Darkfall: Rise of Agon works on ‘reducing tedium’ with this week’s update

    
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As promised back in July, the team behind Darkfall: Rise of Agon are taking drastic measures to reorient the fantasy sandbox to a more fun direction. Ergo, the main focus of Tuesday’s patch is “reducing tedium and also reducing the power game between players” in the game.

This is being accomplished in part by rejiggering stats and skills. All races now start out with a baseline of 20 in all stats, and a single attribute potion will take a stat up to 100 right away (do not pass go). It has also become a lot easier to see what spells and skills you can unlock and what you need to do to get them. There are more ways to level skills through use, although the team said that scrolls remain the fastest way to boost your abilities.

The patch also added in a faster way to equip gear from inventory, something called “remote crafting,” and name change tokens for players who sneezed while typing their alter ego and added an unnecessary umlaut or that fun Danish Ø.

Source: Patch notes
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AndrewBPG
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AndrewBPG

Some corrections:
There are “Nectar of the Gods” items give +5 to all stats which can be used until a stat reaches 75. This update was single stat consumables that raise an individual stat such as strength or intelligence by 1 which can be used up to 100. These are distributed among monsters and events like village capture as well as chaos chests.

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Doug

When i first heard of this game, i thought it was based on the PVP dungeon from DAOC.

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Ket Viliano

That would actually be a good game, and a very good way to delimit the scope.

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Armsbend

Reduce tedium mind you. Not eliminate.

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Ket Viliano

“Turning the Trees”

DFO was awesome, but deeply flawed, there is no simple fix; it needs a total rethink of what a game should be, and how to do it.

Core questions need to be answered: Why are zillions of people in the game? How are they to interact, and in what way, toward what end? For a game like Darkfall, why require PvE to get competitive in PvP?

Dissecting the game like this reveals many contradictions both in vision, and in implementation. Much of what made the game flawed was the conflict between different design decisions, and the lack of a clear vision, and constrained scope, of what the game should be, and a lack of rationale concerning why.

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Ashfyn Ninegold

Apt summation. One that could be said about nearly every PvP sandbox in the pipeline.