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The Perfect MMORPG

Pvp is my forte. My achievements: DaoC: Rank 11 Runemaster and Berserker WoW: Gladiator rogue, Warlord Warrior, Gladiator DK Warhammer: Rank 73 Sorcerer and Rank 69 Witch elf

Author: Darrgen

Camelot Unchained Classes: VIKINGS

Posted by Darrgen Monday February 18 2013 at 9:00PM
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As I wait on more news for Camelot Unchained, I thought it would be fun to make a post about what I would like to see the classes play like.  I'll start with the Vikings since that's the realm I've given the most thought to.

Mechanics

 

For those of you who have played both DaoC and Warhammer Online, a lot of this will sound familiar to you. First of all almost all casted abilities will be interrupted on attack much like DaoC did. The exception being there will be abilities with cooldowns that cannot be interrupted by normal attacks but by a special Interrupt skill that melee will have that also is on a cooldown. Each caster might have one of these abilities and the general use of them will be more utility. Melee would follow closer to DaoC's combat system as well with style queues. 

 

From Warhammer I would like to see morale abilities make it into the game. This was a great overall mechanic that allowed for people to build for powerful abilities by fight rather than just having them immediately. So someone that has been fighting for a while could be more of a threat in some cases than a fresh person that has all of his abilities and skills up.  

 

So lets get onto classes

 

Classes

 

Vikings

 

Runemaster: I touched on my classes mechanic for Runemaster in the last blog but I will go into a little more detail on it here. The Runemaster would use a combo point system similar to Rogues in WoW where instead of combo points, the Runemaster would build for Runes. At 5 Runes the runemaster would be able to use abilities that cost 5 runes such as Runebolt that went further and does more damage than a normal ability.  If the runemaster only has 2 runes it could choose to use it on say a defensive rune barrier that absorbs 50% of the next attack. 

 

The only morale ability I've really thought of for Runemaster would be at morale4 instantly gaining 5 runes so you could essentially throw out 2 of the more powerful runebolts back to back

 

Berserker: If you are familiar with DaoC's berserker this class would be somewhat similar. Berserkers in DaoC had an ability to transform into a Vendo bear which allowed all of their attacks to crit for the duration while also not being able to evade or parry attacks. So while this was a powerful ability, you sacrificed defenses to have the extra damage.  In Camelot Unchained, I would like to see the Berserker with a Rage bar. When filled you could transform into Vendo form for a certain period of time.  So part of playing a Berserker would be managing when you transformed and when you dont for defensive reasons.

Morale ability would be something like gain rage at an increased rate

Viking Raider: This would be the tanky warrior class of the Vikings. In this game you would have classes that are meant to protect your teammates but that doesn't go too well with viking lore, so instead of protecting teammates with guards and the traditional way, Raiders would instead use attacks that made enemy attacks less effective vs whoever the raider chose to defend by attacking.

Morale ability would be to transfer all damage a friendly would take for the next 5 seconds to the raider

Spiritmaster: The spiritmaster from DaoC had a spirit pet that was always with him.  The class would be largely unchanged except  for a unique mechanic that allowed the spiritmaster to actually fuse with his spirit pet. There would be a unique resource for this but the main benefit of this ability would be that when in spirit form you took less damage from melee attacks but more damage from spells. So using it wisely was key.

Morale ability would be a PBAE damage spell that does extremely powerful spirit damage

Hunter: Here is the FPS/action combat style class that I would have.(would have the other 2 realms archer classes similar in mechanics, just different styles) All of your main shots would put you in an aiming state where when you hit the key to fire you go into an fps style view for aiming, then the next tap of the key releases the arrow, the closer you are with your crosshairs to the target you are aiming for the more damage you will do, you will still hit regardless of how bad your aim is but you control how much or little damage you do(normal defenses of the target still apply). Some of the other abilities would have GTAE properties as well so the entire core of the class is how well you can aim. The hunter style classes would have the most control over potential damage of a target compared to other classes which also requires a slight bit more skill to do so.

Morale ability would be an arrow shot with the longest range in the game.

Thief: The thief class is your stealth class of Camelot Unchained,  Thieves would be able to do very strong attacks opening but afterwards the damage would be less than normal. Instead the abilities would focus more on the utilities they provide. Snares and such. The thief could spec 2 different ways, one that utilizes stealth and the other spec that has no stealth but is much stronger in groups. Overall stealth would be much weaker than most games. Stealthers would be able to be seen from a good distance as a transparent figure. The only way to improve stealth beyond that is to gain morale ability from fighting increasing stealth effectiveness for a duration

Morale abilities for thief would increase the effectiveness of stealth for 5-10 mins.

Savage: The savage class from daoc was pretty unique. Most of the mechanics I would keep the same. I would go back to the old 30 second duration buffs though with damage penalties coming when putting up the buffs and losing them so it's much more risky using certain buffs while being attacked.

Morale ability would be to use all savage buffs with no penalty

 

That wraps up all my thoughts of what I would like to see the Viking classes be like.

Camelot Unchained

Posted by Darrgen Friday February 8 2013 at 9:07AM
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Everyone who's ever read a blog of mine knows how passionate I am or have been for a sequel to one of the greatest games I've ever played Dark age of Camelot. I've practically been begging for one for a long time now and now it seems I might just get what I wished for in Camelot Unchained.

Now first of all let me be clear about a few things, I've not always been the biggest supporter of Mark Jacobs.  Most of it stems from Warhammer online a game in which I myself hyped up to all my WoW friends only to be crushed when it wasn't what it should have been. Whether or not this was Marks fault or not i'll never really know but I'm willing to give the guy that helped create a game that has left a void in all other MMO's since another chance. Especially reading a lot of the posts he's making, I feel like he may very well understand what he needs to do with this game to make it a success. So I will contribute as much as I possibly can to this effort because I feel like it is the closest I'll be able to get to recapturing some of the magic DaoC brought to gaming.

So I'd like to throw out a few ideas of my vision of Camelot Unchained. 

Keeps

We all know and love keep battles, but I feel more can be done with them. The area in which a keep is captured should be somewhat customizable by the guild who claimed it. By this I mean give Keeps an RTS style feel where structures can be built by the players and setup in the way they want them to be setup. Allow for all sorts of customisation options as well to really give keeps that are owned by guilds a personal feel. For instance some of the ideas I have for this is when claimed you can build a structure that allows for NPCs to gather wood from nearby trees. These trees would then provide more options for the guild to upgrade things on or around the keep but if not well protected by defensive structures can be destroyed and severely cripple the keeps ability to defend itself or upgrade.  There is a lot of ways you can go with this idea but I think it would add that special something to keeps that would make people want to drop what they are doing to help defend or help take.

Combat

Anyone else tired of the current fad action based combat? I feel like now days mmos are nothing more than a single player button mash game. Dont get me wrong they can be fun but I loved Dark Age of Camelot's combat mechanics. Positioning for casters was important to cast because if you didn't choose well you could be hit with anything and you weren't casting for around 2 seconds without burning a major cooldown. Reactionary styles for melee instead of this instant GCD combat we have in most games now days to me was much more enjoyable.  The only thing I would like to see differently regarding this is maybe certain abilities with cooldowns that do more utility things for casters that aren't interruptable by regular attacks. Then give certain melee classes an ability that allows for interrupts of these uninterruptable abilities on a cooldown to add some reaction skill to the combat.

Mechanics

Here's the big one and this is the one that a lot of people will disagree with but I will make a case for why it is important. DaoC did several things right with game mechanics that a lot of people take for granted.

Group out of combat speed was great for a game like this. The thing that DaoC did though was give several types of speed, there wasn't just mount speed and normal speed, there was in total about 6 different speeds that groups could have. Speed 1 was considered normal player speed and speed 6 was the fastest you could go(speed5+sprinting). What this allowed was varying size groups to utilize different speeds.  The most common speed on classes was speed4 which a lot of casters got so most semi large groups used this speed since not every group would have a speed 5 class. This allowed the more organised smaller groups to have a chance to flee from larger numbers. Zergs usually ran on no speed at all simply because they were the least organised and couldn't distribute speed classes to every person that tagged along.  What I would change with this though is allow for speed classes to have a speed that works out of group for players around the speed class(around speed3). What this would do is make the most common speed for Big groups and zergs speed3 since it's the easiest to distribute to everyone.  Where as single groups would run a bit faster allowing for escape.

