
Design goals
What we are building toward
- Goal
Fast into the fight
A short road to a competitive character, and far less preparation before every fight.
Ten minutes of buffs, 2000: the Darktide record behind “Fast into the fight”
- Goal
Protection for fresh characters
Grace periods and level brackets, so a newcomer learns before being hunted.
The level-50 dungeon, 2004: the Darktide record behind “Protection for fresh characters”
- Goal
Something to fight for, early
Keeps, ladders and seasonal titles from the start.
Keeps came in 2008: the Darktide record behind “Something to fight for, early”
- Goal
A published trading policy
Account trading and real-money trading, decided and published before closed test.
Accounts changed hands from 2000: the Darktide record behind “A published trading policy”
- Goal
Clear rules on automation
Bots, macros and multiple accounts, ruled on in public.
Unattended chains, until 2004: the Darktide record behind “Clear rules on automation”
- Goal
Moderation, not silence
Tools that deal with abuse and keep the world talking.
Darktide lost its channels: the Darktide record behind “Moderation, not silence”
- Goal
A code for the staff
A published code of conduct for the people running the world.
Inconsistent rulings, 2004: the Darktide record behind “A code for the staff”
