Wednesday, May 27, 2009

Darkfall Online Guide

One of the things I wanted to write about for some time now is a Darkfall guide I stumbled upon a few weeks after the release of the game. I was really, really sceptical about this guide and never thought I'd find anything useful in one, but I've been wrong once or twice before so...

I didn't have much time to play and wanted a little edge over other players since this is a very competitive game afterall, and to my surprise this guide gave me just the info I needed. I thought it will actually spoil the game for me, but it did the exact opposite: after a few dozen deaths and countless monsters killed with seemingly no progress, I was pleasantly surprised to learn how Darkfall Online can and is a very fun game.

Usually I like to explore places and find out stuff on my own, but as I said reading this guide didn't spoil that experience for me at all. I knew where I'm supposed to go, where to get good quests, which crafting skills to choose, how to make gold, get great armor and weapons... pretty much everything I was hoping for.

The best part, at least for me, was the PvP guide and the detailed breakdown of skills and strategies. Dying was frustrating, especially when you lose your items, and getting revenge never felt better.

Anyway, the guide really helped me get a head start, and even now I sometimes open it up to check up on things. It's useful, easy to read and I didn't regret it, so I might as well share it. If you want to check it out yourself, here's the download link.

Saturday, March 7, 2009

Darkfall Review

This Darkfall Online review was posted by a user on the official forums and I thought you might be interested. It's pretty objective and might give you an idea of some of the game's features. As the author says it's a huge wall of text, so I've broken it down into paragraphs and added a few headings to make it easier to read.

--

While I do love games in general, once I was introduced to MMORPGs (Ultima Online being my first) I simply couldn't go back. Playing a game with thousands of people that never really ended was just simply for me. Through my mmorpg experiences I think its easy to break down mmorpg players into 3 categories:

  • Veterans: Those that have been around when it was creative and fun gameplay that kept these games going, not graphics and hype. For instance, Ultima Online now over 10 years old with its shitty graphics and aging UI STILL has hovered 100,000 active subscriptions to this day.
  • Level Based MMORPGers: This group discovered these games after skill based games like UO and Asherons Call. World of Warcraft being the most obvious instance that brought all sorts of gamers from all over the world into the fray.
  • Everyone else: Anyone who has never played an MMORPG can be put into this category.

In my opinion if you are a veteran you will want to read more. If you are a Level Based MMORPGer and you feel you have mastered all there is to master in this style of game, you will want to read more. For everyone else, I think this game is simply not for you as it most likely will be too difficult to understand the mechanics, the "What do I do now" feeling, and the general frustration of learning something of this magnitude.

First and foremost this is a not a level based game. Your character is nothing more than a sum of his skills, NOT his level. That may be hard for non veterans to understand. Its much like life if I see someone across the street staring me down, I can try and assess the person the best I can. But in all reality if I never had seen a Jackie Chan movie before and he was the individual staring me down, I would think he looked like a huge pussy. I would of course be wrong, and have my ass handed to me in the process. This is the core element of Darkfall that you must understand. Maybe the guy standing next to me is the best warrior in all the land, and maybe he just has a more expensive suit of armor than me, has shit skill and is a complete pussy. You simply don't know and this adds an element that you simply never find in level based games. The spills over into NPC enemies as well. There is no gauge to spoon feed you the difficulty of the mob so you can know the outcome of the fight without ever fighting it.

So how do I distinguish myself from someone else you may be asking. The character customization in a game like this is fairly huge on several different scales. The first being that you are not bound by any predeterminded notion of what you should be. You have no predefined role. Its very much like life. The harder you work at something the better you become. But working on Swords for instance, does not mean that you now get stronger in something that has nothing to do with swinging a sword, like magic. Where in level based games when you "level up" all of your abilities level with you, whether you actually used them or not. This means that you simply can become better at what you enjoy, and leave the rest alone. If you decide to forgo magic and crafting all together, and just want to swing swords, then you can do so. And your skill in swords will reflect that. There is no limit to the amount of skills you can learn. Its simply using the skill makes you better in that skill. So forget earning "XP" all together.

Money and skills

Money and skills are directly intertwined in Darkfall in 2 ways. First, you must buy many of the skills. For instance if you want to become a weaponcrafter, you must buy the skill. Stuff in this game is expensive, and skills are one of the only things you can hold onto if you die. So its not like everyone can just go and buy all the skills, level them all to max, and be just like everyone else. You must carefully pick and choose based on your play style and your budget. This made me feel like I was really customizing my character, because I was presented with a LOT of choices, and a LOT to work towards as well. Secondly, some skills have "skills within skills"? Wtf does that mean? Well, take mining for example which you start with for free. Once you hit a certain skill level (75), you can buy another skill that improves the length of time it takes for you to mine, thus decreasing your gathering time significantly. So you can decide to improve something you are already good at, or you can choose to grab another skill and learn that one from scratch with your hard earned gold.

Graphics

Yea yea yea, but how are the graphics? I'm a graphics WHORE! Heh if that fits your mentality then I think you will be pleasantly surprised. This game will not win awards in the graphics department. But that being said the graphics are indeed good. The mobs are fairly unique looking, the character models are ok. The world actually looks pretty nice at times. The engine runs NICE on just about any PC. I have a nice rig and I had everything maxed at 1680X1050 and I get close to 150fps, anywhere, crowded or not. I have a so so rig also that I tried and I was getting 70fps everywhere. That being said I do occasionally see some strange things. For instance when playing and the sun is hitting things pretty hard, distant objects begin to look funny and cartoony. Almost as though they are cell shaded cartoon graphics. This doesn't happen all the time and I can't tell if this is by design, my rig is set up poorly or some other optimizations need to be made. But all in all the graphics are adequate, and for those of us that were stuck playing skill based games with graphics from UP or Asheron's Call can rejoice! I have also seen some pretty big fights with about 50+ people on screen and I can say with a straight face that NO SLOWDOWN OCCURED. This is a very big positive checkmark in the game's corner.

Sounds

How is the sound, immerisve? Sound for me is a mixed bag. While they are definitely adequate, there are currently 2 big sound issues that piss me off. First the sound in the game when scaled up or down changes your PCs master volume. This gets annoying when trying to use Ventrillo or another voip type application to talk with your in game buddies. The second is that fighting sounds (swords clanking, spells casing, etc) do not seem to scale properly with distance. I can hear fights WAY far away and I often have to check my health to make sure I am not being attacked. I really hope this gets fixed because this kills the immersion a little bit and its really damn annoying.

