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Camelot Unchained

Camelot Unchained 

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177 posts found
  Bobarian

Novice Member

Joined: 9/19/04
Posts: 24

2/13/13 7:37:30 AM#121

The biggest MUST...Do Not Sell City State Entertainment to EA or anyone else.

  audizmann

Novice Member

Joined: 2/13/13
Posts: 24

2/13/13 6:15:35 PM#122

1. Realm abilities. A huge motivational factor and one of the best aspects of DAoC. Progress should be slow, and there should be a rich variety of abilities to choose from.

 

2. This one probably doesn't need to be mentioned, but I hope that the (RvR) world will feel like three adjacent countries where players are (gradually) more protective of the inner areas, as opposed to a world with various different zones to RvR in, that have a feeling of being neutral ground. (That wasn't a very good explanation, but I hope it made sense). What I especially hope to see is a world with many unique landmarks (and please do not crowd these locations with aggressive mobs). Landmarks should be fun scenarios for fights, which could encourage players to defend/invade these landmarks for no particular reason other than realm pride.

 

3. Unique classes in each realm. Also one of the best aspects of DAoC. Preferably there should be no mirror-classes.

 

4. What I would like NOT to see is an excessive amount of buffs, rebuffing, and micromanagent (of potions or similar). If a powerful buff is generally available to players it quickly becomes the norm, regardless of how difficult or annoying the buff is to use. Please consider that because of the competitive nature of a game like this, players will suffer whatever it takes to gain a small advantage or simply be on par.

  akley

Novice Member

Joined: 4/08/11
Posts: 17

2/13/13 7:30:21 PM#123

- Zone kill announcements

-  /stick   /sprint

- minimal CC

- Realm Ranks

- "This weeks victors" webpage

  Jalanteriel

Apprentice Member

Joined: 12/19/04
Posts: 4

2/14/13 3:32:04 AM#124

Big fan of DaoC. Plenty of good suggestions (most of which was in DaoC), here's my five. Though I've excluded ost of the current good DaoC suggestions:

 

- Common crafting area. In the old DaoC days all the crafters had to go to only ONE spot to do their crafting. This became a fantastic hub for all crafters to go to and would be buyers to go in search of items. Sadly this changed over time with SI and then housing which killed that community of sorts. You might be able to expand this to dueling areas/training halls. Funnel people to the same places. That way the area wil always be filled with people who are able to interact with each other. If trainers, craft materials and crafting tools are readily available everywhere, then players would be spread all over the realm which would mean much less interaction. Make sure this doesn't change with future expansions too!

- Penalty for sitting down - Not sure if this will be in CU, but in the old daoc days, you had to sit down to regain mana/endurance faster. If you were hit while sitting down, you received more damaged and rightly so. This should have never been taken out in DaoC. I found it silly how people would sit in the middle of a PvP area and not get hit for more for being a sitting duck. It was sad it was taken out because of whiners.

- Solo viability - This has been mentioned a few times, but there should be a way for players to PvP without worrying about zergs. Mile gates was one aspect in DaoC Perhaps have an area/zone with penalties for numbers, eg. An area with large squares, if 4 players from the same factions are standing it in, they receive 50% more damage. If there is only one player at a square, they gain extra defence/offence. Rooms which lock when only 2 players of different factions are in and only opens when one dies. Bottlenecks in certain areas that does damage to people who pass through it based on the number of same faction players etc.

- Crafting Customisation - Not enough information on crafting, but would like it be more involved. I.E. having to gather your own materials rather than buying straight from NPC. However, this would most likely mean killing mobs for certain drops, would that mean PvE? Again not enough info. Crafters should be able to customise their crafts. I.E naming items, have crafter's name on it, choosing skins for certain models. E.G. different skins for the same sword. It would have the same stats but just looks different.

- Cosmetic changes - Not a big one, but would be good to have items you wear for stats and items you wear for looks (Similar to what they have in Lord of the Rings Online)

- Weather affecting combat - This is just something that sounds cool Imagine if its raining, fire based attacks would do less damage, but electric attacks would have a bigger area effect/more damage but also do a bit of damage to the caster (as he/she would be wet too!) 

