Anyone playing the new Darkfall?

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ThinClient

Diamond Member
Jan 28, 2013
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I'd advise to stop putting prowess into heal self or weapon skills. Get your main stat to 70 before raising weapon skills beyond 50. Your main stat increase will increase weapon damage more than the weapon skill itself will. Each weapon skill will only increase damage by 1 point (or something ridiculous) every 20 skill points increased. That's about a thousand prowess for 25 points of damage. Huge waste if the cost per stat point is still less than 200. For the same cost, you can increase your base stat 10 points or buy a booster (which ever is cheaper) -maybe even do that twice.

When you "use" a portal, you'll be shown the map. You'll be allowed to click whatever portal anywhere in the world that you want to go to. When you click the confirm button, you'll see a loading screen and then magically appear at that selected portal with the gold fee removed from your bag.

Also, check out this awesome thread for you nubs. :)

https://forums.darkfallonline.com/showthread.php?364007-Prowess-Gain-Tips-Tricks-Info-Thread
 
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KMFJD

Lifer
Aug 11, 2005
32,683
52,125
136
I'd advise to stop putting prowess into heal self or weapon skills. Get your main stat to 70 before raising weapon skills beyond 50. Your main stat increase will increase weapon damage more than the weapon skill itself will. Each weapon skill will only increase damage by 1 point (or something ridiculous) every 20 skill points increased. That's about a thousand prowess for 25 points of damage. Huge waste if the cost per stat point is still less than 200. For the same cost, you can increase your base stat 10 points or buy a booster (which ever is cheaper) -maybe even do that twice.

When you "use" a portal, you'll be shown the map. You'll be allowed to click whatever portal anywhere in the world that you want to go to. When you click the confirm button, you'll see a loading screen and then magically appear at that selected portal with the gold fee removed from your bag.

Also, check out this awesome thread for you nubs. :)

https://forums.darkfallonline.com/showthread.php?364007-Prowess-Gain-Tips-Tricks-Info-Thread

Are boosters permanent?
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
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www.markbetz.net
I'd advise to stop putting prowess into heal self or weapon skills. Get your main stat to 70 before raising weapon skills beyond 50. Your main stat increase will increase weapon damage more than the weapon skill itself will. Each weapon skill will only increase damage by 1 point (or something ridiculous) every 20 skill points increased. That's about a thousand prowess for 25 points of damage. Huge waste if the cost per stat point is still less than 200. For the same cost, you can increase your base stat 10 points or buy a booster (which ever is cheaper) -maybe even do that twice.

Ok, thanks for the advice. I actually have the first two skirm boosters. I should probably have been putting more straight into dex all along. I will start focusing on that.

When you "use" a portal, you'll be shown the map. You'll be allowed to click whatever portal anywhere in the world that you want to go to. When you click the confirm button, you'll see a loading screen and then magically appear at that selected portal with the gold fee removed from your bag.

I guess what I was saying is, if you're popping out at a predictable place like the other portal, aren't you likely to get ganked by someone camping it?

Are boosters permanent?

You can activate and deactivate them from the skills menu. Yesterday everyone's were deactivated by the patch. Was a bit of a jolt when I couldn't equip my bow.
 

ThinClient

Diamond Member
Jan 28, 2013
3,977
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Are boosters permanent?

Yes and no. You can purchase all the boosters you want. However, you can only have one booster type active at a time. Like, you can be a dex warrior with dex boosters or a strength warrior with strength boosters, but you can't run dex and strength boosters at the same time.

This is how warriors wear plate while using Neithal bows.
 

ThinClient

Diamond Member
Jan 28, 2013
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I guess what I was saying is, if you're popping out at a predictable place like the other portal, aren't you likely to get ganked by someone camping it?

That's a risk, yes. That's why you go naked or geared up and with friends. :p

You can activate and deactivate them from the skills menu. Yesterday everyone's were deactivated by the patch. Was a bit of a jolt when I couldn't equip my bow.

Haha, yeah. I fell for that too. My armor was all in my bag and my weapons were gone. My first thought was shit I got hacked! :awe:
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
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www.markbetz.net
So I got ganked for the first time last night. I headed up north of Lyran toward where I believe a Selentine Chest is located. I had been to the location once before without finding the chest and wanted to have another look. Came over a rise and saw another player. Hesitated, thinking maybe she won't attack. Wrong.

