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The Pub at MMORPG.COM  » 10 Things DAoC did right in the early 00s that MMOs today ignore, are ignorant to, or took a decade to catch onto

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68 posts found
  Vermillion_Raventhal

Spotlight Poster

Joined: 6/01/04
Posts: 998

9/07/13 11:08:20 AM#41
I think I will try the new Dark Age.  The problem I had with the old one was the level grind was bad.    The new one seems to be RvR only which sounds like it could be fun.
  Arcona

Apprentice Member

Joined: 3/30/04
Posts: 1166

9/07/13 11:13:07 AM#42

Nice list OP

Have you followed Camelot Unchanged?

How many of these will CU bring back you think?

  Wizardry

Elite Member

Joined: 8/27/04
Posts: 6541

Perhaps tomorrow will be better.

9/07/13 11:15:49 AM#43

FFXI did all of that except no real focus on anything PVP which i am more than fine with,you can't mix them anyhow,it will never work.# realms as well but opened up to more choice as you venture out of the realms.

FFXI's crafting was and probably is the most robust of any game but no it did not boast the best weapons and again i am ok with that,it does have it's uses.Gear until recently really was never the big factor in combat it was group play,something games now a days do not get at all.

Eq2 has their guild emblems on their cloaks,also has a robust craft system everything you need in a game except again no real focus on pvp,again imo that is a good point.

Too many people keep pointing to pvp and idk why,it is NEVER done well let alone right.Pvp in every single game is nothing more than have players stand out in the open and spam their dps.I come from a pvp background,i was more into pvp than rpg's at one time.I am used to cosntant strategy,trying to out think your opponent or to confuse him,using and knowing when to take cover and knowing how to play a map.I also found that utilizing z axis was huge in pvp,NONE of these factors are present in rpg pvp games.ALso in good pvp you have to make choices on weapon selection again in rpg's there is no such strategies.

http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w
Samoan Diamond

  Talemire

Advanced Member

Joined: 5/01/06
Posts: 750

Jesus is Lord.

9/07/13 11:17:31 AM#44
Excellent post - You expose sad truth and resurface it. I agree 100%

------------------------------
MMORPGs are great to look forward to after a hard day of work, but heaven is the ultimate reward for those who live Christ-like.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

9/07/13 11:26:47 AM#45
Originally posted by Vermillion_Raventhal
Originally posted by Icewhite

There should just be a button at the top of the page, to save posters needing to re-enter this stuff every day.

Well, maybe you could create a new thread instead of adding nothing but smarmy post. 

A new thread about...perpetual posts that never stop coming?

I was just trying to save them some time; surely they have ten years of back-posts to copy/pasta from?

We could auto-generate standard text, even "/rawr me too" standard replies. Or if that's too impersonal, maybe some fill in the blanks? Multiple choice?

Would you like to add a couple of paragraphs about These Kids Today? (y/n)

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  Vermillion_Raventhal

Spotlight Poster

Joined: 6/01/04
Posts: 998

9/07/13 11:35:11 AM#46
Originally posted by Icewhite
Originally posted by Vermillion_Raventhal
Originally posted by Icewhite

There should just be a button at the top of the page, to save posters needing to re-enter this stuff every day.

Well, maybe you could create a new thread instead of adding nothing but smarmy post. 

A new thread about...perpetual posts that never stop coming?

I was just trying to save them some time; surely they have ten years of back-posts to copy/pasta from?

We could auto-generate standard text, even "/rawr me too" standard replies. Or if that's too impersonal, maybe some fill in the blanks? Multiple choice?

Would you like to add a couple of paragraphs about These Kids Today? (y/n)

 

Actually, I think your post tend to be more perpetual than anything other people post about.  The OP gave an original post about specific things from DAoC that today's MMORPG don't have.  Please find me a thread repeating the same thing.  Not the general topic that MMORPG's are lacking.  

 

I really don't see the point in swooping in on your air of superiority and making smarmy post in every thread attempting to lump them into one.  If people are having a discussion then why not let them do so without your own ironic perpetual post?

