1) Regarding servers, the current version has 2 different servers for their respective regions NA and EU. Can you say at this time if the new version of Darkfall will continue with this model or is a single server more likely?
Yes, Darkfall Unholy Wars will follow the same model and will have one EU and one NA server at launch. The location of both servers will remain the same.
2) Darkfall: Unholy Wars is being marketed in many ways as a new game completely given the amount of changes it has over the older version. Given that assumption, is it safe to say that all characters will be starting fresh at square one with a clean slate when the new version launches?
Yes, since this is a new chapter in the Darkfall Saga, everyone will start fresh. As we have explained this is also due to the fact that so many things have changed as far as character creation and progression is concerned that it would be impossible to transfer current characters to the new game.
3) In previous discussion with the community, you said that ..." Skills no longer benefit from macro-ing or scripting in the way they did in Darkfall 1.0". Can you elaborate on any changes that may have been made to the way skills increases work that will make macroing either ineffective or unviable means of progression?
Well for one, it will be a lot faster for a player to reach the famed viable state. With only one role being active at any given time, a player that focuses on a specific play style will be able to become viable and competitive in a very short amount of time. Because of this, the need to macro will be greatly diminished. At the same time there have been many changes to skills and the way they affect and other skills. To give one example, in the first Darkfall, the skills that where macroed quite a lot where movement skills like run sprint and swim because of the benefits they provided to relevant passive skills. In Unholy Wars this will not be the case as movement skills can no longer be leveled up.
4) Some community members have been debating the incentives for clans to hold city or a hamlet given the amount of resources it takes to conquer and maintain a holding. Is there any change in the new version that might make conquering a city more enticing besides bragging right?
This ties in with our new territory control features. Each city is tied to the villages around it and thus is the potential ruler of those villages. However villages are tied to more than one city so you will need to defend villages you have captured and retake villages you have lost. The motive behind all this is that villages now provide rare resources as well as a percentage of the rents to the owning clan.
5) In terms of magic, one of the more hotly contested issues in the community is the role of spell fizzles and spell surges as mechanics in the game. Has there been a final decision yet on whether either of these will be present in the new version and what is AV's philosophy regarding the role of these mechanics in the game?
There has been some progress in this matter. Surges right now are disabled. Skills rise all the way to 100 and stay there. There is still a random critical hit mechanic though. Also, fizzles at the moment are set to 0% so they are turned off. It’s quite likely these changes will be left like this for launch unless testing makes us reconsider.
6) In the promotional video released, there seems to be a lot of changes to the magic system in general. How is the new system different from the old one in terms of the number of spells per school and the progression of learning new abilities?
The new system provides 5 skills or spells from the primary school and 4 from the secondary school. All characters also have access to a common school that contains things like the transfers; heal self and other utility abilities. In addition all characters also have the 3 default attacks, melee, magic and bow, at their disposal at all times. As far as progression goes, all characters will start with 2 or 3 skills/spells from all schools available and will need to unlock the other ones with the use of player points.
7) Some of the new features announced in the new version are the inclusion of a "momentum" and "wobble" systems in combat. Will all of the new character roles be affected in the same way by these systems, or will the various roles be affected in different ways? (Example: Magic and archery mobility being equally hindered by movement)
At the moment momentum affects all roles in the same way. In the case of crosshair wobble, only spells and archery attacks are affected. Keep in mind those effects are quite limited as we do not want to alter the manual aiming and fast paced character of the game.
Taken from mmorpg.com/blogs/Paragus1
Yes, Darkfall Unholy Wars will follow the same model and will have one EU and one NA server at launch. The location of both servers will remain the same.
2) Darkfall: Unholy Wars is being marketed in many ways as a new game completely given the amount of changes it has over the older version. Given that assumption, is it safe to say that all characters will be starting fresh at square one with a clean slate when the new version launches?
Yes, since this is a new chapter in the Darkfall Saga, everyone will start fresh. As we have explained this is also due to the fact that so many things have changed as far as character creation and progression is concerned that it would be impossible to transfer current characters to the new game.
3) In previous discussion with the community, you said that ..." Skills no longer benefit from macro-ing or scripting in the way they did in Darkfall 1.0". Can you elaborate on any changes that may have been made to the way skills increases work that will make macroing either ineffective or unviable means of progression?
Well for one, it will be a lot faster for a player to reach the famed viable state. With only one role being active at any given time, a player that focuses on a specific play style will be able to become viable and competitive in a very short amount of time. Because of this, the need to macro will be greatly diminished. At the same time there have been many changes to skills and the way they affect and other skills. To give one example, in the first Darkfall, the skills that where macroed quite a lot where movement skills like run sprint and swim because of the benefits they provided to relevant passive skills. In Unholy Wars this will not be the case as movement skills can no longer be leveled up.
4) Some community members have been debating the incentives for clans to hold city or a hamlet given the amount of resources it takes to conquer and maintain a holding. Is there any change in the new version that might make conquering a city more enticing besides bragging right?
This ties in with our new territory control features. Each city is tied to the villages around it and thus is the potential ruler of those villages. However villages are tied to more than one city so you will need to defend villages you have captured and retake villages you have lost. The motive behind all this is that villages now provide rare resources as well as a percentage of the rents to the owning clan.
5) In terms of magic, one of the more hotly contested issues in the community is the role of spell fizzles and spell surges as mechanics in the game. Has there been a final decision yet on whether either of these will be present in the new version and what is AV's philosophy regarding the role of these mechanics in the game?
There has been some progress in this matter. Surges right now are disabled. Skills rise all the way to 100 and stay there. There is still a random critical hit mechanic though. Also, fizzles at the moment are set to 0% so they are turned off. It’s quite likely these changes will be left like this for launch unless testing makes us reconsider.
6) In the promotional video released, there seems to be a lot of changes to the magic system in general. How is the new system different from the old one in terms of the number of spells per school and the progression of learning new abilities?
The new system provides 5 skills or spells from the primary school and 4 from the secondary school. All characters also have access to a common school that contains things like the transfers; heal self and other utility abilities. In addition all characters also have the 3 default attacks, melee, magic and bow, at their disposal at all times. As far as progression goes, all characters will start with 2 or 3 skills/spells from all schools available and will need to unlock the other ones with the use of player points.
7) Some of the new features announced in the new version are the inclusion of a "momentum" and "wobble" systems in combat. Will all of the new character roles be affected in the same way by these systems, or will the various roles be affected in different ways? (Example: Magic and archery mobility being equally hindered by movement)
At the moment momentum affects all roles in the same way. In the case of crosshair wobble, only spells and archery attacks are affected. Keep in mind those effects are quite limited as we do not want to alter the manual aiming and fast paced character of the game.
Taken from mmorpg.com/blogs/Paragus1