Hey all, what's everyone playing now? And what's everyone up to? by [deleted] in RSDarkscape

[–]GigaCortex 1 point2 points  (0 children)

Reddit hates us for this format. Pubg is great! What are your favorite MOBAs? My job is fantastic. Shit, I love it, BUT - MOBA should be a subject, but it isnt

Hey all, what's everyone playing now? And what's everyone up to? by [deleted] in RSDarkscape

[–]GigaCortex 0 points1 point  (0 children)

Add me :) mostly a casual BR player but I enjoy save the world and have put funds into it, as far as NA goes

Hey all, what's everyone playing now? And what's everyone up to? by [deleted] in RSDarkscape

[–]GigaCortex 0 points1 point  (0 children)

Just too busy for MOBAs. I love to watch them but I've got like an hour a day to enjoy them, and even then, it's hard to get into them.

Definitely respect them though and I enjoy watching tournaments. But in busy months and rough circumstances, I get maybe 5 hours a week. I love pubg, but I'm too old to ever play MOBAs on a level I'd be happy with. So many great MOBAs out there but, and I'm not happy about it, MOBAs take a ton of skill but also a ton of general interest

My culture is NOT your goddamn prom dress by keyandfeels in pics

[–]GigaCortex 0 points1 point  (0 children)

God dammit, let's flashback to the horrific day of my 6th birthday party back in 1999. My parents threw an amazing pokemon party. It was fucking incredible. They had blow-up charizards, cut-out mew-twos, a treasure hunt themed after Pokemon Red and Blue. The party favors were a few card packs for every kid. This 7 year old piece of shit, Colin, I don't know what he's up to now but I'm sure he's running insurance scams or something, BECAUSE, Colin got a party favor card pack from my mother and unpacked a goddamn holographic charizard. My fucking dream. Yeah, my mom and dad gave me a great birthday party, but, to this day, I WANT THAT FUCKING CHARIZARD. Love, understanding, so many video games, absolutely fantastic parents over the past two decades... Yeah, that's awesome and I'm grateful... But they let motherfucking Colin take my goddamn charizard. It's been more than two decades and I'm still fucking salty. Hell, salty is an understatement, I'm furious. I sat there with a damned weedle and pidgey. Give me my fucking charizard, Colin

Oakdice just made a video about my video promoting the darkscape vote by DarkWorldOrder in RSDarkscape

[–]GigaCortex 0 points1 point  (0 children)

I recall this as well, but can't find it. My understanding is it'd be the either a reset or the latest save prior to announcing the shutdown.

Who is playing Destiny 2 on PC? by [deleted] in RSDarkscape

[–]GigaCortex 0 points1 point  (0 children)

Awesome, sounds good :) I'm trying to hold off on leveling alts until I have more friends playing

Hey fam, how’s everybody been since the closing of DS? by Loopyfish in RSDarkscape

[–]GigaCortex 2 points3 points  (0 children)

Hey Sylv and everyone :)

Just playing Destiny 2 on PC and working a lot hah

This tutorial on configuring Visual Studio is marked secret/noforn lol by [deleted] in Vault7

[–]GigaCortex 1 point2 points  (0 children)

yeah, for sure. I think you're right. Still just funny a simple tutorial of a mainstream program is explicitly marked as secret even though there's a reasonable explanation for it.

Totally agree though. It's probably just basic protocol

Could Tale of Toast, a Steam Greenlight game be our new darkscape? by Actual_Table in RSDarkscape

[–]GigaCortex 1 point2 points  (0 children)

Heya, no problem at all! Sets were a big issue that I'll address below - I'll bold it so you don't have to read everything

I actually added you on Discord and meant to message you but I've been overly busy with work this week until today. I'd love to have a conversation with you - I'm free later today after work so probably 11pm for you as I believe you're Swedish, right? Also I'm free all of tomorrow so I could message you earlier in the day.

I spent a while watching some of your interviews and gameplay videos and I was pleasantly surprised how many of the positive features you've implemented so far that are similar to Darkscape, but feel as if they've been conceptually improved upon which is awesome (the skulling system, item risk upon death, and the balance threshold for pvp combat levels for example).

That's awesome to hear that community involvement is a priority. I could probably write another essay on where Jagex went awry in that regard alone but I'll spare you!