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

9/07/13 11:42:54 AM#47
Originally posted by Vermillion_Raventhal

I really don't see the point in swooping in on your air of superiority and making smarmy post in every thread attempting to lump them into one.  If people are having a discussion then why not let them do so without your own ironic perpetual post?

In the gentle hope that some day the forum (in general) moves beyond 2003. Or at least peeks into this century.

But you're right, I should stick only to MOD-safe backhanded insults (like yours), and aimed at one of the four standard mmorpg.com approved-to-hate groups.

A) WoW players, B) Themepark (in general) players, C) F2P players, or D) Youth.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  Riposte.This

Novice Member

Joined: 5/11/12
Posts: 195

Killing dragons is my shit

9/07/13 11:45:44 AM#48
Everquest 2 had a lot of these things as well. It was because the time was put into these games back in the day. These games were a huge deal, and ground breaking at the time. Now every asshole is pumping out an mmo once a year with no love put into it.

Killing dragons is my shit

  Vermillion_Raventhal

Spotlight Poster

Joined: 6/01/04
Posts: 998

9/07/13 11:52:29 AM#49
Originally posted by Icewhite
Originally posted by Vermillion_Raventhal

I really don't see the point in swooping in on your air of superiority and making smarmy post in every thread attempting to lump them into one.  If people are having a discussion then why not let them do so without your own ironic perpetual post?

In the gentle hope that some day the forum (in general) moves beyond 2003. Or at least peeks into this century.

But you're right, I should stick only to MOD-safe backhanded insults (like yours), and aimed at one of the four standard mmorpg.com approved-to-hate groups.

A) WoW players, B) Themepark (in general) players, C) F2P players, or D) Youth.

 

Lol, I'm not insulting anyone.  But again your many of the post I've see you make here tend to be more sideways insults then anything I post.  

 

Again, I am sure you could use the energy it takes to make smarmy post to enlighten us stuck in 2003 and make constructive conversations about 2013 if you want people to talk about 2013.  But maybe that's just me.  

  Calerxes

Spotlight Poster

Joined: 2/06/09
Posts: 1658

9/07/13 12:01:15 PM#50
Originally posted by 40Hz

Foreword: I'm not claiming DAoC was the perfect end-all-be-all of MMORPGs, nor am I claiming that any of the points below were only found in DAoC.

1: Every content update was heavily tested for weeks/months on a populated, open PLAYER-BASED test server BEFORE mass deployment to regular shards.

Many MMO's have a test server liker Eve, SW:TOR, WoW, EQ1 & 2 and many more.

2: The chat system doubled as a command prompt for the core game client. You could player query(search for players based on any parameter[name/level/class/guild/location])  your zone, or any zone by doing a search with that zone's name. It also made it very easy to find other players in your current area, players from a certain guild, players of a certain level range, etc. The way it worked also actually fostered social interaction via chat.

Almost all non-combat functions could also be executed from a simple typed command. Games today flood you with tons of visual menus that don't function half as well as a simple command prompt built into the chat system.

So you want to go back to a Cli rather than making the new systems more powerful?

3: Crafting ruled the player equipment world. It was really tedious, difficult, time-consuming, and BENEFITIAL. The best armor/weapons in the game were crafted via an item "quality" system and reasonably expensive because they required a large amount of refined or rare resources. It should be noted that these items were not un-attainable for the average Joe, they just cost a lot. Raid and dungeon items were still very good and often had special colors and effects, but top-end crafted items held the title of max possible stats.

So you are promoting a tedious gameplay system as being beneficial to players enjoyment of the game?

4: Replayability. Your options were huge. Three "Realms" (not one or two), each with its own lore/races/classes and entirely separated from each other except in open world PvP. 

Each one of the three realms also had 11 UNIQUE classes (16 currently), which each had different skill paths you could take, making the possibilities vast and interesting. Today's MMORPGs barely manage one starting area/realm with 3-5 tired-to-death cookie cutter classes.

Do you really mean 11 unique classes or 11 slightly modified versions of the other realms classes? but if they are unique do you think dev's really would love to try and balance that lot out, this isn't lets throw ideas at the players and hope they stick era of MMO development.