Combat

How is the combat! I want to kill... Well I can honestly say I have had more fun in combat than any mmorpg ever made. This is because it doesnt feel like an mmorpg. In fact, currently I have no weapon skills in my hotbar either. You control when you swing, when you block, essentially everything about the combat.

While your skills do play a role in your damage and general combat success, they do not play a role in your hit ratio. Meaning you cannot physically "lock onto" an enemy and then your hit or miss is determine by a random roll of the dice. You must swing your sword on your own (no auto attack) and you also must aim. So if you go to swing at me and I back up quick enough you will whiff.

This spills over into archery and magic even more so. This is because magic and archery are done from a first person perspective and it feels very much like a first person shooter. If I pull out my bow I physically have to aim it myself. The arrows also arc instead of firing straight forever. This means that you actually need "player skill" to hit a moving target with archery and magic, especially at a distance. I must say this is strange since this mechanic is virtually non existent in nearly all mmorpgs, but once you get used to the mechanic it just becomes so damn cool.

This is the first time I have really seen a player's skill come into combat in an mmorpg and its a welcome change. And again, combat (at least to me) always is exciting because mobs behave differently. They actually will try to run behind you (which does more damage) and it's not uncommon for a mob to try and run away and you will see 4 or 5 PCs chasing that bastard down.

PvP

I live to own newbs! Tell me about PVP. Well this is the other core mechanic of Darkfall. As if you didnt already know, this game is hardcore PVP. This means that anyone can kill anyone, outside of town. Not only can you kill anyone, but you are also free to loot EVERY SINGLE ITEM they has on them at the time they died. This makes for a seriously immersive experience.

Part of the reason this becomes such a big deal in the everyday life of Darkfall is because of one very little talked about fact: You can only have one character per server. So you are now completely in control of your characters reputation as well. This means that if you attack other players without reason, if you loot other peoples kills constantly, or you are just an annoying fucktard, this stays with you FOREVER. Their talking shit, PKing someone, and then logging onto another character and thus a completely different reputation. For all I know I am grouping with that very guy! Well these days are over. Players are quick to point out who PKed them for no reason, who not to group with / trust because they ninja loot everything, etc.

PVP works by having several races being aligned, and all other enemy races free to kill. You have a single alignment status with your own racial alignment. Everyone is a "blue" by default. You lose status by killing members of your own alignment. If your status gets low enough, you turn "red". When red, anyone is free to attack and kill you without taking a status hit, even from your own racial alignment. To get your status back up and become a "blue" you have to go kill some enemy races for some positive alignment. This is a great system in my opinion because you CAN do what you want, with some penalties in place if you do so. So what I like to do is go kill a bunch of enemy races, build up a lot of faction, and then I have a few "few kills" on smacktards in my own racial alignment that I deem it necessary to cut their throats, and chop off their head (which you can in fact chop off their heads as a trophy).

One thing that I am a bit up in the air about is the "rogue status" which is a grey category. If you attack a "blue" character then you go grey, which means anyone is free to kill you without penalty, and of course, loot your shit. This status is temporary, and lasts only 8 seconds or so at first. If you attack someone again before this is over with, the flag extends to a full 3 minutes. While this is neat on paper, it has strange results.

Since we are all newbs at first, the newbie spawns are obviously fairly camped. So when something spawns and 500 people all attempt to hack away at the mob at the same time.

Occasionally, you will miss the mob and hit a friendly player. This will trigger your "rogue status" and you will go grey, while you meant no mal intent. Whats worse is that most times players know it was an accident, but a few of them want to be fags and will attack you partly for fun, and partly because they can loot your shit without penalty. Other players will recognize the mistake, and just ignore it.

While this doesn't sound like the best mechanic, I can honestly say I would rather have it than not. Because what you get sometimes will be players just being dicks in general, randomly attacking players when a mob gets close to dieing so the blue player runs in fear of dieing, and the now grey player kills the mob and loots it before the blue player returns to the fight. It's instances like this where I am glad to know I can kill punks like this when I encounter them. I have a feeling this mechanic will get tweaked as time goes on, but again, most times it works well and as intended. Other times issues can arrise.

Crafting

I am a merchant tell me about crafting! Well this is going to be a mixed bag for people, and it primarily depends on which of the mmorpg categories I you fit into. If you are used to WOW crafting, then you may not like it much. This has a much different feel to it. But everything you can make is needed by someone, even at the early stages.

For instance I decided to craft much more than fight initially. I knew that people liked the archery mechanic and that many people might flock towards armor crafting and weapon crafting, so I tried bowcrafting. I can honestly say that you can make a career in this game both as a harvester and as a crafter (or both!). While its not feasible to simply be crafter only, you CAN be a crafter and gatherer and never fight, if you don't want to.

This is a welcome change from most games that place rare resources next to high end mobs that decimate most characters. Its nice how nearly everything you craft someone wants. And since everything eventually breaks, or you lose because someone killed you and you lost your stuff, this creates a neat little economy between crafters and players and becomes fairly cyclical. This is SOOO cool in my opinion because if you have a positive experience with someone and are fair with them, they actually become a "customer". Not in the sense that they just bought something from me, but because they now will actively seek me out when they run out of bows and arrows and are happy to buy from me again.

Now many times I have people seeking me out instead of me seeking someone out to buy my goods. I haven't seen this since Ultimate Online with player run vendors and shops. Furthermore, you feel as though you are building a business. Especially because crafting is HARD. It takes a long time to get good, almost to the point where newbie crafters may essentially drop out as your competition because they can't keep up skill wise or they do not have the will.

So as you progress you really feel as though you are accomplishing something. That being said the communication tools you receive for selling your goods suck some major balls. There is no auction houses, which I like because it forces interaction between players and you have interesting exchanges like the ones described above. However, there does not appear to be a trade chat, and most people seem to just speak in their racial alignment chat. This means that if I have to more or less spam my goods in the open chat as my only means of selling. I hate spam, more than most so it makes me feel bad to have to do that. I try to keep it to one message every 5 or 10 minutes, but I can quickly see how this may become insane once more crafters get their footing. They really need to create a trading channel, or categories of trading channels.

Game stability

Overall Stability. I heard it sucks wtf is the deal? I must say in terms of stability this is one of the most stable games I have ever played at launch. Now before you throw up all over that statement, I must preface it by saying there were BIG issues initially. First the servers went up for 20 minutes and right down again for like 12 hours. Then up for 10 minutes and then down again for 12 hours.

