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Camelot Unchained

Camelot Unchained 

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  keitholi

Advanced Member

Joined: 8/22/04
Posts: 141

2/07/13 11:19:37 AM#21

Here is my list of 5, in no particular order;

 

1. Siege weaponry. Im talking Trebuchets, catapaults, boiling oil cauldrons, battering rams, ballista, mangonels.. the full gamut. Movable, yes but I would say no to reusable. Unless they mix in some sort of crafting upgrade system to the siege weapons, then have a long timer for the breakdown and setup, like 5 minutes for smaller ballista to 10 minutes for trebs.. then yes, I could support reusable.

 

2. Action game type combat. Perhaps some combo chains or finisher moves? Im not talking mortal combat here, more like TERA.

 

3. RELICS! OR some variation of them. There has to be an objective to fight over. Bonuses to the realm for controlling them also.

 

4. Dungeons that are fought over for control of them. I realize the game is RvR first and centered around that, but I do not believe the intent is to have zero PvE. Thus a Darkness Falls type dungeon or more than one would be awesome.

 

5. Do not, under any circumstances ever re-introduce the mechanic from WAR where casting classes blew themselves up from casting a lot A.K.A. feedback. They are glass cannons and that in itself is the downside. There is no need to punish them further with some lame ass mechanic.

  Nibs

Hard Core Member

Joined: 8/26/04
Posts: 198

2/07/13 11:27:16 AM#22
Originally posted by Aeonblades
Originally posted by Nibs
  1. Reactionary combat moves (must be used after enemy blocks/after you dodge etc). I loved this is DAoC
  2. Conditional combat queue. This ties into the the above. I prepare 1 move with a condition and a second move as a backup. If the condition is met for the first move, it activates. If not, the backup move triggers instead.
  3. ROLLING LAG HAMMERS / FLAMING SPEARS OF LAG
  4. Zones that are a mix of old and new frontiers. Choke points like the mile gates. Meaning full supply chains and support structures like in NF.
  5. 30+ seconds CC with the means to counter it with buffs that reduce the duration, castable heals that remove it and clickable abilities on a fairly long cool down to personally remove it

Highly agree with number 1 and 2. The melee system in DAoC has yet to be matched for complexity and strategy involved. Choosing debuffs/cc abilities over straight damage, certain procs off certain chains etc. make the combat much more involved and makes the game overall better IMO.

I loved the 4 or 5 move attack chain for my Reaver. The procs along the way were nice and if you ever managed to actually land all 5 moves the final proc could totally turn a close fight around.

 

I'd also add to my list

 

6.    Directional shields - shields offer no defence to the rear and limited defence to the sides

7.    Reduced movement speed when strafing

8.    Jumping (and attacks) cost endurance - stop the bunny hopping idiots!

  zipzap

Apprentice Member

Joined: 4/03/06
Posts: 124

2/07/13 11:38:06 AM#23

give me pvp tanks with body blocking! :)

thats 2 of the things i loved about warhammer online

never been a fan of 2handers. i like my sword and shield and even more in pvp

  meddyck

Advanced Member

Joined: 1/18/08
Posts: 1132

2/07/13 12:42:02 PM#24

I was going to wait to post about this kind of thing until after the kickstarter announcement because it looks like there will be a lot more concrete information on the game by then. But sure why not?

 

  • The graphics engine should perform very well and be able to handle large (100v100v100) fights without resorting to culling or killing framerate.
  • There should be mechanics in place to encourage players to play on underpopulated or underperforming realms and to make it difficult for one realm to completely dominate its server. These mechanics need to be there on day 1 not put in years later.
  • There should be realm ranks, realm points, and realm abilities. It should take a long time to reach the highest rank. The speed with which you gain ranks should be more like early DAOC than like WAR or modern DAOC. This in effect creates a system of infinite character progression which was a huge part of DAOC's appeal to me.
  • There should be true healing classes along the lines of the 3 primary healers in DAOC. None of this GW 2 crap where everybody heals himself and every class is a hybrid.
  • Each realm should have the same set of important class abilities but they should be distributed to different classes. That makes playing in each realm feel different, creates more classes which is great for alt-a-holics, and makes RvR conflict feel more real because you're not just fighting the same classes you have in your own realm except in different colored uniforms but you're fighting different classes and different races. Yes it makes balancing harder, but that's what devs get paid for.
  • Never reward players for avoiding fights. Only give realm points for killing other players. If you create lots of daily missions to take x number of keeps and so on, then players will inevitably take turns keep swapping and avoid fighting other. NO! NO! NO!
  • There should be some form of speed for traveling around faster without unrealistic porting all over the place. It could be classes with speed chants, mounts, or hasteners at each keep or a combination of them.
  • Be pro-active in fighting speed hackers, radar users, and other cheaters. Don't wait 5 years to do something about it like Mythic did in DAOC.

