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2/08/13 12:49:59 PM#61
1) Collision detection. I like to believe it makes the RvR a bit more tactical. Not too mention nothing is more disheartening then when I'm carrying a big #$* shield, and my opposition just walks right through me 2) Server stabilty. RvR has always been punished by lag, culling, or what have you. I will take more stabilty over graphics/eye candy 9 out of 10 times. 3) Warbands. I thought they were pretty amazing in Warhammer, be it for "pick up" type or guild groups. 4)Class balance. Or at least something relatively close. It will never be perfect, but we've seen some pretty hellacious attempts. 5) Weapon decay, but also the total destruction of bind on equip. Decay so the crafters never run out of things to make, but if i haven't used the item down to the nub, i can give it to a guildie that may need it, for at least awhile. |
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2/09/13 3:38:13 AM#62
Originally posted by Danwarr This is a wonderful point but it's such a hard thing to translate into a game. Players will always find the dominant class/group set-up, im not sure it's possible to stop this happening. |
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2/09/13 4:24:20 AM#63
1) Collision detection. Raises the bar a bit and makes the fights so much more interesting, not to mention that S&B will be much more viable this way. 2) Class balance; by this I mean no insta-killer from stealth back to stealth class crap that so many games have now 3) Appearance custiomization through crafting. This will ensure that crafters will always have something new to do: dicover new items so that their appearance can be put on the player's current items 4) Fewer CC spells or some way to make sure a player will not be in stun or immobilized until dead. 5) Dwarves! For the love of God you must have dwarves: Crazy people that are always looking for ways to create a better beer or food (this could be an interesting racial) and starting fights all over the place; not to mention their love for dragons .... killing them that is :)
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2/09/13 6:18:23 AM#64
Here's a few littler things I think would be nice:
CU FP#0: The game must be fun. This overrides all the other FPs. Interested in: TESO, Wildstar, CU |
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2/09/13 10:41:34 AM#65
Folks, Thanks for the feedback, please keep it coming. Over the next few weeks I'm going to be swamped with our next content push for MoO (I need to design 10 more levels and balance some other new ones) and getting things ready for our Kickstarter so I don't know how much time I've have to keep posting here. What I would love to see is you guys keep throwing things out there and then, when we have a really good sample, put up a poll and see what comes back. How does that sound to you all? Again, thanks so much for the feedback, I really appreciate it. Mark Mark Jacobs |
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2/09/13 10:57:28 AM#66
Sounds like a great idea, Mark. I love how much you're already interacting with the community, and I think it says a lot about your passion for the game. I'm dying for more information.. more blogs plz! :)
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2/09/13 11:33:15 AM#67
Thanks to interact that much with the community Mark.
Here my 5 thoughts for Camelot unchained
1. Find a way to generate realm pride. Imo that has something to do with knowing many realmmates, spend time together achieve things together. Especially with realmmates from outside my own guild. Realm pride has also something to do with haveing something to protect against other realms. I am not sure if building up realmpride is possible without (caution, the bad word) pve. When I think back to my daoc times. I think of relic raids at 4 a.m. but i also think of seeing the plains of salisbury and stonehenge the first time (yes I was a tin with all my heart). Finding groups to level, waiting in keltoi until a group has a place, or until a spot was free for my group was building up my realmpride, as well as running through snowdonia knowing that it belongs to my realm or following the call of the alliance when Cear Benowyc was under attack (old frontiers). However. In warhammer I never had the feel of realmpride that much. The rvr-lakes belongs to much both factions. 2. Find a way to make every class useful in rvr. Tanks where not that much useful in old daoc times. blocking the way through collition detection in warhammer was nice, however, using arrows or bolts to attack the enemy was more fun. 3. Make crafting fun: the system with enchanters who have to calculate how much gems can but into a piece of armor was really interesting 4. Make Guilds a real big thing in that game. Even in Guild wars 2, where guild is in the name of the game, beeing in a guild does not much influence the play experience. Ah and please let a player have to stick to one guild. before realmpride, there has to be guildpride. 5. Glowing Weapons! :) MMO's played so far: |
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2/09/13 11:36:41 AM#68
Originally posted by MightyPit I know I said I was going to go <poof> but then I saw this post. Would you mind if I used the phrase "Guild Pride" in one of my blog posts? Mark Mark Jacobs |
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2/09/13 11:37:27 AM#69
1. Fast-paced combat with positional styles and reactionary styles. Would be nice to actively try to block/parry attacks, and when you do, you can riposte. The block would have to be like a skill you use right before you take damage, so people don't just hold their shield/weapon up to block/parry. And something that no game has captured since DAoC is positional styles, etc. Those were awesome.