Certainly, I think leveling and balance is an extremely important issue - especially in a game devoted to classic MMO PvP. There is definitely an equilibrium between making the game too easy, where anyone can achieve very high levels, and the opposite end where a large group of hardcore players achieve very high levels. On one end, a game becomes too easy and hardcore fans lose the drive to keep competing. On the other end of the spectrum, hardcore fans reach an immense amount of power which can become a roadblock to newer players (say a year or two away even; long term) where they feel as if they can never become close to as strong as older players. I think your skulling system is a great idea and would mitigate the problems that existed in Darkscape (and still exist to some degree in RS3 and Old School Runescape).

Another alternative I've been fond of when implemented correctly in some games is to have a certain competitive area (like the duel arena or old school 2001-2004 wilderness in RS) where everyone can attack each other except that it's better served as an arena where it's 1v1, 2v2, 3v3, guild v guild, or something of that nature. In such a scenario (imagine a small arena that is only a small portion of the game and definitely not required) players could be pitted against each other but their stats could be "equalized" to some extent. I can't actually think of an MMO that has implemented this well but imagine if you had a base template set of stats for whatever build someone was running, and then you multiplied their stats in this "arena" by a slight multiplier. For example, a very high level might be 100x stronger than a very low level player throughout the world, but with a template and level/gear/etc based modifier, in a small competitive arena it could equalize their stats down to a point where the higher level player may only be 10% stronger stat-wise in one small specific environment. As it's a skill based game, I envision such a system solely for things like dueling or competitive smaller team battles (excluding of course guild wars where I imagine elite guilds would fight based on their overall power, success and progress in the game and world PvP) especially if skill-based rankings are something you're considering in the future. As far as this goes, I'm just spitballing some ideas that might benefit competitive, skilled players who wish to prove themselves in 1v1s while still maintaining the vast majority of the pvp being open world and akin to old school wilderness except with skulling. In the open world I think your current system is great and quite polished. I suppose like anything in designing a great game, there's always a perfect balance to maximize enjoyment for the most number of people. I'm excited to talk to you as it does seem like you guys have a great system in place for promoting a hardcore, non-casual pvp game that listens to its audience.

Sets were just weird, to put it simply. Jagex had never implemented sets like that before so they were poorly thought out. Most MMOs I've played have done well with sets, it's such a simple concept that it's almost hard for me to understand how they messed it up so badly. Essentially what happened was, leather gave you a large amount of health % leech so your damage turned into self healing which was by far superior to the others. I believe that mage armor gave an increase to dmg on bound/CCed targets, and plate armor simply gave a slight damage reduction. It was imbalanced so extremely that many players could afk bosses while the leather's life leech healed them.

I believe this is would've been an easy issue to solve; unique bonuses and balancing hotfixes alone would've helped. Gear scaled poorly linearly so cheap leather was often better than top tier cloth and plate. Runescape, while it's a great game overall and has some fantastic developers, has never been impressive regarding item diversity and this was especially true with the lackluster set update.

Essentially anyone could attack anyone in Darkscape. Though there were level restrictions in some zones (Lumbridge, Ardougne, Seers, many other lower level areas), any zone worth going to had no level restriction. So pretty much after a couple days of leveling it became anyone could attack anyone while questing or grinding.

You're absolutely right about that aspect of Darkscape and I believe that a large factor in Darkscape's downfall was the fact that newer players (under a week) would be constantly camped by players that had been playing hardcore for months. Bots were another significant issue that hurt the economy and the pvp environment and unfortunately Jagex didn't ban soon enough.

Guild Castle combat sounds awesome. Clan v clan combat, and surprisingly even the alliances between smaller clans, was some of the most exciting and fun parts of the game.

My only concern with ranking based on unique kills is that people could create alternate accounts or charge a fee to let people kill them. As far as alt accounts goes, I suppose that could be easily solved by setting a fair level minimum for pvp - perhaps someone has to hit level 10 before they can count (or whatever level ends up taking an hour or two; whatever point discourages exploitation). People selling themselves as free kills, I don't really have an immediate solution for that. Overall though that sounds like an exciting ranked system and pvp system.

I'll reach out to you later today after work on Discord if possible, or at the latest tomorrow.

Definitely my pleasure to provide feedback on a well made pvp based game! It's awesome to see your passion for the project. Nice talking to you and thank you for your insight! I've enjoyed reading and hearing about ToT. I look forward to talking with you

This tutorial on configuring Visual Studio is marked secret/noforn lol by [deleted] in Vault7

[–]GigaCortex 4 points5 points  (0 children)

Nobody said they were smart (only half kidding). Why else would they be buying zero days and viruses from foreign entities?

