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View Full Version : Darktide and dedicated content.


Jida
12-10-2004, 09:02 AM
Although the main post on this announcement has a lot of great discussions, ideas and debates going on I think a side discussion need to be started that focuses on the theory of dedicated content for Darktide.

What excites me about the initial announcement is not the idea itself. It is the opening of the 'creative door' where Darktide is being seen as a seperate entity.

Where this takes us is to a world where the NPK dynamics are no longer chains that hold the server back.

The old days are gone. The old checks and balances are gone.

There are those with 'exploited' characters and those without. Due to the fact that Darktide is now seen as a seperate competition based FFA PvP server it is also necessary to do what is necessary to bring balance.

First phase is to reduce or remove the issues with attaining EXP. Our server is and or was being macroed more than it was being fought on. Not due to people enjoying leveling but to get to a competitive level.

By reducing or removing the need to level the traditional way you remove the issues with macroing. You also remove the lag generated by 'bots' doing combat based actions. When you are leveling, you are not fighting.

Some people may choose to still level the traditional way. This will be their choice.

Those that are prone to macroing will decide to utilize new systems.

The discussion about this idea shows that you cannot please everyone. You can take the 75th percentile path though. This means you try to please 75% of the population with each move.

Each move that Turbine makes now for Darktide can follow the one that was posted yesterday.

Some ideas to think about,...

1) Remove the majority of the lifestones - leave 1 per town and maybe 4-5 others in select areas. This reduces the spots where people can be distributed.

2) Remove most of the base recalls - each player is reduced down to 1 portal recall, 1 lifestone recall, 1 portal tie and 1 summon portal. All others including the @recall commands are removed.

3) Remove all portal gems - no more purchasable portal gems to towns or the master mages. The gems to say Knorr are still available however any gem takes 30 seconds to cast.

4) Increase all quest recalls to 30 seconds to cast - Sith, Caul, Bobo, etc. all of them take 30 seconds to cast. You have them,... they are just not combat options.

This is purely for the mobility of players and increasing the odds of getting into a fight.

Now you look at the 'why are we fighting' issue.

This is the next phase. You need to implement either a land control or town control system. These have been suggested throughout the years by numerous people.

Reduce the jumping around, get people closer in level and then give them the heart to want to fight and that is your combination.

Please add you thoughts and additions to this thread. Make sure to keep them to Darktide specific content and not let it slip into a whine fest.

Caffeine
12-10-2004, 09:12 AM
I agree...maybe Turbine is finally realizing that the only end game potential this game has is in PvP and Darktide.

But dont hold your breath.

evilc
12-10-2004, 04:05 PM
actually I get the impression that turbine think that the future of AC is PvP.

IMHO non Darktide AC has trouble competing with latest generation titles (as long as you have a good enough PC)

However, no-one has quite matched AC's PvP yet. With the player numbers not that high to warrant too much worry if player base drops, turbine's start up costs for the split from MS have gotta be lower than writing from scratch - and turbine's fingers in other pies, I would not be surprised to see AC become a test-bed for PvP.

Bring on the old days.
Stonehold wars II anyone ? :P