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All Posts by Darrgen

All Posts by Darrgen

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64 posts found
Darrgen/Darrcarv from Mid/Lancelot and a bunch of other servers
Here is the way I think stealth could be done right. First of all for those of you who remember Warhammer's Morale abilities where when you fought you gained abilities through morale, the longer you fought, the more powerful the morale abilities you would recieve from morale 1 all the way to morale 4. My idea is simple. Have stealth sort of like DAoC where except you are able to be seen from a pretty good distance as a transparent form. It wouldn't be super long range that people could see you but it would be enough for them to be able to react and run before you could open on them. The benefit though is this. If you successfully do battle and are able to gain to morale 4 you can then use your morale ability and it grants you increased stealth much like oldschool daoc stealth for around 5-10 minutes. So if you keep active in killing people and not wait around for your abilities you are essentially able to have good stealth almost all the time.  Of course this means you are fighting more and have more of a chance of being spotted by others so it is all about the risk/reward. IMO this is the best way to do stealth. It's making stealthers earn good stealth rather than having it to open every fight.

To be honest daoc had an excellent way of scaling abilities. By RR5 you had all your essential active abilities in either a less powerful form or longer cooldown. You would only have very few of the passive abilities yet you were able to compete at around this rank with even seasoned enemies. RR5 could be achieved in around 2 weeks but generally took around a month or a little longer.  Purge would go from 15 mins with a 5 second activation delay to 5 minute reuse with no activation delay at the highest rank. This is a solid system. 


To me where DaoC was brilliant especially with the old RAs with 30 minute resuse timers is that groups that may have been very high rank for their time had to be wise with the use of these long cooldown Ra's. If not then another group that may have all their abilities up could  beat them even with being lower rank and  if normally with all abilities that group very rarely won. Yes the more skilled group should win but a skilled group isn't only decided by how well they do with all their abilities but also how well they can handle a situation that they are at a disadvantage.


One more thing I'd like to touch on even though it doesn't pertain too much to RA abilities. Warhammer had morale abilities and it's my hope that a system similar to this makes it into CU. Id love to see the acquistion of Morale abilities tied to this system as well. Stealth is a big discussion right now and i think tying stealth to morales would be interesting. If they battle long enough to earn morale 4, it may increase the effectiveness of their stealth for 5-10 minutes or so if they choose, otherwise their stealth would be very weak and be seen from a pretty far distance.

Zinzan it sounds like you didnt play the samengame as me. Cause i remember there being many counters to this 60 second cc youncomplain about. Just because the players chose RAs that didnt break cc because they wanted to hit harder in pve doesnt mean the game should have been molded for them. Also you had plent of ways to cure cc as well not to mention it broke on damage. This is after all an rvr only game. Players wont be as dumb with their RAs and overall the MMO community is smarter than it was back then. People now days know where to find cure buttons.
Here is a good compromise for everyone. Why not have a game where both styles of play or offered? For instance have an archer class that all of his movee put him in an aiming mode where the closer he is to hitting the target the more damage he does. Then have classes that play more like traditional mmo classes. I dont think it would be that difficult to balance and would give everyone a class that they might prefer for the mechanics. Would also make classes feel a lot different from each other

It really depends on the movement system in the game. If the movement is WoW/WArhammer/GW2 style movement then there is no need for stick on enemies. If it is like DAoC then yes you need it. Preferably though, the movement is updated like WoW and you only need a stick for friendly targets. maybe a /face button but that's it for enemies


Originally posted by meddyck

I don't think long duration CC and hard interrupts were fundamental to how fun DAOC was.

Certainly there's no chance they're going to have 60+ second unbreakable mezz and root in CU like DAOC had at release especially since DAOC itself long since added many things to make CC less effective (immunity timers, AE dropoff, resists reducing duration, Determination, Purge, Cure Mezz). Something like 20 seconds max duration CC with counter spells (purge and cure spells) and long immunity timers (5 minutes) would work fine.

It does get to be a bit ridiculous in some games how every spell is instant cast and unstoppable, but you could counter that by having more silence abilities rather than using DAOC's stand-still-to-cast and the-slightest-hing-interrupts system.


