What we’re fixing: primary flaws
In this page, we’ll explain what we consider to be the primary flaws of Darkfall and what we will aim to fix with New Dawn.
We’ll only mention the “why” here, while the rest of the site details the “what” and explaining the “how”.
LACK OF DAILY ACTIVITIES
After much discussion, this is the one item that bubbled up to the top of our priority list.
The way Darkfall ended was that players would remain subscribed and would log on for sieges or massive events but would not come daily to “live” in the world. This caused a vicious circle of inactivity leading to the downfall of the game.
As MMOs are mostly social experiences, a game that does not give individual players a reason to log in daily cannot strive. A clan or a faction requires a critical mass in order to have a snowball effect of game interactions.
If you’re not online, how can you meet with that recruiter? How can you be there when you are called to defend against an enemy raid? Or when someone offers a boat ride to adventures?
A motivation for a lot of the changes we’ll be working on is to give individuals a reason to be online and have selfish ways for them to need other players.
An MMO should be on your mind everyday, at work, in transport, while speaking to your loved ones, in those minutes before sleep and especially when wondering what to do with your free time.
THE LACK OF POSITIVE PLAYER INTERACTIONS
We could also have called this “no sense of community” or no “feeling part of a world” so much that this flaw was abstract in its cause yet so very concrete in its symptoms.
An example is how the only choice was to always attack or flee whenever meeting something that moves. That culture is what pushed away many of the “virtual world” players and ended up harming the game more than it helped it.
We want to enable players to still play by those rules if they so wish, no safe zones here, but we want to give strong incentives to have positive interaction with other players.
This means more occasion where players become natural allies rather than enemies in competition.
We want players to be happy to see other players, even strangers. We want “bandits” to be legendary and feared by the masses. We want “wolves” and “sheep”.