Darkfall Ameliorations

so you still won't update the english part of the vaulttec site?
cause i can't se any news in english there except the 2006 july one
 
zeller said:
so you still won't update the english part of the vaulttec site?
cause i can't se any news in english there except the 2006 july one
I must sorry for that, we completely forget about english section. it should be done soon.
 
Tails said:
I don't have contact with all.. so sorry i cant tell you exactly number :) Most of work is done.
If it's mostly done why do you still need map and quests?

Tails said:
This make me laught loudly :lol: it not a competition... you strange underestimate my words... again. I want that Darkfall give a PLEASURE to people who will play it, i don't want to make biggest/the best mod in the world.
So why add in a load of third party work? Just to increase the size, to make people go 'omfg this is so cool'? Why emphasize the word More in more than other mods if it's not important to you that it's the biggest and baddest on the block. Sounds like you think they're competition to me.

Tails said:
So make something better :D Still grumble.
If the gameplay is poor, the mod unbalanced you don't have to be a modder to have the right to critic someone's work.

If my mod gets done it'll be the best that I'm capable of at the time. I'm quite happy to let it stand as that, I'm not doing it to make it more than any other mod or better than Awaken.

And I thought it wasn't a competition? :)

Tails said:
What bugs ?
The train movie freezing game, I noticed it wasn't included with the last version, but the shoddy scripting is still in place without a fix. And the final mission still crashes if played in TB. Solutions to both were posted a long time ago.

Tails said:
I don't see anything wrong to add some side-quests at end of production Darkfall.
Isn't it better to release a polished mod, maybe not the biggest but consistent? Rather than a great big lumbering thing with a load of third party maps and quests added in at the last minute which will most likely be of varying quality and will require a lot of extra work to be made to fit in with the game balance and plot.

Tails said:
Well we can get on work and remake skills. I still think that with skills is good idea :)
What's wrong with the existing skills for a start?

Trouble with the skill lights is,

1 It's easily broken or manipulated, if it's not set up right (like in the demo) it doesn't work. And even if you make the zones really small you can still get enough of two or more characters in the zone to have the game count all of their skills not just those of one actor.

2 There's no sense of doing anything if your character just stands there in front of a piece of machinery and magically 'repairs' the item. The magic hands animation isn't much but it adds some immersion to watching your character try and repair something. Plus with the existing skills at least you have the choice of when you want to attempt a repair.

3 And speaking of which there's already mechanics in place for repairing etc. They work perfectly well, just the same as the rpgs there's no need to go to the extra work to script in a new system.

As for changing the combat skills it means that a load of perks become useless or the skill no longer gets any appropriate perks. Plus it unbalances the weapons, I don't know what you've done with throwing weapons, but if you've put them under melee or unarmed they get a totally different formula to hit.
 
Well i know why you are so "hostile" to Darkfall :lol: so this discussion is pointless... last words from me : I agree with you about light system, but we figure out how to by-pass those "engine bugs".
Regards,
 
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