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blood
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same here cant wait to play keep us posted

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 Post Posted: Thu Sep 28, 2006 7:07 pm
 
 
 
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 Post subject: DarkFall combat tactics, long, but nice read on pvp Reply with quote
 
October 03, 2006 - Darkfall is a fantasy online world in development at Aventurine, a Greek-based company that absorbed the originator of the project, a Norwegian team called Razorwax, and has advanced it to the stage where preparations are currently being made to begin beta. Set in a world known as Agon, it features six playable races. Humans, Dwarves and the elven Mirdain maintain generally friendly terms among themselves, while Orks and the wolf-like Mahirim, although not quite so amicable, usually aren't hostile to each other. The same cannot be said of the Alfar, pale outcasts who openly loathe all but their own kind.

The character development system is intended to allow for a high degree of customization, offering a vast array of skills and spells. The objective, an appealing one to many observers, is to make it possible for players to follow virtually any type of career path they might want, becoming a de facto explorer, hunter, mercenary, smith, magician, fisherman or almost anything else by making the appropriate choices, with optional prestige classes such as Paladin, Assassin, Gladiator, Enchanter also available. All will adventure in an environment that differs from most others in its clearly stated emphasis on player vs. player combat.

Includes three exclusive screenshots


Darkfall Tactical Overview

Today's massively multiplayer online games do contain tactical elements, but many of them have little to no real-world references, and others are based on the exploitation of the game's design and technology - zerging, stacking, excessive jumping / strafing, lag tactics, zone and portal camping, etc. "If it's in the game, it's in the game", so you're forced to compromise and get used to using such actions and to having them used against you.

You can use elevation, choke points, reverse slopes, tree lines, rivers, plateaus, etc. to your tactical advantage whether you're picking your battleground or setting up an ambush.

Darkfall was created with player and clan warfare in mind. In designing the combat gameplay, the simulation of military tactical aspects of combat required technical and design innovations to be implemented. In this article we'll look at some of the basics.

Aimed attacks
There's no target selection in Darkfall; all attacks are aimed. Leading the target in ranged attacks, firing flights of arrows toward an advancing formation, aiming your area of effect attacks for maximum efficiency or for a directional blast effect, give you more control on our attacks. Putting your targeting reticle on a player also provides identification.

Collision detection
How can you make a stand when your enemies can just run through you?

Characters in Darkfall collide with, rather than passing through each other. Collision detection makes formations possible and necessary in group combat. You can block entrances and exits, use chokepoints, and protect your healers and ranged fighters effectively. You can actually surround your enemies, perform battle maneuvers, deploy your forces based on your enemy numbers and formation, etc.



Pushing
You can push players who are blocking you out of the way. You can crash into a formation with your mounts, which can also push. You can use pushing to help your friends reach otherwise unreachable places.

Manual defensive blocking
You can choose to block attacks manually. This has many tactical ramifications in both single-player and group combat. Formations can advance while blocking. This defensive tactic covers frontal attacks; attacks from behind in Darkfall do extra damage.



Friendly fire
Friendly fire is in effect in Darkfall, and getting hit in the back does cause more damage. Forces need to be careful about how they deploy their ranged fighters and casters, how covering fire is used, and how melee fighters cooperate to maintain their formations while protecting their ranged units. Friendly fire makes the tactical use of chokepoints possible.

It also forces phases of attack. Offensive area of effect spells, or ranged attacks won't be randomly fired during the melee engagement stage of a battle for fear of hurting friendly forces. The same principle applies to beneficial area of effect spells, since enemy units will be affected by them as well. Friendly fire is one of the tactics that will allow a smaller disciplined force to gain the advantage over a larger undisciplined one.

No radar
There's no radar in Darkfall, and there are no floating names in neon colors to give you away if you're crouching behind a rock or hiding behind a tree. All your opponents have to go by is the sensory cues you might be giving out. You can take cover in a tree line while an enemy group is exposed in the clearing, you can conceal your reserve forces, you can move stealthily for a surprise attack. Realistic stealth tactics are definitely possible in Darkfall.

See Darkfall Peek #25 for a related discussion.

Line of sight and elevation
With aimed attacks, line of sight becomes a factor. In Darkfall holding the high ground gives you a considerable advantage over your opponents. Needing line of sight along with the absence of target selection allows you to use hard cover effectively.

The ability to go anywhere
Any place you can see in the game is accessible to you. You can climb, jump, swim, crouch, get pushed, or use kinetic blast effects, to try to reach any place you can see.