 

Ok, well that's six rather than five...ops :P

 

 

 

 

 

  Nibs

Elite Member

Joined: 8/26/04
Posts: 200

2/14/13 3:59:48 AM#125
NO 'SHROOMS!
  skarr

Novice Member

Joined: 1/05/04
Posts: 4

2/14/13 4:08:17 AM#126
Originally posted by Nibs
NO 'SHROOMS!

 

no pet spam whatsoever

  alexisevic

Novice Member

Joined: 3/24/11
Posts: 41

2/14/13 11:05:56 PM#127

1) Virtually unlimited character advancement.  DAoC's RR was brilliant in that it allowed you, for most intents and purposes, to never reach max level.  It was however, quite expnential in nature, meaning that the first ranks were fast and easy to get and the high level ranks took forever.  This should stay.  It gave the sence of never being finished with your character, of continuing growth.  That fact alone really kept me coming back. 

2) Non-cartoony graphics.  I can't stand the graphical style of most new fantisity MMOs (WoW and clones) these days.  It breaks all immersion.  Shoot for somthing artistially similar to Age of Conan.  Also please don't make high level female armor panties and a bra, they should be in full plate just like the men.  Again, has to do with immersion.  

3)   Seige Combat should be designed to make use of melee classes.  There was a very long time in DAoC where my warrior was unable to make any meaningful contribution to a siege, it was the casters that did nearly all the combat.  This changed when my warrior could climb walls, so make sure those kind of mechanics are in place at launch.

4) Resource supply lines.  I know the resource mechanics are not fully hashed out yet, but I think it would be really cool if you could raid a caravan containing rare minerals that were just mined. 

5) Ability for smaller, well cordinated groups to be able to control the massive zergs.   

 

EDIT:

Because I forgot about how awesome this part was...

 6) The return of stat caps and the template.  What was billiant about DAoC is that there were as many different templates as there were players.  It wasn't about getting a full set of armor from dungeon X.  It was about digging around with what you had, or could get, and making the best template that you could.  A bit like EVE in some respects. 

  rogue187

Advanced Member

Joined: 1/25/13
Posts: 152

2/14/13 11:14:59 PM#128
just curious...you all love daoc so much...do you still play it?
  redcapp

Novice Member

Joined: 5/13/11
Posts: 733

2/14/13 11:22:23 PM#129
Originally posted by rogue187
just curious...you all love daoc so much...do you still play it?

DAoC current live version is basically not DAoC.

 

 

 

 

 

Anyway, gotta agree with a couple of the above posters.  A camelot herald like it used to be would be awesome, and there should definitely not be buff bots.  Hell, there shouldn't be classes with no purpose other than buffing other people so they can have all the fun to begin with.

  gregoryvg

Novice Member

Joined: 2/07/13
Posts: 35

2/14/13 11:46:17 PM#130
Originally posted by redcapp
Originally posted by rogue187
just curious...you all love daoc so much...do you still play it?

DAoC current live version is basically not DAoC.

 

Couldn't agree more.  To me the last iteration that resembed DAoC was the Classic servers; may they rest in peace.  Loved playing my Valky on that server; tried to but couldn't really get into it when they merged Classic back into ToA servers.

  rogue187

Advanced Member

Joined: 1/25/13
Posts: 152

2/14/13 11:56:08 PM#131
was wondering...ppl love it so i dl'd it gotta say...as a wow-baby, was uninpressed, dont play wow anymore..finding myself drawn to sandboxish games more, but like i said in another thread, sounds like df:uw....never played but the masss hate keeps away, guess another era i suppose....cheers :)
  SyrixII

Novice Member

Joined: 11/23/10
Posts: 43

2/15/13 12:15:51 AM#132

 

My only "Must have"... and this is a big one for me.

 

Don't ever leave areas abandoned. Please always keep the world alive. I can't stand to log into an MMO a year after it's launched and the first area you walk into is abandoned (training areas excluded). I want to live in a growing and thriving world! All zones or parts of the world need to be active and alive from day one until the day the servers shut down.

 

I guess I am just ready to live in a world again, not just pass through it. :)

  OgreRaper

Novice Member

Joined: 6/20/11
Posts: 381

2/15/13 12:22:30 AM#133
Originally posted by SyrixII

 

My only "Must have"... and this is a big one for me.