Ranged AoE Mesmeration is also a key mechanic for an RvR game. This one what people would dispute the most but I'll give you a few reasons why you almost need it and also how it works if you dont know. First let me explain how it works. ranged AoE mesmeration was the most common opener for groups when they encountered enemies. What this would do was if landed on a group that didn't get spread out in time it would put them to sleep for varying times depending on class and talents(baseline was 1 minute but the average time was around 30 seconds if you weren't completely naked with no resists).  This ability broke on ANY damage and was also able to be Cured by a class with dispell or purged by an ability that every class got with points. The reason this mechanic is needed is simply because you MUST have tools in place for smaller groups to utilise that larger numbers can't really benefit from in order to have a wide variety of player group sizes. If you dont then Larger number will almost certainly always win and you will lose population at a massive rate.  You want classes that can solo effectively in an RvR game, you want ways that groups of 4 to 16 can go out and feel like they can contribute and kill stuff rather than just die to massive numbers, and you also want Zergs to able to do their thing for those people that like to play with large groups of people(I love a little bit of it all depending on what friends are on at what time of day). If you dont have this healthy mix then you get games like Warhammer, and Guild wars 2 where the RvR is insanely bland and not fun for anyone that likes things other than just following large numbers around.

Also on the note of CC, DaoC had a much better way of handling immunities than current games. You got hit with a root, you were immune to any root effects for 1 minute, you got hit with a mesmeration you were immune for 1 minute. Games nowdays do diminishing returns immunity which I think is far worse. Nothing like breaking a cc with an ability only to get hit by it again right after but for less duration. 

 

UI GUI/Movement

This is a big one for me and part of the only reason I dont still play dark age of camelot.  Dark age's graphics are fine for me, but it's the sluggish movement and GUI that really hurt the game. Movement needs to be much more like GW2 or WoW as far as when you run and strafe you just run at an angle rather than what DaoC does and makes you actually strafe slow. Also DaoC shows it's age with all the /commands you have to know to do a lot of the stuff if you dont want that giant bar on your screen. Make it a little easier to interact with things like modern mmos(which is the only thing I would take from modern mmos)

Classes

While DaoC had a lot of class diversity I felt that if you could play a healer you could play all the healers or play a caster you could play them all and same with melee. What I would like to see is more diverse mechanics between classes. For instances, i'll take runemaster as an example. They played very similar to eldrich and wizards. What could be done to make a Runemaster much more unique is like a combo point system similar to rogues in WoW but on a caster and renamed to Runes. When you build up runes from normal attacks to 5 you could use maybe a runebolt which went a little further and did a little more damage or if you built to 3 it would allow your root to hit 3 targets or something of that nature. Just something to spice up each class and make them feel different than all the rest.(I could go on with class ideas for a long time like Berserker rage bar allowing to shift in and out of Vendo form but I'll save that for a later date)

Morale System

One of the best things I liked about Warhammer Online's combat system. This would make a good fit in CU. As combat goes on you build for abilities rather than having the abilities as soon as you enter combat.  

PVE

So far what we know is Camelot Unchained will have little to no PvE. I sort of like this idea but at the same time I'll miss things like Tuscan Glacier and Sidi raids that went on all the time. Not to mention it kept those players that weren't initially in the mood to RvR at the moment in the game so when things like surprise relic raids happened they'd immediately drop what they were doing in those dungeons to help support the realm.

So how with such a small team and small budget can pve be done? Well my idea would be not to worry about PvE initially but leave it open as an addon later in the game.  Make it as optional as possible so people who didn't want to buy didn't need to. Basically you could sale it as almost an entirely seperate game that if you had both games characters from either game could be used in the other.

 

Anyways I'll wrap this blog up. I'm excited to see the coming news and visions for this game. I hope some of my ideas aren't too far off of what Mark jacobs has in store. Bump if you like the ideas!

 

DaoC 2 is here! Sort of

Posted by Darrgen Wednesday December 7 2011 at 8:52PM
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It's been a long time since I've wanted to say those words. DaoC was my true love of mmorpgs and nothing since has brought the same satisfaction that it brought to me. Now after all these years I can finally look forward to my DaoC 2. 