Camelot Unchained Founder
DAOC [retired]: R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R5 Healer

  Varians

Novice Member

Joined: 2/07/13
Posts: 10

2/07/13 1:14:36 PM#25

1) RvR character progression= RvR-exp, RvR-lvls, RvR-skills - A feeling that I become more powerfull than others

2) 3 realms and 3-sided RvR - The good, the bad and the really ugly

3) Housing zones, with an auction house & mailing option - The warhammer one, was great if u ask me

4) A herald, where we can compete on points - The Uthgard one works perfectly

5) 1 account, 1 realm,o r delete all toons on that realm and re-roll other realm -  no more xrealming, or bandwagoning.

  Kyelthis

Novice Member

Joined: 5/06/10
Posts: 285

2/07/13 1:35:56 PM#26

Basically, my list mirrors many others' lists here-

1. Faction-lock to accounts or servers.

2. Something to appease PvE players ( I hope there is at least SOME sort of PvE system in place ala dungeons/PvP daily quests, ect)

3. No class mirrors. (By this I mean no straight clones of eachother, although having classes that fill the same sub-role across the factions is great with me. WAR seemed to do this well enough I thought.)

4. PvP progression through tiered gear rewards or PvP ranks.

5. Tiered content/RvR zones. Probably the BEST part of WAR for me was that I could jump in at level 1, go out to the RvR lakes and fight, level, get gear, all while fighting other players within my level bracket. The problem with this of course is keeping the different tiers active which is much easier with 3 factions I would imagine.

 

Mark, I'm glad you posted here. It's a rare thing to see devs come here on a fan forum and get real with the fans. I loved DAoC and WAR (aside from it's various issues, I still think it had some of the best combat of any MMO I've played) and am looking forward to what you guys reveal in the future on CU. Best of luck to you guys.

  tlear

Novice Member

Joined: 12/15/07
Posts: 143

2/07/13 1:46:51 PM#27

1. Stick to your guns NO PVE, but I think you got this covered

2. Weapon, Armor decay with use and can only be crafted, day 1 fist/club fights go go go! Magic requires some crafted expendable/damageable stuff as well

3. Real in depth crafting system, there should be dozen of way to make a basic sword

4. No instances of any kind ever

5. Hard AOE CC with immunity timers to fight the zerg

  boxsnd

Advanced Member

Joined: 10/04/12
Posts: 403

2/07/13 2:08:55 PM#28
Originally posted by Kyelthis

Basically, my list mirrors many others' lists here-

1. Faction-lock to accounts or servers.

2. Something to appease PvE players ( I hope there is at least SOME sort of PvE system in place ala dungeons/PvP daily quests, ect)

3. No class mirrors. (By this I mean no straight clones of eachother, although having classes that fill the same sub-role across the factions is great with me. WAR seemed to do this well enough I thought.)

4. PvP progression through tiered gear rewards or PvP ranks.

5. Tiered content/RvR zones. Probably the BEST part of WAR for me was that I could jump in at level 1, go out to the RvR lakes and fight, level, get gear, all while fighting other players within my level bracket. The problem with this of course is keeping the different tiers active which is much easier with 3 factions I would imagine.

 

Mark, I'm glad you posted here. It's a rare thing to see devs come here on a fan forum and get real with the fans. I loved DAoC and WAR (aside from it's various issues, I still think it had some of the best combat of any MMO I've played) and am looking forward to what you guys reveal in the future on CU. Best of luck to you guys.