 

Don't ever leave areas abandoned. Please always keep the world alive. I can't stand to log into an MMO a year after it's launched and the first area you walk into is abandoned (training areas excluded). I want to live in a growing and thriving world! All zones or parts of the world need to be active and alive from day one until the day the servers shut down.

 

I guess I am just ready to live in a world again, not just pass through it. :)

 

I think the focus being RvR will help with this. Because there isn't going to be zones divided up by levels. So low lvl zones would be abandoned in most PvE games a year after it launched. I don't think that will be the case with an RvR only game, all zones will probably have objectives / territory to fight over.

  rogue187

Advanced Member

Joined: 1/25/13
Posts: 152

2/15/13 12:32:16 AM#134

my next query...what is this offering that ESO isn't ?

 

 

 

edit: ahhh maybe should be in another thread aye? soz

  Storm_Fireblade

Novice Member

Joined: 2/11/13
Posts: 156

2/15/13 3:38:04 AM#135
Originally posted by SyrixII

 My only "Must have"... and this is a big one for me.

 Don't ever leave areas abandoned. Please always keep the world alive. I can't stand to log into an MMO a year after it's launched and the first area you walk into is abandoned (training areas excluded). I want to live in a growing and thriving world! All zones or parts of the world need to be active and alive from day one until the day the servers shut down.

 I guess I am just ready to live in a world again, not just pass through it. :)

I´m pretty sure you can count on that. There will be a living and breathing world. Being able to build some form for constructions outside the safe-areas alone will offer some variety. And since most of the world will be open, there won´t be boring, static instances either.

Camelot Unchained Fanpage
https://simply-gaming.com/camelot/

  Voiidiin

Novice Member

Joined: 1/13/11
Posts: 827

Soylent green is made from PEOPLE

 
OP  2/15/13 4:36:42 AM#136
Originally posted by rogue187
was wondering...ppl love it so i dl'd it gotta say...as a wow-baby, was uninpressed, dont play wow anymore..finding myself drawn to sandboxish games more, but like i said in another thread, sounds like df:uw....never played but the masss hate keeps away, guess another era i suppose....cheers :)

Is there a reason why you are in almost all CU threads down talking the game ? 

Did Mark Jacobs do something to insult you in some form ?

Does the sucess of CU ruin another game you are yearning to play (Origins of Malu ?)

I was hoping this thread would keep to what its original intent was... those who want this game to come out and had suggestions for its developers to read. What you have posted here is far from what most of the repliers have posted, i would ask that you refrain from further derailing of this thread.

 

Lolipops !

  Lore84

Novice Member

Joined: 2/15/13
Posts: 69

2/15/13 6:46:09 AM#137

I'd just like to preface this with the fact that I understand that this game is not intended to be DAOC2. However, it IS drawing on (obviously) the most successful elements of DAOC...and RVR is going to be the focus.

 

With that in mind, I'd really love this game to promote the same kind of Full Group roaming RVR that made DAOC so enjoyable. I sincerely, genuinley hope that CU will not promote a zerg fest and instead embrace the full group playstyle that the skilled guilds in DAOC enjoyed. I want the CU developers to make sure that a full group of skilled players roaming in the "frontiers" (if there will be any) for action in CU will be able to have a fighting chance when outnumbered to a -point-. Its one of the things that made DAOC special to me, knowing that my guild group knew what they were doing and we would be able to fight off the more numerious but less able enemy :D

The zergfest thing really never did anything for me, its easy to just run around in a mass swarm and kill stuff, much more fun to do it in a small guildgroup!

Finally, I know there will not be any "realm ranks" in CU...however, i'd been keen to see some real, meaningful reward for running a successful guild in this game. Whether that be titles, extra abilities or whatever. Its another thing that made fighting in RVR in DAOC enjoyable, to see that the great guilds were recognized for their achievements.

Lore.

Ex-DAOC, Excalibur

  Satarious

Novice Member

Joined: 1/06/08
Posts: 1045

2/15/13 7:48:48 AM#138
Originally posted by Lore84

With that in mind, I'd really love this game to promote the same kind of Full Group roaming RVR that made DAOC so enjoyable. I sincerely, genuinley hope that CU will not promote a zerg fest and instead embrace the full group playstyle that the skilled guilds in DAOC enjoyed. I want the CU developers to make sure that a full group of skilled players roaming in the "frontiers" (if there will be any) for action in CU will be able to have a fighting chance when outnumbered to a -point-. Its one of the things that made DAOC special to me, knowing that my guild group knew what they were doing and we would be able to fight off the more numerious but less able enemy :D

The zergfest thing really never did anything for me, its easy to just run around in a mass swarm and kill stuff, much more fun to do it in a small guildgroup!