2. When you siege a keep, and take it, don't have it automatically rebuild. Part of the game should be having to rebuild the keep you just took. That would make room for strategies that take the keep with minimal damage, and keep you from taking it, claiming it, and running off. It would also make keep defense that much more important.
3. UNIQUE CLASSES FOR ALL 3 REALMS! None of this class cloning crap, or just a few classes that all realms can use, that has plagued the MMO market since WoW. DAoC had the best class system yet. You knew to watch out for shroomers if you were up against Hib, for example.
4. Speed buffs are fine, but one thing I hated about DAoC is how important having a speed class was. I like GW2's approach of having multiple classes that can do AoE speed buffs that everyone has access to.
5. Inclucitivity. One thing I think GW2 does right is the lack of necessity of FOTM builds and strict group builds. I remember days on my Infiltrator in DAoC that I really wanted to join in on an 8 man, or run with the zerg, or anything, but the game kind of discouraged players of stealth classes from doing that. It'd be nice if every class has something to bring to a group. |
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Another 5 from me. 6. Mobile tracking ios/Android, would love a realtime app on my phone/tablet that i can see the current battlefield situation. maybe not realtime, but like every 5 mins or 10 mins. 7. Extensive siege options, more than just catapults and rams. There should be giant trebs, huge siege towers with archer ports, and even small ladders. Maybe even have some factional based magical siege, like the Fae using a giant tree beast (not sure what they would be called). 8. NO STANDING STILL CASTING ! I cannot go back to casting from a mage standing still. Even if i am slowed i will take that over standing still when casting, attacking, hummingbird whacking. 9. Modable ui, using GW2, and SWTOR as examples, I need to be able to customize my ui, my vision and your vision and Peggy's vision of how a workable ui should be are not always going to be the same. I do not know the thinking behind having a bricked and non-moddable ui helps make a game better, but in my opinion it makes it worse. One good thing i can say about SWTOR is they at least listened to the players in this regard, i just don't get why they did not have this implemented from the start. Anet fails in this case. 10. Managable CC, I remember playing my bard, for the longest time i was wanted in RvR roving bands for basically one thing... my CC, it got to the point where Dark Age of Controlling was basically the only way to compete. While i do support some CC, it needs to be managed well, with diminishing returns, counters, and some form of absorbtion. If you by chance read this thread Mark i wonder if you might reply about one of my earlier questions about Colision detection, i am very curious how it would impact the game, and weather or not you find it as integral as i do and i think others to an RvR only game. Edit: changed Mr. Jacobs to Mark Lolipops ! |
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2/09/13 12:32:30 PM#71
There are some good but also some really bad suggestions on this thread. DAoC - Excalibur & Camlann |
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2/09/13 12:54:48 PM#72
my 5 things I would love to see with CU ..... 1- combat being a hybred between guild wars 2 and tera , where you actually have combo moves , positionals, and manual blocking and dodging . Guild Wars 2 style has much faster combat in world vs world that makes all classes not get rooted when casting and that goes a long way for fun combat. 2- A darkness falls style dungeon with actually PVE elements where you can fight over the dungeon like DF was and have a raid like legion before. To make it so crafters make the best gear , have it so that boss mobs drop something similiar to diamond seals that are needed to let crafters make top tier gear and weapons etc. This would make adventuring only players have a way to earn money with crafters , and crafters make money from selling the gear , its a win win. 3- Less siege is WAY better than more siege , just go look at the GW2 forums and see the complaints over time about how over the top and abundant siege weapons are. A ram on doors and maybe some trebs that cost gold to use and plans to create will go a long way of not having this game turn into nothing but zerging and siege wars. 4- a realm ability system as flexable as new frontiers system with DAOC. Thorn weed field was a awesome ability and determination was great for tank classes to save peoples butts. This was a great mini game in itself and why people played for years and years chasing the realm point system to 10L10 at the time. 5-Short duration Crowd control only. Please for the love of god do not make 45second to 1 minute mez and 9 second stuns like DAOC had it made groups into who could mez and stun the fastest wins 90% of the time. That was cheesy and just frustrating at times. Warhammer had a much better crowd control system and I think even better than that is guild wars 2 even shorter durations. Make crowd control work on pure immmunity timers , not diminishing returns and make it so there is only 4 basic crowd control tables like root , stun , mez, and snare. |
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2/09/13 1:11:45 PM#73
Originally posted by Kruul yes too #1 please :)
Want to design your own coasters, flat rides and more? Always wanted that dream Theme Park? Look no further! |
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2/09/13 1:32:41 PM#74
Reading this thread is hilarious, which part of no PVE was not clear? :) Is it the NO part? Collision detection in large fights is brutal on the server. The best performance is if you use a Click to Move control like Lineage 2, there is a reason you could have 1000+ people fighting for control of the castle and it was sortof playable. With click to move you have far less events to process and you can predict where person will most likely be much easier. But that control scheme is much less fun in small fights I am sure MJ knows from the analytics data they had from DAOC but no, landing CC first was NOT a 90% win. Not even remotely close. When GP became standard for all it was even less significant, managing CC as fight progresses made a bigger difference by far. Let the 8vs 8 sort itself out, balance for counter zerg and this is where AOE long duration CC is key. Move while casting, anyone ever played Alterac Valey with a premade(when you could do it) filled with 10+ mages? It makes melee absolutely worthless. Pack together run forward and spam GG. It is great in small fights but any large fight and this mechanic breaks the game
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The1ceQueen
Hard Core Member
Joined: 1/02/08
"Always borrow money from a pessimist. They won't expect it back." |
2/09/13 1:49:42 PM#75
I hope there will be a dye system in Camelot Unchained.