There were all sorts of connection, account, and queueing issues. Then they came back online for 10 hours or so but had all sorts of sync issues where mobs would just vanish but you were still getting attacked, or mobs wouldnt attack you at all and everything was a free kill. I stopped trying for 2 days and decided to wait until Saturday to play. And when I did the server was up and its been stable since. I have not crashed to desktop ever, I have had no game breaking issues that I have seen in many other mmorpgs, even after the initial release (player getting stuck, falling through world, warping worse than william shatner, etc.).

Interestingly enough the server seems to be handling 6k -10k players at once fine, which is amazing, since most games I have played seem to crap out at half those numbers. Keep in mind that there is only one server currently, and that people seem to be playing from all over Europe and the US. I am on the West Coast of the United States and I have maintained a ping of 180 and have noticed to lag or delays whatsoever. Thats a fairly hefty statement in my opinion. So barring the initial launch fiasco they have this nailed hands down.

Interface

UI - The user interface takes some getting used to, and could (and probably will) definitely be tweaked in the future. But its slowly growing on me and you can tell that it was designed by gamers. For instance you have two modes, one for free looking and another that makes the mouse appear on the screen. You can set windows to appear in one mode and not the other. So I can be reading some info about my quests and WHAM someone slams be on the back of my head. I never saw it coming, with a single mouse click I switch to my free look mode and the quest window disappears while the windows I want remain.

When I switch modes the quest window returns. Its really neat once you get used to it. That being said, there are clearly omissions here. There are a lot of functions of you use the /help command, I mean its fucking ridiculous how many there are with no explanation of anything.

There are no buttons to add a group, you physically have to use commands. You can target someone and press a hotkey, but the question comes up time and time again in chat "How do I invite someone to a group", "How do I leave a group", "How do I trade with another player"? I often wonder how they could completely nail an immersive and fun world and completely miss out on obvious mechanics like these. So you must type things like /partyleave to quit the party. It's workable but it seems clunky. Its worse that you cant make text macros and place them on your hotbar.

The chat takes a while to get used to as well. There are 2 main windows, and you can customize it more. But the "system" window and the "chat" windows cannot be combine (or at least I have not found a way to do this). This means that to see everything (that I want to see at least) requires 2 chat windows and that really eats up screen real estate. Suffice it to say they have some innovative features here and some ones that leave you saying... wtf?

Macros

But macros are ruining the game. DOOM! Let me tell you that this is pure nonsense and anyone that understands the mechanics of the game can attest to this. You can't really unattended macro in this game effectively. First, for harvesting there are several things that prevent this from being effective. Nodes run out of resources, and tools break over time. Unless someone wants to come up with a macro that sends you from node to node and changes tools when necessary and watches out for people that will PK you and steal all your resources when they realize you are macroing then this simply is not feasible.

Magic is the next one. There are some rather sucky spells under the heading of "lesser magic" which is what you start with. Magic missile, healing, etc. While you can macro these to an extent, once you get above lesser magic all spells require reagents that are consumed, and expensive. So while you can continue to brazenly macro magic, you will quickly wind up in the poorhouse with no gold and no reagents to continue the macroing process with.

Archery is the same thing. If you have unlimited resources then you could possibly macro archery. But truthfully arrows are expensive, and since money is fairly cyclical in this game you need to use your arrows on mobs, to get more gold to buy more arrows and so on. If you blow them on macroing you will again be broke fairly quick. And the last macroing concern, combat, is non existent. This is because you physically have to strike a pc or NPC to gain skill, so whiffing away won't do much. While there are other things that you can possibly macro (like running by running into a wall forever), these do not really have game breaking effects. This is a much better system than one that only allows me to gain every so often, or adding other stipulations that simply confuse how the underlying mechanics operate.

Cheating

They need to vomit some ban sauce! Kick these cheaters. Another hot topic seems to be wiping the server to get rid of the first 10 hours of exploitation that allegedly occurred when mobs weren't properly fighting back. While some people did gain more than others, this simply was not to any degree of legitimacy. I have a LOT of gold right now and it was mostly gotten through building up good relationships through crafting. If I just flashed my cash others may claim I exploited as well. But this is simply not the case and the game did not get ruined in 10 hours of broken game play. I can assure you. Life will go on.

Here are some other things worth mentioning, but not worth of their own category:

  • Everything I wrote was from my own experience. Obviously your mileage may vary, but these are my ideas and my thoughts based on my experience. Take that for what its worth
  • There will be people legitimately hate this game. Most will fit into category #3, or never really excelled at category #2. This game is not for everyone.
  • For those that can't play, it doesnt mean the game sucks... it doesnt mean the game doesnt suck. It just means others are playing while you are not. Please leave your opinions to yourself until you get a chance to play. The fact is that it seems they only had enough money to launch one server. So they sold around 10k accounts on preorder, sold out and this is where we are at. What they claim really doesn't mean shit until they do it. So hopefully they will let more players in soon, but again, I attempted my best to review the game, and not with the problems getting into the game
  • I hope you like my spelling / grammar mistakes. I don't give enough of a shit to proof read my own stuff. Deal with it.
  • The last point I want to touch on is the fun factor. No matter how well I can detail my experiences, I simply cannot detail out well enough how much fun I am having. The more fun I am having in a game the more bs I am willing to deal with, that's the truth. The game is just fun. No matter what I am doing at any given time (especially exploring but I am running out of time to touch on that) I am just having a blast. This is more than the "new game" feel. It feels more like returning to world I once knew and loved, but was unwilling to return to... like UO and AC. Its like this game has sparked that magic that made me fall in love with mmorpgs in the first place. Darkfall just gets that aspect of the game right.

Monday, February 23, 2009

Darkfall Client Available for Download

As announced on the official forums, you can now download the Darkfall Online client.

For everyone else (other than the beta testers) that plans to buy the game you should download the Torrent here:

http://www.eu1.darkfallonline.com/dl...nstall.torrent

For those who don't know what to do with a torrent file here are some instructions:

Step1: Get a BitTorrent client. For example μTorrent http://www.utorrent.com/
Step2: After installing the BitTorrent client, click the torrent link I post below to download the torrent file.
Step3: Double-click on the torrent file to open it in your BitTorrent client program.

The size of the download is around 9GB.
It's going slow for me but hopefully it will be finished before 25th (release date, in case you forgot ;) ).

Thursday, February 19, 2009

NDA Lifted, System Requirements

As of today, the NDA for the 'stress test' beta has been lifted, and some preorder info was released.

