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Filed under: Darkfall

Some Assembly Required: Can Darkfall and The Repopulation end the sandbox drought?

Filed under: Fantasy, Sci-fi, Darkfall, Game mechanics, MMO industry, New titles, PvP, PvE, Opinion, Some Assembly Required, Sandbox

Some Assembly Required - Catching up with Darkfall and The Repopulation
It's not often that we use this space for news recaps. Generally MJ and I have a particular topic (or game) in mind for Some Assembly Required's biweekly rotation. This time, though, I figured we should highlight some of the recent goings-on with a couple of pertinent sandbox titles simply because Massively news posts don't offer enough space to expound on anything other than the basics.

Join me after the break, then, for a rundown on what's new with Darkfall and The Repopulation.

New Darkfall development blog touches on key points

Filed under: Fantasy, Darkfall, Game mechanics, Previews, News items, Sandbox

Points not granted for equipping a dog with a hat, for the record.
Development on the next incarnation of Darkfall continues, promising big changes to the game's core mechanics. The latest update on the official blog addresses a variety of systems that hadn't previously been covered, starting with the game's large-scale UI improvements. The biggest revelation and item of interest, however, is the promise of the upcoming point system, which allows players to receive rewards for accomplishments that in turn fuel new play options.

Although the terminology used in the blog is a bit vague due to the fact that specifics on the system are under wraps, it's made very clear that the point system is not simply an achievement system (which will also be added). Rather, using points in-game will fuel certain abilities or grant access to new abilities, allowing players to open new paths as a reward for their accomplishments. There's also a few updates on the future of crafting, all of which should give Darkfall players something to look forward to when version 2.0 finally goes live.

Darkfall polishes content until it shines

Filed under: Fantasy, Darkfall, Previews, Dev Diaries, Crafting

Darkfall
Heigh-ho, heigh-ho, it's off to work Darkfall's development team goes (and now that tune is stuck in your head. You're welcome.)! And as the game's 2.0 edition slowly takes shape, we're given yet another dev blog about the massive undertaking of this project.

Improved visuals are one of the priorities for the team, and players will be pleased to hear that SMAA -- uber-anti-aliasing -- should make the game's graphics shine. Weapons are being modified to have distinctive looks based on which rank they are, and the team reports that there are six weapons styles with nine ranks apiece, each requiring a unique design.

Also on the table for examination is the improved crafting process. Aventurine is introducing two new professions dedicated to converting one material into a more refined product. Tanning will take on skinning's former duty of taking hides and turning them into leather, and weaving will be the primary avenue to create cloth from cotton. On top of these new professions is the expansion of the crafting system to allow professions to "infuse" rare materials into common ones, resulting in special crafting mats for high-quality gear.

Darkfall believes in magic

Filed under: Fantasy, Darkfall, Game mechanics, News items

Okay, not believing in magic is a mite hard at times in a magical fantasy world.
There are a lot of changes in the pipeline for Darkfall, but it's safe to say that whatever else changes in the game, magic will remain important. The newest development blog for the game discusses the revised state of low-level magic and some of the basics of more powerful magic as well. Every character can use the lowest tier of magic, which mixes both Intelligence and Wisdom as important stats and can be cast regardless of what the character is wearing. Known as Minor Incantations, the school contains only five spells, but they're all of basic utility, ranging from basic magical damage to a simple self-healing spell.

Beyond the earliest steps, the developers have taken pains to try to make magic more balanced and interesting. The biggest element in spell potency is the governing attribute of the spell (Intelligence or Wisdom), but the level of the spell, the staff being used by the caster, and the overall level of the magic school in question all come into play. Take a look at the full diary to get a better sense of where the game's mystical arts are heading in the future.

[Thanks to Dengar for the tip!]

Darkfall slices away at 'initial unforgiving experience' with 2.0

Filed under: Fantasy, Darkfall, Previews, PvP, Dev Diaries

Darkfall
"In the current version of the game, we've had many occasions where the steep learning curve and initial unforgiving experience, unnecessarily kept people out of the game," Aventurine's Tasos Flambouras comments on the latest Darkfall 2.0 post.

This week's post illuminates three major systems on which the team is working to make Agon a more approachable world. With Darkfall 2.0, new players will start out in a safe training zone that is designed to teach the fundamentals of the game without the risk of imminent ganking. Plus, the devs promise "a nice adventure with an epic ending" to boot.

The other two systems are coming up with a way to protect mount theft and to encourage the player economy. Mounts in 2.0 will remember their owners for a time, and any thief will have to contend with being branded a criminal and coming under fire by guard NPCs. Finally, new markets will appear in all major cities and allow players to buy, sell, and place orders for others to fill. There is one catch to shopping, however: If you buy an item from another city's market, you have to either travel there personally to get it or pay a surcharge for delivery.

Darkfall specializes magic schools, replaces death with limbo system

Filed under: Fantasy, Darkfall, Game mechanics, PvP, Dev Diaries

Darkfall
Aventurine continues its trek toward Darkfall's game revamp, aka Darkfall 2.0, and in a new producer letter, Tasos Flambouras drops a few interesting info nuggets to tide loyal players over until the job is done.