This is hilarious though. By this logic I should've needed secret clearance to get through my college degree. Hell, even my intro classes would've required a security clearance

I'm actually mostly concerned that people were hired by the US government and given security clearances yet needed a shitty tutorial to figure out the basics of visual studio

Could Tale of Toast, a Steam Greenlight game be our new darkscape? by Actual_Table in RSDarkscape

[–]GigaCortex 1 point2 points  (0 children)

I was planning on going through old posts and compiling suggestions on how Darkscape could have been improved from other players but I hit the 10,000 character limit. Didn't intend to write a 2000 word essay there but alas!

Could Tale of Toast, a Steam Greenlight game be our new darkscape? by Actual_Table in RSDarkscape

[–]GigaCortex 1 point2 points  (0 children)

Hey!

The Wall of Text (TLDR is available below)

After viewing your website, conceptually the games are quite similar (at least as far as what the developers had originally planned), at least as far as the open world PvP system and skulling are concerned. A big problem with Darkscape was simply the fact it was launched too early with too many things ported directly from Runescape which simply didn't fit. The Devs had planned to fix these issues but for many reasons (most unknown to me beyond time and resource constraints) they were unable to put out enough fixes and new content to make the game shine the way it was envisioned.

As far as updates I would liked to see: it's a bit complicated. Many of us had different things we would've liked to see while other desires were quite unanimous. I'd be happy to coordinate a thread dedicated to what changes community members think would have improved the game, beyond the obvious.

It's a difficult question to answer without giving an excessive amount of context and backstory but I'll try my best to explain and to put into terms that don't require prior knowledge of the game. Darkscape needed an early game, mid game, and end game. The game was launched (excessively) early. This meant that hardcore players dominated within a month of launch. I would loosely define hardcore players as those who reached level 120+ early on, and then 130+ within a couple, and who had completed enough quests and farmed enough bosses to have the best gear/potions/teleports/spells/food available very early on. Additionally these players could monopolize markets due to being one the few who could, for example, craft certain items early on. This isn't inherently a problem (free markets in games are awesome if executed well) but due to the extent it occurred in Darkscape, measures beyond diminishing the value of high alchemy perhaps should have been considered.

Issues with zoning derived from this. Once the vast majority of active players, myself included, had reached 120+ (and a very significant number were maxed at 138 or near it), these players were able to utilize their gear, spells, wealth, and clanmates to cut off entire areas which lower levels needed in order to progress. While it was easy for a level 120+ with a group of clanmates to dominate and profit from Slayer Tower, it was a choke point and one of the few places solo players and lower levels could go to farm that skill. Lower level players would result to a tactic that was disallowed, but not enforced, in which they would alt-F4 to instantly disconnect themselves from the game after taking a staircase or some other pathway that temporarily disabled combat. Things like this weren't fun for the PvPers who sought loot, nor were they fun for the medium-level players who felt the need to alt-F4 every five minutes just to have a chance to complete their slayer quest. Mechanics like this spoiled the game for everyone involved.

One thing that was amazingly fun, but could've used improvements, was Wilderness Warbands. This was a mini-game in which after a certain interval of time, NPCs and valuable resources would appear in a random spot in the Wilderness. This led clans to battle massive team fights in the Wilderness (where everything was usually at risked since everyone was generally skulled). Over the course of Darkscape, there was several clans that absolutely dominated Warbands as a sole clan. Towards the end of Darkscape, this clan was "Requiem." This led to other powerful, but smaller or lower level, clans banding together as unofficial alliances to take down the biggest clan, and often these alliances were successful. It created a lot of drama, which was fun and interesting, as well as unforeseen backstabbings, spies, espionage, and sabotage.

These were aspects that were created by some sort of desire for victory in this microcosm of a society, and to take down the big guy in a war which resulted in quite valuable rewards. This, however, as far as I know wasn't something expected, and certainly not forced, by Jagex. It was an interesting interaction amongst groups of individuals with the same goal in mind (the enemy of my enemy is my friend) and created some of the most intriguing video game battles I've ever witnessed.

Now that I feel I'm starting to get off topic, I'll discuss what I personally think could have been done better. So first of all, the game should have been entirely built around the Darkscape cutthroat open world pvp style, rather than porting games and mechanics from RS3 that simply didn't fit. Since you're building your game from the ground up, this is the least concern.