Use of terrain
As discussed in Darkfall Peek #21, our handcrafted terrain, with its extreme features and terrain formations, is an important tactical variable. You can use elevation, choke points, reverse slopes, tree lines, rivers, plateaus, etc. to your tactical advantage whether you're picking your battleground or setting up an ambush.

Fighting on familiar terrain always gives you an advantage. Good knowledge of the terrain is also important in travel when you want your approach to be less conspicuous, to advance quickly to the fight, or to aid in your hasty retreat.


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 Post Posted: Thu Oct 05, 2006 2:39 pm
 
 
 
Sickness
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 Post subject: More PVP Tactics and weather PVP Tactics Reply with quote
 
This is a crazy PVP based game as u can all see from all this reading....



Use of weather and of darkness
Weather can severely limit visibility, concealing the movements of an enemy force, as can nighttime. Ships use weather for navigation. Darkfall features a "real" weather system, and players have the capability of knowing and forecasting weather for a certain location.

Our goal throughout the development cycle has been to allow players the freedom to adapt most ancient and medieval warfare tactics for use in the game, while keeping it fun.

Real time combat and timing
Along with the action gameplay and the aimed attacks, real-time combat offers an immediate, intense and accessible experience of combat tactics. Timing is obviously very important. Movement, control, staging, attacking and coordinating performed well can give a side a tremendous advantage toward the final outcome.

Mounted combat tactics
Mounted units move fast and attack fast in the battlefield. They can be used for reconnaissance, to quickly advance to the battle, for flanking, frontal assaults to break through or over a line, or to hunt down a routing force.

Have a look at Darkfall Peek #23 and Darkfall Media #4 for more on mounted combat.



Naval combat tactics
Ship movement is affected by prevailing weather conditions. Sophisticated fleet engagements with dozens of ships on each side, attacks on land from the sea, and combined land-sea operations are all possible in Darkfall.

Asymmetrical warfare
Hit and run tactics, raiding, use of the terrain, concealment, and timing can all be very effective in waging a war against a larger opponent.

Finishing - reviving - looting tactics
When your character is incapacitated on the battlefield, you're waiting for your teammates to revive you, and hoping your opponents won't get there first to loot and finish you off. Finishing off incapacitated opponents and reviving your teammates is one of the tactics that can tip the scales between equally matched forces.

Training
Being able to prevail in group or individual combat requires the timing, knowledge, tactical organization and discipline that can only be gained through practice. Clanmates can train together without any alignment hits, and anyone can practice against anyone else in specially appointed venues, also without an alignment hit.

Conclusion
In this feature, we've given you but a glimpse of what's tactically possible in Darkfall, and we mean to go into depth in future articles. Our goal throughout the development cycle has been to allow players the freedom to adapt most ancient and medieval warfare tactics for use in the game, while keeping it fun. We've also done our best to learn from our experience with other games, and to listen to what players have been complaining about and wishing for. The resulting gameplay makes the sky the limit as to what the Darkfall players can come up with in terms of combat tactics and counter-tactics.

Tasos Flambouras
Associate Producer, Darkfall
Aventurine


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 Post Posted: Thu Oct 05, 2006 2:41 pm
 
 
 
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 Post subject: Beta Update. Reply with quote
 
As you may have guessed, there are no offsite updates this week and this isn't due to lack of topics or desire, but purely because of increased workload.

We're in the middle of an effort of maintaining beta preparations while continuing to develop the game. In regards to that, I understand that the main information you need is a date, and we're getting closer to locking a schedule in.

We'll return to the regular updates hopefully next week. There will be an addition and we're also planning to do more on the official site. We're also very pleased to see some original content on Darkfall Warcry.


About releasing videos, it's a drain on resources and we don't want to release anything substandard just to put something out. The point is to capture the true look and feel of the game. We are working on it but it's not our number 1 priority.


Clan beta registrations will resume next week. We have been sporadically reviewing new apps but have fallen behind on the demand. We ask for a little patience on this since we're shorthanded on the task.

In the next couple of days I'm going to start posting developer answers to some questions asked in regards to the latest updates starting with the Dwarven RPG Vault introduction and move on to the the Darkfall tactical overview update.

Until then.