5: PvP/RvR. Three completely segregated and proud "realms" constantly jockeying for realm-wide benefits via "relics". It fostered such a strong nationality for each realm that people of all levels and skills were mobilized and extremely motivated to go and do REAL, non-instanced PvP that actually mattered to everyone. It even mattered to strictly PvE players that never set foot on the frontier to do PvP, because their PvE stats would be mildly affected by the status of your realm's relic control.

So where did the phrase "Realm Hopping" come from if there was "strong nationality" going on?

6: Mixing high level content with low level content. The zones in each realm had their target level, but they also had pockets of much higher level mobs that were necessary for quests or dropped special items. I think this is important because it makes the world more interesting, mixed, more like a sandbox, less linear, and less like a packaged theme park. (i.e. Mario 64 vs. Crash Bandicoot).

This developed into roaming elites, open world Raid bosses or Bams (Big Ass Monthers) in Tera but at least you had a chance in defeating them with high level mobs you'd just get one shotted.

7: Active out-of-game web access to current in-game data. DAoC had a web portal to it's current in-game status that kept track of every player and guild on every server. It also allowed you to see, in real time, what was going on in the 3-realm warfare on your server without even needing to log into the game. This was in 2001. Games today don't even have this level of coverage.

EQplayer, WoW Armoury are two examples of this in modern MMO's and some games like Rift and WoW have mobile apps so you can use the in game AH.

8: Dungeons were open-world, not instanced. A lot of people will probably argue that instanced dungeons are a positive evolution, but I disagree. Instanced dungeons promote solo and exclusive play which can be boring and predictable. I feel like open-world dungeons promote social interaction between players and gently force strangers to work together and find solutions ad-hoc. Often times strangers would become friends through these interactions. It is simply more engaging and memorable in the long run.

Tera, EQ2 and Vanguard have non instanced dungeons.

9: Darkness Falls. A huge three-realm dungeon, connected to three-realm PvP(RvR) that offered the best of every world. PvP, PvE, strategy, amazing gear...it was all a master stroke combination to get people to come together to really challenge one another to have access to various enticing benefits. Darkness Falls was simply MMO developer genius that I haven't seen repeated since.

Tera and Warhammer have have extra unlockable areas if you succeed in winning the PvP matches.

10: Guild emblems. This may seem goofy or irrelevant to some but it actually created even more of a guild/realm pride when you and your whole group of friends could run out onto the frontier in matching guild emblems/colors. People knew who you were with visual impact.

Wow, GW1, FFXIV, Aion and probably some other games have Guild Emblems.

 

Are you falling prey to the "it was better back in my day syndrome"?

 

This doom and gloom thread was brought to you by Chin Up™ the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.

  Kyleran

Bitter Vet™

Joined: 9/13/06
Posts: 18724

Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV

9/07/13 12:04:27 PM#51
Originally posted by Wizardry

FFXI did all of that except no real focus on anything PVP which i am more than fine with,you can't mix them anyhow,it will never work.# realms as well but opened up to more choice as you venture out of the realms.

FFXI's crafting was and probably is the most robust of any game but no it did not boast the best weapons and again i am ok with that,it does have it's uses.Gear until recently really was never the big factor in combat it was group play,something games now a days do not get at all.

Eq2 has their guild emblems on their cloaks,also has a robust craft system everything you need in a game except again no real focus on pvp,again imo that is a good point.

Too many people keep pointing to pvp and idk why,it is NEVER done well let alone right.Pvp in every single game is nothing more than have players stand out in the open and spam their dps.I come from a pvp background,i was more into pvp than rpg's at one time.I am used to cosntant strategy,trying to out think your opponent or to confuse him,using and knowing when to take cover and knowing how to play a map.I also found that utilizing z axis was huge in pvp,NONE of these factors are present in rpg pvp games.ALso in good pvp you have to make choices on weapon selection again in rpg's there is no such strategies.

I take it from your comments you haven't or don't play DAOC?  I'm currently playing a 2003 version of it and it has all of these things, strategy, proper tactics and it is clear why some groups win and how they properly use the game mechanics and design.

These tools have existed for over 10 years, but have been largely forgotten by the mainstream MMO's, so I'm not surprised you feel the way you do about MMO combat.

