TOA never killed DAOC, WOW did. Various records of player stats clearly show this. DAOC simply got old.
Every time I go back to DAOC to check it out, I always end up quitting not because of the game, rather the old/kludgey UI and movement controls.
You seem to be the only one that thinks that.
The UI is fully customizable (and has absolutely everything you could ever need, I have no idea what's clunky about the vanilla UI). In fact, it was the first MMO to have this, not WoW.
And the controls are also completely customizable as well, and more reponsive combat wise than any MMO I've played since (especially LotRO, ugh)
WoW is not even remotely the same kind of game that DAoC is, and frankly, at launch it didn't do anything better than DAoC did either.
It's very clear that /level 20 made the population stop increasing, ToA made the veterans leave/become disgruntled, they tried it, they didn't like it. Then New Frontiers launched, and that was the last straw. DAoC has been in a downward spiral since.
Most people that I know that did leave for WoW just came right back, as they'd been there and done that already.
Who cares what (stupid) people think? Evidence is what matters.
There is zero doubt that WOW killed DAOC. TOA was a tiny contributor at best. Anyone who says different needs to spend more time studying the sub numbers and less time crying about why they personally didn't like TOA.
DAOC UI and movement mechanics are horrid. You can't bind arbitrary keys/mouse controls to arbitrary actions, base character movement is horrid (even after having buffed the hell out of when WOW came out), character movement lag is so common that using it to your advantage is part of standard gameplay (lag-casting, spiralling).
While I completely disagree with your WoW comment as it's wrong in every sense (ToA saw a loss of over half the playerbase almost immediately after it's release - but I was actually playing then so I doubt you were).
I miss that game so much. I still have it installed on this computer, but no one I know plays anymore. I wish they would really come out with a DOAC 2!
TOA never killed DAOC, WOW did. Various records of player stats clearly show this. DAOC simply got old.
Every time I go back to DAOC to check it out, I always end up quitting not because of the game, rather the old/kludgey UI and movement controls.
You seem to be the only one that thinks that.
The UI is fully customizable (and has absolutely everything you could ever need, I have no idea what's clunky about the vanilla UI). In fact, it was the first MMO to have this, not WoW.
And the controls are also completely customizable as well, and more reponsive combat wise than any MMO I've played since (especially LotRO, ugh)
WoW is not even remotely the same kind of game that DAoC is, and frankly, at launch it didn't do anything better than DAoC did either.
It's very clear that /level 20 made the population stop increasing, ToA made the veterans leave/become disgruntled, they tried it, they didn't like it. Then New Frontiers launched, and that was the last straw. DAoC has been in a downward spiral since.
Most people that I know that did leave for WoW just came right back, as they'd been there and done that already.
Who cares what (stupid) people think? Evidence is what matters.
DAOC UI and movement mechanics are horrid. You can't bind arbitrary keys/mouse controls to arbitrary actions, base character movement is horrid (even after having buffed the hell out of when WOW came out), character movement lag is so common that using it to your advantage is part of standard gameplay (lag-casting, spiralling).
Man, I'm starting to wonder if you ever played DAoC.
Yes, ToA wasn't a big deal at all, I mean, it's not like Mythic launched classic servers excluding the entire Trials of Atlantis expansion pack due to public outcry, its not like these servers were the most populated for years.
Know what else launched in late 2004 that most people didn't like?
New Frontiers.
Know what New Frontiers emphasized? How unbalanced the game had become with the ToA items.
Check mate.
And I still have no idea what's wrong with the UI, its FULLY CUSTOMIZABLE. The ENTIRE thing, not that you even need it, there's nothing WRONG with it.
As for the controls, funny, DAoC had a long list of control setups, one is the EXACT same setup used for WoW. Guess WoW controls suck too.
While I completely disagree with your WoW comment as it's wrong in every sense (ToA saw a loss of over half the playerbase almost immediately after it's release - but I was actually playing then so I doubt you were).