As of the time of this posting the NDA is officially lifted. In the next couple of days the Darfkall pre-orders will open up and stay up until right before Darkfall’s launch on February 25th or until they are sold out. This is how the pre-order will work:

The pre-order consists of the Darkfall client digital download along with a month of play starting on February 25th. The full cost for this is 42 Euro. This amount WILL NOT be charged during the pre-order. What will be charged is an initial 2.52 Euro non-refundable payment to activate the process. The remainder (39.48) of the pre-release price will be billed on release, February 25th. You’ll be free to cancel the purchase any time before the additional charge goes in on February the 25th.

Darkfall’s monthly subscription is set at 11.77 euro. A 3 month subscription with a 10% discount and a six month subscription will be offered with 15% discount on the monthly subscription rate.

There is 19% VAT added to both the initial payment of 2.52 Euro and to the remainder (39.48) for residents of the European Union. The same applies to all the subscription charges. People outside the EU will not be charged VAT.

For the pre-order all major credit cards are accepted. For Darkfall’s launch direct debit will also be available. More payment options will be available shortly after Darkfall’s launch such as Paypal, prepaid cards, wire transfer etc. Our partners for the billing are GlobalCollect, a leading and trusted global payment processor. (http://www.globalcollect.com/)

Players in North America are welcome to participate in the European Launch. The plans for US servers aren’t finalized at the time of this announcement. We will offer the option for character migration to US servers for N. American players who wish to use it. We have had people playing without problem from all over the US and Canada. That being said, our servers are located in Germany and distance does affect ping-time.
If the pre-orders are sold out, more Darkfall copies will become available on the launch date February the 25th. If they are also sold out, we will offer more copies every few days as we upgrade our capacity.

The initial system requirements for Darkfall are as follows:
  • Operating System: Windows XP, Vista
  • Processor: 2.5GHz Pentium 4, or equivalent
  • RAM: 1GB for Windows XP, 2GB for Windows Vista
  • Graphics Card: 128MB PixelShader 2.0 support
  • Hard Drive Space: 12 GB Free Space Minimum

With the NDA lifted, there will be a lot of information out in the next few days both official and unofficial. There is a lot of passion surrounding Darkfall, both positive and negative. Some views, unsubstantiated by evidence, have become almost tenets of faith at both extremes. Now you can finally judge for yourselves and make up your own mind, through player testimonials and game footage. Be cautious of what is said however, by whom, and based on what experience. The beta has been through several phases, and it’s still a beta. The main purpose of beta is to provide the developers with testing data, and not provide players with a fun experience. Even during this process however the game has been extremely playable and while many consider it to be their best MMOG experience to date, others see the potential, some had something else in mind, and few don’t like it at all. Darkfall isn’t for everyone.

It should be stressed that as with any MMOG Darkfall will always be a work in progress. Darkfall’s potential however, being a sandbox game, is dependent on its players more so than other MMOGs. This is why we’ve been communicating with a lot of our players, have been listening very closely to the testers and are taking all the feedback, positive and negative, very seriously. Something important to understand is that we are committed to fully supporting this game and working with our player base to make Darkfall the best game it can possibly be. After launch we’re not going with just a “live team” to do simple maintenance to the game while the rest of us move on to other projects. All our resources are committed to Darkfall, and we will even increase our team size to meet our ambitious future goals for the game.

Additionally, mmorpg.com has a great review of Darkfall beta you might want to check out:

Darkfall Online is a game that is not for everyone. The nature of the game is such that you will either love it or absolutely hate it depending on your playstyle. If you are a casual gamer, someone who does not like harsh PvP in an MMORPG, or you place a heavy emphasis on graphics, there will probably be little here that will appeal to you. On the other hand, if your MMO history involves playing games like Ultima Online or Asheron’s Call, like PvP with consequences, and value gameplay over graphics, there is a good chance that this game will provide you with something you have haven’t seen in a long time.
Read the full review here.

Wednesday, February 18, 2009

Darkfall Online Closed Beta FAQ

Here's a compiled FAQ according to the current Darkfall Online Closed Beta answering some of the most asked questions out there.

World

Are there any working doors?

No, they are pre-set on/off

Can guilds name their cities when they claim a stone, or do all the spots have a pre-set names?

Preset names.

By what metric is that black dot bigger than Kalimdor? Travel time? In-game size measurements?

Both travel time and size. Movement speed is a lot faster in WoW, the world in DF is more dynamic as the mountain you can actually travel up.

Clan/Cities

Regarding hamlets... can you build guard towers and farms there?

Yup.

What features does a clan offer the player?

A clan offers a contract of safe people to role with, a way to gank people with no penalty except risk by going to war and probably a city to chill at.

Can ranks/titles be given? (military ranks?), and what practical functionality do they offer?

Yes, but the ranks are generic. Ranks offer what access you have in the bank as well as a bureaucratic structure.

How is clan property dealt with? for example, the ownership and/or control of a city, a farm / bank or a certain piece of land (if that's possible), who keeps control over buildings like clan houses and banks, and how is a clan bank taken care of, who gets access to items and gold?

The ownership of the clan city is whoever claim that city with a clan shard. Who ever is the major of the city is the boss. Clan bank is manipulated by the clan leader (ranks).

I assume 'kingdoms' can be formed, what does a clan need to do to receive the status of 'Kingdom'?
How does a clan/kingdom claim control/ownership over land?
How does a clan/kingdom conquer land from other clans/kingdoms?

Kingdom is merely owning land. On the political map the area your clan controls is indicated with a green box. A clan claims a city/hamlet with a clan shard. A clan starts a siege by using a clanshard inside the enemies territory and 2 hours later their city becomes vulnerable.

Character

Has anyone had the chance to operate a ship? And if so how was it?

So very expensive to get to this stage, but yes and it was just faster travel on the water. Lol it was a raft...

Can the elf and dark elf see better at night?

No.

Combat

How much does your skill level affect your damage output?

Minorly, but it adds up and can give a major advantage.

Are spells influenced by the kind of staff you're using? Or are spells always the same as long as you are holding any staff (even the noob staff)?

Staves affect speed of casting and damage. Read the description of the staff.

Can you enlighten us with descriptions or general information about what each of the stats in game actually DO for you? What effect does each of the stats have on gameplay?