What happens when you log off your characters????..... |
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2/09/13 1:51:59 PM#76
Just some things I've always wanted to see, in no particular order.
1. All three realms (excluding the newbie zones) explorable by all three factions. We should be able to explore/assault enemy lands at an increased risk to doing so (risk being more enemy players because it's their homeland.)
2. Only allowing players to play one faction per server, the way DAOC was before they allowed you to play as all three realms on the same server/merged servers. This would work towards securing realm pride.
3. No GCD/queued combat system. GCD I feel is just silly, but that aside I never felt like I participated more in combat when I had to watch/listen for the block/parry or evade to queue up the second or third abilitiy or switch to another. The way DAOC worked with positionals etc.
4. Tatoos as a player crafted/applied item. Using an emblem style creator system to design tatoos of different sizes and locations that afford stat increases to the player character. May be an alternative to certain pieces of armor.
5. Legacy/retirement/aging system. As your character progresses in game and earns a name for himself he creates a legacy or family name. Time passes and your character ages or "passes on his legacy" (alts) This makes trying new alts not such an ordeal as your progression transfers to a degree through your legacy/name.
Everything I'd like to see in a game are there, housing, crafting that has an impact just to name a few. |
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2/09/13 2:02:19 PM#77
1) Server stability- being able to handle the lag with many people on screen or in the area. If lower graphics help achieve this then I would rather make that sacrifice. 2) No visible always-on name tag. I DO want to be able to see their RR and also the character name in battle etc. I like the way Darkfall did this, you hover over the player to see their name. This allows people to actually hide in the terrain which adds much intensity and other ways to escape.. 3) Server / Faction Pride: No game has done this well since DAoC IMO. I will never forget when I went to buy the SI expansion at a local store. There was a lady there getting the same thing... we spoke and found out we were on the same server- only, she was friggen Wizzy Alb zergling!! And I was a Midy!!! At that point the conversation just sorta ended- its pretty funny to think about lol. No other game that I have played has ever brought this element to the game for me. Don't get me wrong, it wasn't a hostile encounter by any means. We just sorta had nothing more to say each other after that. 4) CC: Yes as much as I hate being in a long mezz, this is needed. And for those who do not like it- Purge 3 ;-) 5) Crafting economy: I like the idea of gear decay for this reason. I also hope that nothing can be better than player crafted gear. Loved DAoC crafting. MP gear with a 5pt OC- that's the $}{!t 6) Large frontiers: No instance large frontiers like DAoC's old frontier. The choke points mentioned in other post's are certainly needed. |
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2/09/13 2:25:44 PM#78
I'll toss my two cents in.
