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All Posts by gregoryvg

All Posts by gregoryvg

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35 posts found
Originally posted by Aeodo


I stopped reading there.

YOU want DAoC 2.0, but it won't happen.

Ideally, I would like DAoC 1.5; not 2.0; more a reboot than re-imagining.  However, what I did do was donate to CU to see where it goes.

Honestly, I think people who expect CU graphics to be at or near Skyrim or GW2 quality, even two years from now, are going to be severely dissapointed.  This is a game with a total budget of ~$5M.  The budget of Skyrim and GW2 was probably between $50-100M.  In order to support battles between hundreds of players at once and large keeps to fight over expect something less than state of the art.  It takes a lot of manpower to create all those textures and character animation you see in the latest and greatest game.  
They need to limit the number of abilities while still giving variety.  You are correct that with a lot of MMO"s you can literally have 3-5 tabs full of abilities which I feel is too much.  I understand for others it isn't.  Maybe some classes can be made that have fewer abilities, while others might be more complex and have more abilities (but both if well played being mostly balanced).  This way the players who like complexity can have it and those who prefer to keep it down and more basic can be happy.
If we are voting, I prefer a tab-targetting system with some AoE styles/spells.  Leave the action click fests for Diablo III, GW2 and such.
Originally posted by boxsnd

They didn't say there will be no BGs.


I'm hoping for a newbie BG like Thidranki that is like a PvP tutorial. You just can't ask day 1 players to fight 5 year veterans.

Yeah but on day 1 of the game we'll all be day 1 players. I would think there will be no need to worry about battlegrounds or "safe rvr areas" until the game has been around for at least a year or so.

Originally posted by meddyck

Of course there is the problem that every group will want/need to have this class in it. My thought is give the primary healing class in each realm the best group speed chant. That way it won't require an additional group slot to cover both of these necessary functions.

Yes to both speed classes and horses, but no to the idea of giving speed to the primary healer class.  Try to spread the abilities out among the classes to encourage grouping.  Other than that I also liked the idea of a primary speed class and a secondary speed class; much like there are primary and secondary healers.  Horses should be no faster than secondary speed.

Originally posted by Hokibukisa


Allow players to choose which kind of stealth they want, permanent, or temporary, but they have to sacrifice something, I'll give a few examples of what I mean and you should get the idea.


1) Permanent stealth rogue (lets call him assassin) that does massive damage assassination routine. Wears basically no armor at all, instead, his equipment is designed to minimize noise. He would excel at ambushing stragglers, and would not be able to hold his own very well in a melee brawl, unless he got the jump on his victim and pulled off his crippling assassination routine.


Excellent at infiltrating behind enemy lines and gathering valuable information and sabotage. 

Permanent stealth decreases normal movement speed by X%.

When a permanently stealthed rogue is standing still they are nearly impossible to detect.


2) Permanent stealth rogue (lets call him shadowblade) that doesn't wear armor, but doesn't need to pull off his assassination routine in order to deal dps effectively, and thus his assassination routine would not be as powerful. This rogue would be capable on a melee assist train, and proficient at hunting the previously mentioned "assassin", but would still suffer in a melee brawl with a more heavily armored opponent due to wearing little to no armor.

Excellent at infiltrating behind enemy lines and gathering valuable information and sabotage.

Permanent stealth decreases normal movement speed by X%.

When a permanently stealthed rogue is standing still they are nearly impossible to detect.


3) Temporary stealth rogue (lets call him Culexus Assassin) that wears light armor (lets say studded grade) that does a massive assassination routine, but like the classic assassin, does not perform well on an assist train or in a melee brawl, but due to heavier armor, is not as squishy. This assassin might specialize in running with his group and then stealthing up when the enemy is engaged so that he can go perform an assassination attempt on an enemy VIP.

Not so great at infiltration due to temporary stealth.

Temporary stealth does not decrease movement speed OR possibly even encrease it by X%.

This rogue might get an in-combat  vanish ability on a long cooldown.


4) Temporary stealth rogue (lets call him voidwalker) that  wears light armor (studded grade) that doesn't need to pull off his assassination routine in order to deal effective dps, and thus like the shadowblade has a less powerful assassination routine. This rogue would be perfectly capable of joining an assist train and hold his own in a melee brawl.


Not so great at infiltration due to temporary stealth.

Temporary stealth does not decrease movement speed OR possibly even encrease it by X%.

This rogue might get an in-combat  vanish ability on a long cooldown.


I never played a stealther in daoc but I'd be pretty disappointed if they were pre-nerfed or axed entirely due to biased opinions on what is fair. Yes they frustrated me too, but I won't join this mob of stealther hate and pre-nerfing.

Just wanted to say I find what Hokibukisa posted above to be very interesting.  I think CSE should definitely include stealthers in the game and ensure there are tradeoffs; not exactly like the post above but something along these lines.

Stealth similar or exactly like it was in DAoC was fine; and this coming from a non-stealther :)

The key is to ensure there are classes that can counter stealth and be stealth hunters.  In DAoC Valkyrie's were excellent stealth detectors with thier pulse.  And I also agree with anohter poster, if you give steal a big burst damage you need to reduce their defenses whether that is reduced HPs or worse evade/parry.  It's all about balance.

Originally posted by redcapp
Originally posted by rogue187
just all love daoc so 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.