(Instanced) Dungeons? Daily quests? Gear grind? You are in the wrong forum mate :)

DAoC - Excalibur & Camlann

  Kyelthis

Novice Member

Joined: 5/06/10
Posts: 285

2/07/13 2:16:25 PM#29
Originally posted by boxsnd
Originally posted by Kyelthis

Basically, my list mirrors many others' lists here-

1. Faction-lock to accounts or servers.

2. Something to appease PvE players ( I hope there is at least SOME sort of PvE system in place ala dungeons/PvP daily quests, ect)

3. No class mirrors. (By this I mean no straight clones of eachother, although having classes that fill the same sub-role across the factions is great with me. WAR seemed to do this well enough I thought.)

4. PvP progression through tiered gear rewards or PvP ranks.

5. Tiered content/RvR zones. Probably the BEST part of WAR for me was that I could jump in at level 1, go out to the RvR lakes and fight, level, get gear, all while fighting other players within my level bracket. The problem with this of course is keeping the different tiers active which is much easier with 3 factions I would imagine.

 

Mark, I'm glad you posted here. It's a rare thing to see devs come here on a fan forum and get real with the fans. I loved DAoC and WAR (aside from it's various issues, I still think it had some of the best combat of any MMO I've played) and am looking forward to what you guys reveal in the future on CU. Best of luck to you guys.

(Instanced) Dungeons? Daily quests? Gear grind? You are in the wrong forum mate :)

How so exactly? DAoC had dungeons, as did WAR. As for the PvP/RvR quests, there needs to be some sort of reward mechanic either through repeatable RvR quests, or through RvR special events. I never said anything about a gear grind, so way to put words in my mouth. 

The OP made this thread for people to list things they'd like to see, and so I did.

EDIT: I say "there needs to be rewards for PvP" because that's the majority of the MMO community now-a-days. I want the game to be healthy and the best way to have a healthy game is to sometimes appease to crowds who may be comfortable with certain reward mechanics. If someone wants to hop in for a short time and PvP, there should be ways to reward those players, the more "casual" ones I mean.

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

2/07/13 2:21:07 PM#30
Daoc didn't have instanced dungeons.
  Wighty

Advanced Member

Joined: 1/10/08
Posts: 586

2/07/13 2:21:30 PM#31

I'll weigh in considering this is a game and concept I am very much looking forward to having played DAoC from launch and migrated to FFA PvP servers when availalbe.

 

1) TTK (Time to kill) we need to step away from this "BOOM HEAD SHOT" FPS style level of play... Players should all have a fighting chance and a kill should be a challenge and well rewarded.

 

2) For the limited PvE should be a darkness falls type experience however instead of faction control, all factions should have access and have the opportunity to enter and exit at any given time.

 

3) Some form of universal skill system... I am taking a page out of Age of Wushu here... The flying skill system is something that everyone has access to (with some effort) and creates a level playfield and means of pursuit or escape... If all players have access to this it can be easily controlled and balanced.

 

4) Shadowbane style leveling... Shadowbane (iirc) had a great leveling system where levels were important but they were not the be all end all... At some point there were diminishing returns and while levels were endless a person who was lvl 50 was competative with a player who was in the 60's... DAoC was such a huge difference between a lvl 49 player and a lvl 50 at least back int he "classic"" days. Slow levels with addition of some offline progression a la Eve... this can give those (hardcore and casual) players who can't dedicate 24/7 (family, school, work) a fighting chance to stay competative.

 

5) NO BATTLE GROUNDS!!!!!!!!!! Open World ONLY... DAoC was one of those few games where you actually identified and had pride in your faction (realm) It would be great if they can recapture that feeling. It was not so much about guilds or individual goals as much as it was about realm and everyone guild or solo united under the same banner. All PvP should be open world with NO BATTLEGROUNDS or homogonized PvP... If someone wants to take a stroll out there by themselves and try to pick others off (or be picked off) one by one they should be able to do so... This was great about playing DAoC... Fond memories of being a solo ranger picking people off as they were zerging a gate.

What are your other Hobbies?

Gaming is Dirt Cheap compared to this...

