertise. All ships will be craftable using all NPC holding workbenches.
There is a Fishing Trawler, which is used strictly for fishing. The ship has only one cannon at the back. You can only fish with this particular ship and all fishing equipment has been removed from other ships (Not sure how this affects fishing poles without a ship).
The Launch ship is a smaller ship that can be used by smaller parties to participate in naval combat.
The Coastal Runner has no cannons but is easily the fastest ship on the seas. This ship is useful for transporting goods or people across the water as fast as possible. This ship will have a very low amount of hit points.
Another ship is the Sea Scraper. This ships act like an underwater submarine, scraping across the bottom of the ocean. This ship moves slowly, but can uncover hidden treasures and bring them to the surface.
Siege equipment and mount crafting are receiving similar reworkings.
Some thought is going into whether or not larger ships can push smaller ones.

POINT SYSTEM
There will be a point system implemented. This point system is a way for players and clans to monitor their progress and provide more gameplay options.
The first points are player points. PvP, PvE, harvesting, crafting, etc. grant player points. These points can be used to perform other actions within the game. There is also an achievement system, which is linked to the point system.
Clans can also gain points. Clan members gain points for themselves and their clan while participating in related activities. This also comes with an achievement system.

TERRITORY AND RESOURCES
Villages will essentially belong to player holdings around them but not just to one holding. There will be an ownership overlap for all villages and clans that own a holding will need to secure the villages that correspond to it if they want to reap the rewards. Clans that do not own a holding or want to profit from a village that is not within their holdings influence can still do so as there is a pillaging mechanic that serves exactly that purpose.
Essentially, a clan holding gives to the clan that owns it potential sovereignty over specific villages. Neighboring holdings will also have potential sovereignty over these villages. There will be a constant struggle between neighbors for control of villages and in turn resources generated by them. Add to this the occasional pillaging clan that will try to profit from poorly defended villages and you can hopefully see why we are so excited about this feature.
Clan holding resources nodes will remain within city walls, but won't perform as well or yield as much if the surrounding villages aren't in that particular clan's control. The nearby villages have a direct effect on what the resource nodes provide.
Areas that have a higher risk to gather from potentially have a greater reward or yield.
Resource Monoliths are control points scattered across Agon which can be used as a more profitable way to harvest crafting resources, creating a PvP hotspot. Any player can capture a monolith by grabbing the ownership mark from it if it isn't already captured. The current capture holder of the monolith will have resources added to his bank and backpack, similar to how Villages work with gold now. The player can lose control of the monolith if he logs off, leaves the control area, or is killed. When someone loses control, the ownership mark returns to the monolith, becoming free to grab for anyone else.
Clan cities are no longer the almost-exclusive way of getting rare resources, such as ingots. Sea Fortresses, player villages, and resource monoliths, all being outside the relative safely of player holdings, will provide the bulk of materials for crafters to create the best equipment with. This will create many more PvP hotspots.

CLAN MEMBER PERMISSIONS
Permissions for access to clan features can now be individually assigned to members, they are no longer grouped into arbitrary and inflexible ranks. Permissions are organized into “categories” like Membership, Politics, Conquest etc. For each category there is also a management option that allows any member with it to assign or remove permissions of that specific category to other members. There is also a Master permission that is automatically assigned to the clan leader and allows him to edit any and all member permissions.
Also to make things simpler, permissions are linked. That means that if for example someone is assigned the “Edit Recruits” permission, they automatically receive the “View Recruits” permission. If a management permission is assigned to a member, that member automatically receives all permissions in their category.
Each permission will have an associated title, the clan member can chose one of the titles from their assigned permissions to display as their clan role. For example, being assigned the “Edit Recruits” permission will give that member the option to display the “Recruiter” title.
Military Ranks still exist but are now related to PvP related performance and they are granted automatically upon achieving specific goals. The do not however grant any clan related permissions.
This will provide a lot more flexibility to Clan Leaderships as well as a way to let specific members handle tasks they are good at.

MERCENARIES IN SIEGES
Apart from that, work is also being done on a new contract system. At this moment this system is being developed to be quite open ended so that it can be used in various ways if we so choose. The first application of it however has to do with mercenary like contracts. We feel that sieges is an activity that even small clans that do not own a holding must experience as it’s a quite unique feature of Darkfall.
To that end we are implementing this contract system to serve as an organized and structured way for such clans to participate, contribute and even profit from siege related activities. Of course our aim is for the system to be also usable by clans that want to have mercenary work as their primary source of income.

1
MiRiMKo

joder con que pongan la mitad de las cosas que pone ahí me conformo xD

DaveTS

Skirmisher is a medium armored role that can be either close combat oriented or use a bow to deliver deadly hits from a distance.

A mi ya me vale xD.

1 respuesta
Seyriuu

Para cuaaaaaando! 20 de noviembre? No puedo esperar tanto :(

1
kranick

#328 ya ves yo me voy a pillar un skirmisher seguro :P

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