Except it's not DaoC 2. I give you Dominus! That's right it's not truely DaoC by name but it's DaoC at heart. The developers of this game are huge fans of DaoC and it seems as though they understand what players like you and I have been yerning for all this time. Not only is the development team behind this game heavily influenced by DaoC but they are also VERY much involved with the community that surrounds the game right now. Every Other Friday you can be delighted with a video chat update that they do where they give you inside information on the progress of the game and LISTEN to the playerbase. These guys care about us and that is so very rare in a game of this scope.  The game is still early in development but I for one am 100% behind these guys.  Now for the low down on the game for those of you who are just now fresh on the scene!

Setting

Unlike Dark Age of Camelot, the game setting is post apocalyptic scifi warfare. While this could be taken as good and bad depending on whether or not you prefer fantasy or scifi, it still should not deter even the most hardcore fantasy lovers that play if you truely want an exhilarating Pvp experience. Even people that dont think they like Pvp should give Dominus a chance to change their mind. It is truely different than anything you probably have experienced before.

3 FACTIONS

You heard right, this is truely a 3 faction game. There is the Salent, Rodon, and the Humans. Each race sports different classes than the other 2. So there is none of this mirrored classes business that most MMOs have adopted. You can check out the classes HERE.  We have guild wars 2 coming out promoting a WvWvW setting which I will admit seems nice but the problem is the combat is not going to support a 3 side open world game.Dominus on the other hand is being built from the ground up with Open world pvp in mind. It also is virtually taking everything good about Dark Age of Camelot's open world pvp and adopting it over to their game. Everything from game mechanics to capturing bases(keeps in Daoc). That right there should have you extremely excited. After all DaoC is still to this day considered the best pvp game ever created by most. Dominus will have 3 different sides all with completely different worlds to explore outside of the world pvp zone of Dominus. That means when you think you've done all you want to do on one faction, you can literally start a character on a different faction and experience all new scenery and characters. Each side will also have unique dungeons to explore.

Bases

In DaoC your objective was to capture Keeps. Your guild could claim and upgrade the keeps to make them stronger against attackers. Well Dominus has one upped DaoC and given their version of keeps(Bases) an RTS element. YOU pick what you want to build around your base.  You have everything from power generators to supply power to your base, to shield generators, medical facilities, mining platforms,  armories, and the actual command center itself. Is that not freaking cool or what? This extra layer is sure to go a long way with people that love customization because now it's spread from not just player customization but now also to base customization! As always to learn more click HERE.

Crafting

So you're a huge fan of crafting are ya? Well you're in luck because Dominus puts crafters in the drivers seat. You control the economy. Your crafting won't be thrown aside for that shiny new piece of gear that dropped from the latest expansion pack's dragon. Oh no, if you make superior stuff it truely will be better than anything that is dropped from mobs. Nice huh? If you want to learn more about the different crafts and what you can do click HERE.

PvP/RvR/FvF

Whatever you choose to call it, this is what the game centers around. This is after all what most of us here will be playing for.  If you have played DaoC you will be very much at home with most of what Dominus offers. However there are things that are new as there should be. First of all, everyone has a jetpack and a jetpack energy bar. This allows you to take flight for a short period of time or from what I understand can be used for other abilities such as a personal shield or a self heal.  The PvP in this game focuses on a large open world where the players control how they want to play. If you like solo'ing you can do so with any class but a stealth class is recommended for you. If you like to group with just a small squad then you can also play and contribute a lot to the progression of your faction. If you are the type that loves gigantic and massive battles then be prepared because that's just what Dominus is offering.  We're talking about epic battles with not just 2 different sides battling it out, but 3!  Some players like a little incentive for killing each other and Dominus will have plenty of that. One of the known incentives right now is that on death the player drops materials used for crafting. These materials are something you will want so losing them is a big deal. To learn more about the PvP combat go Here.

Bounty System

Something new to MMOs as far as I can tell. This is a way to actually collect a little something extra for those pesky players that are doing just a little too good at slaying you and your comrads. Now there will be rewards for returning the favor.  

