Here is a (very long) post from Darkfall developers about where the game is headed. It also includes details of how Relic, Specialization, and New Player Experience will be implemented.
We’ve spoken before about our
vision for ‘Darkfall: Unholy Wars’ and the
direction
we intend to take the game in, and today we would like to expand upon
that, by providing some insight as to how we aim to realize that vision.
What we want to present here is our medium and long-term vision for
Unholy Wars, as we feel that an important step to moulding the game into
the experience that we all want it to be is to define where it is that
we want to go; it is this vision that we would like to include you all
in today.
What follows is a relatively “high-level” overview of
related/interconnected aspects of the game, and mechanics, that we feel
should be tweaked, enhanced and developed in order to take Unholy Wars
in the direction that we want. Future updates/announcements will delve
much deeper into each area, to provide further details about specific
mechanics.
We would also like to point-out that we do not see this as another
change in direction, or shift in focus. What we are presenting here is
our long-term goals, a continuation of our previous announcements. All
our immediate goals and focuses, as laid out previously, remain in
place; such as enhancements to the function of the GUI, improvements in
client performance, increased fluidity and responsiveness in combat,
economy and loot re-balancing and increased holding desirability.
So, without further ado, in no specific order:
Fully Localised Economy
In order to create a dynamic and active in-game economy, we feel (and we
know you all agree) that localisation of resources is essential;
however, for this to work, we believe it’s important to also address the
methods of banking and travel, so this aspect does not focus only on
loot but also inventory systems, banking, the inclusion of more methods
of “fast travel”, the reduction of “instant travel”, along with systems
to reduce self-sufficiency and encourage inter-dependence between
play-styles.
PvE and AI Improvements
As a major source of resources, along with localisation, we want to
focus on improving and increasing our AI, to offer a more challenging
and rewarding experience for all levels of player. We also aim to make
the world feel more dynamic (and dangerous) by not only increasing the
variety and difficulty of our monsters, but also “unleashing” them from
the static spawn-points they now inhabit. With more dynamic and
intelligent monsters come several other features, such as taming and
monster raids, which we very much want to see in Agon.