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 Post Posted: Mon Oct 16, 2006 12:03 pm
 
 
 
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 Post Posted: Sun Oct 22, 2006 8:55 am
 
 
 
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Don't feel like editing my post or reading through all of that shit lol. Does Darkfall offer PvP?
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 Post Posted: Sun Oct 22, 2006 8:55 am
 
 
 
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Darkfall places no restrictions on player interaction, so there are no developer imposed safe zones, no realms, factions, PvP zones, or any other roadblocks that limit your game. Anyone can fight anyone, anywhere as long as they are willing to face the consequences - in the form of Darkfall’s alignment system.
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 Post Posted: Sun Oct 22, 2006 1:50 pm
 
 
 
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the more i read the more i cant wait wish it would happen already Laughing

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 Post Posted: Tue Oct 24, 2006 4:10 pm
 
 
 
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All hardcore PvP gamers out there, please stand up. Now, join us all in saying "finally," okay? Here goes: one, two, three...

FINALLY! Some hard details for Darkfall, finally indeed! Would you believe that this game was first announced way back in 2001? Almost six years after, the game is still in development, a WIP, brewing in the studios etc. We bet even developer, Aventurine SA (formerly Razorwax), has run out of words to describe the game's development pace.

Associate Producer Tasos Flambouras explained in an interview why development is taking this long, as well as why there is still no open beta. He said:

We've mentioned before that it's difficult to run a beta test while continuing development on the game, especially when all our human resources are in development. We are now at a stage where we can and we are preparing the beta test which will allow external beta testers in and this is now a high priority for us.

High priority, eh? While we hope that Flambouras used the word high in its superlative form, it is still good to know that Aventurine is ready to invite the public to try Darkfall. Anyway, whenever a producer mentions an open beta, the release is usually just around the corner. But when asked if Darkfall is already in its polishing stage, the official somewhat double talk and argued,


Darkfall is a game which will undergo continual development throughout its life cycle. There is content which is constantly added, textures being brushed up, animations tweaked, there's a lot of testing going on, optimizations made etc.

Aside from the release date and development information, the associate producer discussed plainly and straightforwardly the game's other aspects. As always, he talked about the hardcore PvP as well as clans, mods, UI, and possible expansions in the future.

For the whole interview with Flambouras and more information about Darkfall, refer to the Read link below.

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 Post Posted: Wed Dec 06, 2006 6:35 pm
 
 
 
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We find out more about what to expect from this hardcore PvP title

Associate Producer Tasos Flambouras drops in to update us on Darkfall. This game has been coming for a long time and Flambouras updates us on the progress in this Q&A conducted by Garrett Fuller. Claus Grovdal (Producer) and Henning Ludvigsen (Art Director) also contributed to Flambouras' answers.
MMORPG.com: As Darkfall continues its development cycle when can we expect to see a Beta? Also do you have a target for production?
Tasos Flambouras:

We've mentioned before that it's difficult to run a beta test while continuing development on the game, especially when all our human resources are in development. We are now at a stage where we can and we are preparing the beta test which will allow external beta testers in and this is now a high priority for us. We do have a target for production but realistically the target date will be tweaked during testing. We think it's better to hold off on an announcement until then.
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MMORPG.com: There seems to be a lot of talk about the customization of characters in Darkfall. Can you tell us a little about how players can create individuals and not all look the same?
Tasos Flambouras:

Character customization starts at the character creator stage. Players can pick their race from Darkfall's six main races, each of which has a male and a female character to choose from. Then they can select their face, the hair style and color, skin color and tone, facial hair, tattoos, piercing and facial jewelry, and various other accessories.

During the progress of the game, players can choose to add or remove facial hair, change their hair style, and dye their hair. They can also add or remove piercings and skin decorations.

There is a very large variety of clothing, armors, and robes available and the pieces can be mixed and matched to create an endless variation. There has been an effort to preserve racial identity. The same type of armor won't look identical on all races. Each race will make small modifications and customizations to fit their identity. Players may also dye clothes and armor and they can carry their clan's colors for extra customization to their appearance.

Aside from appearance, which is just the surface of character individuality, with over 500 skills and spells to train and master, each character will develop a unique skillset. Darkfall's fame system adds further variation to a character's identity, as does the alignment system, and the character's affiliations.
MMORPG.com: The game looks to be in the final stages of development. What areas are you working on now to give the game some polish?
Tasos Flambouras:

Darkfall is a game which will undergo continual development throughout its lifecycle. There is content which is constantly added, textures being brushed up, animations tweaked, there's a lot of testing going on, optimizations made etc.
MMORPG.com: Many players have certainly been looking forward to such a PvP heavy game. With the system you have in place, do you fear that griefing and ganking will lead to a smaller community in the long run?
Tasos Flambouras:

Griefing makes an impact in games not geared to deal with it. Darkfall is made for PvP. We're sick and tired of the instant association of griefing with PvP. The PvP community shouldn't constantly be discounted like that. There's a lot of griefing going on in non PvP MMOs, like kill stealing, training, camping, and when these same games enable limited PvP, it only gets worse. Griefers in these games aren't accountable for their actions and the victims can't do anything about it. Most of the complaints about griefing come from these games.