20 seconds is a tiny bit too short if youre still going to have things like determination and resists that reduce duration. My suggestion would be to have 30 second duration baseline with melee being able to reduce it with talents by 50 percent and resists not effect it. Then offer cures from healers and purges as well. 1 minute immunity was also a good time imo and would be fine for a 30 second cc that breaks on anything
I wouldn't mind seeing something for the people that put a decent amount like an in game NPC. For instance Darrgen the Berserker boss in Darkness Falls dungeon!

Mezz didn't last for 2 minutes, it lasted max 1 minute and that's if you had ZERO resists, ZERO RA's to reduce it, NO purge, and  a healer that didn't know where his demezz button was. Also after you were hit with it you were immune to it for 1 minute. I dont see the problem with mezz so long as they offer the same counters they had for it. In fact i will go so far as to say if aoe mezz isn't in the game, it wont work. Simple fact of the matter is, daoc worked because there were tools put in place for smaller groups to compete with larger groups without getting completely steamrolled over(which is the biggest problem with GW2). Aoe mezz was utilized by smaller more organised groups where as large groups that just aoe'd and didn't focus down certain targets couldn't really take advantage of it.

The only thing I would change about it is make it around 30 seconds long and take away resists reducing it so that way newer players that haven't spellcrafted yet aren't at a huge disadvantage when hit by it


Hey just wanted to link the blog I wrote about Camelot Unchained and some of the ideas I have for the game. Feel free to comment, agree or disagree with it!

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!)

I think this game will have longevity where others have failed. Some people fail to understand just how much community building things are in this game. First you have public dungeons which is excellent for building Alliance communities. Unlike raids in other games like WoW, the more people you bring the better, not only that but if a public dungeon raid starts at 8pm and you can't be on til 10pm, that's not a problem because you can just meet up halfway through. Or if you can only be on for the first half you can kill the bosses your raid kills and get loot til you have to leave.

Then you have something that DaoC had that no game has had since. That's Faction pride, people hear it all the time from daoc vets i know but there is a reason. DaoC was a game that even the most pvp hating person felt a sense of contribution when defending his faction's relics or keeps. Whole Pve raids would stop on a dime to go defend against the threat of a 200-300 person relic raid that hits multiple keeps at once. IF your guild owned a keep and your guild chat started spamming 123 invaders killing guards at your keep, you immediately alerted the alliances to come defend.


Then you have the uniqueness of the alliances. The land is your own and the stuff in it is only experienced by your realm. Some see this as a downside but it is definitely an upside. It makes your class and alliance feel much more unique and if by chance you do get bored, you have a whole other game to explore if you reroll to another alliance.(which by the way you probably wont reroll another alliance til much later in the game because most fall in love with their alliance and feel that sense of betrayal if you thought about rerolling)


Trust me, i think a lot of people on this forum are underestimating this game because of the last few years of failure games. I believe this one is one to break the mold though, Matt Firor is the guy I'd want behind an MMO.

Originally posted by Findariel
You program the boss monsters to have dynamic AI that changed in believable ways based on how many people attacked it. 

That, and the game balances itself. In DAoC, people could bring 100 people to a dragon raid, but they'd probably all die, as the dragon would start flying and blasting people with fire when detecting the larger threat. If they managed to kill it anyway, everyone would have a smaller share of the loot. 

There were raids in DAoC that took 8 hours and 200 people. There are some bosses that only ever got killed once.

Well I hope you're right! At least it sounds 100 times better than GW2's "world bosses", although 8 hours would exclude everyone except extreme hardcore players that don't sleep ^_^

That's not really true, even in DaoC casual and hardcore players would participate because unlike other games, casuals would help until they had to leave and others would join in. As they logged on, you weren't locked out just because a raid started at 8pm, if they were only halfway through the dungeon, you could always join the chat and meet up with them halfway through the world raid. So sure you might not get to kill the last guy if you can't be on at the time of the last guy is killed but you'd get stuff from whatever guys you were there to kill. It actually works a lot better for guilds that way. And it's also the reason why some bosses that required 100s of players were only killed a handful of times across all servers. Makes the items that were dropped that much more cool.