I beg to differ. Perhaps it was an exaggeration on my part about the immediate cancellations but it became increasingly hard to put together any groups for the ToA encounters to the point I gave up trying and ultimately left myself.
I would love a DAoC 2, that returned to its roots.
If they just rewound DAoC to the Shrouded Isles days, gave it a new coat of paint, polished up the leveling, added in public quests, tightened up the battlegrounds, removed /map (like it was at launch), removed all the teleporters, putting back in the necklace ceremony, improving upon the naval combat aspect, that'd be sequel worthy.
/agree
When you were in a good group, you KNEW it. In a decent group, you could of course, pull higher level monsters for more loot and experience, and handle a few of them.
GREAT groups, you could almost nonstop pull WAVES of purple+++ monsters and kill them with ease. You truly felt unstoppable, because you were mowing these baddies down so quickly, and the exp ran in rivers.
Group dynamics just have never felt the same in any other MMO I've played since.
And the combat in that game, it was KINETIC. You had to be right up against your opponent to hit him, none of this, stand 10 feet away and melee the air stuff in LotRO and other modern MMOs. Your sword would actually look like it hit your enemy, the enemy would flinch, or it'd do a block animation. The recoil and animations were good enough that it almost didn't seem auto attack based, especially with the quick reactionary chains.
I remember lots of people complaining about the /stick command and the need for it made PvP 'less skilled', but its apart of that great combat you mention above. You knew when you evaded/blocked/parried or were hit. Its again something I miss in most MMO's today.
DAoC supported a healthy balance for those who liked PvE, crafting, AND PvP. Raiding was done as recreational fun usually, not a second job, cause most people were concerned with the frontier, and items gotten from raids weren't game changing, cause you could get comparable items from crafters, the crafted items just didn't glow and sparkle.
/agrees again
Just wanted to say that I enjoyed the "What if... DAoC2" article, and I thought Garvon3 made some great mentions on what made DAoC so memorabile for me.
It's certainly one of the games which is so unique that it feels like it deserves a sequel to redo things properly.
From my point of view, Shrouded Isles is where things were great, Trials of Atlantis turned the game from a hobby into a full time job with artifacts. Instead of being with your realm in trying to fight the enemy, you were turned into fighting against your own realm just to try and get the artifacts you wanted by camping them.
If they ever did a DAoC2, perhaps they shouldn't go down the entire route of making the game so friendly that anyone could solo quests. Make the game a group game again and highlight this as a strong point. Don't do instancing, it doesn't help build communities. Put the epic quest encounters back near areas where people would be likely to be levelling so they're more likely to come and help you instead of ignore you.
Most important thing - don't do a WAR and reinvent the things which worked well.
Sorry but I can't just ignore the defending of Trials of Atlantis that the article tries to attempt. That was a major factor in the game's downfall. The attempt to try and make the game more like Everquest at the time did not work and was not wanted at all. It made it so those that could spend hours and hours more in the game were at a significant advantage over everyone else. DAoC wasn't a pure PvE game with high level raids. It was a PvPvE game. Even the focus on keeps and outpost weren't bad I felt. The best way to defend a location is with range but once the doors or walls were down melees were front in center. It makes sense. That change I don't think was ever a big problem. It gave everyone something important to do and it didn't stop field battles from what I could tell. ToA deserves a lot of blame as does Mythic for refusing to address it until it was to late and even then they never really did and the damage was done.
There is a reason why when they added the server/cluster that didn't have ToA active on it that it became so popular and became THE server to play on.
Was in the beta for DAoC, it was great, loved it for a time. Expansions channged things... A basic problem with Class/Level based games. I would love a DAoC2, it could be wonderful.
Not sure if I agree on the whole 'reduce CC' issue.
I think CC was fine the way it was. Having better reflexes (i.e. a good bard, sorc or healer) and paying attention (spread out and quickly take down the CCer) was really important. But CC has already been nerfed since the early days, right? Back then you would stand mezzed for 60 secs if your group sucked and you had the wrong RAs... Then again, that's what made it exciting and challenging, to me anyway.