Lore.

To me, catering to the "small group" crowd screams of CC getting out of hand.  That was one of the major problems that Daoc dealt with partly by adding realm abilities that would break out of those.  Instead, I think a better system would be to encourage more strategy and tactics in massive zerg battles.  That's when an MMO really shines.  Massive zerg on massive zerg would be the ideal, imho.  Who wants nothing but roaming 8 man bands when you can get that experience in any instanced battleground like you would find in WoW?  If I were in an 8 man group, I would actually welcome the danger and suspense of zergs being out there.  My philosophy is that if you get crushed by a zerg, suck it up.  Don't cry to momma about the unfairness of it all.

http://www.youtube.com/watch?v=pWdd6_ZxX8c

  Lore84

Novice Member

Joined: 2/15/13
Posts: 69

2/15/13 8:00:10 AM#139
Originally posted by Satarious
Originally posted by Lore84

With that in mind, I'd really love this game to promote the same kind of Full Group roaming RVR that made DAOC so enjoyable. I sincerely, genuinley hope that CU will not promote a zerg fest and instead embrace the full group playstyle that the skilled guilds in DAOC enjoyed. I want the CU developers to make sure that a full group of skilled players roaming in the "frontiers" (if there will be any) for action in CU will be able to have a fighting chance when outnumbered to a -point-. Its one of the things that made DAOC special to me, knowing that my guild group knew what they were doing and we would be able to fight off the more numerious but less able enemy :D

The zergfest thing really never did anything for me, its easy to just run around in a mass swarm and kill stuff, much more fun to do it in a small guildgroup!

Lore.

To me, catering to the "small group" crowd screams of CC getting out of hand.  That was one of the major problems that Daoc dealt with partly by adding realm abilities that would break out of those.  Instead, I think a better system would be to encourage more strategy and tactics in massive zerg battles.  That's when an MMO really shines.  Massive zerg on massive zerg would be the ideal, imho.  Who wants nothing but roaming 8 man bands when you can get that experience in any instanced battleground like you would find in WoW?  If I were in an 8 man group, I would actually welcome the danger and suspense of zergs being out there.  My philosophy is that if you get crushed by a zerg, suck it up.  Don't cry to momma about it.

No need for CC to get out of hand, and theres nothing wrong with CC breakers. Purge/det was fine....zerg vs zerg by its very nature is not skill based, its just about numbers. Also, the suspense of zergs being out there is exactly what you had in DAOC...its the opportunity to have a chance to kill some of them before you get steamrolled by them which made it fun. Im not suggesting any small group should be able to be invincible.

If you want to just name MMO's that already cater to small groups then i'll say, if you want zerg vs zerg, you have WAR. Instanced small group battles in WOW battlegrounds really is not what im talking about. Its not even slightly comparable to what you had in DAOC.

Anyway, this is just my suggestion and i know im not alone in wanting this sort of gameplay in CU.

 

Ex-DAOC, Excalibur

  Nibs

Elite Member

Joined: 8/26/04
Posts: 200

2/15/13 8:13:23 AM#140

I don't think DAoC actively encouraged or discouraged either zerg v zerg or 8-man v 8-man.

Yet they both existed.

If they encourage either playstyle they are effectively telling the other 'this ain't the game for you'. Which would be wrong, even for a niche game.

Some people felt that keeps and relic were important and taking either required zergs. Others didn't, and they went and 8-manned it up.

Even with some of the huge seiges that we had you could have the main zerg attacking the keep, another couple of mini-zergs blockading the portal keeps and still have use for the co-ordinated 8-mans running patrols around the whole affair. Every playstyle was catered for in a single 'event' type setting without the devs having to do anything to encourage it. At least taht's how it was on both Alb/Percival and Mid/Gareth. Heck, with some of the audacious plans that we executed we had 4 or 5 full battlegroups and still had numerous 8-mans running around and everyone found enough action to be as happy as a pig in shit at the end of the day!

As long as there's plenty of room both playstyles can co-exist.

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