I am intrigued by this idea and would probably like a server like this.  I don't have alt-itis like many people; not saying I don't make alts, but I love the idea of you are who you are in this server and I think it would appeal to a sub-set of people who would play this game.  It would definitely increase "realm pride" and working together.  Just the idea of it is very exciting.  My only fear is that not enough players would want to do something like this long term.  You should have made a poll! ;)

 I imagine players who are intersted in making a lot of alt's wouldn't even try a SCS.

Jimmac - well said.


Edit: I agree and in my post mentioned some of the same reasons as you.  /stick and /assist actually make the game more tactical, you actually have to make more decisions and have more situational awareness.  Also it allows a smaller, dedicated force to actually damage and sometimes prevail against a larger force.

Originally posted by meddyck
Originally posted by Zinzan

Agreed, DF was brilliant and the dungeon switch mechanic meant you never really knew when there might be enemies logged out in their steps. I always loved when we lost DF, it was a rampage through to the other entrances and a fun fight usually ensued.

This being said, DF with no pve would be a ghost-town, there would be no reason to go there....ever.

They could still have something like DF just you wouldn't get xp and regular armor & weapon drops there. Mobs could still drop gold and crafting materials and perhaps the bosses could drop crafting schematics that could be used to craft armor and weapons with unique looks and unique dyes.

This is a good idea.

Keep up the good work Storm, that is a really nice (exhaustive) site you have started.  I added it to my favorites. :)
Originally posted by krietos1
Little wary of genders having stat differences, coming from the perspective of a male min/maxer I don't really want to ever be put in the position of having to deal with playing a female character and dealing with the difference in the way people will treat you because of it.

And probably there were only be cases where the female characters will be better.  I doubt you will see a case where a male avatar would be better; whether melee or magic.

I voted yes for the /stick command to work on enemies based on my experience with it in DAoC; it was a good feature, along with /assist.  It allowed smaller groups to take on larger groups, as effective targeting by the main assist and sticking allowed them to focus on high priority targets.  Then again sticking could backfire as if you weren't careful the stickee would run you through and AoE farm or out of healing range of your allies.  So unlike some others on this thread I think /stick actually adds a bit to the tactical componant of a battle.
I meant reasonable not reliable in my original post.  Sept 2015 is a bit later than I had pegged.  Was really thinking it would be out in late 2014 early 2015 timeframe.  My main interest is in having a fun engaging world to play in, so I would be more than happy waiting a bit longer than that if needed.

According to the Camelot Unchained Facebook page:

the estimated release date for CU is September 2015.  Do you think that date is a reliable estimate of release?  Is it too soon, too early?

Originally posted by Torvaldr
It is a bit concerning given all the talk he's done this last week to promote his kickstarter.  What concerns me more is that he hasn't presented any math to support his idea (you know how the economics of being a niche mmo with 60k players will work).

Oh I think 30-60k players is more than enough for a focused MMO from a small developer to not only succeed, but to thrive.  Before I begin, I am skeptical about a few things with CU.  

Firstly, the no PvE does have me a little worried.  While I don't like how PvE is done in most games (i.e. grinding dungeons and raids for better and better loot), I believe if done correctly and smaller-scale can strengthen the realm and provide something for players to get acquinted with their class, and something for players to do who need a break from RvR and don't really want to craft.

Secondly, I am also a bit skeptical of his tiered pricing plan; he is turning what should be a binary decision into something that will require way too much thought and will probably just hurt the game's revenue.

Okay, for this example I will assume the average monthly fee is $12 per player.  If CU gets and maintains 30k subscribers over the long haul than CSE will realize $360,000 month in gross sales, or $4,320,000 in yearly sales.  That should be more tha enough to keep a small server farm running along with 10-20 developers to continue patching and adding new game content over time.  It is all about expectations.

If you are expecting latest state of the art graphics with a huge world, "great" storylines and voice actors than I belive your expectations are wrong for this game.  

If you are expecting decent but not great graphics, no elaborate storyline (just enough to get you out into the world to explore, fight, level and craft) lots of different, unique classes on all sides than this game might be for you.  However, you will have to initially put up with broken classes, some features that aren't going to work correctly out of hte box, graphics glitches, lag, etc; but these are things that  plaque all new MMO's no matter the size and that are usually taken care of after a few months.

Originally posted by Jostle
Originally posted by skyexile

Cant say im really a fan of having to block or parry myself, all those things require a fast ping to the server to play at the top level, its not ideal for an MMO setting.

I dunno, if you tweaked the timing it could work well. Just as using styles after you block/parry/dodge or your target blocked/parried/dodged worked. But I get what you're saying and I also enjoy my character being a badass because the way I built him. A middle ground would be nice.

Honestly, I doubt it could work well; and I don't want CU to be an experiment to find out.  To me, the actiony controls are just a gimmick, esp. in a MMO.  I voted for sticking with the tried and true, not saying there is not room for innovating/perfecting the control scheme.

I don't think the fast combat would work for this game.  From what I understand Mark is trying to bring the "role" back into RPG, in other words CU is probably not going to have super-hybrids that can melee, heal and cast DPS spells.  You want to heal?  There's a class for that.  You want to be a mighty Tank?  There's a class for that.  You want to reign fireballs down on your enemies?  There's a class for that.  For all those different classes to work together combat will have to be slowed down a hair to give the healer a chance to heal, the mage a chance to cast a spell (which he hopefully has to stand still for) and for the tank to do his thing.  IMO this is not a bad thing as it lets groups form a synergy together.
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