Hey folks!
Benn a while to say the least.
I just found out Avian is showing an intrest in Darkfall
The folks over at TCO were introduced to it about a week ago and we have a few dozen members intrested allready.
To answer a few of the questions I saw skimming over the thread.
Yes. Darkfall if full PvP. Anyone can be attacked anywhere. The combat system is very twitchy. And when you attack someone who is not a racial or clan enemy or not of evil alignment, you take an alignment hit and a step towards evil yourself.
Tho player cities may be attacked(Sieged) the balance weighs heavily in the favor of the defenders. The attacking clan may only attack during a window the defending clan has chosen and the attacking clan must use a device that makes all their clan cities vulnerable to attack during the entire siege.
Darkfall staffer wrote:
Attackers are at a huge disadvantage in Darkfall for sieging. Not only do they have to attack during the defender's preferred time, they must go through the excruciating logistics of wheeling out siege engines and planning naval superiority/caravan interdictions/supply choking/etcetera. Not to mention that there's no way to circumvent defensive structures except to destroy them (no flying over city walls!).
Of course that's only half of it. One of the biggest penalties for large clans to overcome is an ingenious little game mechanic that actually scales and becomes more crippling to attackers as their nation grows. When an attacker lays siege to any city, all of that clan's cities become vulnerable to counter-attack. The larger a clan's territory becomes, the more difficult it will be to simultaneously assault their victims and defend their far-stretching borders from their enemies. Coincidentally, the larger clans get, historically, the more jealous and fearful their neighbors become... so you can imagine that it won't be very long before a conquering clan reaches critical mass and no longer has any advantage simply because of numbers.
Put yourself in the shoes of an emperor of a massive player clan. Are you really going to risk losing 2-4 of your own cities just to swipe some small clan's clanstone with bad infrastructure and poorly built up defenses? It'd be more of a liability than anything else.
The economy is robust with everything being player craftable.
Looting is full on. You can fully loot players AND NPCs use equipment. You kill an NPC that was using a bow, then switched to an axe and wore platemail? He'll have those on him when you loot his body along with any other bits of precious he had in his packs.
The world is huge. Vast underwater areas, abundant underground territory including cities (And so far as we have seen player cities may also be buildable underground, tho no terrein deformation) mountains that go thousands of feet into the sky, hundreds of islands and 5 contenents to use.
The NPC hiring and control system seems great as well. Your NPCs can adventure with you, be preset with commands to execute under certain conditions, they can guard your cities when you're offline, go out into the world and chop wood for you or mine as well as carry items for you.
Equipment has voulume and large amounts will need to be moved by ship or caravan. The tactical consequences of which are endless.
This is just some of what we have uncovered in the last week and I encourage you all to sign up for their forums and find our more. Join the discussions and say something nice about me....even if you need to make it up.
-LA