Are you excited yet? You should be. Given the right amount of time I have complete faith in this company to deliver something that us old school DaoC players, or players that really want an open world pvp experience have been waiting for. Support the game by signing up and letting them know how excited you are. Until next time feel free to leave comments.

DaoC 2 Your time is now!

Posted by Darrgen Saturday February 5 2011 at 1:32PM
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So long has it been since a game has captured my interest as much as Dark age of Camelot. Over a decade later I've tried mmo failure after failure trying to fill the itch that DaoC created. The only question I have to ask is why with such technological advances in mmo has a game not been created with the traits of daoc? The vast majority of people that surged to the mmo market thanks to WoW are also in a similar position as I am in. To be quite frank, World of Warcraft is repitive and boring now. It seems I have been doing the same thing over and over since BC. Don't get me wrong it can be fun but it all feels the same with different skins and it seems every MMO that has come out since then just wants to make a less robust clone of WoW. The question I have to you people is why? Do you not understand we dont want another WoW, we want something different to replace it. A game that was massively popular and was before the mmo boom that didn't get to be experienced by these players that still has more hype than any game for pvp/rvr is DaoC so why not recreate it?

 

Why DaoC's time is Now

  Lore

   So why is this a good time for the recreation of DaoC you might ask.  Well one reason I think it's a good time is because of upcoming tv shows. One in particular that I am very interested in with the name of Camelot(Starz Channel).  This is going to be very relateable with Dark age of Camelot's lore.  Not to mention the show Merlin that is already hugely successful with the same lore.  It's astonishing to me that a developer would not get behind a game that has such huge shows with the same lore. Not only that but arthurian lore is hugely popular from a historical standpoint. Many history channel shows such as The Dark Ages are huge interests of mine thanks to DaoC.  

RvR

  The gem of old DaoC.  Still talked about to this day even by people who were not familiar with how it worked.  The simple fact is DaoC had meaningful pvp. Even people that were not player vs player type of people got behind daoc's rvr. It gave you a sense of accomplishment for your realm when you won a major victory over your enemies. Also with the 3 factions even with the imbalances of realms you never really felt hopeless.

Faction Differences

 Another big thing that DaoC had that no other game has had to this point is the complete change of landscape.  When you played one of DaoC's three factions there was virtually no similarities in the factions. You felt like you were playing a whole different game based on your faction with new landscapes and dungeons to figure out. The only thing that was even shared was the rvr zones where you constantly did battle and Darkness falls which you battled for control over.

What new games have done wrong

WoW clone

   The big one. So many games are influenced by WoW in the wrong ways. It simply amazes me how influenced every new game is by WoW.  The playerbase is absolutely not looking for another WoW.  We want something different and meaningful.  That is why i think Guild Wars 2 is the only game in the near future that even has a shot at stealing some of the mmo market and even this game has a lot that I dont really care for.

3 Factions

  Where is it? Why is Dark age of Camelot the only game I've ever played where there are 3 factions and no definitive bad guy?  What's the deal? This was one of the simplest basis that made daoc rvr so well recieved and great. Imbalances in realms had a much smaller impact and this is one of the biggest things that plagues every new mmo that tries for world pvp. It's just never fair with only 2 factions battling no matter how much you try to control it.

