Darkfall: So Hardcore You Can Taste The Core. And The Hardness.


From this preview:

The only time that you can mouselook around you is when you sit down to rest. At any other time, the only way to check if anyone is sneaking up on you is to turn and look.

This is not all, though. If you happen to be a tall guy, like my ork, and you’re fighting someone shorter, like a goblin, you have to aim DOWN at the little fucker while he runs figure eights around you, which means that you have even less awareness of your surroundings.

You don’t get a big ass name on your head, so it’s quite possible to hide behind trees and rocks (not like in other games where some poor sap is trying to ambush you from behind a tree and you can see the end bits of his <really, really, really long guild name right here> tag sticking on the sides.

People and monsters aren’t particularly visible. It’s quite realistic in this sense. If you don’t know that they are there you really have to look.

Darkfall Online: proving if you’re a bad enough dude, you don’t actually need a user interface.

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  1. #1 by aet on December 2nd, 2008

    All I heard was “Mouselook LOL”, “Short > Tall”, something about ninjas in heavy plate armor, and “Real is Brown!”

  2. #2 by Mercury on December 2nd, 2008

    Fools. Don’t these people know the term ‘dogfood’? No moving mouse-look should be an enormous thorn that’s immediately felt in the side of the first developer to fire it up on his bench.

  3. #3 by Vaxhacker on December 2nd, 2008

    Yeah, and that whole hiding behind a tree thing, I bet that will work great…because nobody has ever written an external program showing the location of other players/mobs in a client/server game before. Nope, never happened.

    Also, nobody has ever figured out how to exceed the game-specified maximum distance a third-person camera can be from your character, giving you a view of what’s behind you. It’s a mystery to us all.

  4. #4 by Pandanapper on December 2nd, 2008

    I just play with a keyboard. Never had a use for a mouse. Amateurs.

  5. #5 by ixobelle on December 2nd, 2008

    why such angry responses?

    these sound like a few pretty cool things, and I’ve never even really heard of this game. when I first played wow, and my name was a big red neon sign, it seemed a little silly. this actually sounds pretty cool.

  6. #6 by Tipa on December 2nd, 2008

    I’m glad someone finally was able to bring Dawn to market. That game had such win written all over it!

    All they need now is permadeath and it will be just perfect. And the AI that lets the game play nearly as well as you when you /quit. And the fetus catapults.

    Pretty close though,

  7. #7 by Bonedead on December 2nd, 2008

    FYI: This game’s intended demographic are fatties like me and I don’t think I’m ever going to play it (unless the dumber fatties like me are still playing after a month).
    Would I have played it 12 years ago (you know, when it was announced)? Oh hells yeah.

    Moral of the story? Don’t announce your game 50 friggin years before it is released and get your target audience frothing at the mouth. Mouths unfroth with time, my friend.

  8. #8 by bloo on December 2nd, 2008

    But does it have permadeath?

  9. #9 by trollbold on December 2nd, 2008

    Its not a game unless it has a 32 button bars worth of icons. Icons over every actionable game item. Icons over people. Icons, and more icons. Everywhere icons.

    The hunt-and-peck mind wins.

  10. #10 by Vetarnias on December 2nd, 2008

    Darkfall Online: How to pass off bad design choices as features to demonstrate your “hardcoreness”.

    I certainly hope it won’t be vaporware… just so it can bomb so badly that nobody will doubt again the wisdom of refusing to cater to the “hardcore gamers” who still go around blaming exploits for the failure of Shadowbane and saying UO died when Trammel was brought in.

    Unfortunately, Aventurine should learn to shut up and just deliver; otherwise, it’s that entire mouth-unfrothing thing kicking in. I’ve only paid occasional attention to what happening with Darkfall, but that company, in my book, has reached the point where it has zero credibility. “Features” such as those are hardly reassuring.

  11. #11 by dartwick on December 2nd, 2008

    Wouldnt it be cool if it was fun for a bunch of people and moderately successful so future MMOs werent all click to attack clones of WOW?

  12. #12 by D-0ne on December 2nd, 2008

    How does a game pr person explain that their game isn’t like the other guys game?

  13. #13 by Bjornstar on December 2nd, 2008

    OMG precasting is in beta!

  14. #14 by Moorgard on December 2nd, 2008

    “Mouths unfroth with time, my friend.”

    The Internet contains ample evidence to disprove this statement.

  15. #15 by chacmool on December 2nd, 2008

    it looks pretty good to me, and i’d prolly of never found this without your update.. i signed up for beta right away…(not that ill get in heh)

  16. #16 by Elbows on December 3rd, 2008

    I think it’s funny, everyone complains so much about there being no originality in the MMO market thanks to WoW. Now here comes a game that everyone and there mother thought was vaporware, which is being touted as the spiritual successor to UO, the game that made Lum e-famous, that actually tries to do some things differently, and all he can do is dis. Ok, sure.