1. Give keeps/castles/objectives some actual individual purpose. To further explain, I want a reason to spend time in a captured structure aside from just defending it under siege. Aside from just a positional advantage, I want other reasons to capture a specific keep. "Hey guys, lets grab the keep up north, I want to use the special workshop it has", stuff like that. 2. Stuff for people to do regardless of group size. As a primarily solo player, I was saddened by GW2's WvW. Aside from killing supply caravans, there wasnt much I could do alone, so I was forced to spend most of my time playing 'follow the commander icon zerg'. I think you should be able to contribute to your faction's cause without having to roam with a large group. Perhaps smaller objectives suited for 1-3 players would suffice. Make it so it wouldn't be worth the time for large groups to attack and hold these positions, but make them important enough that people arent flaming you for attacking them instead of the larger objectives. 3. Scalable walls! If you played a short range or melee focused build in GW2, you were stuck chipping at the keep walls and avoiding defender AoEs if you werent using a siege weapon. I would rather climb up the walls and take out some of the enemy defenders on the wall to lessen the pressure on my allies below. 4. A sort of "threat" system. The more kills or objectives a player captures without dying, the more their threat will increase. The higher the threat, the bigger of a reward you get for killing them. This would encourage players to gang up on the big PvP guilds instead of avoiding them and letting them run unchecked. 5. A solid stealth system. I've always loved playing the sneaky class, but its rare that an MMO gets the mechanics right. A vigilant player should be able to catch a thief before he attacks, but spamming AoEs everywhere is a lame and lazy way to do it. |
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2/09/13 2:57:41 PM#79
Okay, I'm finally going to write my list. Forgive the tablet text, I'll edit once my proper computer is up and running. Here we go. 1) Cool crafting. Something wildly customizable (mechanically and aestheticly) without verticle progression. Rather than, say armor just being plain better going from iron to steel to mithril to adamantium, have armor that gives more protection but slows down endurance regeneration and another type that has light physical mitigation but is resistant to heat, and another with X bonus and Y drawback. Then, because that's not enough, have alloys. Meaning you can take some aracnium ingots and some mithril ingots and melt them together to make armor that is lightweight and resistant to poison. Ok, so that was mechanically. Aestheticly, the crafter should be able to unlock multiple skins. There should be a shared window between the crafter and his or her client in which they can agree on a specific skin for the weapon or armor, and the crafter can make it look that way. I am a big proponent of fostering human interaction in MMOs and this auction house bullshit isn't helping.
2) Small, medium, and large things to fight over. Players should be able to "win" or "lose" within a play session. The older I get and the more responsibility I have, the more I believe this (and I'm not even old OR responsible yet). Having said that, those that invest more time in the game should accomplish more. Have crafting nodes to fight over. Dozens and dozens of them. Mines for metal, mills for wood, quarries for stone, groves for plantlife and alchemical reagents. Have small outposts to fight over with some inherent benefit like a crafting station with a bonus to efficiency or time to craft or quality or durability bonus. Perhaps a barracks that spawns NPC guards and high enough RR players can give them basic orders. Maybe a temple that acts as a forward graveyard to respawn at or telleport to given the right spell with a long cooldown. Or a warehouse for storing huge amounts of crafting mats required to lay siege to a keep. Have keeps to fight over with inner and outer doors that are really hard to take. Have fortresses that are really, really hard to take. Have relics that are modular. Here, I'll say that again: have relics that are modular. Each state should have an associated relic that is split into 5 or 10 pieces or fragments. Fragments give a bonus to a whole faction when stored in keeps. Get all the fragments of a kind and combine them into a proper relic at your faction's fortress. Fragments should change hands often, relics should not. When a fortress is taken, the relic is sundered into fragments and scattered throughout the RvR zone for reacclimation. Ok, I went into more detail than I should have there, but the main thing is, you should have small, medium and large things to fight over. 3) Longer duration. CCs that come with a price. Easy solution? Make CC channeled. Could be single-target, AoE or PBAoE, but make it channeled. This way the inflicter is rendered impotent as well, and interrupting him or her can break CC in addition to using anti-CC abilities like purge. Or something along those lines. 4) make territory control independent of RvR progression. Give points for killing/debugging/healing/mitigating. Territory should have its own distinct and inherent benefits. 5) The big one. Save the best for last and all that. Dwarves. Give them to me or I'm walking! |
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2/09/13 6:04:26 PM#80
Thank you for taking into consideration our thoughts/ideas. I was addicted to DAOC for 10+hours a day for about 5 years, making me lose so much sleep and gain 100 pounds haha... I will list the things that kept me glued to this game over any other.
1. a USER FRIENDLY guild system that updates with important guildie achievements like lvl 50 etc.. Daoc had a better one than i had ever seen... The guild system is an important aspect... I seen my guild almost as a big family.
2. INTERUPTS. INTERUPTS. and INTERUPTS. This includes Moving while casting, Getting hit by spells to interupt, and forcing a caster to face someone. Want to make this game like WOW? or Warhammer? Make it so everyone can just run around and spam abilities button mashing. I am 100% for making it so you can interupt someone who is casting spells easily, but also give them in essense a 30 second cooldown Quickcast.
3. Open world Battlegrounds for specific levels. With PvE capabilities inside for leveling etc... I think this and /xp off go hand in hand.
4. Make the realms NOTACABLY DIFFERENT. I knew in DAOC that if i seen huge hammers, or shrooms, i knew i was about to fight hibs or mids.
5. CC. This would make it so a well played 3 man group could take on a full group if they were smart/skilled players. (AE MEZ, STUN,ROOT etc...)
I could go on and on about this but you only told us to list 5 things :( priv message me if you want to hear some more. |
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