Each realm had ways of dealing with CC, too (group purge, SoS, a bunch of tanks with det5, etc).
I agree
CC MADE the game what it was. It made things count. Sure everyone hated being mezzed, thats why you had realm abilities, to counteract them.
CC made the game kind of like chess. People that knew how to play, did well....button mashers..well they died (IE a person mashing MEZZ while i have charge up)
You didn't have to play a tank who would get nuked to death, despite having the highest HP in the game, before purge even went off. Or purge mez just to get stunned.
The CC combined with the overpowered casters after ToA made tanks extinct in RVR.
I'm sorry, Just reading your posts tells me how you played the game, and it tells me you didn't know squat about playing, anyone who purged Mez as a Tank was a tard.. Simple as that, and I played Tanks the entire time I played that game.
While I completely disagree with your WoW comment as it's wrong in every sense (ToA saw a loss of over half the playerbase almost immediately after it's release - but I was actually playing then so I doubt you were).
I beg to differ. Perhaps it was an exaggeration on my part about the immediate cancellations but it became increasingly hard to put together any groups for the ToA encounters to the point I gave up trying and ultimately left myself.
I'm sorry, but you are wrong.. So wrong its almost scary, Its well noted that the Population increased by about 20k after TOA came out, It was like that for over a YEAR before it went down along with every other MMO did to WoW.
TOA/NF had nothing to do with DAOC's demise, WoW did..
Daoc2 isnt going to happen yet because the first is still going:) and if you think about it if the 2nd came out the 1st would die!!...But what if the 2nd one was bad? there would be no going back to the old 1servers would be closed down due to cost ....one thing i do hope for (even tho i dont play it any more) is it goes on and on for years to come because it real is the greatest game of all time
I never played DAoC. But I have read a lot about the concepts and it sounds like it had a good formula. If they made a DAoC2 I think I would jump all over it. Hopefully they consider it.
I'd have to hold the opposite opinion on the number of classes. I thought it was great. Those people who are going to look for "the class" for RvR are going to do that no matter how many classes and eschew all others. Those people aren't, however, the only people that play the game (I wouldn't say the majority either). Plenty of people pick a class that "speaks to them" and enjoy it, in and out of RvR, even if it isn't the most optimized.
On that note, I'd say keep the classes. As far as the whole idea, if they made this game and didn't wowify/themepark it and instead patterend it after the original, well, I'd be subscribed to an MMO.
I agree completely, the amount of classes is needed in my opinion. WoW was fine for awhile, but anybody that has played since launch can attest that one of the reason's to get that game in the first place was the fact that more classes and even hero classes were coming, and that never happened until DK's. That's an aweful long time with the same few classes, now no matter what WoW does I can never go back until they put in something new to play, and that ain't happening anytime soon.
One of the things that I loved about DAoC was the variety, the majority of the people that played that game, played the classes they wanted to and didn't care about the 'best of' variety. Sure you might not get into a goon squad party roaming Emain, but you could still go out there and have fun with your class and help your realm. The realm pride was 2nd to none, and has never been duplicated in any game since, Darkness Falls was it, you wanted DF, you did what you could to get DF, and you had a blast cleaning out the enemy realm when you got it. People needed DF, crafters, leveling toon's what have you, best place for xp, best place to delve for mats, great place to get gear that wasn't the best but good enough.
I agree with a couple things here but I don't think there should be a DAOC 2.0 but more of a DAOC Re-launch. I think all the current systems in place (except ToA) around 1.65, when I left, were pretty good. I think all it would need is graphic updates, UI Update, and some systems they learned from WAR.
The Spiritmaster grind groups from 45-50 were some of the best parts as a tank.
Auto-folowing one person in RVR and roaming for people to kill
Mile gates
Specs in to weapon trees and not talens
Most of these new games want to make it easy for the player. I say make it easy to work for but takes time to obtain. Take the random PVP ganking away from AION and this is what you have. I think DOAC should stay to its roots but just completely strip out ToA, and just update its systems. Don't make any drastic game play changes. While RvR in DOAC and Realm Rank is harder to achieve, it certainly wasn't handed to you like it is in WAR's scenario/fort grind fest. You had to go look for people or have them come to you by taking Towers or Forts.