He states that the team is retuning each of the game's eight schools of magic so that each one feels more unique and focused. For example, air magic will be specialized to do more damage in close quarters against fewer targets, while fire magic will excel at long-distance AoE attacks.

The team also thinks it has figured out this pesky "death" problem by coming up with a more interesting limbo system. The way it works is that when players are taken down, they have a choice between either respawning back at a bind stone or waiting for a timer to count down to zero and initiate a respawn on the spot. If players opt to endure the limbo period, they can re-equip their characters from their bank boxes.

Aventurine continues to hire on new team members for the project, including a designer who will facilitate communication between devs and the community.

Aventurine 'sprinting' toward Darkfall 2.0

Filed under: Fantasy, Darkfall, Game mechanics, Previews, PvP, Sandbox

Darkfall
As Darkfall "sprints" down the road toward its second incarnation, bloodthirsty PvPers are looking to Aventurine for more information about how their favorite game world is being remolded. Tasos Flambouras came forth today with word that not only is the project still powering forward, but the development team is growing as new hires are brought on to assist in the efforts.

Flambouras uses the post as a progress report and To Do list all in one. Perhaps the most exciting teases that he mentions are new methods of progression in the game. "These are significant and exciting changes to the way the game is played because they add more purpose to player freedom," he writes.

Currently the art team is adding and revamping many of the game's objects and animations, while the world builders are hammering away at Mahirim. As part of Darkfall 2.0, introductory dungeons will be integrated into the game to help newbies get a foothold in the cutthroat MMO.

The team is also experimenting with "alternatives" to player respawn time after deaths, as well as a brand-new market system and improved trading experience.

The Perfect Ten: Best MMO theme songs (part one)

Filed under: Age of Conan, Darkfall, Final Fantasy XI, Pirates of the Burning Sea, Wurm Online, RuneScape, Humor, Mabinogi, Wizard101, Star Wars: The Old Republic, Blade & Soul, Perfect Ten

Perfect Ten
As I've well established both here on Massively and elsewhere, I'm somewhat of a nut for video game music. Whereas others might collect vintage hair metal tracks or the latest Justin Bieber opus, I'm always digging through obscure (and not-so-obscure) official soundtracks to games like Wipeout and Kirby. Video game scores can be right up there with the best that the film industry puts out, and the fact that they tie into personal experiences that we've played through can lend them sentimental weight.

So for the next two Perfect Tens, I scoured all the MMO theme songs that I could get ahold of in an attempt to formulate a list of the very best. It was originally slated to be just one list, but after an hour or so of listening to tracks and having friends and fellow staffers weigh in on the subject, I knew it was impossible to keep it there.

Two important things to note for this list. First, I wanted to keep to just the title/login screen tracks so that I wouldn't be working on this for the next 2.5 years. Second, unlike most past Perfect Tens where there's no significance to the order of the list, in this case we're going to have a genuine countdown to the best MMO theme song of all time. And I expect to take no flak about it, do you hear me? Good. Let's begin.

Some Assembly Required: A virtual world roundup

Filed under: Fantasy, Super-hero, Aion, Anarchy Online, City of Heroes, Darkfall, Dofus, EVE Online, EverQuest, EverQuest II, Fallen Earth, Final Fantasy XI, Flyff, Lord of the Rings Online, PlanetSide, Ryzom, Wurm Online, Opinion, Second Life, Star Trek Online, Ultima Online, Vanguard, RuneScape, Free-to-play, Virtual worlds, Mabinogi, Mortal Online, Wizard101, Runes of Magic, DC Universe Online, RIFT, Xsyon, Family, Post-Apocalyptic, Some Assembly Required, Sandbox

Some Assembly Required header
If you are perusing this column, chances are you are a fan of virtual worlds and the sandbox genre. Join the club! (Dues will be due on the third Tuesday.) The aspect that compels many aficionados to delve into a game is the ability to make an impact on the world in some small respect instead of making them into Hive Member 1593072 running a static, predetermined gauntlet. How that impact is accomplished, however, varies; there are multiple features that can facilitate it, and which ones are considered most important depends on the player.

With the loss of one of the best sandbox games just last month, some players may be feeling a void. Others still are looking/hoping for the "ultimate" sandbox that contains nearly every virtual world feature. Certainly, there are some upcoming games that make some drool-worthy promises, but what about playing something now? There are actually games out on the market that have at least one aspect of the genre, if not more.

To start off the new year, Some Assembly Required looks at some of the top features of virtual worlds and lists games that incorporate these features. While this list isn't exhaustive (considering the sheer number of games when you include all of the smaller free-to-play titles, I'd run out of column space!), it is a comprehensive enough overview to point you toward some games worth playing that perhaps you hadn't considered before.