  • Strength: Increase damage dealt with melee weapons, and moderately affects maximum health
  • Vitality: Grants a considerable bonus to maximum Health and a moderate bonus to stamina. A high Vitality may also slightly reduce to effects of poison and bleeding
  • Dexterity: Increase archery damage, and may reduce damage taken from area effects
  • Quickness: Slightly increases melee and archery speed, and may reduce damage taken from such attacks. Grants a moderate bonus to maximum Stamina
  • Intelligence: Increase the power of spells, and greatly affects maximum Mana. Improves resistance against mental attacks
  • Wisdom: Grants a bonus to all crafting and harvesting skills. Also, it moderately affects maximum Mana, and grants a slight resistance bonus to curses

Magic takes time to reach it's target as it's flying.The question is if it differs per magic type; for example a "Ball Lightning"(Since it's cheapest.) versus a Corrosive Blast.

Yup.

Is there a poison skill in the game? How do poisons work? Is there only one kind of poison? How much damage does any known poisons do? Can you make poisons?

Magical dots are the closest thing to poisons. You cannot coat your weapon in dragons blood, sorry.

If you are grouped and on a kill quest do you get credit if a group member kills a mob you are after?

Last hit

When someones on the ground and you go to gank them what if you don't use any kind of weapons besides a wand, do you just smack them in the head with the wand? or does your hand burst into flames and you shove it in their chest or something?

You have to have a melee weapon out.

Will I be at a major disadvantage for not eating in the game?

Yes, stats go up very slowly stacking food 3 times makes everything go faster as well as never ending sprint

Crafting/Trade

How do crafted gear compare to gear dropped from mobs across the board (i.e. low level crafted vs low level dropped, mid level vs mid level, high vs high)?

Crafted gear is better than mob drops and merchant bought items.

Just wonder if there's any way to make a fire or something out in the field so you can cook and not have to run back to a town all the time

Nope, you have to be at an oven in any of the cities. But you can send up a magical smoke column.

Sunday, February 8, 2009

More Darkfall Videos

It appears the last post was pretty popular, so here's another batch of leaked videos for your viewing pleasure.
Also, here's a few exploration videos for you to get acquainted with the Darkfall world:

Saturday, February 7, 2009

Darkfall Leak Videos

Here's a few videos recently leaked. I hope you all enjoy it!

Real voice/UI






--

PvP, character creation, guard system in cities, PvE:



--

Winterfall Village



--

Sunny Trees



--

Wicked Forest



--

Ship



--

Alfar Gate

Saturday, January 31, 2009

Full Darkfall Spell List

Here's a leak I'm sure many of you will find very interesting: no less than a full list of spells in game so far.

They are listed in the following categories:
  • Air magic spells
  • Arcane magic spells
  • Earth magic spells
  • Fire magic spells
  • Greater magic spells
  • Lesser magic spells
  • Necromancy magic spells
  • Spell chanting spells
  • Water magic spells
  • Witchcraft spells

Air magic spells:

Darkfall spells list - Air magic spells
Arcane magic spells:

Darkfall spells list - arcane magic spells
Earth magic spells:

Darkfall spells list - earth magic spells
Fire magic spells:

Darkfall spells list - fire magic spells
Greater magic spells:

Darkfall spells list - greater magic spells
Lesser magic spells:

Darkfall spells list - lesser magic spells
Necromancy spells:

Darkfall spells list - necromancy spells
Spell chanting spells:

Darkfall spells list - spell chanting spells
Water magic spells:

Darkfall spells list - water magic spells
Witchcraft spells:Darkfall spells list - witchcraft spells

Character Creation and Customization

These beta leak videos show various customization options when creating your character. Enjoy!

Alfar race:



This one shows all the races and their starting stats:



Friday, January 16, 2009

Darkfall Release Postponed

The Darkfall team just announced the game will not go live on January 22nd as planned, but rather on February 25th. Since many of us expected an open beta to already begin at this point it was obvious the game won't go live as scheduled, but let's hope the team polishes the game even further with an extra month!

You can find the original announcement here or keep reading for a list of highlights and the entire post!

  • Starting on January 22nd there will be a Darkfall trial with the distribution of the game client
  • The date of the Darkfall European commercial release has been pushed back to February 25th, 2009.
  • A pre-order will be made available mid-February.

We know that the community has been speculating and wondering about the Darkfall release for some time. We haven’t replied until now because there were several complex issues to plan and work out. We also needed to get authorization before we could proceed with this official announcement:

Starting on January 22nd there will be a Darkfall trial with the distribution of the release candidate client allowing thousands of players to sample the game for free, help us stress test our servers and test the final features of the game.

It’s important to understand that there are well over 200 thousand applications by players wanting to get into Darkfall. This number makes it unrealistic to distribute the client and to open up our servers to everyone. We’ll try to accommodate as many players as are possible for us to manage at this stage. Even so, the demand exceeds our current capacity. Interest in Darkfall has surpassed all our expectations to the point that we may need to manage our release differently.

The date of the Darkfall European commercial release has been pushed back to February 25th, 2009. A pre-order will be made available mid-February. The pre-orders will get priority for early access to the game. The pre-orders will also get priority for the game launch if we have to go to a staged release. We’ll go to a staged release only in the case we have more demand than we can handle properly, and until we can upgrade our capacity. The pre-orders are necessary so that we can have some measure of the demand.

The reasons for the new release date follow:
  • At this stage, everything is connected: Hundreds of elements need to come together. When one thing falls behind, everything else tends to follow.
  • Demand for Darkfall at launch could be much higher than expected. If this is the case, we need a different process to better handle the demand.
  • Darkfall’s partners (distribution, billing, account management, support, etc.) entered into the game at a late date and we needed more time than expected to integrate properly.
  • We fell behind on a couple of weeks of beta testing progress and we need to make this time up. We need more playtesting data on several features we haven’t had much chance to test externally.
  • We’ll use this extra time to implement updates based on tester feedback and also make some enhancements we were saving for after release.
  • We want as many players as possible in the game before the launch and we haven’t had the chance to stress test our servers with live players yet.
  • We underestimated the effect the holidays would have on our preparations. While we worked through them, the world around us seemed to stop.
  • We don’t want to rush things more than needed. An extra month may not seem like a lot of time, but it’s enough to allow us to take care of any compounded delays.

Our hope for Darkfall is to have a good game with a tight player base that we can nurture and steadily build up. Hype surrounding Darkfall is huge right now, despite our best efforts. We’re not sure how this will translate on launch day but we have to make allowances for the possibility that demand could be more than we anticipate.

Announcements will follow with more information on Darkfall pricing, pre-ordering information, North American player access, and system specifications.

Wednesday, January 7, 2009

Darkfall Stats & Skills

Here's a basic overview of armor stats, combat stats and crafting skills in Darkfall Online. Detailed info about each of those will be posted soon!