    Personally, I hope the game ships mostly bug free, is fun, and enjoys moderate financial success.

  17. #17 by Freakazoid on December 3rd, 2008

    I actually think those are cool ideas for a hardcore pvp game. You can find some of those features in most FPS games.

    But as we’ve seen, hardcore pvp just never caught on well in an MMORPG. Better they attempt to appeal to that small market then to let hardcore pvpers ragepost in a non-hardcore MMO.

  18. #18 by Melf_Himself on December 3rd, 2008

    It’s not like you can’t use the mouse to look around, it’s just supposed to be like an fps, ie you can’t see behind yourself and in front of yourself at the same time.

    Re: the being able to sneak up on people stuff….. they’d have to really work had to implement hiding as a ’secret’ to the client (doubt they’re going this route, too laggy), otherwise people will make mods to show everything up in bright pink fluoro colours or something.

  19. #19 by Robin Kestrel on December 3rd, 2008

    Why all the mocking? How do you know these aren’t true design choices rather than excuses to explain away perceived shortcommings in the interface? This is the first I’ve heard of Darkfall as an actual playable game and not some vaporware joke, but the interface as explained makes a lot of sense to me from a PvP perspective.*

    And why is the interface automatically bad? Is it because of the assumption that PvPers will hack to get around those limitations and give themselves an advantage? Instead of just snarking on these folks, even if they deserve it, I’d rather hear some views on whether it will ever be feasible to have strategic PvP in MMOs that isn’t susceptible to client-side cheating, and that doesn’t come down to twitch, lag, and collision detection issues.

    * (Except that apparently circle-strafing is still the main tactic, which is lame. Silly that PvP battles in MMOs always seem to come down to who can cause the most line-of-sight errors.)

  20. #20 by Shiro on December 3rd, 2008

    If it had Mount&Blade-style mounted combat, I’d give it a shot.

  21. #21 by Bonedead on December 3rd, 2008

    Moorgard you’re probably right. I could see my self getting re-frothed near release.

  22. #22 by Leon on December 3rd, 2008

    It has Mount&blade combat.

  23. #23 by VPellen on December 3rd, 2008

    ugh darkfall

    I don’t know, I just can’t picture a “hardcore combat PvP MMO” going anywhere but down. Somehow I don’t think people quite appreciate just how hardcore Darkfall is going to get, provided it does succeed. It’s going to get ugly when people realize that “hardcore” means “play to win”. But maybe I’m wrong? After all, Eve is pretty hardcore, and it seems to be going strong.

  24. #24 by D-0ne on December 3rd, 2008

    The problem with PvP is of course the people who want to PvP.

  25. #25 by Delmania on December 3rd, 2008

    Ah, more of Darkfall’s “we’re not vaporware yet!” cries dost fall upon my ears. Plenty of games have made it this far and then fallen apart.

    From this review, however, it appears that Darkfall is going to continue to the time-honored “not learn from anyone else!”. Leaving out the mouselook option, meh, not important, so long as you can turn with the mouse, but aiming down? With lag as the ever eternal enemy to bith PvE and PvP combat, I wonder who make the hell makes that decision and then justifies it to himself.

  26. #26 by paul on December 3rd, 2008

    The sheep dont stick around, which is a problem for any wolf based game.

  27. #27 by Dirk on December 3rd, 2008

    that dwarf instantly reminded me of hannibal lector!

    oh and the web site changed again, argghh!! thats like what, 5 times in the last 2 months? haw

  28. #28 by Jason on December 3rd, 2008

    I can buy all these things as design decisions… but when I see the thing about size mattering and having to look down to see short people “running figure eights around you” I only hope that they also code in such that blade damage is reduced by erratic movement. Have you ever tried running a circle around a tree as fast as you can and hitting it with a sword? Sadly, I have, and you can’t hit with anywhere near the power you can when you plant your feet and put your body into the swing. Circle-strafing should be stopped… its stupid.

  29. #29 by Tim on December 3rd, 2008

    I’ll be happy to see the game succeed if it means fewer of those people in other MMO’s.

  30. #30 by JuJutsu on December 3rd, 2008

    “Have you ever tried running a circle around a tree as fast as you can and hitting it with a sword? Sadly, I have…”

    Heh heh. You have WAY too much free time on your hands :)

  31. #31 by Vaxhacker on December 3rd, 2008

    “I’d rather hear some views on whether it will ever be feasible to have strategic PvP in MMOs that isn’t susceptible to client-side cheating, and that doesn’t come down to twitch, lag, and collision detection issues.”