In Darkfall there's accountability via the alignment system and player enforced justice. Someone can try to grief, but won't have fun for very long as there's an alignment reward for his disposal. In Darkfall you're not a weakling starting out and you can defend yourself so newbie killing isn't such a safe pastime like it is in other games. Full loot and unrestricted PvP will also work against the griefer. NPC guards in towns provide added protection against aggressive griefing. There are no zones so griefing associated with zoning won't be a factor.

As for ganking, it's not all about numbers in Darkfall. Area of effect spells, friendly fire, and collision detection ensure that a small disciplined force can cause some damage against superior numbers. There are no levels so it's not easy to make out the "weaker" characters, and in Darkfall even new players have the capacity to defend themselves, to lay low, or to escape. There is no radar or floating names, which can work as an added protection for players traveling through dangerous areas.

I don't want to make it sound like we have a cure-all and that Darkfall will be free of all the problems that have plagued other games in the past. What I'm saying is that we've looked at these closely, both as players and as developers, and we've spent a lot of time addressing them and we'll continue to do so if and as they come up. One thing is for sure: We've empowered the Darkfall players in such a way that they can self-regulate.
MMORPG.com: Tell us about the clan system in the game? It seems to have a few different concepts to it than the normal guild set up.
Tasos Flambouras:

We've dedicated entire articles to clans in the past so there's a lot of information out there.

Darkfall clans can own territories and resource points. They can build cities, and conquer areas, and cities that belong to other clans. Clans struggle for power within their realm, and may or may not unite to fight against racial enemies. The level of interaction possible and necessary is unprecedented. The clan management tools allow clan leaders a lot of freedom and control in managing their clan.

One of the concepts that make clans in Darkfall different than in other games is that Clans in Darkfall will be mostly made up by race and alignment compatible characters. What has come to be referred to as ARAC (all race, all class) clans, while theoretically possible, offer no advantages and face serious management challenges so the racial and race compatibility theme will be mostly preserved.

"Zerg" clans in Darkfall are appropriately difficult to manage, they'll be divided by the cap we've put on binding locations, and since numbers in Darkfall aren't as important as they are in other MMOs, their effectiveness and reason to exist will be limited.
MMORPG.com: There are so many fantasy MMOs hitting the market in the near future. How will Darkfall be different? What is your plan to draw players in?
Tasos Flambouras:

I could just run through the numerous features that make Darkfall stand out, and I'll get to that; but before I do, I'll give you some background: The reason Darkfall begun was that we weren't happy with anything out there and we still aren't. We didn't just reach for the cookie-cutter or the clone tool. We didn't import yet another non-descript Asian game to localize for the western market. We created our unique design, our own tools, our own technology, development methods; we created a unique style for our game. We looked at what players have been asking for, what mistakes others have made and try to inject fun into everything and at the same time avoided being too clever. We fought compromise every step of the way and made the game that we wanted to play.

Darkfall features unrestricted PvP combat with accountability. Combat is real-time and attacks are aimed. There's full looting and an alignment system. Darkfall has a skill system where your character's skills improve through use, and no levels. More than 10 thousand players can be online at the same time. Player skill is as important as character development. All items in the world are player crafted. There is mounted and naval combat. There's a "real" weather and planetary system. The terrain is fully hand-crafted, all locations are unique. There are more unique mobs in Darkfall than in any other MMO. Clans can engage in empire building, conquest, massive battles, and there is control and ownership of areas. There's much more that we haven't and won't talk about before the game is released.
MMORPG.com: Over the development cycle have you made any changes to the user interface? Do you plan to allow player created Mods or UIs?
Tasos Flambouras:

The user interface pretty much reflects its original design. We have dedicated people to working on the UI throughout the development cycle. The user interface is highly customizable but we don't have any plans to allow user created mods or UIs.
MMORPG.com: You have been very good about giving information on the skills and Prestige classes for characters. Is there anything you have not mentioned in past interviews that you want players to know about?
Tasos Flambouras:

We'd like the players to know that most of the skills are currently in the game and working. What's left is balancing based on testing.
MMORPG.com: Give us a look at the tactics players can use in PvP or in PvE. It is said that the game is more influenced by the player behind the keyboard than the character you have. Is this true?
Tasos Flambouras:

Darkfall combat is through aimed attacks. The players control their character's movement like they do in most FPS games. So in Darkfall you have the type of control you have in a shooter, but you also have character skills, spells, a backpack full of equipment, mounts, ships, siege weapons and all these come into play when the character is in combat. It's not easy to say that player skill is more important than character development. The player behind the keyboard certainly is very important; a lot more than in other MMOs, but what's more important is a good balance between good character development, knowledge of the game and your character, equipment, teamwork, and individual skill.