Weapon Stats:
  • Weight
  • Durability
  • Rank
  • Damage
  • Speed

Armor Stats:
  • Acid
  • Bludgeoning
  • Cold
  • Fire
  • Holy
  • Impact
  • Lightning
  • Piercing
  • Slashing
  • Unholy
  • Weight
  • Durability
  • Encumbrance

Crafting Skills:
  • Fishing
  • Herb Gathering
  • Skinning
  • Logging
  • Mining
  • Woodcutting
  • Cooking
  • Smelting
  • Repair

Thursday, January 1, 2009

Darkfall FAQ



What is Darkfall? Darkfall is a Next Generation online roleplaying game developed by Razorwax AS.

What is an online roleplaying game? An online roleplaying game is a game that is played over the internet, in a world inhabited by thousands of real people. Everyone logs in from their computers all over the world and meet up in a fantasy world for adventure and fun.

What do you mean by Next Generation? By Next Generation we mean that Darkfall was inspired by the pioneers of online roleplaying games, such as Ultima Online, Everquest and Asherons Call, but has advanced features and technology that is never before seen in online games, and we are confident that Darkfall will advance the genre further.

What is the setting of Darkfall? Darkfall has all the features of its predecessors, meaning hundreds of combat skills/trade skills, hundreds of spells, hundreds of different monsters to kill, hundreds of dungeons, more magical items than you can shake a battleaxe at, vast wilderness, player owned houses and castles, and everything you expect from an online roleplaying game. Darkfall is highly geared towards player vs. player combat, and especially towards racial wars and player-run clans conquering city states owned by other player-run clans. You can read more about conquest here.

Racial wars? Yes. Darkfall has six different main character races: Elves, Dwarves, Humans, Mahirim, Orks and Alfar. Each race has different political standings with the other races. The Elves are at peace with Dwarves and Humans, but are wary of Mahirim, and are at war with the Orks. Everyone hates the Alfar, and the Alfar hate everyone. In effecst this means that Elven players may travel to Dwarven and Human cities without having any problems with the city guards, and may buy and sell in stores. If an Elven player traveled to an Orkish city, he would be killed on sight, both by city guards and other players. In Alfar cities, everyone gets killed anyway.

So you have only six races? Well yes and no. We have some pretty neat features when it comes to races. We will announce these at a later date.

Where can I read about the different races? Read about the different races of Darkfall here.

Can I play all races on the same account? No. This is something we have discussed at length within Razorwax, and we believe that there would be too much unwanted spying going on: if you play an Alfar, for example, you may log on your Elf scout just to check if the Elven town of Charybdis is well defended at the moment or not.

I have to be in a clan? Not at all. Darkfall can be played any way you want. If you want to get involved in conquest, wars and ruling kingdoms, you join a clan, or get together with some friends and start your own. If you just want to be a lone adventurer, hunting for treasure, magical items and fame, you just go out and do it. You can even be a mercenary, selling your sword arm to the highest bidder, or a merchant, setting up caravans and shops in different cities, buying high quality hides from Mahirim hunters, and selling them for top prices at Human cities. You can even hook up with a few friends and be pirates, sailing your galleon around, plundering merchant ships and other pirates, or a Dwarven blacksmith, crafting mighty magical weapons and armor, or maybe a farmer producing rare herbs and spell reagents that you can sell in the cities. The possibilities are endless.

Will it be possible to start a multi-race Clan? Yes. Clans with a mix of say humans, elves and dwarves will be common in Darkfall, or mixes of Orks and Mahirim. Alfar tend to not mix with other races at all.

Remember that human NPC hirelings, such as guards and vendors, will not tolerate Orks and Alfar players, and may attack them on sight, even though they are in the same Clan. In Alfar towns, NPC guards will attack anything not Alfar. The same goes for alignment, so an evil Clan will have to recruit evil NPC hirelings only.

There will most certainly be Clans in Darkfall with players from all races. We predict that this will be small evil player killer Clans, that will set up their Clan headquarters in remote locations, and not get involved in city conquest or empire building at all, since it will be almost impossible for these Clans to recruit NPC hirelings to help defend their cities, and run their shops. And who knows, maybe a strong Clan with a mix of all races may be able to run their cities, and conquer new territories without the help of NPC hirelings. It will be extremely hard, but it is possible in theory

Will you have character classes and levels in Darkfall? No. Darkfall has no traditional character classes, and no levels. Our character advancement system is 100% skill based, meaning you learn a new skill or spell from an NPC or another player (yes, neat huh?) and this skill or spell is raised by being used. In effect this means that if you purchase the skill Swordsmanship from an NPC or another player, it is raised by wielding a sword, and fighting monsters or players with it.

We wanted to give the players total control of what and how they want to play. Customize your own character to suit your playing style best, without traditional templates to limit your character. If you want to be an axe wielding dwarven fighter you simply pick up the Axe skill, Axe Mastery, Parry, Dodge, Cleave and other linked skills. If you later decide that some magic would be nice as support, you pick up a few magic skills and spells as well. Same goes for trade skills. Want to be able to create weapons? Pick up Smithing and Weapon Crafting.

Want to make clothing when you are tired of battle? Pick up Tailoring. No need to reroll your character. There is no way to "gimp" your character by picking the "wrong" skills or spells.

Get what you want, play as you want.

That being said - We do have something called Prestige classes, like Paladins, Warlocks, Assasins etc.

So I can learn any skill or spell? Almost. Some skills and spells are race specific, meaning you can not learn them unless you are of the appropriate race. The races also have limits on what they can and cant learn. The dwarves for instance, are better at melee fighting than they are at magic, so they can master some awesome melee techniques, but they can not learn some of the most advanced spells. Dwarves are however the best smiths in the world, so they can make magical armor that is alot better than those smiths of other races make. This somewhat makes up for them being a little weak at actual spellcasting.

We also has some special skills and spells for the prestige classes that members of the appropriate prestige class can learn.

So what are Prestigue Classes? Prestigue Classes are special classes, such as Paladin, Assasin, Gladiator, Enchanter, etc. These classes are totally optional, and if you dont want to, you dont ever have to pick a class for your character. Picking a Prestigue Class will in most cases give you a few special skills, maybe even a few special spells belonging to this particular Prestigue Class. Paladins for instance, gain the ability to Lay-Hands (instant heal) once every day. Some Prestigue Classes will give you real good bonuses, others may only have minor bonuses and a cool sounding name. A general rule however, is that the more bonuses you get, the more tradeoffs there are. Druids for instance, may never use metal armor after they are initiated into Druidhood. Paladins have to give half of their earnings to their church, etc.

