Loxley
BdW-Veteran
Man, wenn die das zum Laufen kriegen ...
Das hört sich immer besser an, je mehr sie davon schreiben. Ich bin echt gespannt!
Road to release #11
April 26, 2016 Ubergames
Greetings former and future denizens of Agon.
Since last week, we managed to pass the last few hurdles we had with our infrastructure testing and we solved the issues we could notice with our internal stress testing. We are also very satisfied with the pace at which Patch 1 is shaping up to be a real upgrade to Darkfall. We have a few more work in progress changes to complete and polish, and we’ll start the final QA drive.
We’ll go over the latest progress in the interface development, but also our first step in creating a meaningful alignment system.
What we have done:
This is the final step of our early enhancements to the interface and what should make everything come together.
We have designed this system to make life easier for new players, but also give more power to veteran players. It should remove the need for most scripts that existed to “fight” the interface’s shortcomings.
The purpose of the weapons bar is as a list of weapon combinations that can be assigned to individual hotbar slots as a reference. By changing a weapon in a weapons bar slot, it will change the weapon for all the hotbar slots that used that combination. This means that in a couple clicks, you can change your keybinds to a new weapon.
But that’s not all it can do. Just like hotbar slots, a weapons bar slot has a default ability, an optional hotbar to switch to and be set to auto-cast its default ability. The default key bind to switch weapons will be very familiar to most FPS players as it makes use of the scroll wheel, and alternatively alt + 1 through 6 to switch to a specific slot. Of course all binds can be assigned to a key of the player’s choosing.
We are operating under three specific use cases along the interface learning curve:
– New players:
Simple default bindings with undroppable weapons set with their own hotbars and early abilities. This will just require to move the scroll wheel to work and leave “questions” for later in the game. It will be easy for the player to just see he needs to place his weapons in that list and transition smoothly to normal gear without having to understand the entire keybind system.
– Average players:
As players become more accustomed to the game and start using more weapons, they will want to have fancier bindings. For example, having a hotbar dedicated to specific types of abilities with a specific weapon. For instance a slow staff set to switch to a hotbar with all rays. It will streamline the process of using a large amount of abilities and will in many cases change 3 to 5 key presses into just one. Nothing complex that would require to open the keybinding menu, everything will be available from the graphical interface.
– Advanced players:
These players are those that will most likely make the best use of the system. Having the ability to bind both weapons slots and hotbar slots to individual keys, with auto cast and reverting rules, hotbar switching. The sky should be the limit and most features are dedicated for these players to not require third party scripts to play the game at their maximum potential.
Advanced features and work in progress:
To offer as much customization power as possible to high end players, we’ll implement more advanced settings for individual slots:
Making the alignment system meaningful:
One of our most important task in New Dawn will be to make the alignment system meaningful.
It is capital for an mmorpg’s sustainability to have a welcoming sense of community, and Darkfall is no exception. Fighting should not be senseless and racial enemies should be something players band together to face, rather than backstab each other whenever they meet.
The first step to make being blue meaningful is coming with Patch 1: Quest rewards are now impacted by alignment and the duration a character has been blue.
Since we will be making changes to quests to provide meditation points, and meditation points will be made much more important in New Dawn, this first change will scale up and synergize well withing our future plans. The next step will be to implement the engagement system, but that will take a lot more time as it is a tool that will serve many purposes.
Thank you for reading. We are looking forward to get your feedback on these new systems and see what the community makes of them in game.
See you next week!
Link to discussion thread.
News permalink
Das hört sich immer besser an, je mehr sie davon schreiben. Ich bin echt gespannt!
Road to release #11
April 26, 2016 Ubergames
Greetings former and future denizens of Agon.
Since last week, we managed to pass the last few hurdles we had with our infrastructure testing and we solved the issues we could notice with our internal stress testing. We are also very satisfied with the pace at which Patch 1 is shaping up to be a real upgrade to Darkfall. We have a few more work in progress changes to complete and polish, and we’ll start the final QA drive.
We’ll go over the latest progress in the interface development, but also our first step in creating a meaningful alignment system.
What we have done:
- Finished implementation of our first batch of monitoring tools.
- Solved the software bottlenecks we could find with our internal testing.
- This revealed a networking hardware bottleneck and we preemptively upgraded our entire server infrastructure to solve it.
- We have made our first tweaks to client-side security, the first step of our ongoing efforts to reduce hacking.
- Implemented more interface improvements and our first step to make alignment meaningful.
- We’re not yet satisfied with our patch server setup, we’ve load tested it and it can still be improved.
- We have a few new features still work in progress and that we need to complete/polish before releasing them to the public.
- We need to QA our changes and make sure we did not break anything with Patch 1.