Most of my friends agree that these new-gen MMOs just don't have that same mystery and majestic feel as Everquest did during it's height around Lost Dungeons or Camelot did when ToA came out despite it's obvious direction change. If either of these games had the same numbers they did during their heights, with only those same number of expansions - we'd re-sub in a heartbeat,
While I completely disagree with your WoW comment as it's wrong in every sense (ToA saw a loss of over half the playerbase almost immediately after it's release - but I was actually playing then so I doubt you were).
I beg to differ. Perhaps it was an exaggeration on my part about the immediate cancellations but it became increasingly hard to put together any groups for the ToA encounters to the point I gave up trying and ultimately left myself.
I'm sorry, but you are wrong.. So wrong its almost scary, Its well noted that the Population increased by about 20k after TOA came out, It was like that for over a YEAR before it went down along with every other MMO did to WoW.
TOA/NF had nothing to do with DAOC's demise, WoW did..
Completely ignore my post where I take the air out of this argument, eh? Here let me remind you.
Originally posted by Garvon3
Originally posted by Polarisation
Originally posted by Garvon3
Originally posted by Polarisation
TOA never killed DAOC, WOW did. Various records of player stats clearly show this. DAOC simply got old.
Every time I go back to DAOC to check it out, I always end up quitting not because of the game, rather the old/kludgey UI and movement controls.
You seem to be the only one that thinks that.
The UI is fully customizable (and has absolutely everything you could ever need, I have no idea what's clunky about the vanilla UI). In fact, it was the first MMO to have this, not WoW.
And the controls are also completely customizable as well, and more reponsive combat wise than any MMO I've played since (especially LotRO, ugh)
WoW is not even remotely the same kind of game that DAoC is, and frankly, at launch it didn't do anything better than DAoC did either.
It's very clear that /level 20 made the population stop increasing, ToA made the veterans leave/become disgruntled, they tried it, they didn't like it. Then New Frontiers launched, and that was the last straw. DAoC has been in a downward spiral since.
Most people that I know that did leave for WoW just came right back, as they'd been there and done that already.
Who cares what (stupid) people think? Evidence is what matters.
DAOC UI and movement mechanics are horrid. You can't bind arbitrary keys/mouse controls to arbitrary actions, base character movement is horrid (even after having buffed the hell out of when WOW came out), character movement lag is so common that using it to your advantage is part of standard gameplay (lag-casting, spiralling).
Man, I'm starting to wonder if you ever played DAoC.
Yes, ToA wasn't a big deal at all, I mean, it's not like Mythic launched classic servers excluding the entire Trials of Atlantis expansion pack due to public outcry, its not like these servers were the most populated for years.
Know what else launched in late 2004 that most people didn't like?
New Frontiers.
Know what New Frontiers emphasized? How unbalanced the game had become with the ToA items.
I would love a DAoC 2, that returned to its roots.
If they just rewound DAoC to the Shrouded Isles days, gave it a new coat of paint, polished up the leveling, added in public quests, tightened up the battlegrounds, removed /map (like it was at launch), removed all the teleporters, putting back in the necklace ceremony, improving upon the naval combat aspect, that'd be sequel worthy.
/agree
When you were in a good group, you KNEW it. In a decent group, you could of course, pull higher level monsters for more loot and experience, and handle a few of them.
GREAT groups, you could almost nonstop pull WAVES of purple+++ monsters and kill them with ease. You truly felt unstoppable, because you were mowing these baddies down so quickly, and the exp ran in rivers.
Group dynamics just have never felt the same in any other MMO I've played since.
And the combat in that game, it was KINETIC. You had to be right up against your opponent to hit him, none of this, stand 10 feet away and melee the air stuff in LotRO and other modern MMOs. Your sword would actually look like it hit your enemy, the enemy would flinch, or it'd do a block animation. The recoil and animations were good enough that it almost didn't seem auto attack based, especially with the quick reactionary chains.