 

"In these forums 'honest' seems to be a symonym for 'hates the game just like I do'" - ohioastro
Kyleran - Bitter Vet ™ since 2006
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon

  Comaf

Hard Core Member

Joined: 7/13/10
Posts: 1124

I want an mmorpg where pvp matters, my enemies are not my race or class, and community matters.

9/07/13 12:07:30 PM#52
Originally posted by 40Hz

Foreword: I'm not claiming DAoC was the perfect end-all-be-all of MMORPGs, nor am I claiming that any of the points below were only found in DAoC.

1: Every content update was heavily tested for weeks/months on a populated, open PLAYER-BASED test server BEFORE mass deployment to regular shards.

2: The chat system doubled as a command prompt for the core game client. You could player query(search for players based on any parameter[name/level/class/guild/location])  your zone, or any zone by doing a search with that zone's name. It also made it very easy to find other players in your current area, players from a certain guild, players of a certain level range, etc. The way it worked also actually fostered social interaction via chat.

Almost all non-combat functions could also be executed from a simple typed command. Games today flood you with tons of visual menus that don't function half as well as a simple command prompt built into the chat system.

3: Crafting ruled the player equipment world. It was really tedious, difficult, time-consuming, and BENEFITIAL. The best armor/weapons in the game were crafted via an item "quality" system and reasonably expensive because they required a large amount of refined or rare resources. It should be noted that these items were not un-attainable for the average Joe, they just cost a lot. Raid and dungeon items were still very good and often had special colors and effects, but top-end crafted items held the title of max possible stats.

4: Replayability. Your options were huge. Three "Realms" (not one or two), each with its own lore/races/classes and entirely separated from each other except in open world PvP. 

Each one of the three realms also had 11 UNIQUE classes (16 currently), which each had different skill paths you could take, making the possibilities vast and interesting. Today's MMORPGs barely manage one starting area/realm with 3-5 tired-to-death cookie cutter classes.

5: PvP/RvR. Three completely segregated and proud "realms" constantly jockeying for realm-wide benefits via "relics". It fostered such a strong nationality for each realm that people of all levels and skills were mobilized and extremely motivated to go and do REAL, non-instanced PvP that actually mattered to everyone. It even mattered to strictly PvE players that never set foot on the frontier to do PvP, because their PvE stats would be mildly affected by the status of your realm's relic control.

6: Mixing high level content with low level content. The zones in each realm had their target level, but they also had pockets of much higher level mobs that were necessary for quests or dropped special items. I think this is important because it makes the world more interesting, mixed, more like a sandbox, less linear, and less like a packaged theme park. (i.e. Mario 64 vs. Crash Bandicoot).

7: Active out-of-game web access to current in-game data. DAoC had a web portal to it's current in-game status that kept track of every player and guild on every server. It also allowed you to see, in real time, what was going on in the 3-realm warfare on your server without even needing to log into the game. This was in 2001. Games today don't even have this level of coverage.

8: Dungeons were open-world, not instanced. A lot of people will probably argue that instanced dungeons are a positive evolution, but I disagree. Instanced dungeons promote solo and exclusive play which can be boring and predictable. I feel like open-world dungeons promote social interaction between players and gently force strangers to work together and find solutions ad-hoc. Often times strangers would become friends through these interactions. It is simply more engaging and memorable in the long run.

9: Darkness Falls. A huge three-realm dungeon, connected to three-realm PvP(RvR) that offered the best of every world. PvP, PvE, strategy, amazing gear...it was all a master stroke combination to get people to come together to really challenge one another to have access to various enticing benefits. Darkness Falls was simply MMO developer genius that I haven't seen repeated since.

10: Guild emblems. This may seem goofy or irrelevant to some but it actually created even more of a guild/realm pride when you and your whole group of friends could run out onto the frontier in matching guild emblems/colors. People knew who you were with visual impact.

It has always baffled me that so many mmorpgs have not attempted what DAoC created back in 2001.  It's shameful and a sure sign that a lack of creativity and overall "why bother look at our player base" mentality has just trashed the industry. 

 

How often I see the following here at mmorpg:

 

Game is listed

Massive spam about how great the game will be ensues

The game releases

Massive spam about how crappy the game is or disappointing

 

Game is listed

etc.

