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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:
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(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.
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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(This next section seems to have become outdated,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:
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(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
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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 |
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