Darkfall: Developer Journals
Darkfall Dev Journal #24: Full Freedom Gameplay and Substance

Dana Massey | 28 Mar 2008 21:29
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On the topic on figurines: mounts which can be summoned using a crafted figurine which can be stored in your backpack. There are a hundred of pseudo-realistic ways to implement mounts in the game of which most are just a pain in the ass of gameplay. We believe that our way is the most gameplay, player, PvP, and crafter friendly approach. Other than that, the mounts are full service, you can do combat on them, move anywhere you like, they can be killed independently or from under you, they don't magically disappear when you dismount, they can be stolen, abandoned, and looted. Anyone can have a mount in Darkfall, and you don't need to fulfill a special set of conditions, reach a certain level, save gold for months, win a contest, or preorder the game to own one.

The reason we don't allow items on the ground is because there's no reason for items to be on the ground. Darkfall inherently supports this option but we don't have it enabled as to avoid exploitation and specifically the creation of lag by placing hundreds of items on the deck. Same reason why corpses after a while turn to gravestones.

Our progress with publishers is steady, unfortunately everyone moves at their own speed. Unless something unexpected happens, we are self-publishing in at least one territory so we've been working on that and using our time constructively to that end. Our publishing capability allows us to go ahead with public beta if this process looks like it might take much longer. Speaking of public beta, I read someone wished we would give a date, and equated that to professionalism on our part. I won't disagree with that, however giving a public beta date in order to get preorders, even if that means you have to announce consecutive delays, while professional, is not part of our business model. We'll announce a public beta date when we know for sure that it's the right date. Until then, at best, we can give you an idea of our milestones. Darkfall preorders by the way aren't applicable. Our hope for Darkfall is that you won't spend a cent on the game until you've tried it and decided you want to play it. At the moment, our target for public beta/ playtesting is ASAP, and we're doing everything we can to get there. We want our public beta to be the full game; we want this period to be a solid gaming experience and not one day here and thirty minutes there. We want it to be fast, fun and stable. This is why at the moment we're engaged in heavy internal beta testing using professional testers to get the game ready.

Someone asked for a description of a typical PvP and a PvE encounter: To this I'll answer that there is no typical encounter in Darkfall. There are too many variables and you never know what you're getting into. Here's a quick PvE encounter for you nevertheless:

You ride up to a seemingly abandoned village and you get off your mount to explore it. As you enter through a gate, you hear a sound just as a mob jumps on you from above and connects with its weapon. You back up trying to mess up its range while you pull out your battleaxe. You rush the mob which circle-strafes you and you miss in your initial attacks. You manage to trade a couple of blows with it and it turns and runs. You pull out your bow and you notice it's doing the same as it's running off. You aim for its back and right as you release, your aim is thrown off by the explosion of a fireball which knocks you back and you miss. By the time you recover, the initial mob starts landing arrows on you and its friends are shooting spells while a couple are closing in to engage you with melee weapons. You run to your mount under fire and you try to get away but it gets killed from under you and you have to run away zigzagging because your character is in bad shape. Just as you think you're safe, an arrow, fired by another player you haven't seen in all the commotion, finishes you off and you're summarily stripped of your belongings. The End.

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