After I got ganked I ended up back at my bind and set about regearing. After a bit I noticed the red marker denoting my tombstone on the map. I thought, hey, maybe she was chivalrous and left my stuff. So after I regeared I headed to Lyran and dumped it all in the bank, including mount, and hoofed it up to where I'd been killed. When I got there I found she'd left a crude barbaric club in my grave and taken everything else. Lol, ballbuster.

I removed the club and left, but when I logged off the red marker for the grave was still showing. How long do player tombstones hang around after they've been looted?
 

KMFJD

Lifer
Aug 11, 2005
32,683
52,125
136
Training mobs is a nice feature, grab a mob, lead it away, let it hit you until it levels then kill it with better loot
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
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www.markbetz.net
So, harvesting iron in the safe zone has gotten to be a real pain. For new players you pretty much have to harvest and craft in the safe zone to aid in progression. There are relatively few mob spawns, and venturing into the pvp areas is very risky.

Lately it's been near impossible to get iron. Last night I checked around thirty nodes in a row and all were empty. I then spent 45 minutes cycling continuously through six nodes that were located close to each other. In that time I saw five or six other players, all seemingly higher level (more varied armor types, no newby armor that I saw) checking the same nodes. When one node eventually popped I was immediately joined on it by one of these players. Ended up getting less than 25 ore. Another one popped about ten minutes later, and again I was joined on it nearly immediately. Overall I think I got 50 ore for an hours work.

All of which left me wondering why the whole 'safe zone' thing is better than racial alignment, alliances, and penalties for killers? This is the major thing I'm having a problem with in an otherwise excellent game: the idea that there are these little islands of absolute safety surrounded by seas of near-certain death and ganking. I really don't think this system can work long term. Racial alignment and alliances at least create broad areas where you have general affinity with the other players, and in which if you're murdered the murderer faces consequences. You can always go to the "other side" for unrestricted pvp.

What we have now is everyone who can't yet survive the war zones is crammed into these small starter areas, high level players are harvesting and crafting out of them, whole clans are operating out of them.
 

KMFJD

Lifer
Aug 11, 2005
32,683
52,125
136
So, harvesting iron in the safe zone has gotten to be a real pain. For new players you pretty much have to harvest and craft in the safe zone to aid in progression. There are relatively few mob spawns, and venturing into the pvp areas is very risky.

Lately it's been near impossible to get iron. Last night I checked around thirty nodes in a row and all were empty. I then spent 45 minutes cycling continuously through six nodes that were located close to each other. In that time I saw five or six other players, all seemingly higher level (more varied armor types, no newby armor that I saw) checking the same nodes. When one node eventually popped I was immediately joined on it by one of these players. Ended up getting less than 25 ore. Another one popped about ten minutes later, and again I was joined on it nearly immediately. Overall I think I got 50 ore for an hours work.

All of which left me wondering why the whole 'safe zone' thing is better than racial alignment, alliances, and penalties for killers? This is the major thing I'm having a problem with in an otherwise excellent game: the idea that there are these little islands of absolute safety surrounded by seas of near-certain death and ganking. I really don't think this system can work long term. Racial alignment and alliances at least create broad areas where you have general affinity with the other players, and in which if you're murdered the murderer faces consequences. You can always go to the "other side" for unrestricted pvp.

What we have now is everyone who can't yet survive the war zones is crammed into these small starter areas, high level players are harvesting and crafting out of them, whole clans are operating out of them.

I'm based in Sanguine at the moment, it's been hit or miss with the Iron nodes here but i have managed to harvest around 2.5k mainly in the early mornings. I've harvested in the open areas 3 times so far resulting in 2 deaths and maybe 50 ore. I think it's mainly because of how close i was to the safe zones, I'm still learning were everything is, a lot has changed since DF1 , looks like Cairns has been re-done, i used to know were every iron node was on the eastern half.
 

ThinClient

Diamond Member
Jan 28, 2013
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Safe zones are safe zones. If it were cake to get everything you needed in abundance in a safe zone, no one would leave the safe zone.

Huurrrrr. :p

Find a clan. Problem solved.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
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www.markbetz.net
Safe zones are safe zones. If it were cake to get everything you needed in abundance in a safe zone, no one would leave the safe zone.

Huurrrrr. :p

Find a clan. Problem solved.

