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Brakkish
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    Darkfall

    Paranoia
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    Darkfall Empty Darkfall

    Post by Paranoia Fri Dec 19, 2008 2:16 pm

    Anyone Know much about this game....from what i read it looks pretty Hard core PVP.....
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    Darkfall Empty Re: Darkfall

    Post by Ulfaro Fri Dec 19, 2008 4:49 pm

    Paranoia
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    Darkfall Empty Re: Darkfall

    Post by Paranoia Fri Dec 19, 2008 6:09 pm

    Ok iam convinced that this game is gonna be sweet.....it is not for the light of heart that is for sure.!
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    Darkfall Empty Re: Darkfall

    Post by Brakkish Sat Dec 20, 2008 12:27 pm

    Wow this looks pretty damn amazing. I haven't heard of this until now?? affraid

    Now these are what I call mounts!
    Darkfall Javaw_2007_04_19_16_37_23_86.sized

    The detail and character modeling is also fairly amazing given the game is still in development. It's awesome looking.
    Darkfall Darkfall_2006_09_22_19_04_43_01.sized

    Impressive detail once again. (Orc Capital)
    Darkfall Ork_capital.sized


    And the rest of the gallery here: http://www.darkfallonline.com/gallery/visuals/ork_capital
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    Darkfall Empty Re: Darkfall

    Post by Zahrim Sat Dec 20, 2008 2:53 pm

    North America has yet to find a Publisher...
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    Darkfall Empty Re: Darkfall

    Post by Brakkish Sat Dec 20, 2008 4:07 pm

    Zahrim wrote:North America has yet to find a Publisher...
    I don't see that as any problem.

    Unless of course you meant not having secured a publisher as of yet a good thing.
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    Darkfall Empty Re: Darkfall

    Post by Brakkish Sat Dec 20, 2008 4:21 pm

    Follow up post: I thought I'd do some of my own research. It appears they do indeed have a publisher, and will be done so in 50 countries. See below for more information. I'm sure it's only a matter of selection before they have one for NA.

    Darkfall - Game Servers to be hosted with GNi
    Submitted by Kami on Sun, 09/21/2008 - 10:15.

    * News
    * Official Announcements

    Aventurine SA, a developer located in Athens, Greece has selected GNi, a leader in infrastructure-as-a-service, to host their groundbreaking game, Darkfall Online, which is scheduled for release later this year.

    "True to our game development philosophy, we demand uncompromising quality for Darkfall's hosting needs. We want it all: world class service, hardware, and bandwidth, while offering competitive pricing and terms flexibility. We also demand game industry knowledge and experience, and, more importantly a shared vision for our game and a long-term relationship. We've found all of this in GNi. We're very impressed with their professionalism and their commitment to the success of Darkfall and Aventurine. We feel very confident we made the right choice and are pleased to be working with them in bringing Darkfall to our customers," said Jade Mehdawi, CEO of Aventurine SA.

    "Aventurine is a creative, energetic, quality organization and we are excited to have Darkfall Online running on our platform. The game looks great, offers compelling new experiences and freedom players don't often see with some of the most widely played MMOs. Darkfall offers a rich variety of experiences that will appeal to MMO veterans and new players alike," said Derek Wise, founder and CTO of GNi, Inc.

    Darkfall Online Offers Highly Immersive Experience

    Darkfall Online is a massive multiplayer online (MMO) fantasy role-playing game featuring a fun, fast-paced, real-time combat system, massive battles, clan warfare and empire building. Darkfall combines role-playing, action, and strategic gameplay. Darkfall has been designed to create intensely realistic and highly immersive combat and a challenging, realistic environment for a more immersive experience. With full collision detection battle lines really matter and well-aimed spell blasts will send opponents flying. Darkfall's goal is to provide players with a fun and challenging experience through a seamless and zoneless, non-instanced, "sandbox" game world.
    Game To Be Launched Simultaneously Across 50 Countries
    With a projected usage of over ten thousand concurrent users per game world, Aventurine's massive investment in Darkfall will pay off for players across the fifty countries where it will be launched.

    About Aventurine and Darkfall:

    Aventurine SA is an independent computer games developer located in Athens, Greece. Aventurine is fueled by passion for gaming and game technologies, which motivates and guides our activities. Aventurine's main project is Darkfall Online, a groundbreaking game schedule to launch later in 2008. Development of the game, the technology platform, game engine, and tools began in 2003. The Darkfall team consists of thirty veteran developers. In August 2008, Aventurine secured a publishing deal with Audiovisual Enterprises SA for publishing and distribution of Darkfall in fifty countries.
    Visit us at www.darkfallonline.com

    About GNi

    GNi is the leading infrastructure-as-a-service provider for online games, software-as-a-service, Web 2.0, and online digital media. GNi's infrastructure supports more than 12.8 million users, 425,000 concurrent connected users at peak capacity, and more than 27 titles. GNi delivers rapid scalability with uncompromised performance. GNi solutions thrive in the most demanding online environments and offers variety of smart systems including rapid on-boarding and deployment. GNi is headquartered in San Jose, California with infrastructure facilities located across the globe. For more information please visit www.gni.com.
    Note: GNi is a registered trademark of GNi Corporation. All other trademarks are registered property of their respective owners.

    SOURCE: GNi


    Interesting thread: http://forums.darkfallonline.com/showthread.php?t=93109
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    Darkfall Empty Re: Darkfall

    Post by Breygon Sat Dec 20, 2008 5:34 pm

    I am not overly thrilled about the PvP aspect of any game, however, I have signed up for the Beta of this game.
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    Darkfall Empty Re: Darkfall

    Post by Zahrim Sat Dec 20, 2008 8:30 pm

    Breygon wrote:I am not overly thrilled about the PvP aspect of any game, however, I have signed up for the Beta of this game.

    I've been signed up for a looooooong, long time...no dice yet. This game reminds me of Vanguard with PvP.
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    Darkfall Empty Re: Darkfall

    Post by Paranoia Sat Dec 20, 2008 8:46 pm

    The PVP system in this game is almost identical to that of Lineage2........(attack anyone anytime anywhere....but if you do there are consequences and well if you like not being able to go into any city without being KOS then by all means PK newbs.....This game to me offers a challenge that i have not found in MMO's as of late...I will deff be playing!
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    Darkfall Empty Re: Darkfall

    Post by Machineoman Sat Dec 20, 2008 11:24 pm

    Been following this game for a while now going on 4+ years here and it could be something special for those with pvp in mind. I like the pvp set up where its open anywhere, but with consequences. All the stuff I mention is on the website but I will highlight some stuff. Its full loot so if you are killed other players can loot your corpse for your stuff. Its 100% skill based which means no set classes or leveling, if you want to get better at something then you need to go and do it. They have prestige classes which is like a set class with some benefits along with some drawbacks. You can build your own houses, and create cities. All careers are supposedly viable meaning you could be a trader or banker or crafter and not engage in any combat and still contribute to goals of clan ect.

    Game is huge in scope and from beta responses looks like its doing well but ultimately that will be found out on release. Needless to say I will be trying it out once it comes out.
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    Darkfall Empty Re: Darkfall

    Post by Paranoia Sun Dec 21, 2008 1:38 pm

    Paranoia
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    Darkfall Empty Re: Darkfall

    Post by Paranoia Mon Dec 22, 2008 5:23 pm

    /bump watch the videos and tell me what you guys and gals think.../
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    Darkfall Empty Re: Darkfall

    Post by Ulfaro Mon Dec 22, 2008 5:36 pm

    Paranoia wrote:/bump watch the videos and tell me what you guys and gals think.../

    Dude, she's hot! Are those natural?
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    Darkfall Empty Re: Darkfall

    Post by Paranoia Tue Dec 23, 2008 9:06 am

    http://harlequin.aussiegate.com/forum/index.php?board=13.0


    Another great link to answer questions about Darkfall
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    Darkfall Empty Re: Darkfall

    Post by Ulfaro Tue Dec 23, 2008 10:02 am

    those airborne ships look pretty wicked...looking good. Thumbs Up
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    Darkfall Empty Re: Darkfall

    Post by Lontano Tue Dec 23, 2008 11:23 am

    I think my big worry would be - too big, too complicated. The more you try to do with v1.0, the more likely you're going to have issues and will get things wrong. I would really like to see some simplicity that emphasizes gameplay and strategy over complicated build trees, specs, etc. Vehicles / ships is a cool idea, but again, how about getting the basics right and then monkeying around with ships and stuff. Maybe I'll be wrong and they'll get everything right on the first try. I would be absolutely shocked if any MMO ever pulls this off though from my experience.
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    Darkfall Empty Re: Darkfall

    Post by Paranoia Tue Dec 23, 2008 11:58 am

    The biggest draw that this game has for me is that it breaks the conventional mold of MMORPG..... For me its a breath of fresh air to actually have to Really think about what i am gonna do in game, rather then go with a template that is predetermined. This game has a skill system which reminds me slightly of SWG and a PVP system in the likes of Lineage2....which by the way are 2 of my Favorite MMOs....so i think i may be extra excited....but time will tell and you really dont know till it launches.
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    Darkfall Empty Re: Darkfall

    Post by Brakkish Tue Dec 23, 2008 1:19 pm

    I come from old school dnd type games. Games where you could actually ruin your character build into something that's unplayable and truly sucks if you didn't learn what you were doing. For those of you who are dnd savy know that a STR based Archer would be an epic fail, I miss games that would allow a player to fail their build. Today's MMO's where it's dumbed down and an automatic "no fail" character build isn't very challenging. (don't get me wrong, I do understand why developers do this; they want to make sure even the suck players get their money's worth and are still able to at least pve)

    This Darkfall seems to be a little more challenging in that respect. Not saying the game will let the unwise completely hose their characters, but it seems it will require more than just cookie cutter recipe build skills.
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    Darkfall Empty Re: Darkfall

    Post by Paranoia Tue Dec 23, 2008 1:35 pm

    Here is a pretty good topic about what darkfall is about...enjoy!




    If you don't understand yet what DFO is about, take a look






    I
    intend with this post to feebly attempt to explain the answers to the
    following questions, among others. It’s a book. If you don’t have time
    to read it, come back when you do. I’m sure the read, and the ensuing
    conversation after it will be worth your time.

    All of the opinions I’ve formed about DFO are probably wrong. But, if
    they are wrong, they’re wrong honestly…based on literally years of
    following, debating, watching, and voraciously reading everything there
    is to read about DFO along the way.

    -What makes the DFO concept different from other MMOs?
    -If gear is “unimportant”, what gives the game progression?
    -Why is it that the DFO community collectively thinks that full loot
    PvP won’t drive everyone but the most insane hardcore player killer
    away from the game?
    -Will DFO allow you to fail as a player? What if I’m not “the best” at PvP? This is a PvP game, right?
    -Why do the followers of DFO feel that we don’t need some form of “grind” to stay interested in the game long term?

    -and, the question that in its asking answers all the others, “How will politics work in DFO?”

    This post is for those players who are coming to DFO from other games,
    specifically those who have learned how to MMO from games such as WoW.
    The post might be of interest to UO players, and those who’ve played
    Shadowbane, but neither of those class of players will learn anything
    new from what I’m about to say.

    DFO in a nutshell is not about you as an individual player. Success in
    DFO is not measured by how decked out you become, by how many kills you
    acquire solo, by how much loot you pull out of today’s/this week’s most
    popular dungeon.

    DFO is much more about you as a member of something bigger than you
    are. You as a part of a community, whichever community you chose to
    become a member of. Perhaps that community is the “lone wolf” one,
    where you set out to stake your claim to personal goals and create a
    name for yourself. Perhaps that community is a fledgling guild of
    twenty players with a common vision setting out to establish your small
    duchy either independently or as part of a larger kingdom. Perhaps that
    community is the largest, meanest, angriest horde of power hungry
    killers destined to rule the server (for a while, anyway…go ahead, take
    over the server…it won’t last for long).

    A central piece that dictates the way the play of DFO will work out is
    the status of gear. Or, more likely, the lack of “status” of gear. As a
    player, you will not reach a point in your character’s progression
    where you have crossed some magical “level” boundary that allows you to
    upgrade your weapon by some measurable value of DPS. There is no “level
    your character to reach a point where you can then actually play the
    game”. You will not always of course play in the gear that you start
    the game with…however, your “end game” gear will not be all that
    significantly more powerful than what you start with. A sword, is a
    sword…and will always be a sword. There may be some minor stats on a
    magical sword, some modicum of additional power granted when you wield
    it. But at the end of the day it really ain’t all that special.

    Better gear will be available, have no doubt. But that better gear will
    be crafted by other players. That fact is one of the driving facets of
    how the rest of the game plays out…why players will form guilds and
    nations, why cities will be built, why nations will go to war.

    In order to craft good gear, player crafters will have to have access
    to resources to make the gear from, which comes from the gaming world.
    Players will loot resources from local monsters, skin them from
    animals, harvest them from the fields and forests, mine them from the
    hills and mountains. Player crafters will compete with each other for
    access to these resources. In all likelihood, groups of “harvesters”
    will find that they can go and farm these resources and sell their
    gains to player crafters for what will probably amount to pretty good
    benefit to both themselves in receiving cash for their time spent, and
    the crafters for saving themselves the time of harvesting to be better
    spent crafting. Those harvesters will be competing directly with each
    other over those resources, and when they find each other in the
    wilderness, they will kill each other over them.

    Then too, you will have players who “farm the farmers”. These guys will
    run around looking for the crafters and harvesters, knowing full well
    that when they kill them and loot them, they can turn around and sell
    the loot to fund their PvP.

    Some smart crafters and harvesters are going to realize that if they
    get together and form up “teams”, and coordinate their efforts, they
    will better be able to protect themselves. They have a product that is
    valuable to other players…in fact, they have a product that is
    absolutely critical to non-crafter, non-harvester types of players,
    those players who just like to go out and PvP. They have the best gear
    in the game.

    At the same time, some guilds are going to hit the ground running when
    the servers come up. They already have their plans about staking out a
    territory, claiming dominance, and making a run for server ownership.
    Others are more modest in their goals, but they’re after the same
    thing. They want to get into the game, and get recognized as a force to
    contend with in PvP. They want to build cities, have wars, and be
    respected by other players. These guilds are going to have to have the
    best gear in the game in order to make that happen.

    And in order to have the best gear in the game, they are going to have
    to attract the harvesters and the crafters, and they are going to have
    to provide those guys with the territories in which to harvest, and a
    safe place in which to craft. It’s a symbiotic relationship. The bigger
    the territory that the players can claim and have the might to control,
    the happier the harvesters and crafters will be, and the better the
    gear they produce will be.

    You as the individual player have a goal unique among other games out
    there. You have a niche to fill in the big picture of your guild or
    nation, whether you choose to be a fighter, harvester, merchant,
    crafter, spy, combination of all of the above, some of the above, or
    something different altogether. But alone, you are nothing. Sure,
    perhaps you can make a minor name for yourself as a real “pain in the
    ass player killer”, or be known as someone with really good PvP skills,
    but be honest…the vast majority of the people who think they are going
    to be great at DFO PvP just won’t be. In fact, by definition, the
    majority of those players will be average.

    Gear progression in DFO has nothing to do with how well equipped you
    are as an individual, and everything to do with how well your
    guild/nation is equipped…and your place as a mechanism within that
    guild/nation to ensure that required gear happens. Progression in DFO
    has everything to do with how much territory your group controls, how
    many resources you have the power to maintain from other players, the
    quality of the equipment your guild/nation can self sustain, and how
    effective that quality makes your group as a force to be reckoned with.

    Once this hierarchy gets established, full loot PvP will have no effect
    whatsoever on you as an individual player in respect to you losing your
    gear. It will be replaced by your guild, either directly or indirectly.
    Directly, many guilds will probably provide sets of gear to their
    players on a regular basis. Indirectly, many guilds will view the fact
    that they provide the individual players with a safe (as safe as can be
    had in DFO) territory to harvest resources to sell and/or obtain loot
    from monsters as that provisioning. Either way, it is a direct benefit
    and/or requirement of your guild to ensure that all members are
    outfitted as well as they possibly can be, at all times. Any guild that
    does not wield the power to be capable of doing this will before long
    be forced to swear allegiance to a more powerful guild for mutual
    assistance/protection, be forced to submit at the point of the sword to
    another guild or nation, or be destroyed.

    Viewed in the hierarchy I’m talking about, you cannot “fail” as a
    player in DFO. No matter what you do, you have an important role to
    play that directly benefits those with whom you play the game. You do
    not have to be a PvP superstar to be successful in DFO. You merely have
    to be content with not being a PvP superstar. Don’t get me wrong, you
    can easily set yourself up for failure…you can go claim a clanstone as
    a one-man guild. You’ll fail, no doubt. Further, if you try to play DFO
    the way that other games are played (I’m thinking WoW here), you can
    and, unless you have real skill, will fail. The point is that it just
    doesn’t matter in the overall scheme of things if you allow yourself to
    see the overall scheme. You simply need to allow yourself to think
    about DFO differently than you think about other games.

    My last point is thus…DFO does not need a “grind” to keep players
    playing the game. Once the majority of players realize that the above
    model is how the game ends up playing over time, the story will simply
    unfold around the players.

    If you think that your current game has player drama…heh, you ain’t
    seen nuthin’ yet baby. Just wait until about a month in the game, when
    a bunch of guilds are formed and are staking out territory, and one or
    two large preformed guilds are already rolling for server dominance.
    The characters and personalities that will make themselves known on the
    forums and in game, talking trash, attempting to intimidate other
    nations, making bold claims, will be a joy to sit back and watch or
    take part in. Just wait until some small guild of 20 guys who are all
    real life friends have settled into their woods somewhere, built their
    city, and are merrily out there farming mobs and living in peace, and
    some neighbor of theirs shows up and burns their city to the ground.
    Then some nation formed of like six guilds becomes recognized as a
    server power…the leader is extremely charismatic and is able to sell an
    ice cream cone to an Eskimo, and able to connive ten more guilds to his
    nation’s banner. Anyone he can’t convince to join peacefully, he
    crushes. Soon enough, the entire major landmass of Agon is controlled
    by his nation. After months worth of political fighting, crushing
    invasions, burned cities, smooth talking, threats, and general mayhem
    and strife, the entire server is conquered.

    Game’s over, right? It hasn’t even begun. See, politics is a funny
    thing. Everyone involved in it has an ego. Egos get bruised, feelings
    get hurt, and there is no one out there strong enough to rule with an
    iron fist over people who have pissed each other off in the past. Over
    time (usually in not much time at all) the edges of the larger nations
    begin to fray, and things start to fall apart. Lots of in-fighting
    occurs, some sieges are laid, some cities burn…and it all falls apart
    and starts over again. Some guys who have been waiting for the right
    time step up and form new nations, some who’ve gotten crushed restart,
    others who aren’t happy declare their independence and make another go
    at it.