Aventurine shows off Darkfall 2.0 visual test video

Filed under: Fantasy, Video, Darkfall, Game mechanics, MMO industry, Patches, News items, Sandbox, Dungeons

Darkfall - 2.0 test and water effects
Well, it seems as if Darkfall hasn't fallen off the face of the earth even though Aventurine's game updates have been pretty sporadic of late.

As of today there's a new video on the official site that gives us an early glimpse of Agon 2.0. It's worth mentioning that Aventurine has been slaving away on a completely retooled Darkfall client for months now, and even though today's clip clocks in at a relatively paltry 47 seconds, it's good to see some of the fruits of that labor.

Hop past the cut for a look at new water effects, dynamic lighting, a human NPC city, and a new dungeon. Aventurine's Tasos Flambouras also notes that the team plans to issue a development update sometime next week.

Darkfall devblog addresses Darkfall 2.0 progress, lack of communication

Filed under: Fantasy, Darkfall, News items, Dev Diaries, Sandbox

Screenshot -- Darkfall
Darkfall fans, rejoice! More news about Darkfall 2.0 is upon us. Tasos Flambouras stopped by the game's blog today to mention that the team does "notice the anxiety on the forums concerning development progress, timing of Darkfall's re-launch, speculation about a wipe between Darkfall and the re-launch, and our spotty communication as of late." He then set out to make amends for these transgressions by giving fans an update on Darkfall 2.0's development progress. Flambouras noted that "the remaining work is broken down... and supported with a clear timeframe... so at this point we know exactly when we're done with the development." More details on Darkfall 2.0 will be revealed in upcoming updates.

But Darkfall 2.0 isn't the only thing on the Aventurine head-honcho's agenda. He also takes some time to talk about whether or not there will be a full wipe when 2.0 launches (the team hasn't decided yet), business deals (the studio is in "final stages of cooperation with several partners"), and the studio's lack of communication (the studio says it's sorry and promises to do better). For the full, unabridged dev blog update, just head on over to the game's official site.

Aventurine hosting free Darkfall weekend, quadruple XP

Filed under: Fantasy, Darkfall, MMO industry, PvP, News items, Sandbox

Darkfall - Mahirrim fighting
If you've ever wanted to see what all the Darkfall fuss is about, this weekend would be a great time to clear your calendar. Aventurine is making the fantasy sandbox accessible to everyone for free, and the devs are also quadrupling the normal experience gain through Sunday.

Previously active accounts have been reactivated, and new players can sign up on the game's official website prior to rolling a character. Darkfall is set in the harsh realm of Agon, a huge medieval fantasy world filled with dungeons, dangerous mobs, and open PvP. The game also features full corpse-looting, crafting, and clan-based warfare.

Check out our Darkfall Choose My Adventure series for an in-depth look at the title's gameplay and community, and be sure to hit up the gallery below for the latest screenshots.

[Source: Aventurine press release]

New Darkfall blog post addresses reactivation weekend, upcoming patch

Filed under: Fantasy, Darkfall, Events, in-game, Patches, News items, Sandbox

Screenshot -- Darkfall
Last week, we reported that Darkfall would be hosting a reactivation weekend with increased skill-up rates and loot drops. Head-honcho Tasos Flambouras stopped by the official site today to announce that the festivities will be beginning on Friday, November 18th, and that they will last through the weekend until the 21st. He warns, however, that the team is also busy preparing a patch, which -- understandably -- takes priority over the reactivation weekend. As such, it's possible that the event will be postponed.

The patch itself includes a number of bug fixes and other adjustments, "more specifically addressing emotes cutting off animations and sounds." The team is also working to combat some of the game's exploits such as using the trading system to bypass over-encumberance. For the full details, head on over to the Darkfall official site.

Darkfall announces reactivation weekend

Filed under: Fantasy, Darkfall, Events, in-game, News items, Sandbox

Screenshot -- Darkfall
Are you a Darkfall fan who just never got around to giving the game a shot? Or maybe you're a former player who's been waiting for the right time to make a return. Well, the Darkfall team has an opportunity for you. In two weeks, Aventurine will be hosting a free reactivation weekend. All previous accounts will be reactivated for a weekend full of accelerated skilling and shiny loot. So mark that one down on your calendars, Darkfall fans, and go give the game another whirl.

Darkfall update talks camera, physics improvements

Filed under: Fantasy, Darkfall, Game mechanics, MMO industry, News items, Sandbox

Darkfall - plate armor
What's up in the lands of Agon recently? Quite a lot if the latest Darkfall dev update is any indication. The lengthy wall o' text touches on current development tasks including the possibility of an improved third-person camera, momentum mechanics, and ragdoll physics for the game's animations.

Starter areas are also getting a makeover, and Aventurine producer Tasos Flambouras says that new and more powerful guard towers will deter newbie ganking without creating full-blown safe zones. Additionally, there's a bit more explanation regarding the ongoing siege and clan tweaks, and the devs continue to work on Darkfall's new armor specialization mechanics.

Unfortunately there's still no word on either character wipes or a timeline for Darkfall 2.0's release, but there is quite a bit of other info available to peruse on the game's official site.

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