One of Darkfall's more impressive gameplay features allows players to use group tactics because of collision detection allowing formations, friendly fire making them necessary, and area of effect spells which truly affect the area and not just some characters within it. Force concentration makes good teamwork important. Most real-world medieval combat tactics could probably be adapted for use within Darkfall and we expect to see unique group tactics emerge.
MMORPG.com: What is in the near future for Darkfall? After launch are there plans for an expansion?
Tasos Flambouras:

We're moving towards external testing in the near future. As for after launch, Darkfall follows a timeline and the design looks past the release of the game. We already have plans and guidelines for part of our first updates.

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 Post Posted: Wed Dec 06, 2006 6:36 pm
 
 
 
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 Post Posted: Wed Dec 27, 2006 12:32 pm
 
 
 
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 Post subject: 1-17-07 *Update* Reply with quote
 
Hello everyone, we hope you’re doing well. Today we have a small status update for you which we’ll follow up with more as needed.

The beta development milestone was met early in December. Since then we've had a fully functional and stable beta build up on remote servers, which is being patched regularly. At the moment we're using part of this system to show the game to prospective partners, distributors, publishers, technology providers, etc. Our motivation here is to provide the best quality assurance, distribution, and service for the game and its players, so we consider this to be a very important phase for Darkfall.

We've already planned for self-publishing, but we need to know who's willing and able to do it better. We can’t announce a clear ETA on the first phase of the public testing yet, but we'll keep you posted on developments.

In the meanwhile we're working overtime on balancing, optimizing, beautifying, adding content to the game etc. We've added some new features, and a few surprises that we weren't sure we'd be able to get in before launch.

We've also hired a few extra people to help in the final push, animators, worldbuilders, and sound engineers. There's a lot of work to be done in all these fields, and in applying the final polish on Darkfall.

Development-wise we’re grinding away, a lot of repetitive tasks, with little to report but you should know that everything is going well.

That’s it in broad strokes, now we’ll try to give you a little insight on our update inconsistencies so that you know where we’re coming from:

It's easy to imagine that 5 minutes is all it takes to make an update, a developer will pop online to say hi, or that we could just appoint someone from the community to generate updates. Unfortunately, that's not the way it works in a professional environment. There are clear guidelines, we're bound by NDAs, and all disclosure needs to be approved, as is the case with most development studios.

Often due to disclosure issues we’re forced to be vague, or talk around topics and this is sometimes mistaken for coyness, by those who wish to interpret it that way.

We get plenty of requests for publicity, most of them involve us having to create regular content, or answering interview questions we've answered a million times before. Answers to questions we haven't answered before are often in the realm of information we're not allowed to disclose.

As all our resources are put into game development, it's a stretch for us to de-prioritize in order to create Darkfall features and updates. Even so, taking a look at what other MMOs in development are doing, it seems that we've produced more substantial content than most, while giving the community an extensive and truthful look under the hood.


It’s important to remember that we're just game developers making a game, not trying to string anyone along, we're not looking for investors, we're not looking for pre-sales, there's no conspiracy, so we don't invest a lot of time in hyping Darkfall up, when we need to be in our perpetual development crunch. We firmly believe that the game speaks for itself.

Whenever we’ve dropped off the radar, it's because we were working hard, and not because some catastrophe had befallen Darkfall development. If we don’t update there’s nothing substantial to report, but we’ll try harder to communicate this and to stay in touch with the community.

We’ll follow up with some fresh updates within the next couple of weeks, and keep you posted on any developments as permitted.

Thanks for reading.
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 Post Posted: Thu Jan 18, 2007 6:59 pm
 
 
 
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 Post subject: Darkfall Update Reply with quote
 
http://www.warcry.com/articles/view/devjournals/darkfalljournals/2568-Darkfall-Dev-Journal-16-The-Details
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 Post Posted: Tue Oct 30, 2007 5:20 pm
 
 
 
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 Post subject: Dark Fall update Reply with quote
 
http://www.warcry.com/articles/view/devjournals/darkfalljournals/2813-Darkfall-Dev-Journal-21-Community-Q-A
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 Post Posted: Mon Jan 21, 2008 3:29 pm
 
 
 
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Received Beta email registration today.

So check your email if you registered a long time back like i did.

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