What we want to present here is our medium and long-term vision for That, by providing some insight as to how we aim to realize that vision. We intend to take the game in, and today we would like to expand upon We’ve spoken before about our vision for ‘Darkfall: Unholy Wars’ and the direction While crouching, increases movement speed, hides player information and silences archery attacks and movement.īoost your clan mates Health and Stamina!Īlternatively, players who discover a relic can sacrifice it at the Altar of Immolation located somewhere beneath Nurenfau and claim the title and unique buff of the Immolator. Increases the damage absorbed when blocking and increases penetration damage against enemies who block.ĭoubles food duration and halves potion cool down timers. Halves Globules of Greed consumption and doubles requisitioning speed Relic system is essentially driving Darkfall players into large scale warfare, territorial control with economical dominance.ĭecreases Siege Ladder spawning time to 10 seconds, delays enemy city warning message by 20 seconds and grants +5 arcane protection A clan that wants to excel through resource or warfare are now given the avenue with the introduction of the relic system. Relic system increased the depth of planing, strategy and logistics by many folds. City defense is also equally important to safeguard relic from raiders and bandits. Clans now have a purpose to raid rival holdings to find and steal relics and bring it home. Relic system encourages players to explore and find relics in the wild and bring it home safely through team work and careful planning. Smaller clans now have reason to consolidate and join forces to participate in the relic system. Clans now have strong incentive to conquer more holding from rival clans, so that they can store more relics and get multiple (stack) buffs. This new relic system jolted existing clan / meta game. In that vein, dropping a relic means it will actually appear where it is dropped allowing for a hasty escape or for hiding a relic in a remote area only to divulge the information of its location to the highest bidder.Īlso, each church can only hold one Relic but clans can take advantage of multiple relics by having multiple holdings with churches.
It cannot be placed in a backpack or bank or removed from the world in any other way apart from the ones described above, whereupon it will respawn at a random location.
Relics can also be carried to a demonic altar where they can be destroyed, granting the player that destroyed them a prowess reward (Considering some special limited time buff as well).The relic can be removed from the alter by any player as long as the holding asset protection is inactive.If the Church is reduced to rubble the relic is also destroyed and it reappears at a random location again.If the church is disabled the buff is disabled until the church is repaired to above 25%.Clan members that control a holding with a relic, receive a global buff.Players can carry the relic to any clan holding church and use the altar inside to place it there.A relic can be dropped voluntarily or if the player carrying it is killed or disconnects.Players carrying relics can be transported by vehicles as usual.Players carrying relics cannot recall in any way, use mounts or sprint (Considering blocking movement skills as well).The pack is visible on the players back and emits a special effect as well.A player that discovers a relic can use it to load it up on his back through a channeling action.
Nine (more later) relics randomly and mysteriously appear around Agon.The basic operations that outline the mechanic are the following: Introduce a player driven capture the flag type of activity.Based on the community feedback and our own thoughts, we designed a system with three primary objectives: