This will enhance the diversity between characters, and make small and large-scale PvP a lot more strategic.Īnother exciting factor of the Darkfall: Unholy Wars system is that we can keep building on it adding further to the diversity in the game. The process of maximizing each skill's potential is similar to the previous game, but now you also get to pick a role. The skill system for is new, but it builds on the previous design.
The new GUI is what brings everything together in Darkfall: Unholy Wars, it has been developed utilizing cutting-edge technology, and we are certain that our players will love it.Ĭan you give us a brief update on the Unholy Wars skill system and how/whether it has changed from the original game? Darkfall fans will be happy to know that the new GUI has a lot of room for customization within the game, it's faster, and we believe that players will be able to fine tune it to better suit their own experience. On the other hand, Darkfall: Unholy Wars is a hardcore game. There is a great tutorial when you start the game where you get to learn the basics of Darkfall and the learning curve is very smooth. Newer players will be very happy to see how easy it is to do everything in DFUW. On the one hand, it is now very easy to pick up and play Darkfall: Unholy Wars with no previous experience. The philosophy behind the GUI's design is two-fold. We are very excited about the user interface of Darkfall: Unholy Wars. What one feature about Unholy Wars excites you the most? Is it something entirely new or something refined from the original Darkfall? We understand that more players would try out the game, but they could also end up having to spend more money. We're not going to force it just because everyone seems to be hopping on the microtransaction bandwagon. We expect to learn a lot from our Korean partners at Mgame, and I'm positive that we'll need to innovate heavily if it's going to be perfect for Darkfall: Unholy Wars. After that, we're going to put resources into designing a microtransaction model that works for us and that our players are happy with. Our main objective right now is to get the game out. We're very interested if we can get it right. This doesn't mean we're not looking at microtransactions. "We're not going to force it just because everyone seems to be hopping on the microtransaction bandwagon. We feel that it's tricky to take such a competitive PvP game to free-to-play microtransactions, seeing that it's essential you offer a level playing field for everyone, something we're determined to preserve with Darkfall: Unholy Wars. We're sticking with the original subscription model for now. Will Unholy Wars stick with the original subscription model, or has any thought been given to microtransactions, etc.? They shaped the previous game and they're part of the Darkfall culture forever. The old characters will be saved for the future, also commemorated. We're not unhappy about this though, as we feel we all need a fresh start and we believe that most of our players agree. The problem has to do with the character system which is completely different in the new game. Unfortunately we cannot transfer characters to the new game, even though we wanted this option to exist. This means we're going to shut it down for now. The global or local banking feature is the deciding factor here.Massively: So Darkfall player accounts and characters are going away to make room for the new game?Īventurine: We have announced that the current game will make way for Darkfall: Unholy Wars. Your carry-weight must be low for you to use the runstone. Everything else in regard of combat will be new and the balance department might take a great hit we'il see.ĭnD: Local banking, no teleportation, but runestones will stay. I mentioned that combat will not change, but only for the exclusion of bunny hop and water combat. The alignment system will be heavy against those who chose to go against the law. With more specialisation added, we don't know how bad it will be to balance all of those down the road, but i always go with diversity.
If you are a vet and you think DFO never had to change anything, if all you wanted to see is new content, bug fixes and small tweaks, then ROA is for you.ĭnD, contrary to popular belief will not even change combat, but since they're adding a lot in the combat department, it will change the feel. So the game will feel new when it will become a little more sandboxy, better GFX, more models and the work on the world builder.
ROA will stay as vanilla as possible with new sandbox features here and there and new content added later on.