I remember lots of people complaining about the /stick command and the need for it made PvP 'less skilled', but its apart of that great combat you mention above. You knew when you evaded/blocked/parried or were hit. Its again something I miss in most MMO's today.
DAoC supported a healthy balance for those who liked PvE, crafting, AND PvP. Raiding was done as recreational fun usually, not a second job, cause most people were concerned with the frontier, and items gotten from raids weren't game changing, cause you could get comparable items from crafters, the crafted items just didn't glow and sparkle.
/agrees again
Just wanted to say that I enjoyed the "What if... DAoC2" article, and I thought Garvon3 made some great mentions on what made DAoC so memorabile for me.
I dream of the day MMO's get away from this horrible WoW style of game and get back to the roots of what actually makes a solid MMO. And DAOC 2 would be a perfect fit, so many people love that game including myself. Every forum for every MMO I follow now always has a billion threads asking for features from DAOC. I registered just to make a comment and show my support of DAOC 2 (done right).
I just wanted to point out that something a lot of folks seem to think is unpopular. "Collecting" or how ever you want to put it. Making your house look really fancy with things you have gathered ect. Farmville is mostly a lot of exactly that, collecting, and it is extremely successful. You don't build your farm just to make more farmville stuff, you do it to make your farm look cool too. Clearly there is SOME demand for that aspect in a game, the problem is I don't think its been introduced into a game properly in a long time. Edit: I personally really enjoy it so I might be jaded, I loved collecting the dragon heads for my house in DAOC.
Agreed, that was the best thing about having a house in DAoC. You could actually show what you accomplished with your trophies, and you could get some solo, or some with raids. And people really noticed what you did when they went to your house.
Totally disagree with the article. DAoC does NOT need a sequel, it needs a graphic / tech upgrade which is doable. Sequels have a HORRIBLE MMO track record
Fans do not want a new game, they want the old game with improvements and upgrades. EVE and City of Heroes are perfect examples of this. That has been made clear so many times it's not funny, only the MMO nomads want brand new sequels so they can rip them to pieces.
DAoC is made with Gamebryo engine, the newer versions of this engine have been used to make Fallout 3, Warhammer and Oblivion.
A new game would be corrupted by todays market expectations and nothing good will come of it.
Upgrading DAoC would cost a fraction of a new title.
MMOs and sequels just don't work out that well. In the end we will end up with a buffoon game like Warhammer.
This. A hundred times this. Keep the game the same - bring it into this decade visually and mechanically.. but don't change it. A sequel would no doubt be different in many core areas.. It would no longer be DAoC to those of us that actually played it when it was released and experienced it during its prime.
Totally disagree with the article. DAoC does NOT need a sequel, it needs a graphic / tech upgrade which is doable. Sequels have a HORRIBLE MMO track record
Fans do not want a new game, they want the old game with improvements and upgrades. EVE and City of Heroes are perfect examples of this. That has been made clear so many times it's not funny, only the MMO nomads want brand new sequels so they can rip them to pieces.
DAoC is made with Gamebryo engine, the newer versions of this engine have been used to make Fallout 3, Warhammer and Oblivion.
A new game would be corrupted by todays market expectations and nothing good will come of it.
Upgrading DAoC would cost a fraction of a new title.
MMOs and sequels just don't work out that well. In the end we will end up with a buffoon game like Warhammer.
This. A hundred times this. Keep the game the same - bring it into this decade visually and mechanically.. but don't change it. A sequel would no doubt be different in many core areas.. It would no longer be DAoC to those of us that actually played it when it was released and experienced it during its prime.
The problem is, the original game is already broken in many regards in the eyes of a majority of players, they'd have to revert it entirely back to the game in 2002, and build upon THAT, and some of the few good features they've introduced since (siege weapons, housing, drinking!, ect ect). If they just built upon current DAoC, I wouldn't go back, theres a reason I'm not playing DAoC right now. They really need to go back to Origins, which... they were doing, until EA pulled everyone off the job to save Warhammer.