    Short answer: No.

    Longer answer: Not anytime soon. Essentially you have to do a FPS-style world simulation (i.e. high level of detail and verification) with hundreds of players (instead of the tens of players that current FPS games support). This just isn’t economically feasible – the per-client CPU and bandwidth required makes this horrendously expensive.

    The client, as it has been said, is in the hands of the enemy, so it cannot be trusted. And the Internet (not to mention the speed of light) guarantees that you will experience lag and unpredictable latency.

    So yeah, the snarkiness is entirely well-deserved, IMO.

  32. #32 by bleeblah on December 3rd, 2008

    play to /shrug!

  33. #33 by Robin Kestrel on December 4th, 2008

    “Longer answer: Not anytime soon. Essentially you have to do a FPS-style world simulation (i.e. high level of detail and verification) with hundreds of players (instead of the tens of players that current FPS games support). This just isn’t economically feasible – the per-client CPU and bandwidth required makes this horrendously expensive.”

    What if you 1) limited the population density to x number of players per y number of square feet of virtual real estate, instead of the infinite number that can pile in with no collision detection, and 2) slowed down movement and combat to alleiviate the number of checks and updates that have to be made? The systems in place now seem to be essentially turn-based systems anyway, except that the turns pass so quickly that the game often has to assume what the character is doing because it hasn’t processed an update from the client (and vice versa), leading to discrepancies between what two characters see at the same time. The fact that character movement is an action completely decoupled from combat doesn’t help matters, either.

  34. #34 by wzrd on December 4th, 2008

    Man, I can’t wait for darkfall. I’ve been really tired of games being forgiving and trying to work with the player. I’ve missed the EQ/UO model where we hates the player and punish them for paying a monthly fee…

  35. #35 by Red Morgan on December 4th, 2008

    Innovation must be pretty scary to the carebear bootlick brigade.

  36. #36 by PizzaGuy on December 4th, 2008

    FPS, long learning curve, and hardcore. Good luck with that trio.

  37. #37 by 0173 on December 5th, 2008

    Darkfall will be the Vanguard for hardcore PvPers

  38. #38 by Einherjer on December 5th, 2008

    I just hope that the game is more than just vaporware.

    I will play it, at least for some time. Not just because i like some PvP but also because anything different than the norm should be encouraged.

    But if the trial sucks, of course i won’t put my money on it…

  39. #39 by Alex on December 5th, 2008

    The true challenge to making a good PvP based game is to give players a good reason to fight, and a real effect within the game world. Darkfall may fall short of that, but nobody else even seems to be trying.

  40. #40 by sinij on December 5th, 2008

    Vetarnias, Darkfall’s failure will have nothing to do with catering to “hardcore” and everything to do with design failures. Even “hardcore” want stable and fun game, the only difference is that our PvP with meaning fun might be different from your PvE without meaning fun.

  41. #41 by Mazer on December 9th, 2008

    Omalawd, it’s not a WoW-clone. KILL IT QUICK!

  42. #42 by Tsujiku on December 9th, 2008

    “Yeah, and that whole hiding behind a tree thing, I bet that will work great…because nobody has ever written an external program showing the location of other players/mobs in a client/server game before. Nope, never happened.

    Also, nobody has ever figured out how to exceed the game-specified maximum distance a third-person camera can be from your character, giving you a view of what’s behind you. It’s a mystery to us all.”

    Indeed, because Aventurine never thought of that. They definitely never explicitly stated that the client isn’t trusted with such information.

  43. #43 by Alone on December 22nd, 2008

    Red Morgan:

    You are absolutely right. In all seriousness, these responses are sort of despicable. I think these are the people who thought SWG was better after NGE, and that

    “The true challenge to making a good PvP based game is to give players a good reason to fight, and a real effect within the game world. Darkfall may fall short of that, but nobody else even seems to be trying.”

    I know a good reason to fight: That guys has a shiny sword that I want. OR: He was eyeballin’ me funny. OR: That idiot was on the forums talkin crap about me. OR: He was there and I was angry; it was a match made in heaven. In short, whatever reason we want to fight is reason enough to fight.

    And people, read the list of features it has. This isn’t about PvP and FPS-style fighting; it is about the freedom to not only PvP, but to do whatever the hell you want whenever the hell you want for whatver reason you want.

  44. #44 by Vetarnias on January 3rd, 2009

    Well, if Aventurine is true to its word (yeah, right) we should see how that goes on January 22. If there is nothing in sight by that date, I certainly hope Mr. Jennings will see it fit to make a short snarky comment allowing his readers to make short snarky replies.

    Less than three weeks left, and no open beta, no preview, no purchase information, no update on the Darkfall website. Looks good…

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