Prestigue Classes may be interesting to some players, and some classes may give you an extra reason to roleplay, or maybe give you an edge as a PvPer, or as a player smith. We can promise you alot of interesting Prestigue Classes to try out.

Picking a Prestigue Class is not final - you can change class later, but this carries some minor penalties, such as a wait period.

The easy route would have been to make picking a Prestigue Class final, but we want to keep Darkfall as open ended as possible.

Do you have skill caps? Yes. Skills start at 1 and can be raised to 100.

How many spells and skills will Darkfall have? As many as we can possibly add before retail. We currently have about 300 skills and 200 spells designed on paper, but we are hoping to get at least 500 skills and 500 spells in there before retail.

Why so many spells and skills? Because we want to make combat, spellcasting, trade and item creation as interesting as possible. We want every player to have their own personal set of favourite spells and skills, so no combat situation is the same. Obviously there will be certain skill and spell combinations that work better than others in combat, but hopefully as many as possible, so at least a certain level of individual player skill can shine through, unlike other games we do not want to mention by name (but that we still love to play).

Can players make magical items? Yes. Darkfall features an extremely sophisticated item creator, that will enable players to create powerful items, such as weapons, jewelry, armor, wands, potions, food and more. We have invested alot of time and design resources into making the ultimate player based economy, so players that enjoy making a living as a trader, creator of quality weapons, amazing potions, or powerful magical items will truly enjoy Darkfall, and find a almost limitless item creator system never before seen in any MMORPG.

How do I gain new spells and skills? Most spells and skills can be purchased from NPCs, and they will teach you the basics of the particular skill or spell, so you can start using it and training it. Some NPCs may ask you to help them perform certain quests before they are willing to teach you special spells and skills.

What is your spell system like? We dont want to get into too much detail at this early stage, but spells will be divided into several different schools of magic: Lesser Magic, Greater Magic, Element of Fire, Element of Earth, Element of Water, Element of Air, Witchcraft, Spellsinging, Necromancy, Wild Magic, Arcane Magic and Ritual Magic. In addition there are some special spells that do not fit directly into any school of magic, such as racial specialty spells.

Can I cast spells while wearing armor? Yes. However, your casting time (the time it takes to actually cast the spell) will increase significantly if you are wearing heavy armor. So while it takes only 2 seconds for a player wearing a robe to cast a spell, it may take as long as 5 seconds for a player in a full platemail to cast the exact same spell. There is also a slighly increased chance of botching a spell if you are wearing heavy armor.

Will wearing armor affect running and swimming speed? Yes. If you are wearing heavy armor, you will run and swim slightly slower than if you are wearing no armor at all.

So why should I wear heavy armor at all? If you are wearing heavy armor, you will be harder to hit than if you are wearing no armor. Armor will also absorb some damage from swords, arrows and even spells. So there are tradeoffs involved here. You sacrifice movement speed and casting time (the time it takes to cast a spell), for getting hit less often, and for less damage.

How are you going to handle Player Killing? Anyone can attack anyone. In fact we encourage you to seek out and kill enemies of your race and your clan. However, it is up to each kingdom to set the rules of their borders. The different kingdoms have NPC guards, that have orders given to them by the player kings and lords. For example, in the city state of Midheim, controlled by the player clan Black Rose, it is illegal to steal and attack players of neutral and good alignment. Evil characters are not allowed into the city, in addition to members of the Keepers of Chaos clan, members of The Mercs and members of the House of Chaos clan. Guards will attack violators on sight, and all inhabitants of the city are encouraged to do the same. (We may add a feature to have guards Kill On Sight individual players too).

Well how am I gonna keep track of all different cities laws? You will find all the information you need on the political map. Including who controls the different city states/kingdoms/fiefs, their laws and who they kill on sight.

So you have an alignment in Darkfall? Yes. You start out with a neutral alignment, and based on your actions, this alignment changes. Being regarded by others as evil is easy, just kill someone totally unprovoked, and voila, you are evil, and will be killed on sight by most guards, clans and players. Changing your alignment towards good is a long and hard road, but once you get there, you will have the respect of all other neutral and good players, probably even the evil players.

Don't you fear that out of control player killers will ruin the game? No. Being a random player killer of evil alignment is definately possible, but also an extremely hard career. You will have enemies everywhere, and will have a hard time finding a safe city to sell/buy in. Also keep in mind that Darkfall is a very harsh world, deep into the dark ages and then some. This is a place were people will kill you if they get half a chance, loot you, take your equipment, and then brag about it to their friends. If you find it hard to get by on your own, join a clan, and you have instant protection, friends and allies. Grow strong, and go out and punish those that have done you wrong.

Remember that people can kill you, but you can also kill them. It goes both ways. Someone being rude, and refuse to leave you alone? Kill them. Someone stealing from you? Kill them. Someone camping your favourite part of the woods? Kill them.

We are not saying killing people is nice, a good idea, or even legal - we are just trying to prepare everyone for a really great game - a game were YOU decide what you want to do, and how you will interact with other people.

So what if a good clanis at war with another good clan? Once the clans have declared war on each other, no alignment adjustments will occur due to your actions towards members of the clan you are at war with.

Will Darkfall have safe zones? There wont be any traditional safe zones as seen in other games, were you cant attack anyone just because you entered a safe zone. However, a town owned by your Clan should be pretty safe, as long as your Clan has hired some strong NPC guards, and/or you have a few Clan friends hanging around. We do however expect that hostile Clans may launch small skirmish attacks on your city, and try to take out a few NPC guards, merchants or other players. Basically just to weaken the town defenses, terrorize its player inhabitants, and to hurt the defending Clans economy. NPC guards are expensive to hire, and the more often they die, the higher they consider the risk of guarding this particular city, and they will demand higher wages for their services. Re-equipping looted guards will also take its toll from the defending Clans battlechest.

Can you fight in cities? Yes you can fight wherever you want. No safe zones.

Darkfall looks great, but i dont like PvP, can I play anyway? This game is geared towards the PvP market, so you may find Darkfall a bit too harsh for you. That being said, we are aiming at having more useful tradeskills than any released MMORPG to this date, so you may find something of interest to you in Darkfall despite all the PvP action. Most Clans will need a large range of player smiths, farmers, tailors, hunters, fishermen, alchemists, miners, etc., and they will offer relatively safe cities and good accommodations for those willing to spend time crafting items, or providing supplies for the Clan. In theory you could play Darkfall for a year, and never have to take part in any PvP as long as you are careful, and dont venture too far into dangerous territories. Also remember that the Darkfall world is absolutely huge, with hundreds of small islands scattered all over the world. Nothing is preventing you from finding a hard to reach, hard to find little spot of the world, set up a house, and live in peace with a few friends, hunting in the nearby woods, or adventuring into the local dungeons without seeing other players for weeks at a time.