    The question for you really is, what part do you want to play in it?
    Mark my words, the above is going to happen, and it’s going to happen
    gloriously. You just need to decide how you’re going to interact with
    it. Because whether you do or not, it’s going to happen anyway. That’s
    why you, as an individual, are irrelevant in a game like DFO. But you,
    as a part of something bigger than you are, can enjoy and be carried
    away by something that has its own legs.

    See you in game,

    Thuull
    Breygon
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    Darkfall Empty Re: Darkfall

    Post by Breygon Tue Dec 23, 2008 9:22 pm

    Hmm. Seems like less of a game than a vocation to me.

    Those that have an abundance of free time will rush out, lay claim to as much as they can and work on building up their stores of goodies. They will be in two types: wannabe empire builders and jerks just out to be PITA PKers. They will start trash talking, in forums and game, about how good/bad they are. In some cases, they will attract others like themselves and things will seesaw for a couple of months. In the meantime, the casual player becomes grist for their mill and feeds their delusions, for awhile.

    Eventually, most of them will grow tired of the game because of one reason or another, mostly it is not giving them ongoing fodder for their egos anymore, and drift away. Unfortunately, the casual player who should be able to come out of hiding and enjoy playing has given up on the game and has moved on as well.

    The truly dedicated to the game may stay awhile longer, possibly for years, if the game survives that long. They will create a series of territories that have some sort of theme that appeals to one type of person or another. Periodically, there will be wars, but they have been carefully planned and coordinated by the leadership of the hostile territories. Unless the Devs do something to upset the balance of power, the game becomes a stagnant stalemate.

    I hope that is not the case but given the preceding post, I assume taken from the DFO forums, that is how I see things unfolding.
    Paranoia
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    Darkfall Empty Re: Darkfall

    Post by Paranoia Wed Dec 24, 2008 8:45 am

    Hmm. Seems like less of a game than a vocation to me.

    Those
    that have an abundance of free time will rush out, lay claim to as much
    as they can and work on building up their stores of goodies. They will
    be in two types: wannabe empire builders and jerks just out to be PITA
    PKers. They will start trash talking, in forums and game, about how
    good/bad they are. In some cases, they will attract others like
    themselves and things will seesaw for a couple of months. In the
    meantime, the casual player becomes grist for their mill and feeds
    their delusions, for awhile.

    Eventually, most of them will grow
    tired of the game because of one reason or another, mostly it is not
    giving them ongoing fodder for their egos anymore, and drift away.
    Unfortunately, the casual player who should be able to come out of
    hiding and enjoy playing has given up on the game and has moved on as
    well.

    The truly dedicated to the game may stay awhile longer,
    possibly for years, if the game survives that long. They will create a
    series of territories that have some sort of theme that appeals to one
    type of person or another. Periodically, there will be wars, but they
    have been carefully planned and coordinated by the leadership of the
    hostile territories. Unless the Devs do something to upset the balance
    of power, the game becomes a stagnant stalemate.

    I hope that is
    not the case but given the preceding post, I assume taken from the DFO
    forums, that is how I see things unfolding.

    Sure hope thats not what happens....but iam trying to be positive and since the game is not out yet there is no telling what will occur...But if people are interested in trying the game out I do not want to discourage them from doing that. Not every game is for everyone so to each his own.
    Breygon
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    Darkfall Empty Re: Darkfall

    Post by Breygon Wed Dec 24, 2008 10:58 am

    Paranoia wrote:
    Sure hope thats not what happens....but iam trying to be positive and since the game is not out yet there is no telling what will occur...But if people are interested in trying the game out I do not want to discourage them from doing that. Not every game is for everyone so to each his own.

    I hear you, and I hope that is not the case as well. The concept of a non-templated character is intriguing to me. As you have said, there is no telling what will occur once the game hits the street, so anything at this point is purely speculation on evryone's part. Only the Dev Gods know what is going to happen, and at this point I am not certain that have a firm handle on what it is finally going to be.

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    Darkfall Empty Re: Darkfall

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