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5 hours ago
Official Facebook: Darkfall Unholy Wars
Are you following MJ Guthrie's DFUW adventures? She may be able to benefit from your guidance
6 hours ago
Official Site

THE LIST - The Best MMOs of 2013... So Far

THE LIST - The Best MMOs of 2013... So Far

 

Darkfall Unholy Wars made MMORPG.com's list of The Best MMOs of 2013. 

"Aventurine's Darkfall: Unholy Wars may have its share of rough spots, but few players who pick it up can deny that the Greek studio's take on all-out kill-or-be-killed clan warfare is a concept worth holding onto in the MMO space.  It's definitely niche, and it definitely needs a coat or two of polish, but the follow-up to cult-hit Darkfall is ripe to claim and dominate the throne of "The MMO for the Discerning Hardcore". Full-loot PVP, high-seas brutality, and keep battles are just a few of this gem's unique and much-welcome MMO staples."

You can check out the video link above and read the entire article here:  The List: The Best MMOs of 2013... So Far

6 hours ago
Official Facebook: Darkfall Unholy Wars
Darkfall Unholy Wars makes MMORPG.com's list of the best MMOs of 2013 (so far)
2 days ago
Official Facebook: Darkfall Unholy Wars
the Darkfall Unholy Wars Review by MMORPG.com
2 days ago
Official Site

 

MMORPG.com posted a review of Darkfall Unholy Wars:

"Darkfall: Unholy Wars is a unique title. Full-loot, full-PvP, in a huge sandbox is a daunting and gruelling mechanic for an MMO. But it makes for an experience like no other MMO. The combat is fast paced, crafting is integral and character progression is constant. In addition to this, clan warfare is highly encouraged, allowing for full on clan battles, which is where the fun starts. Aventurine have made a good go of polishing up their game from the first iteration of Darkfall. Unholy Wars truly shows off what a hardcore MMORPG really is and can be."

You can check out the entire article at MMORPG.com

3 days ago
Official Facebook: Darkfall Unholy Wars
Hello, both servers are up.
6 days ago
Official Site

A Darkfall Unholy Wars development roadmap was posted in the Darkfall News section on the forum. This is a live document and will be kept updated as needed. 

Today we'll give you a look into some of our scheduled updates for the next couple of months. This is something we've never done before, but it is the way we want things for Darkfall Unholy Wars, involving the community, our players, in our future plans. 

These are just some of the things we have planned that we're reasonably sure will be added to the game according to the schedule. There is also a "Community Issues" component in our content updates and patches that will be addressing player concerns, and issues, as well as player suggestions. You can see an example of the kind of content this includes in the first update on the 3rd week of May. 

I will stress again that this list is not exhaustive. We will be adding a lot more to every update and we'll include more updates and patches than the ones listed in this post. We're giving you an idea so that we can maintain a discussion on things to come based on insight and scheduled updates. 

Please visit the link below for more details:

Darkfall Unholy Wars development roadmap

7 days ago
Official Facebook: Darkfall Unholy Wars
This is what the Darkfall Unholy Wars content update schedule looks like for the next couple of months
12 days ago
Official Facebook: Darkfall Unholy Wars
Today's update posted here while forums are down for maintenance
12 days ago
Official Site

This update was posted on May 10th in the News Section of the DFUW Forum :

I'll first run through a few outstanding high priority issues:

EU server instability this past week which resulted in a few crashes was due to hardware failure. We compensated for this the best we could, and we're working on replacing the hardware.

Some rollback after server crashes is unavoidable, however we understand they are causing quite a bit of grief. We're working both on minimizing the possibility of crashes as well as the duration of the rollback. We'll keep you updated on our progress here as we understand this can be a very frustrating issue.

Steam issues for Steam players: we're working with Steam to help them address these issues;we're doing everything we can on our end. We've addressed several of the problems already and we'll keep working on this until it's resolved. In the meanwhile our Support offers a temporary work-around for players who currently cannot play through Steam.

Cheating,botting: not much to say here: you cheat; you'll be detected and banned.

Progress on Dungeons and the Markets is good, as well as the other content priorities we discussed in previous updates. The ETA for starting to add the finished Dungeons is late next week; we're just sorting out some final issues and testing. Besides these and other content priorities we discussed in previous updates (ships, mounts, schools, skills, chat and inventory etc.) we've adopted several of the community's suggestions and made them high priorities. There's a list of about 30 confirmed suggestions we're now working on. I'll list a few in this update:

Clan Vault deposit/withdraw logs: we consider this very important. Darkfall Online had this feature and the framework is there. What's needed and what we're working on are new GUI elements.

Clan Vault layers: Also very important, will provide clans with a way to safeguard high value items while being able to provide access to others to their members.

Swim Sprint while attacking used as a safe zone. This is not a major issue to fix, but it can have a serious impact on PvP. We're working on the visual aspect of the changes needed.

Increase of respawn rates for larger groups of players: this could add significant value to group play.

Party prowess and kill distribution: This is high priority for us. Playing with clanmates or friends should be rewarding and entertaining. Some aspects of the current implementation create confusion and require players to manage kills distribution in a very unintuitive way. We're planning to do away with the last hit mechanic.
We're simplifying prowess and kill distribution mechanics for parties making all prowess gains from PvE distributed evenly and have kills awarded to party members in round-robin fashion.

More uses for Dominion / Increasing Holding importance: Player consensus is that there are not enough ways to spend Dominion and we agree. We will introduce ways to consume Dominion on Clan City upkeep, Guard tower special options and effects, holding siege protection timers, and maybe even on clan member boosters.

That's all for today, thank you for reading. Your feedback is always appreciated.

 

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