 

 

Ironically, with Elder Scrolls Online releasing, I'm actually convinced that other mmorpg companies have a % of their staff logging into sites like this to denounce the game with the following:

 

1.  It's a subscription model!  Oh noooo!

2.  It's not exactly like Skyrim, Oh nooooo!

3.  Endless polls about who won't be playing ESO because of the above 2 variables.

 

Talk about disinformation.

 

Anyway, OP, fantastic post.  And hey, it's quite obvious why Marc Jacobs has called his new IP, Camelot UNCHAINED...considering Dark Age of Camelot was bought out by EA so it could be cast aside and swept under a rug.  "If you can't beat them, buy them."

 

I am hoping ESO and a few other titles will pressure the industry to raise the bar.  As of right now - there's a plethora of players that have ZERO idea what Dark Age brought to a blind industry. 

 

On Facebook, there was  a post about GW2 - last year during the "spam of awesomeness" phase, shortly before the, "this is just another E-Sport, phase.  I got a reply to a DAoC statement where the person stated, "yeah right, 44 classes and 24 races, what have you been smoking?"

 

I laughed...and then thought how sad it was that this person honestly couldn't believe this sort of thing was possible.  The industry has shamed itself - I certainly hope a few upcoming titles paradigm shift the entirety of the crapfest people have been force fed for years.

  movindude

Advanced Member

Joined: 1/21/08
Posts: 91

9/07/13 12:10:02 PM#53
      Instead of trying ot make better games than EQ1 and DAOC which they just can't seem to do making me lose interest after 10 years of BS why don't they just remake them with AOC graphics. I would play both in a heartbeat.
  Comaf

Hard Core Member

Joined: 7/13/10
Posts: 1124

I want an mmorpg where pvp matters, my enemies are not my race or class, and community matters.

9/07/13 12:10:30 PM#54
Originally posted by Kyleran
Originally posted by Wizardry

FFXI did all of that except no real focus on anything PVP which i am more than fine with,you can't mix them anyhow,it will never work.# realms as well but opened up to more choice as you venture out of the realms.

FFXI's crafting was and probably is the most robust of any game but no it did not boast the best weapons and again i am ok with that,it does have it's uses.Gear until recently really was never the big factor in combat it was group play,something games now a days do not get at all.

Eq2 has their guild emblems on their cloaks,also has a robust craft system everything you need in a game except again no real focus on pvp,again imo that is a good point.

Too many people keep pointing to pvp and idk why,it is NEVER done well let alone right.Pvp in every single game is nothing more than have players stand out in the open and spam their dps.I come from a pvp background,i was more into pvp than rpg's at one time.I am used to cosntant strategy,trying to out think your opponent or to confuse him,using and knowing when to take cover and knowing how to play a map.I also found that utilizing z axis was huge in pvp,NONE of these factors are present in rpg pvp games.ALso in good pvp you have to make choices on weapon selection again in rpg's there is no such strategies.

I take it from your comments you haven't or don't play DAOC?  I'm currently playing a 2003 version of it and it has all of these things, strategy, proper tactics and it is clear why some groups win and how they properly use the game mechanics and design.

These tools have existed for over 10 years, but have been largely forgotten by the mainstream MMO's, so I'm not surprised you feel the way you do about MMO combat.

 

Exactly - this definitely supports my previous post.

  Silkraven

Advanced Member

Joined: 5/03/10
Posts: 65

9/08/13 8:37:04 AM#55
To bad Trials of Atlantis came along. Very much enjoyment before that.
  Illius

Advanced Member

Joined: 4/12/06
Posts: 3904

I intend to live forever -- So far so good!

9/08/13 9:39:28 AM#56
Originally posted by Icewhite
Originally posted by Vermillion_Raventhal

I really don't see the point in swooping in on your air of superiority and making smarmy post in every thread attempting to lump them into one.  If people are having a discussion then why not let them do so without your own ironic perpetual post?

In the gentle hope that some day the forum (in general) moves beyond 2003. Or at least peeks into this century.

But you're right, I should stick only to MOD-safe backhanded insults (like yours), and aimed at one of the four standard mmorpg.com approved-to-hate groups.