This is the final step of our early enhancements to the interface and what should make everything come together.
We have designed this system to make life easier for new players, but also give more power to veteran players. It should remove the need for most scripts that existed to “fight” the interface’s shortcomings.
The purpose of the weapons bar is as a list of weapon combinations that can be assigned to individual hotbar slots as a reference. By changing a weapon in a weapons bar slot, it will change the weapon for all the hotbar slots that used that combination. This means that in a couple clicks, you can change your keybinds to a new weapon.
But that’s not all it can do. Just like hotbar slots, a weapons bar slot has a default ability, an optional hotbar to switch to and be set to auto-cast its default ability. The default key bind to switch weapons will be very familiar to most FPS players as it makes use of the scroll wheel, and alternatively alt + 1 through 6 to switch to a specific slot. Of course all binds can be assigned to a key of the player’s choosing.
We are operating under three specific use cases along the interface learning curve:
– New players:
Simple default bindings with undroppable weapons set with their own hotbars and early abilities. This will just require to move the scroll wheel to work and leave “questions” for later in the game. It will be easy for the player to just see he needs to place his weapons in that list and transition smoothly to normal gear without having to understand the entire keybind system.
– Average players:
As players become more accustomed to the game and start using more weapons, they will want to have fancier bindings. For example, having a hotbar dedicated to specific types of abilities with a specific weapon. For instance a slow staff set to switch to a hotbar with all rays. It will streamline the process of using a large amount of abilities and will in many cases change 3 to 5 key presses into just one. Nothing complex that would require to open the keybinding menu, everything will be available from the graphical interface.
– Advanced players:
These players are those that will most likely make the best use of the system. Having the ability to bind both weapons slots and hotbar slots to individual keys, with auto cast and reverting rules, hotbar switching. The sky should be the limit and most features are dedicated for these players to not require third party scripts to play the game at their maximum potential.
Advanced features and work in progress:

To offer as much customization power as possible to high end players, we’ll implement more advanced settings for individual slots:
- Hotbar rules will take precedence for hotbar switching and auto-casting rules, but will cast its ability only once and then will revert to the weapons slot default ability.
- Revert rules that lets hotbar slots be bound to a specific key to cast a single auto-cast ability with a different weapon but then goes back to the previous combination.
- “Ignore in scrolling” rules on weapons bar slots, so that you can keep only 1-3 weapons accessible through scrolling, but still bind 6 combinations for specific situations not part of your normal battle flow.
Making the alignment system meaningful:
One of our most important task in New Dawn will be to make the alignment system meaningful.
It is capital for an mmorpg’s sustainability to have a welcoming sense of community, and Darkfall is no exception. Fighting should not be senseless and racial enemies should be something players band together to face, rather than backstab each other whenever they meet.
The first step to make being blue meaningful is coming with Patch 1: Quest rewards are now impacted by alignment and the duration a character has been blue.
Since we will be making changes to quests to provide meditation points, and meditation points will be made much more important in New Dawn, this first change will scale up and synergize well withing our future plans. The next step will be to implement the engagement system, but that will take a lot more time as it is a tool that will serve many purposes.
Thank you for reading. We are looking forward to get your feedback on these new systems and see what the community makes of them in game.
See you next week!
Link to discussion thread.



News permalink