I reject your false dichotomy :). There's a big distance between "cake to get everything you need in abundance" and finding thirty empty iron nodes in a row. It's been suggested before in this thread, maybe even by you, that a new player should stay in the safe zone until 20k or so prowess. So here I am with 5.5k, and I need to harvest and craft because, frankly, you can only cycle between the available spawns for so long, and all of them can be completely dominated by one or two players.

I'd like to get in a clan, but is a clan going to send guards with me so I can harvest iron in the danger zones at 6k prowess and not get ganked for 100g worth of gear? I was just thinking that it would be nice if the safe zones offered a little more diversity, since you're supposed to be in them until 20k. It would be nice to have more than one dungeon, for example. And that thought got me pondering the design choice of having hard safe zones at all. Thus the previous post.
 

ThinClient

Diamond Member
Jan 28, 2013
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If you're not in a clan, you shouldn't be venturing out until you can defend yourself. If you have a clan, the game changes. Yes, I said this very thing earlier.

Find a clan like OTG and they'll help you. The day before yesterday, they helped me finish a few feats that got me 12,000 prowess. :awe:

Yes, some clans will send guards to patrol while you're out farming. Clans like Absolution will actually organize mat farming into a farming group and defensive group who ride around on mounts patrolling the area. When a red is found, they swarm the red and gank them before going back to patrol. If the reds are a group equal to or larger than the defensive patrol, they make a call to pull the farmers back into the city while they organize a gank squad to clean out the reds. Then they sound the all-clear and send the farmers and patrol groups back out to start over again.

Additionally, you can farm inside the clan city walls. Most of the NPC spawns in the game are going to be designed for a group to tackle anyway.

There are several dungeons scattered around the danger areas. Grab a clan group, go for a run. The rewards are pretty good. Everything out in the hazard zones have greater rewards in every way. Better loot, better skinning, greater prowess per kill, greater prowess per accomplished feat.

5.5k isn't bad. It also depends which save zone you're in as to how populated they are. The Orclands are hardly populated at all. The human lands, Sanguine and surrounding cities, are chock full of people and everything in them, node and spawn alike, will be regularly camped. Check out the wolflands, which are in the north western quadrant of the map, south west of dwarflands. If your safezone is full of people, you're probably in human lands and will probably find less populated safezones easier to quickly farm what you need.
 
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Markbnj

Elite Member <br>Moderator Emeritus
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That all sounds very cool. Hopefully I will find the right clan soon. I've only been out in the "frontier" twice so far, once successfully and once not. I'll probably get naked and try it again soon. Right now I'm skilling up armorcrafting so I can make my hardened leather set.
 

KMFJD

Lifer
Aug 11, 2005
32,683
52,125
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That all sounds very cool. Hopefully I will find the right clan soon. I've only been out in the "frontier" twice so far, once successfully and once not. I'll probably get naked and try it again soon. Right now I'm skilling up armorcrafting so I can make my hardened leather set.

Unless things have changed a lot you should not see very many raiding parties while harvesting normal nodes that are a good distance away from banks
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
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Unless things have changed a lot you should not see very many raiding parties while harvesting normal nodes that are a good distance away from banks

Well last time it only took a raiding party of one to kill me :).

On another note: I bought a selentine barbarian sword yesterday for 450g, and was shocked when it lost all its durability by this evening (basically a couple of hours on skellies and goblins). Do higher level weapons last longer?
 

ThinClient

Diamond Member
Jan 28, 2013
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Yes. Additionally, weapons crafted in player cities have increased durability. Dura goes up when crafted by higher skilled crafters, too.

r40 and up, I'll use in PVE until there's about 5 durability left (about 50 shots on bows, about 50 hits on melee weapons), then toss them into the PVP pile for later.

r40 and up, it's important to watch dura so you don't just throw it away in PVE.
 

Markbnj

Elite Member <br>Moderator Emeritus
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Sep 16, 2005
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I've seen some variation in the durability of weapons on the market, but not enough to make a huge difference, i.e. 70.1 vs 70.6 or something like that. My last sword went through 90 durability in two farming sessions. How long do you expect a high end sword to last in pve?
 

ThinClient

Diamond Member
Jan 28, 2013
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You don't use high end swords in PVE, really. R50 and higher I wouldn't consider using in PVE unless I was in a big group and had a very good chance to survive an ambush.

Weapons and armor in this game are intended to be considered disposable.
 

ThinClient

Diamond Member
Jan 28, 2013
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There is a BIG ASS server war going down in about an hour.

There are about 15 clans defending Tiquiya, a ton of them attacking.