I find it funny people are complaining about faction locked lands yet they are giving you 3 ELDER SCROLLS GAMES worth of lands to explore per faction plus they'll add more to each faction every expansion. Yes they are using the DaoC template for this but segregated lands and classes made DaoC one of the best games for community thus for in MMOs.  I'd prefer not to have whiners that complain about stuff like this in ESO anyways.
Just because he was lead dev doesnt mean he got to make the decisions on what the expansion was about. Dont you think the president has final say?
Originally posted by PyrateLV
Originally posted by Vulturnus

the DAoC system is the best one I have come accross in any MMO I've tried and I've tried most. The differences and speration betwean realms really added to the game and although class balance was always an issue what it added to the game was so much more important.

PS. ToA fricken ruined DAoC. Post SI it was the best MMO in histroy.

You do realise that the Lead Dev who brought about ToA is the very same Lead Dev that is in charge of making TESO?

Just thought Id throw that tidbit out there for ya

You do realise everything you just said is wrong. Matt firor actually lost an internal power struggle because during the production in ToA he thought they should be focusing on the RvR portion of the game rather than adding PvE but seeing as how Mythic was made up of a lot of EQ lovers, they wanted to add PvE content. Nice try though

Well thats not really true. You lose rank in wow arena rather than loot or time. Loss can be done many different ways rather than what youre talking about.

While WoW pvp is good for some people. It in no way set the standard. It actually did much of the opposite. I will admit I played a lot of WoW pvp but that was mainly because it was the only choice.  The battlegrounds in WoW were some of the worst implementations of pvp ever imagined, but because it was quick and easy to jump into every game thereafter copied one of the worst parts of WoW's pvp. I'm not hating on WoW pvp either just to hate because I played to gladiator many seasons and achieved warlord in vanilla.


What really needs to happen is people need to copy the way DaoC did their battlegrounds. It was a persistant place with no cap on players with a keep in the middle. You zoned into your faction's keep that was a safezone for your faction and that's where people usually formed groups. it was level restricted to keeps things slightly even. There was meaning to those battlegrounds and they never ended which was nice. the objective was to capture the keep in the middle but when you captured it it quickly became a game of defending it for your realm. Instead of gear you were competing for like 95% of games pvp objectives. You were competing for Realm points that stayed with you character forever regardless of gear. These points bought new abilities or passive stats for you character and was a much better progression system than the gear progression.

No but i do see tablets and laptops becoming one and the same. Convertable notebooks are already happening but soon i think you will see even more kinda like the asus transformer prime book. It's a tablet the connects to a keyboard that holds a graphics card and if im not mistaken a stronger processer. So basically you can disconnect it and have the same things you get with a tablet, or connect it to the keyboard and have the power needed for gaming.
Originally posted by Zinzan
Originally posted by ShakyMo
Bad dog.
No coh was the first mmo with instanced pvp. Daoc had no instancing whatsoever in either pvp or pve

It's a fair comparison. Planetside 2 is a rvr game. WvW is Arenanets take on rvr.

Fps mechanics aside, planetside dies it better.
1 its bigger both in terms if land mass and players on screen
2 its more strategic
3 there's more rivalry - you know who shot you, you get to see all the rival guilds
4 integrated Voip
5 less p2w, no being forced to grind pve or use the cash shop to pay for your repairs and seige gear
6 you don't spend 4 hours assaulting a base for the server to then turn round an hour later and go "gonna reset you now and pair you with some random unknown dudes on some other random servers"

Spot the guy who never played DAoC.

No instancing in pve? What a joke, the game had plenty of instancing. Task dungeons were all instances and lots of the pve quests had instanced sections to them.

Planetside was strategic, PS2 is a murder-bowl, no more or less strategy than GW2.

PS2 is more P2W than GW2.

Spot the guy that played DaoC when it was on it's way out. Daoc actually didn't have instances for anything until a few expansions in when many considered DaoC a sinking ship.

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