Game Mechanics

   This in my opinion is the single most important thing new games mess up with.  Everyone with a brain realizes that WoW's game mechanics will never support open world rvr. The abilities just do not go well with the playstyle of WoW. Daoc had 2 big mechanics that made it work as a world pvp game. The first was ranged aoe CC. Now I know a lot of people just do not like thinking about it because it has both positive and negative impacts based on who you were. The simple fact is though without this mechanic daoc would have never worked as an open pvp game. This gave smaller numbers a fighting chance vs larger numbers. It also added a seperate class description and depth to the game in a CC class or also known as Crowd control class.  You generally wanted someone who had very fast reactions on your CC class simply because it was a race for your CC class to aoe cc the other group before their cc class aoe cc'd yours.  Of course there were ways to get out of this and classes that could dispel it so it was key for everyone to be able to spread on incoming(about the time you can see the other group/raid was CC range). The other thing I think made DaoC so great was group speed. Now days every game has gone to mounts only. So speed classes have pretty much died out. I think group speed classes were a great idea, not only did it add to the depth of the game but the way it worked was perfect in DaoC. Speed breaks once you either attack or are attacked, also it broke if you got so far away from the speed class or they simply turned it off due to switching to a different  group ability. This also allowed for smaller numbers to escape giant raids of people because big raids generally did not have every group with the fastest speed possible. The reason I emphasize so much on smaller numbers being able to have the decision of escaping big numbers is simply because in a game where a smaller group feels they have no chance of winning or escaping they give up and stop playing if massive numbers are out. This also leads to less and less participation over time and this is exactly what you do not want in an open pvp game. So mechanics must be in place to give people a chance and have that holy sh*t factor as well where people talk about what they just escaped or took on. I still to this day have stories from daoc where we were able to hold off massive raids of players with 10x less the numbers. It was part of what made daoc so great in the eyes of those who played it. Everyone has stories from daoc because it gave the players so many opportunities to do things that almost seemed impossible. This has echo'd over a decade later with players that played it.

What I would change

Casting

   Casting in DaoC is a bit outdated. In daoc if you were attacked or casted on while you were trying to cast the spell would be interrupted and you would have to try to reposition and recast when you were free. I do like being able to interrupt on hit, but I also think all casters need abilities with cooldowns that can be casted when players are attacking them. Obviously these abilities would not be as powerful as abilities that can be interrupted but they would allow the caster to do things even if they are being interrupted.

UI

  Another thing that simply is too outdated and needs to be updated. This is the one thing I would clone WoW in. The ease of use of the world of warcraft interface is the thing that daoc could use.  Warhammer's UI would be perfect for a DaoC game. I loved the fact that in Warhammer you were able to have an enemy unit and a friendly unit targetted at the same time.

Graphics

   Not as big of a deal but still something that could be updated. Age of Conan graphics would be spot on for a DaoC game.

PvE(Player vs Environment)

    DaoC definitely did not have the most enjoyable PvE.  This is mainly due to the age of the game. A more fluid system as well as diversity in quests would be perfect. The lore of DaoC could provide for some very enjoyable quests. Dungeons could definitely use a more modern challenge to them as well rather than mostly tank and spank.

What I would Keep

Diversity

  DaoC diversified everything from Classes to the landscape. When you played Midgard the classes were different than that of Albion's classes or Hibernian classes. This was another thing that sold me so much. When I first experienced Player vs Player I had no idea what to expect from the enemy players just because I was only familiar with my particular faction's classes.  It made it so much more exciting and cool. The first time I saw a blademaster triple weild I was awe struck.  I thought that was the coolest thing I ever saw.  Also the landscape was completely different.  Each faction had their particular feel to them. I thought it was so much fun. This would also be great for people who just love to level.  3 factions with completely different landscapes, zones and quests would give those types of players plenty to explore, and do.

 

Closing Thoughts

  If only I could come up with a few million dollars I think I would be the perfect candidate to be in charge of bringing the game to life in the way that the current mmo market needs.  I've experianced and done extremely well In pvp in every game I've played. This includes multi glad in WoW, rr11s in DaoC, and 2x rr70s in Warhammer.  This is not to come off as a brag rant just to simply give credibility to my understanding of PvP.  I honestly think I could make the game so many of us have been waiting for. Maybe one day the opportunity could present itself but until then I will keep dreaming or hoping someone has similar ideas as mine.  I'm interested to hear what others think about this so please comment.

Here is a link to one of my guild's pvp videos in DaoC for those who are unfamiliar with the game or just want to watch a video on it. It shows Hibernian multi classes pvp point of view. 

Why the world needs a DaoC 2

Posted by Darrgen Sunday October 10 2010 at 8:33PM
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Dark age of Camelot was a game I was very fond of and loved for more reasons than just the incredible PvP(RvR) system.  The lore of the Arthurian legends was what truely drew me to this game. The Landscapes are a mix of real places and places from the legend. Not only that but there was no definitive bad guy with the factions.  This in my opinion is the perfect basis for a true next generation MMO.  Why DaoC2 has not even begun to be made is beyond me.