Comments
Who cares what (stupid) people think? Evidence is what matters.
TOA came out in Oct, 2003. Subs then went up and plateaud (as in - did not go down at all) for over one whole year until WOW came out at the end of 2004, which then caused DAOC's subs to plummet like a stone.
There is zero doubt that WOW killed DAOC. TOA was a tiny contributor at best. Anyone who says different needs to spend more time studying the sub numbers and less time crying about why they personally didn't like TOA.
DAOC UI and movement mechanics are horrid. You can't bind arbitrary keys/mouse controls to arbitrary actions, base character movement is horrid (even after having buffed the hell out of when WOW came out), character movement lag is so common that using it to your advantage is part of standard gameplay (lag-casting, spiralling).
No it didn't. I was playing then as well.
I miss that game so much. I still have it installed on this computer, but no one I know plays anymore. I wish they would really come out with a DOAC 2!
Man, I'm starting to wonder if you ever played DAoC.
Yes, ToA wasn't a big deal at all, I mean, it's not like Mythic launched classic servers excluding the entire Trials of Atlantis expansion pack due to public outcry, its not like these servers were the most populated for years.
Know what else launched in late 2004 that most people didn't like?
New Frontiers.
Know what New Frontiers emphasized? How unbalanced the game had become with the ToA items.
Check mate.
And I still have no idea what's wrong with the UI, its FULLY CUSTOMIZABLE. The ENTIRE thing, not that you even need it, there's nothing WRONG with it.
As for the controls, funny, DAoC had a long list of control setups, one is the EXACT same setup used for WoW. Guess WoW controls suck too.
I beg to differ. Perhaps it was an exaggeration on my part about the immediate cancellations but it became increasingly hard to put together any groups for the ToA encounters to the point I gave up trying and ultimately left myself.
daoc 2 rememeber when ppl said WAR will be daoc2 there you have daoc 2
BestSigEver :P
Great write up!
It's certainly one of the games which is so unique that it feels like it deserves a sequel to redo things properly.
From my point of view, Shrouded Isles is where things were great, Trials of Atlantis turned the game from a hobby into a full time job with artifacts. Instead of being with your realm in trying to fight the enemy, you were turned into fighting against your own realm just to try and get the artifacts you wanted by camping them.
If they ever did a DAoC2, perhaps they shouldn't go down the entire route of making the game so friendly that anyone could solo quests. Make the game a group game again and highlight this as a strong point. Don't do instancing, it doesn't help build communities. Put the epic quest encounters back near areas where people would be likely to be levelling so they're more likely to come and help you instead of ignore you.
Most important thing - don't do a WAR and reinvent the things which worked well.
Sorry but I can't just ignore the defending of Trials of Atlantis that the article tries to attempt. That was a major factor in the game's downfall. The attempt to try and make the game more like Everquest at the time did not work and was not wanted at all. It made it so those that could spend hours and hours more in the game were at a significant advantage over everyone else. DAoC wasn't a pure PvE game with high level raids. It was a PvPvE game. Even the focus on keeps and outpost weren't bad I felt. The best way to defend a location is with range but once the doors or walls were down melees were front in center. It makes sense. That change I don't think was ever a big problem. It gave everyone something important to do and it didn't stop field battles from what I could tell. ToA deserves a lot of blame as does Mythic for refusing to address it until it was to late and even then they never really did and the damage was done.
There is a reason why when they added the server/cluster that didn't have ToA active on it that it became so popular and became THE server to play on.
Was in the beta for DAoC, it was great, loved it for a time. Expansions channged things... A basic problem with Class/Level based games. I would love a DAoC2, it could be wonderful.
would be great, DAoC was before my time, as far as gaming goes so i would love to play the second one.
I'm sorry, but you are wrong.. So wrong its almost scary, Its well noted that the Population increased by about 20k after TOA came out, It was like that for over a YEAR before it went down along with every other MMO did to WoW.