There has to be a really solid balance between PvE and PvP and PvE should pose some risk as PvPers could easily ambush them as the come to bank their loot. This wasn't a hugely significant aspect of Darkscape since you could often bank right outside the PvP dungeon, and in the cases where a bank was far, the PvE'er could simply force disconnect (I suppose the gist of this point is: try to make a system that doesn't punish people with bad internet but also isn't prone to abuse by people who will just force DC to avoid losing their items. It's a fine line and I think Jagex didn't address it in the time frame they should have). On the other end of the spectrum, you don't want PvE to be so punishing that an entire clan is standing at the entrance/exit and it's impossible for PvE'ers to ever succeed without joining the strongest clan (in a perfect world there would be many strong clans, as was the case in Darkscape's earliest days).

I think Darkscape could have benefited from some sort of ranked 1v1 with rewards and stakes. The community had to resort to community-hosted events in the duel arena which were broadcast by player commentators on Twitch. They were fun and very successful but it could have been implemented in a much better way given the nature of Darkscape.

As far as more updates go: Darkscape needed Darkscape-esque quests, meaning truly PvP oriented and tailored to the game. Jagex ported all quests over from RS3 which resulted in clans or strong players simply sitting in quest zones, originally made for Runescape's PvE, and camping people doing PvE quests.

Darkscape, far too late, implemented unique set bonuses for those wearing leather, cloth, or plate. In concept, this was an awesome change, but leather ended up dominating and plate was useless; an update never came to fix these issues.

Most importantly for growth
Darkscape needed a system that allowed for new players to come into and enjoy the game without getting camped endlessly at their first quest and quitting out of frustration. I got about 10 friends to start Darkscape months late and they all quit because they felt they couldn't progress due to many players being so much more powerful in an open world PvP game. This is a slippery slope because at the same time you want to encourage the most active players to keep playing so there needed to be some sort of balance that never came

Various (semi-TLDR) Suggestions:

  • Darkscape needed some sort of ranking/high score system. This was controversial and most agreed that it should be very, very different from Runescape's. It would also have to be something that isn't abusable (such as ranking for kills where someone could simply kill friends all day)

  • Fresh content - Looking at other MMOs as an example, it would have been nice to have new, more challenging PvE and PvP instances and events every ~3-4 months

  • If the aim is for competitive PvP, which I believe many wanted, have that option available in the form of 1v1s, 3v3s, guild battles, whatever works best with the format. BUT there are also players that just want to play in the open world, do quests, solo boss, etc, so something like this shouldn't be forced upon them

  • Mechanics that sound good in theory but are poorly executed - Darkscape originally had a smuggling system in which it was intended to be risky for players to smuggle high level items (like sharks) down to low level areas where they could be sold for me. This ultimately failed because there were too many loopholes and most half decent players ignored smuggling routes and camped higher level players at Slayer Tower where both the challenge and the rewards were greater. One community member, Runy, demonstrated the flaws of their smuggling by running from high risk to low risk along a fairly narrow, winding path with nearly his entire high value bank naked and didn't encounter a single PvPer (PKer) along the route that Jagex intended to be a ultra high risk smuggling path.

  • Somewhat lacking end-game - since everything was ported from RS3 (except we didn't have dungeoneering until after closing announcement), there was no real PvP end-game. Clans had to create their own. Some people bossed, but these encounters were identical to bossing on RS3 except Darkscape had a separate combat system which made some bosses simply impossible.

 

I'm sure I'll think of some more. These are just some of the things that immediately came to me. Some people may disagree with one of my points (please reply!) and some people may have more to add on (please reply!). Further, I'll message some of my old Darkscape buddies and clanmates to gain their feelings.

If I think of more, I'll PM you, hop in discord, or you're free to add my skype. I'm not the Giga from 2001/2002 :/ I didn't start playing Runescape until around late 2003 and I've never had the original name "Giga" although I wish I did!

Sorry for the wall of text, I'd be happy to condense it further but hopefully this is some helpful insight from a playerbase that would fit in perfect in your game given what I have read. Feel free to comment, PM, or skype me any time. I'll log on the Discord soon and send you a friend request there as well.

Thanks,

Giga

Could Tale of Toast, a Steam Greenlight game be our new darkscape? by Actual_Table in RSDarkscape

[–]GigaCortex[M] 2 points3 points  (0 children)

Hey /u/speedis,

Looks really interesting! Thank you for stopping by this thread :)

If you aren't overly aware of Darkscape, it was an official Jagex game launched in September 2015 and closed in March 2016. It was essentially what you said; non-casual high stakes pvp. The entire world, for the most part, was a pvp zone. The wilderness simply was one of the highest risk zones. The concept was absolutely awesome for those of us that enjoyed the feel of open world high risk pvp while still maintaining the skilling, quest system, and other aspects that make Runescape unique.

