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All Posts by evil13

All Posts by evil13

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34 posts found
Seems to be Sauron's nickname going by the eye.
The bieber idea is great, they could have an ingame event: whoever gets the bieber heart gets a backstage pass to some bieber concert. Plenty of belibers (or w/e) would go for it. The rest of us would know this event as "endless slaughter" make the belibers attackable by all 3 realsm and you have the best pvp set up ever.

For those who didn't listen to podcast, MJ's quote on pre-orders was that in PC space preorders for games represent a small percentage of the number of people that will buy/subscribe to the game when it's released. (which is true obviously) and further the percentage of people willing to donate to a game that is 2+ years away (kickstarter) represents an even smaller percentage of the would-be-preoder people.

So yes, he is correct on both counts.

As long as there lands are designed similar to daoc - large open spaces with multiple paths that can be taken to most destination (and by paths I mean 2-3 x clipping range field, no War style 10 feet wide paths) Solo will be fine. Sure it's harder than other play styles, since not only do you get killed (on average 50% of the time) by other solo players, but you also get killed by zergs, groups and small groups.

 

Still, I plan to solo (sometimes, why not?) in the game and I don't see any problems with it. Again, unless the design of the lands is as horrible as most of War's "lakes" soloing will be alive and well.

Only if rvr implementation is badly done. Besides, why ask for a pve game? there are already a dozen of them out there, if you want to pve, you can always go and play one of those.

Plus, people who are going to play CU are really interested in pvp, not a "oh it has pvp too? well, maybe I'll give it a try when my raids' are on cool down" but those who are interested in just pvp. People like that are unlikely to get bored with a good rvr system. Heck, there are plenty of people who played daoc and barely did any pve beyond what was required (or to farm to have gold for gear they wanted)

 

Besides, pve and pvp end games don't mix. PvE= you must have uber gear and tired progression (unless you do it the way daoc did pve, but that wouldn't be of much interest to the pve players of today) RvR= an equal level playing field gear must be easily available to anyone who wishes to partake in rvr, better gear is possible but must follow a sideway

How good are you at killing other players? Really good? then this will be one solo'able game for you. What's that? you use keys to turn and you always lose 1v1 fights? well, better join a zerg (which you can do solo as well)

"Progressively more difficult content - harder, more rewarding content is needed, players need challenges and also something to aspire towards. If everyone is special, nobody really is. Raiding in classic WoW is a good example of a working design. This does not only have to mean PvE content, but all content should be progressively more difficult and require increasing amount of cooperation to complete - whether it is about building a city or conquering a difficult raid instance. The hardest content should so so difficult that only few dedicated guilds will be able to take up the challenge"

 

Your "Harder" content is players. The beauty of a pvp based game is that all the content and all the difficulties are provided by the players themeslves with no need for developer's time at all (other than balancing)

Want to be special? Kill a zerg with your full group every day, and you'll be "special"

WoW is a pve game, pve is boring, no one would ever raid anyinstance in wow more than half a dozen time if there wasn't a shiny carrot, and so you get a gear progression.

CU is a rvr game, the content is fun, so you don't really need a shiny carrot (though an impossible to complete progression like daoc's rps is great) PvP provides all the challenges you'll ever need. And it scales too, you can join a zerg and have fun there, or you can try to run a small group/full group, which is much more challenging. Yet it is a natural progression, instead of a forced one like in wow.

In daoc you can still find rvr action even with less than 1k players online (split between 3 realms) and daoc has pve. With rvr being the only gameplay (crafting aside) there should be even more action than in daoc. It's not like a server will drop down to less than a 100 people in off time.

 

This might be more of a concern down the raod, when people leave the game, but even then, you just merge servers 9whcih is what they did in daoc) So this really isn't a concern.

Inovation usually comes from the smaller, more risk taking entities rather than the industry leaders.

And yea, you shouldn't need a guild to have a go at the Depths, though it does sound like it will require cooperation between crafters and other classes (but again, on a realm wide level, not neccessarily a guild)

For anyone wondering what the player controlled bosses in Depths will be like, here's one way it can play out:

http://www.thenoobcomic.com/index.php?pos=432

Best thing is the comic page came out before CSE's stretch goals.