TOA/NF had nothing to do with DAOC's demise, WoW did..
Daoc2 isnt going to happen yet because the first is still going:) and if you think about it if the 2nd came out the 1st would die!!...But what if the 2nd one was bad? there would be no going back to the old 1servers would be closed down due to cost ....one thing i do hope for (even tho i dont play it any more) is it goes on and on for years to come because it real is the greatest game of all time
I never played DAoC. But I have read a lot about the concepts and it sounds like it had a good formula. If they made a DAoC2 I think I would jump all over it. Hopefully they consider it.
I agree completely, the amount of classes is needed in my opinion. WoW was fine for awhile, but anybody that has played since launch can attest that one of the reason's to get that game in the first place was the fact that more classes and even hero classes were coming, and that never happened until DK's. That's an aweful long time with the same few classes, now no matter what WoW does I can never go back until they put in something new to play, and that ain't happening anytime soon.
One of the things that I loved about DAoC was the variety, the majority of the people that played that game, played the classes they wanted to and didn't care about the 'best of' variety. Sure you might not get into a goon squad party roaming Emain, but you could still go out there and have fun with your class and help your realm. The realm pride was 2nd to none, and has never been duplicated in any game since, Darkness Falls was it, you wanted DF, you did what you could to get DF, and you had a blast cleaning out the enemy realm when you got it. People needed DF, crafters, leveling toon's what have you, best place for xp, best place to delve for mats, great place to get gear that wasn't the best but good enough.
ex-daoc community is the worst mmorpg community. it is a waste of time to please them because you never would.
I agree with a couple things here but I don't think there should be a DAOC 2.0 but more of a DAOC Re-launch. I think all the current systems in place (except ToA) around 1.65, when I left, were pretty good. I think all it would need is graphic updates, UI Update, and some systems they learned from WAR.
The Spiritmaster grind groups from 45-50 were some of the best parts as a tank.
Auto-folowing one person in RVR and roaming for people to kill
Mile gates
Specs in to weapon trees and not talens
Most of these new games want to make it easy for the player. I say make it easy to work for but takes time to obtain. Take the random PVP ganking away from AION and this is what you have. I think DOAC should stay to its roots but just completely strip out ToA, and just update its systems. Don't make any drastic game play changes. While RvR in DOAC and Realm Rank is harder to achieve, it certainly wasn't handed to you like it is in WAR's scenario/fort grind fest. You had to go look for people or have them come to you by taking Towers or Forts.
Most of my friends agree that these new-gen MMOs just don't have that same mystery and majestic feel as Everquest did during it's height around Lost Dungeons or Camelot did when ToA came out despite it's obvious direction change. If either of these games had the same numbers they did during their heights, with only those same number of expansions - we'd re-sub in a heartbeat,
Completely ignore my post where I take the air out of this argument, eh? Here let me remind you.
Thanks for the shout out!
I dream of the day MMO's get away from this horrible WoW style of game and get back to the roots of what actually makes a solid MMO. And DAOC 2 would be a perfect fit, so many people love that game including myself. Every forum for every MMO I follow now always has a billion threads asking for features from DAOC. I registered just to make a comment and show my support of DAOC 2 (done right).
Agreed, that was the best thing about having a house in DAoC. You could actually show what you accomplished with your trophies, and you could get some solo, or some with raids. And people really noticed what you did when they went to your house.
This. A hundred times this. Keep the game the same - bring it into this decade visually and mechanically.. but don't change it. A sequel would no doubt be different in many core areas.. It would no longer be DAoC to those of us that actually played it when it was released and experienced it during its prime.
The problem is, the original game is already broken in many regards in the eyes of a majority of players, they'd have to revert it entirely back to the game in 2002, and build upon THAT, and some of the few good features they've introduced since (siege weapons, housing, drinking!, ect ect). If they just built upon current DAoC, I wouldn't go back, theres a reason I'm not playing DAoC right now. They really need to go back to Origins, which... they were doing, until EA pulled everyone off the job to save Warhammer.