  Kyelthis

Novice Member

Joined: 5/06/10
Posts: 285

2/07/13 2:28:30 PM#32
Originally posted by ShakyMo
Daoc didn't have instanced dungeons.

Right, but I never said it did in my post. 

  boxsnd

Advanced Member

Joined: 10/04/12
Posts: 403

2/07/13 2:41:58 PM#33
Originally posted by Wighty

 

5) NO BATTLE GROUNDS!!!!!!!!!! Open World ONLY... DAoC was one of those few games where you actually identified and had pride in your faction (realm) It would be great if they can recapture that feeling. It was not so much about guilds or individual goals as much as it was about realm and everyone guild or solo united under the same banner. All PvP should be open world with NO BATTLEGROUNDS or homogonized PvP... If someone wants to take a stroll out there by themselves and try to pick others off (or be picked off) one by one they should be able to do so... This was great about playing DAoC... Fond memories of being a solo ranger picking people off as they were zerging a gate.

Do you mean WoW-style BGs or DAoC-style BGs? DAoC BGs were awesome! They still are (for example Thidranki on Uthgard when it is well populated).

DAoC - Excalibur & Camlann

  Voiidiin

Novice Member

Joined: 1/13/11
Posts: 827

Soylent green is made from PEOPLE

 
OP  2/07/13 2:42:55 PM#34

i am curious about one thing i mentioned in my OP, and if Mr. Jacobs sees this maybe he could touch upon its veracity in a new MMO.

Collision detection, does having this included in your game make it impossible to implement extreme large scale warfare ? I see this as an extrememly important strategic element to an RvR centric game, but i have no idea how hard it is to implement and still keep the game largescale and slideshow free.

Personally, i think without it, largescale warfare is thrown out the window, not able to utilize choke points, not able to provide defense to ranged combat, not able to have last stand defenses. I can make a list at how the lack of collision detection strengthens a tactical and strategic RvR game, but i cannot understand how this would add to the complexity to the nuts and bolts of making this work.

Thanks to anyone who might reply to this, and sorry its kind of off topic from my OP.

Lolipops !

  Zinzan

Advanced Member

Joined: 3/03/06
Posts: 1368

2/07/13 2:59:13 PM#35
Originally posted by ShakyMo
Daoc didn't have instanced dungeons.

Yes, it did.

Task dungeons were instanced.

 

Expresso gave me a Hearthstone beta key.....I'm so happy :)

  Darrgen

Novice Member

Joined: 10/05/10
Posts: 65

2/07/13 3:02:42 PM#36

I'm actually writing a blog similar to this about ideas that I would like to see in the game but here are a few.

 

1.  We all love taking keeps, and we also love houses and the customization of them. So why not add more flavor to Keeps to also make them more customizable? Add an RTS style gameplay feel to all keeps taken and claimed by guilds. For instance, Building a wood gathering structure that allows npcs to gather wood from nearby trees. Left vulnerable could severely weaken a Keep, but if enough wood is gathered you could build defenses to make it much more difficult for the opposing realms.  I'm sure there's a ton of ideas out there that could be tossed around to make this RTS style keep system so much more fun and engaging for guilds to play around with. After all, who doesn't love customization. This system would also add a lot of personal feel for guilds that own them, a moral obligation to defend the keep regardless of what they may be doing elsewhere.

2. For me it's core mechanics that made DaoC so great, Group out of combat speed, ranged AoE Mesmeration(NoT ALL Cc should be ranged AoE but mesmeration should be) Just provide ways to break it such as the old purge and classes that can dispell it.  The reason for this, is you want a healthy community of players of all group sizes so tools must be in place to allow this to happen. I'll use DaoC as an example, in DaoC you had 6 different speeds that groups would use, speed 1, speed2, speed3,speed4,speed5, and speed6. Most organised groups used either speed 5 or speed 6. Larger groups usually ran around at speed4(also the most common speed type in the game) and Huge Zergs usually didn't run on speed simply because every group couldn't provide speed classes. I would change this slightly by adding a speed(around the speed of speed3 and 4) that a class could provide that was area wide rather than just group. This would cause this to be the most common speed for larger groups since it's easier. Also AoE mesmeration(if you're not familiar with how it worked it was a ranged Crowd control that put up to 16 people asleep that broke on ANY damage). Why this was so important was because of the breaking on damage part. Large Zergs aren't organised enough to really utilize this tool as much simply because of things like AoE damage, and lack of coordination. Their strength is generally in numbers. Where as smaller groups with more coordination can use this CC much more effectively. These are tools that are needed to allow smaller numbers to thrive in a game where there is no player cap. You want all group sizes to play a roll.