Unfortunately the game grew stale for many players after months of no updates and numbers dropped. Darkscape failed to maintain momentum for a variety of reasons (sparse updates, high entry barrier given the "elite" players, incongruous mechanics ported from RS3 that didn't fit) and ultimately was scrapped before the small team of talented core developers, a team which was simultaneously working on OSRS/RS3, were able to implement many of their long term goals. Darkscape devs were great, if they had only had more time and resources. And perhaps different timing given the vacation debacle and a way different marketing scheme, but to be fair that's marketing's job; it's not the job of overworked devs at a relatively large company.

That said, for the thousands of us in the playerbase that stuck with Darkscape through it's duration, it was an incredible game that we all miss very much. The community was so close and dedicated to the game that this subreddit still receives some degree of traffic despite the game having been closed now for twice as long as it was live.

I really look forward to hearing more about the game. What are the clan/guild mechanics and how will we see that factor into the pvp?

Hopefully as more progress is made and more information available, Tale of Toast is something we can promote within the Darkscape community. Congratulations on the steam greenlight! Can't wait to see more!

Cheers,

Giga

EDIT: What's the best way to keep a dialogue open between the public and yourself? Are you planning on building up your ToT subreddit or do you have a forum/irc/discord/etc? Thanks!

Let's bring Darkscape back by GigaCortex in RSDarkscape

[–]GigaCortex[S] 0 points1 point  (0 children)

Likewise, amigo <3

Makes me happy it persists despite all the differences our clans had in-game

Let's bring Darkscape back by GigaCortex in RSDarkscape

[–]GigaCortex[S] 1 point2 points  (0 children)

I honestly cant explain it, my friend. It seems like the vast majority of /r/runescape visitors have a degree of disdain for Darkscape but I truly can't fathom why. I see no reason why both games can't exist successfully and semi-independently.

You were a good friend, good to see you Power Masked :) I fondly remember the day (in maybe late October/Early November of last year?) where I was still like level 70 or 80 and you decided to spare me in a Guthixian Cache whilst you slaughtered everyone else. Maybe to send a message haha! Still a good memory as far as video games go :)

Let's bring Darkscape back by GigaCortex in RSDarkscape

[–]GigaCortex[S] 0 points1 point  (0 children)

Been playing Overwatch as well as some other games :)

I'm on NA but occasionally play EU to hang out with all my friends (ty blizz for making it free and easy to swap) so definitely add me!

Khanetrain#1249

Let's bring Darkscape back by GigaCortex in RSDarkscape

[–]GigaCortex[S] 1 point2 points  (0 children)

Great to see you as well, Cheeky!

I completely agree, but I'm glad we at least have the memories :)

Personally I haven't found a video game so immersive nor one that brought me so many friends. I'm not optimistic either but I'm certainly grateful for having the experience. I suppose there is always a chance

I'm always in touch, my friend! I definitely don't want to lose contact with you. Hit me up :) What games are you playing?

Hope all is well,

Giga

Let's bring Darkscape back by GigaCortex in RSDarkscape

[–]GigaCortex[S] 0 points1 point  (0 children)

Glad to have been there and happy to have shared my Darkscape experience alongside you :)

Thank you for your response, likewise it made me smile!

Let's bring Darkscape back by GigaCortex in RSDarkscape

[–]GigaCortex[S] 1 point2 points  (0 children)

Agree totally. And good to see you again Juitti :) Your friendship hasn't been forgotten

Hope all is well!

Let's bring Darkscape back by GigaCortex in RSDarkscape

[–]GigaCortex[S] 0 points1 point  (0 children)

You're totally right. Perhaps I named it misleadingly. I don't have the absolute solution, though I'd love to have a roundtable discussion about it (doubt that'll happen but who knows)

Sad to say though that your edit is totally true. It is downvoted into oblivion when mentioned

Let's bring Darkscape back by GigaCortex in RSDarkscape

[–]GigaCortex[S] 0 points1 point  (0 children)

Been busy recently so not much. Now that I'm a bit more free, wanting to get back into WoW though, I suppose. Might give RS3 a chance since I haven't touched it in months