Darkfall Unofficial FAQ - Combat

 


Combat - General.
Quote:
Quote (Claus): Going into combat mode with a staff (magic) or a bow (ranged) will keep you in first person. Going into combat mode with a melee weapon equipped, takes you to third person.
Combat - Attacking
Quote:
Quote (Claus): There is no auto-attack in Darkfall. You aim your bow, sword or spell manually. In Darkfall the players control their attacks and movement in real-time,
Can you refer to a game with a similar combat mechanic?
Yes, Mount & Blade has some similarities in how they hande their combat mechanics.
You can try Mount & Blade for free here: http://www.taleworlds.com/
Also Blades of Darkness has been compared to having similarities. http://www.codemasters.com/severance/eng/Index3.htm

Combat - Magic.

Quote:
Quote (Claus): your casting time (the time it takes to actually cast the spell) will increase significantly if you are wearing heavy armor. So while it takes only 2 seconds for a player wearing a robe to cast a spell, it may take as long as 5 seconds for a player in a full platemail to cast the exact same spell. There is also a slighly increased chance of botching a spell if you are wearing heavy armor.

What about Mounted combat?
Quote:
Quote (Claus): Players can ride their mounts around freely. There are no restrictions. Mounted combat is an important part of Darkfall warfare, and there are several skills associated with it.

How will Damage - Hit Locations work? (This next section seems to have become outdated, hitlocations seems to have been removed de to latency issues. So read this paragraph with a pinch of salt. It remains here until a better one can replace it)
Quote:
Quote (Kjetil): Any creature or object in the Darkfall world can be divided into several zones, where each zone can have its own properties. Any attack or hit if you like, can affect one or more of these zones. There can be spells and other weapons that are designed only to inflict damage to certain zones, just as there can be counter-spells or protective measures that are designed to only protect certain zones.
There are several ways a player/creature/object can be hit in a certain zone: A missile objects will travel through the world based on the laws of physics ruling the current area, and if you are in its path and it hits you, the damage zone will kick in and based on where it hits you the damage might be calculated from that. Now in the case of "instant hit damage" it will be a mixture between player skill and character skill. You can try to aim at a certain location, but if your character skill is very low it might not matter and vice versa. The actual zones will have different impact on your damage, for example a hit in the head area will cause more damage than a hit in the foot area
How do you calculate damage?
There are two kinds of damage, Damage calculated from protection and from resistances

Damage - Protection

Quote:
Quote (Trond): The subtraction of damage is called Protection and will reduce the effect of a specific damage type. You've already listed them: Fire, Cold, Acid, Lightning, Poison, etc. So if you've got plenty of Fire Protection, fireballs and similar attacks will do minor damage. By the way, Physical damage (from swords, arrows, meteorites, etc) is also included in this list.
Skills will have little or no effect on damage reduction. Tough-as-nails characters will receive a tiny Protection bonus versus some damage types, but that's it. Equipment will be more important. The best example of this is of course that armor will protect against Physical attacks, but it may also give some protection against other forms. Magic, either from items or spells, may grant the best Protection. However, it is important (!) to avoid the scenario Ardrias describes: "I can assure you, it isn’t very fun as a mage, that has at best, 10 seconds to take down a target, to find that your nukes do ¼ of the damage you expected. Then you get interrupted, and die." Therefore, superb Protection will be limited to short duration, only a couple of damage types at a time, and/or works once then disappears.
Damage - Resistance
Quote:
Quote (Trond): The second part of 'resistance' is what I have called Resistance when working on skills and spells. Hope this will not confuse anyone. It can be compared to the saving throw of Dungeons & Dragons or similar RPGs. However, when resisting spells it will not be either 'full damage/half damage' or 'full effect/no effect'. When hit by a spell, the resisting character's appropriate Resistance will be compared to the caster's magical prowess. Then, a result will be randomly (yes, I know someone hates this) calculated ranging between 'worst result possible' and 'best result possible', whatever they may be. *These extremes can be different for every single spell, easily controlling how important a player's Resistance will be. For instance, an auto-targeted Confusion spell, which is impossible to dodge, will most certainly have a 'worst result possible' equaling 'no effect'. Even a fairly good result should have short or even zero duration. A Firebolt on the other hand must be aimed to have any chance of affecting the target at all. Therefore, Resistance should not matter all that much. Maybe reduce the damage by 30% tops. And, Pumpkin, there will _not_ be a "no effect" on fireballs!
(As a note, this method assumes spells initially does a determined amount of damage. The Firebolt will not do 4D6 Fire damage which will be modified for Resistance afterwards. A Firebolt will do 15 Fire damage which the Resistance vs. Magical Skill process will place somewhere between 10 and 20. These numbers are examples for the sake of argument, of course.)
The different Resistances will work against different types of attack, independent of what type of damage they inflict. For instance, the Reflex Resistance is used against area attacks, whether it's a Fireball, Lightning Storm or Unholy Flames.
Resistances will be modified by skills and statistics to a greater extent than Protections. Magic may also increase them, but armor won't (at least not at this point). An important aspect about Resistances though, is no matter what, there is always a chance of either 'worst result possible' or 'best result possible'.
Can you explain the Physics of Missiles?
Quote:
Quote (Kjetil): Darkfall does have a realistic physics system. When you move, you move by applying a force in the move direction and other forces like friction and gravity apply onto you to determine the final move.
Each object also has physical attributes, like mass for example, that can be modified dynamically by the game system.
Is there friendly fire?
Quote:
Quote (IRC op for #darkfall - Teth): AE spells will not discriminate between friend or foe. Pretty much nothing will, in fact - an arrow to the back of your buddy's head will do just as much damage as if it hit the guy in front of him (who was your intended target) in the face.
What methods of Healing is there?
Quote:
Quote (Claus): Healing Skill (bandages), Healing Spells, Healing Potions, Healing Herbs
How will boats work?
Quote:
Quote (Henning): "We have a full range of boats of different sizes and for different purposes. We have small boats to accommodate 2-3 people, medium sized boats, and big boats that can transport an average sized guild. There are also pirate ships.You can use these boats for any number of purposes, for example, the larger ones can be equipped with ballistae for defense or for attack."
Is there any Crowd Control?
Quote:
Quote (----): Styles/stances work the same way in Darkfall as they do in martial arts – some are more defensive, others are more offensive.....Crippling Blow with a sword can slow an opponent.....Other disabling spell effects include stuns, paralyze, slow, blind, mute, etc.

And to summarize this one up

Cutting off Heads


Gowel: once the head is cut off, can we keep it?
Claus|Dev: you can keep heads
Gowel: only if they are cut off, or can you take them from any corpse?
Claus|Dev: chop or cut them after
Sephriel: can you chop people apart like in uo? and then mix the parts up and make a new body on a table with different body parts 
Claus|Dev: the only thing you can cut off is the head