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What drew other non DaoC players to contribute?

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Comments

  • mhoward48mhoward48 Member UncommonPosts: 99

    I did not play the original DAOC, but my daughter did. I have played a lot of other games, including EQ.

    What peaked my interest, and I am not a pvp player, or RvR player, was the following statements.

     

    "Based on a sampling of the sentiments on the various forums I lurk on and/or participate in, there is growing belief among players we’ve also lost some of the excitement and socialization that comes with making the right or wrong choice, losing a tough fight, having to interact/group with other players, etc. and many are growing weary of this trend. Whether the publishers originated this approach or simply supported and encouraged it, it’s a trend that we fully intend to run counter to with CU."

     

    And there will be no," Follow the blinking line to your quest-giver like one follows the road of yellow bricks"! No F2P, but subscription only!!! I am not the best player in the world, and yet, I still do not want to pay my way to levels and abilities, I just want the fun of learning, and earning them!!!

     I do not want hand holding, or little yellow question marks indicating, I should walk to that person.

     

    I loved it that we helped one another in the early days, and their was some mystery and challenge to finding new things in the game.

    Maybe this game will give this back to some of us, who like that style of game. Anyway, I got the Tier 1 $110. Package, then I bought $150 add on, that I hope to share some of the FP with my daughter, for crafter stuff, and hairdo's lol!!

  • RiseldardRiseldard Member Posts: 4

    Dark Age of Camelot has much to offer in the way of PvP and character specialization that makes it better than any other MMO you will play this decade.
    That being said, the game is slightly out of date and the graphics aren't nearly as vibrant as the "too cartoony" WoW. Still these minor details can be seen as something that adds character to the game.
    If you haven't played it before, pick up a free trial. You will be pleased that you did.

  • When I tried playing it the main two obstacles were the old graphics and the awkward way your character moves. But once past that, I find it enjoyable for the brief period I played it. This was early-mid 2008, so obviously the game had some age on it at that point, so I don't blame it for those obstacles.

    I was very impressed with the amount of classes and glad to see we're going to have lots of different classes in CU also.

  • EraserheadEraserhead Member UncommonPosts: 343

    DAOC graphics were old when the game was released ;)

    Actually, after playing war and loving RvR I do regret not giving daoc more of a chance than the brief 1 day login I did back in beta because it "looked like shite".

  • TamanousTamanous Member RarePosts: 3,030
    Originally posted by Eraserhead

    DAOC graphics were old when the game was released ;)

    Actually, after playing war and loving RvR I do regret not giving daoc more of a chance than the brief 1 day login I did back in beta because it "looked like shite".

    Compared to the games of the time period DAoC wasn't that bad. It had a nice feel to it. I'm not sure how many times MJ has to mention that RvR games can't have the same high end graphics other games can have before players start to catch on to why he says it.

     

    Part of the reason why DAoC players are so passionate about CU is because WAR was a complete and total let down when it came to RvR. WAR RvR sucked ... a lot. The narrow RvR lakes were too narrow and it turned into nothing but keep chasing along a long skinny map. Progression mechanincs were clunky and distracting. The world was too instanced and lacked the more unified feeling of DAoC. The game mechanics were far more Wow-like as well (although I did enjoy elements of it).

     

    I can't see CU combat being too retro but rather a combination of lost mechanics and todays more progressive tool sets. I do really wish to see more possitional and combos back. DAoC did an amazing job of making each class feel entirely unique. However CSE approaches class development I am sure that is what excites previous DAoC players. I for one am sick and tired of seeing the usualy mirrored class method. If I were to rank only 1 thing that contributes most to realm pride and "feel" it is likely the originality of it's classes. The art behind a realm obviously contributes greatly to this as well but this overlaps onto it's classes too and is the singular interface a player has with the game. Unique classes and the hope of more tactical combat mechanics DAoC did indeed have is a major draw for DAoC players.

    You stay sassy!

  • nennafirnennafir Member UncommonPosts: 313
    Originally posted by Tamanous
    Originally posted by Eraserhead

    DAOC graphics were old when the game was released ;)

    Actually, after playing war and loving RvR I do regret not giving daoc more of a chance than the brief 1 day login I did back in beta because it "looked like shite".

    Compared to the games of the time period DAoC wasn't that bad. It had a nice feel to it. I'm not sure how many times MJ has to mention that RvR games can't have the same high end graphics other games can have before players start to catch on to why he says it.

     

    Part of the reason why DAoC players are so passionate about CU is because WAR was a complete and total let down when it came to RvR. WAR RvR sucked ... a lot. The narrow RvR lakes were too narrow and it turned into nothing but keep chasing along a long skinny map. Progression mechanincs were clunky and distracting. The world was too instanced and lacked the more unified feeling of DAoC. The game mechanics were far more Wow-like as well (although I did enjoy elements of it).

     

    I can't see CU combat being too retro but rather a combination of lost mechanics and todays more progressive tool sets. I do really wish to see more possitional and combos back. DAoC did an amazing job of making each class feel entirely unique. However CSE approaches class development I am sure that is what excites previous DAoC players. I for one am sick and tired of seeing the usualy mirrored class method. If I were to rank only 1 thing that contributes most to realm pride and "feel" it is likely the originality of it's classes. The art behind a realm obviously contributes greatly to this as well but this overlaps onto it's classes too and is the singular interface a player has with the game. Unique classes and the hope of more tactical combat mechanics DAoC did indeed have is a major draw for DAoC players.

    I think a lot of that is that the RVR areas were not originally designed be the pvp focus for WAR.  All of the early WAR pvp announcements had to do with their scenarios and how they were balancing scenarios.  It is obviously where they put the most effort.  Then seemingly 3/4th through the development process they heard complaints about this from people who wanted open pvp and so had to come up with their keep system.  But since it hadn't really been where all of their focus was it showed.  I think they should have just stuck with the scenarios and left keeps for another game where they could do justice to them.  

    The scenarios fit their casual philosophy also:  Just queue up and go, and it will be balanced out numbers wise.  All somewhat balanced so you don't have to worry about ganking or overwhelming odds.   It was the match to the public quest casual pve they pushed, where you just showed up at an event and didn't have to party, etc., to get rewards.

    It was interesting though...all of their early videos/discussion are scenario this and scenario that as far as pvp was concerned (and public quests for the pve) but that changed mid development and they started pushing the open rvr.  The confusion about the identity of the game shone through when it was released too, where at first everyone just did nordenwatch (or whatever) over and over again but they then seemingly decided that they wanted to reward different behavior.

    This is why I disagree with people who have quick fixes to WAR like "just have 3 factions" etc.  I think one major problem of the game was that it lacked focus and the developers were not sure themselves what type of gameplay they ought to be rewarding. A lot of this came from them simultaneously trying to please their DAOC faithful *and* design a game with broad popular appeal to very casual gamers.

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