 

Last 3 will be continued later(out of break time at work!)

  Zinzan

Advanced Member

Joined: 3/03/06
Posts: 1368

2/07/13 3:04:37 PM#37
Originally posted by tlear

1. Stick to your guns NO PVE, but I think you got this covered

2. Weapon, Armor decay with use and can only be crafted, day 1 fist/club fights go go go! Magic requires some crafted expendable/damageable stuff as well

3. Real in depth crafting system, there should be dozen of way to make a basic sword

4. No instances of any kind ever

5. Hard AOE CC with immunity timers to fight the zerg

I hate to tell you, but if there is no PvE, this game will be alienating most former DAoC players from the start.

The vast majority of DAoC players were primarily pve players who dabbled in rvr, not the other way around.

Expresso gave me a Hearthstone beta key.....I'm so happy :)

  Wighty

Advanced Member

Joined: 1/10/08
Posts: 586

2/07/13 3:07:27 PM#38
Originally posted by boxsnd
Originally posted by Wighty

 

5) NO BATTLE GROUNDS!!!!!!!!!! Open World ONLY... DAoC was one of those few games where you actually identified and had pride in your faction (realm) It would be great if they can recapture that feeling. It was not so much about guilds or individual goals as much as it was about realm and everyone guild or solo united under the same banner. All PvP should be open world with NO BATTLEGROUNDS or homogonized PvP... If someone wants to take a stroll out there by themselves and try to pick others off (or be picked off) one by one they should be able to do so... This was great about playing DAoC... Fond memories of being a solo ranger picking people off as they were zerging a gate.

Do you mean WoW-style BGs or DAoC-style BGs? DAoC BGs were awesome! They still are (for example Thidranki on Uthgard when it is well populated).

While I feel DAoC did manage to accomplish great battleground, mainly due to 3 factrions and especially for the lower levels (who would get crushed at the openworld RvR vs 50's) I am just not a fan of BG's in general... too much of a "fairsies" homogonized environment...

People get far to comfortable in the controlled PvP environments to the point that they avoid or refrain from open world PvP which detracts from the overall experience.

If you want BG's play a MOBA...

CU should avoid them at all cost or limit them to early progression as a means to reach whatever their end game goals are considering the limited PvE and current onformation on the game thus far.

What are your other Hobbies?

Gaming is Dirt Cheap compared to this...

  tlear

Novice Member

Joined: 12/15/07
Posts: 143

2/07/13 3:29:52 PM#39
Originally posted by Zinzan
Originally posted by tlear

1. Stick to your guns NO PVE, but I think you got this covered

2. Weapon, Armor decay with use and can only be crafted, day 1 fist/club fights go go go! Magic requires some crafted expendable/damageable stuff as well

3. Real in depth crafting system, there should be dozen of way to make a basic sword

4. No instances of any kind ever

5. Hard AOE CC with immunity timers to fight the zerg

I hate to tell you, but if there is no PvE, this game will be alienating most former DAoC players from the start.

The vast majority of DAoC players were primarily pve players who dabbled in rvr, not the other way around.

I am aware of that, thus this is a niche game. I think maybe 1in 4-5 people in DAOC were primarily RvR players rest went fighting maybe once a week if that. DAOC sub base was about 250k MJ is aiming at 50k subs for this. Problem is that barebones DAOC style pve in the current market is a death sentence for a game and you would still spend atleast a year building it

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

2/07/13 3:33:59 PM#40
Originally posted by Zinzan
Originally posted by ShakyMo
Daoc didn't have instanced dungeons.

Yes, it did.

Task dungeons were instanced.

 

they came with catacombs though didnt they

 

to me daoc is pre TOA, pre Cata.  after them its somethign else.

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