Darkfall can be experienced any way you prefer. We are just making the game - you play it.

Will Darkfall Have player owned houses? Definately. Players will be able to set up houses of various sizes and design, ranging from small cottages to huge castles and citadels.

Can I design my own house? Yes. [more info to come]

Will Darkfall have universal banks? Most probably. It will be tested in alpha and beta. We like the idea that if you deposit a longsword in a bank, you have to go back to the exact same bank to withdraw it. However this might prove too annoying in the long run, and as with everything else, we have to consider gameplay issues vs. realism.

Can you walk through other players in Darkfall? No, so blocking entrances etc will be a viable pvp tactic. It is possible to push players and monsters out of the way though, so this tactic can be countered.

Can I have pets or NPC hirelings in Darkfall? Yes. You can have pets and NPC hirelings in Darkfall, ranging from tamed animals and monsters, to summoned skeletons, charmed animals and monsters, hired NPC merchants, hired NPC guards, etc.

What can my NPC hirelings do? NPC hirelings can follow you around and fight with you, they can carry your loot, they can perform skills and spells to aid you, etc. NPC hirelings can do pretty much everything that player friends can do. In addition, NPC hirelings can be given advanced orders such as patrolling your city, looking for enemies, criminals and thieves. They can be a vendor in your shop that you have set up, they can mine for minerals in a mine, they can go out into the forest and chop wood for you, or stand on the banks of a river, fishing for you all day.

Can I have more than one NPC hireling? Yes. You can have several NPC hirelings under your command at all times. The maximum number of NPC hirelings you can have under your command is limited by several leadership and command skills.

How do I tell my NPC hirelings what to do? You can either give an NPC hireling a direct one-time order, such as "heal me", or you can set up a more permanent chain of orders, through an advanced NPC hireling interface in Darkfall. This advanced interface can tell the NPC hireling to heal you every time your health goes below say 10% of your max health, and cast invisibility on you and herself if enemies comes running at you. Obviously the NPC hireling has to have the matching skills and spells to perform these actions.

NPC hirelings have skills and spells like players, and the more skills or spells an NPC hireling has, and the better skill and spell levels she has, the more gold will she require for her services.

Can I survive in Darkfall without learning magic? Absolutely. You can be extremely successful in Darkfall doing only tradeskills and being good at diplomatics and politics. Start a Clan, or hire some NPC hirelings, and let others do the killing and dirty work for you.

Can I be successful in PVP without learning magic? We are balancing magic and melee/archery skills so that you can compete even if you choose not to learn magic. Darkfall is a magical world though, so if you are hell-bent on not picking up any magic skills or spells, you may have to rely on magical items, potions or scrolls to aid you in PVP. But it will definately be possible.

The most successful 1vs1 PVPers in Darkfall will probably know a good amount of both melee, stealth and magical skills, and use both defensive and offensive magic to win fights. In Clan wars, teams with a healthy mix of wizards, warriors, archers, thieves and priests will probably dominate, as long as they are well coordinated and trained. But dont forget all the tradesmen, farmers, bakers, miners etc in the Clans city, stocking up supplies of spell reagents, gold, weapons, potions, armor etc to help your Clan win the war in the long run. The fighting bit is only part of what it will take for a Clan to dominate in Darkfall.

What effect will eating or not eating have on my character? We dont want to add too many mundane everyday issues to Darkfall. However we do think that eating or not should have some influence on your character. This means that if you are absolutely starving, your stats and skills will take a small penalty, and you will regenerate hitpoints, stamina and mana slightly slower than if you werent starving. Nothing big – you cant die from hunger - just enough for it to make sense to have some food in your backpack.

We have tradeskills such as farming, setting snares and hunting animals, and we are serious about having useful tradeskills in Darkfall. Therefore eating is in the game, and players that enjoy farming, setting traps, baking, cooking, fishing, hunting, etc. can sell their wares to other players and actually be useful to others.

Will you have permanent character death? No. This is a very bad idea.

Will you have character aging? No. This is almost as bad as permanent death.

What camera view will Darkfall have? Darkfall will have a first-person camera view. Probably the most debated issue in our team, with strong points both for and against. We settled for first-person view because we believe this view gives the most immersed gaming experience, the most nerve wrecking combat situations, and the most beautiful view of our landscape and dungeons. o.O

Counterstrike, Quake and Unreal work pretty well yea? Oh and RPG games with first-person views that work great: Arena, Daggerfall, Ultima Underworld, Deus Ex.

Will Darkfall feature night/day cycles? Absolutely. The sun comes up in the morning, and goes down in the evening just like in real life. The exact timecycle is not set yet, but the current total night/day cycle is about 4 hours long.

Will Darkfall feature weather effects? Yes. Expect realistic weather effects, such as rain, snow, wind blowing in the trees, wind blowing in the grass on the ground, thunder and lightning.

Will Darkfall have "zones"? No. Darkfall will not have "zones" and zone loading as seen in other MMORPGs when traveling in the huge Darkfall World. There will be a short loading pause when entering dungeons though.

How will you prevent cheating and hacks? Darkfall was developed with preventing and detecting cheating and hacking in mind from day one.

We are not going to tell you exactly how we will prevent and detect cheating and hacking, but rest assured that cheaters and hackers will be found and dealt with.

How will you punish cheaters and hackers? Cheaters and hackers will be banned from the game, and their characters will be deleted.

How much will I have to pay to play Darkfall? We have no idea yet, probably the same as other MMORPGs on the market - $50 for the CD, first month free, then $10 each month. We'll see. Obviously it would be cool to give the game away for free, but we got bills to pay :)

How about system requirements? The alpha engine runs on a PIII 800mzh, with 256mb RAM and a Gforce 2 card. Obviously the retail version will be optimized alot, but this is a very demanding game. We are just not sure what system we should recommend just yet. Minimum internet connection? It should work with a 56k modem, but we obviously recommend DSL or Cable :)

Will Darkfall support different gaming platforms? Darkfall is primarily developed for the PC. It is unlikely that we will support other platforms, and at least not till after the PC version is out, and a proven success. An Xbox version is possible, but not planned. Darkfall for Mac or Linux is highly unlikely.