A) WoW players, B) Themepark (in general) players, C) F2P players, or D) Youth.

I just consolidate your groups into one WoW-playing, F2P supporting, Themepark loving bunch of youth and save myself the effort of bashing in 4 different threads

No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-

  madazz

Apprentice Member

Joined: 10/07/03
Posts: 1299

9/08/13 11:04:23 AM#57
Originally posted by Vermillion_Raventhal
Originally posted by Icewhite
Originally posted by Vermillion_Raventhal
Originally posted by Icewhite

There should just be a button at the top of the page, to save posters needing to re-enter this stuff every day.

Well, maybe you could create a new thread instead of adding nothing but smarmy post. 

A new thread about...perpetual posts that never stop coming?

I was just trying to save them some time; surely they have ten years of back-posts to copy/pasta from?

We could auto-generate standard text, even "/rawr me too" standard replies. Or if that's too impersonal, maybe some fill in the blanks? Multiple choice?

Would you like to add a couple of paragraphs about These Kids Today? (y/n)

 

Actually, I think your post tend to be more perpetual than anything other people post about.  The OP gave an original post about specific things from DAoC that today's MMORPG don't have.  Please find me a thread repeating the same thing.  Not the general topic that MMORPG's are lacking.  

 

I really don't see the point in swooping in on your air of superiority and making smarmy post in every thread attempting to lump them into one.  If people are having a discussion then why not let them do so without your own ironic perpetual post?

If you look over her posts, you'll find that 90% or more of their posts in no way contribute to the thread/conversation. It's quite often just one liners. If not then just some sort of representation of their arrogance and self important attitude. This is why I typically have her on ignore so I don't have to skimp over the same thing over and over again. She rarely has anything to add. If you do the same, you'll find you aren't missing a thing from ANY thread.

 

With that said, I see nothing wrong with the OP's post. Like other industries, sometimes it's discovered that what was done in the past is better than the present. In this case, for some, a return to DAOC style mechanics would be a welcomed change. 

  bestman22

Novice Member

Joined: 3/14/06
Posts: 85

9/08/13 11:43:21 AM#58

TOA helped kill Camelot... however even after TOA I had a blast just doing /level and running thidranki till I capped out and then making a new /level to play on.  I even had a set of gear made exclusively for thidranki on my characters... I loved my scout and infiltrator.... and doing an air pet spamming elementalist was fun too not to mention running a 2 hand axe skald with that 1 time drop 100% axe.

 

I loved bonedancer class, loved necromancer class, loved my thane, and that the thane could focus on melee or casting, valkyrie was fun, shaman was fun, friar was pretty cool too and heretic and reavers are awesome now too. The armor especially the epic armor just looked awesome, made my own legendary staffs and while click and wait 5 minutes and pray you got a skill up was frustrating you know it was actually worth while unlike todays mmo where everything you make is pointless with raids and patches...

I would play DAOC right now if they came out with a FTP model with some kind of cash shop but  no interest in paying 15 a month on what DAOC has become where you can have multiple realms on same servers and still having to deal with artifacts and the grinds for them and master levels.... yuck!

  madazz

Apprentice Member

Joined: 10/07/03
Posts: 1299

9/08/13 3:25:58 PM#59
Originally posted by bestman22

I would play DAOC right now if they came out with a FTP model with some kind of cash shop but  no interest in paying 15 a month on what DAOC has become where you can have multiple realms on same servers and still having to deal with artifacts and the grinds for them and master levels.... yuck!

It's funny how me and you are somewhat in the same boat. Except I would only return if it was a sub model, no cash shop and no TOA. They had classic servers opened years ago but due to their lack of advertising I missed out.

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 19124

9/09/13 10:34:12 AM#60
Originally posted by madazz

With that said, I see nothing wrong with the OP's post. Like other industries, sometimes it's discovered that what was done in the past is better than the present. In this case, for some, a return to DAOC style mechanics would be a welcomed change. 

That is the issue. Is "some" big enough to support a game?

And "better" is subjective. Usually the market evolves in the direction that is "better" for a majority ... because that is how you make money.

 

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