Why DaoC2 Would work

So the question is would a DaoC2 work?  To that I say yes if the right people were behind it. Everywhere you go you hear about the legendary RvR DaoC had. Anytime the topic of pvp is brought up DaoC immediately comes to the table as the frontrunner.  So with that alone I would imagine many many PvP'rs from all games atleast giving it a shot.  The MMO market seriously lacks a true PvP game right now. 

What should be Kept

  Daoc had many things that were great and some that weren't. So first I'll cover what should be kept and to those who never had a chance to play it a brief explaination.

Landscapes: If one thing was truely incredible with daoc it was the world. Exploring the lands in Daoc was unique to your faction. the other factions could not explore your lands so it really felt like your own. Even dungeons were seperate for each faction. To give an example in a game most are familiar with I will refer to WoW. In WoW lichking is the final boss and ICC is the dungeon for both Horde and alliance. In DaoC there were 3 sides hibernia, albion, midgard. Say for instance you played hibernia, your end game dungeon might be Black temple, where midgards would be ICC, and albion's would be Naxx. The loot would also be completely different but overall value of the items would be similar.  This meant each realm had unique loot which also gave an even greater feel for the game instead of everyone looking the same.

Crafted armor: Crafted armor was very essential in DaoC. You would never go without atleast 3-4 pieces of crafted armor. You had the option of going with or without crafted armor but generally the best way to go was to have a mix of crafted and dungeon items.  Also crafted items had many different looks but with the same value so you did not look the same as another of the same class in your realm.

RvR mechanics: Now this is a big one. Some agree and some don't but if you take away the basic mechanic of what daoc had you're taking away what made the game great. Crowd control classes were something daoc had and no other game has had to this point. In a massive open field game you need to be able to control massive amounts of people at a time so it doesn't feel completely hopeless when you run into outnumbering forces. Also speed classes have pretty much dissappeared from games and i think these classes were very essential to DaoC's success. To those of you who dont understand, DaoC had classes that could mesmerize up to 16 people in one cast, what this did was make people fall asleep for around 30 seconds which broke if ANYTHING were to touch them. this was great in that it could be used to escape large numbers or to get the upper hand vs an enemy group. You needed someone would was quick to react and beat out the enemy crowd control class. Also speed was something that allowed your whole group to go 2,3,4 and even 5 times normal speed, This speed broke when you entered combat but would return if you escaped combat for 10 seconds. This allowed for groups to escape other larger armies that not always had enough speed classes to go 5x normal speed.

What should be changed

Now for what should be changed

UI/Controls: The User interface and controls of the game are very outdated. Going back to the game feels very clunky and unfriendly. DaoC's controls and User interface needs to function more like WoW/Warhammer controls. It would make the overall feel of the game much better especially for the WoW community trying the game.

New User friendly: In DaoC to get into the game required a huge learning curve. This learning curve was Okay for the time of release of daoc but it would not fly now days. With that said it needs to be as easy as it is to start a WoW character.

Solo/Group play: So many games now days focus only on solo play. Daoc had little of it. It was very difficult to level on your own. This was both good and bad. Grouping built community but at the same time if you were unable to find a group it was often not worth the time to play. So there should be both options. You should be able to switch between both as well. Whether it be quest your way up solo or join a group and experience group exp bonus for dungeon crawling or killing waves of enemies.

Dynamic events: Guild Wars 2 will introduce dynamic events where events on the world will actually change cities and quests. This I feel would fit perfectly into a DaoC 2 game and should be standard for sandbox mmo's of the future.

Closing thoughts

 With nearly a decade since DaoC's original release, we have since seen failure after failure of MMO's come and go. Most due to WoW and developers want of stealing a piece of what WoW has. This often ends being a  WoW clone. This however never works simply because WoW is too robust and for many WoW was thier first mmo and anything that feels like it will not satisfy as much as it does.  DaoC was before WoW and now that the MMO market has shot through the roof I see no reason a game Modernized but still the same mechanics of old would not convert people. Simple fact is nobody wants another WoW, we want something different that is fun and I personally have never played a more fun to play game than DaoC.  However DaoC's age shows now and things need to be drastically changed which permits the production of a sequal or even a prequal.  This is why i think the world needs a DaoC 2.