Joe, there won't be wow type BGs, at most there might be daoc style (a persistant map, one per level range, no population caps) for lower levels, of course the game has no levels so I suppose lower power. And even that is at most, seeing how the world is going to be all out rvr they might not even make such BGs for low lvls.

So the whole "I have some time let me get soem pvp fix" won't even be possible. Well, not through bgs anyway.

 

As for the topic, there is a balance between needing to ride a horse to border keep, and then needing to port, being able to bind at the border keep and just needing to port, and being able to bind/release to the portal keep.

Since BGs in daoc were faily small, being able to release to portal keep cut down on downtime a lot and made for much more frequest action (nothing close to wow's respawn before you can even heal to full mind you) but for the big boy rvr it didn't do much, except when PKs got comaped which was rare. By the time rez sickness went away, and everyone buffed up, you were looking at almost 10min, add the time needed to find a fight...

 

I don't think being able to release to portal keep did anything bad for the game. It still had consequences since by dieing you were removed from the fight, for a while (almost under no scenario could you get back before the fight was over, even large zerg fights) and having to spend almost 20 min between riding, porting and buffing only to get owned by a gank group wasn't fun.

"FYI, The later Expansions of DAoC did have a clear story to follow."

 

Well, ToA had quests but once the novelty wore off no one did them, you were of course still stuck with Master levels and artifacts, though not really a storyline (pl;us it's a max level content.) Catacombs did have quests with hubs ala wow, but I think that was Mythic's way to get some of the players from wow to try daoc. Don't think darkness rising or Lotm had any storylines (although darkness rising might've had some storyline, but I can't even remember if it did, so how important could it be?)

 

At the end of the day, you either powerlevel yourself a a char to lvl 50, or solo task dungeons (with maybe some catacombs quests) then do quests for dragon armor/weapon, grab what artifacts/master levels you can and it's off to rvr 9buy ml's and artifacts with bounty points) So even after 5 expansions adding pve content, and several free updates (dragon armor for instance) the game is still not storyline driven in pve. Certainly not 1-49, some stuff at lvl 50 does have a storyline (dragon armor, master levels) but meh.

Plus, the end goal is always RvR. So it's way different than wow or EQ's never ending quest for uber gear.

"I dont understand ? everything but shadowbane and eve have been storylines, DAoC has a storyline, I'm not sure what mythical version you played of the game, but a big clue is... it;s called Dark age of Camelot... hend a story that unfold abiout the realms, the people... quests = storyline....

Unless i missed the big puicture of DAoC, it is just like Eq  but with realmed pvp"

That's like saying that Halo is just like Street Fighter except you use guns to kill stuff.

Daoc (and frankly EQ) had camping - you go to a dungeon and you kill mobs there over and over for about 5 levels, then you move on to some other place and stay there for 5-10 levels. Although quests existed in daoc, no one did them (except epic quests) Then when spell crafting came out, people didn't even do epic quests (sc'ed gear was better) Then when Shrouded Iseles expansion came out you'd do a handful of quests at lvl 45+ to speed up leveling and get a few items of nice gear (again, no more than 10-15 quests)

Considering that most people put the best time in daoc during the SI expansion 9and before ToA) I don't see how you could call daoc's pve experience be called a storyline. That doesn't even account for the fact most people played daoc for pvp, pve was just something you had to do to get to RvR (and occasional dragon or legion raid was fun.)

The PvE/leveling experience in DAOC was nothing like what it is in wow or similar games. Not to mention the fact that nowdays (and somewhere around ToA's release) people started to power level their toons with an alt (since everyone had a buffbot account) So you just go to a lvl 50+ place and power level your new toon with a lvl 50 to lvl 48-50. Then you run a couple quests for the key quests for the nice items, maybe do some master level quests/artifacts and you are off to rvr. No matter how you look at it, daoc is not a storyline, quest driven game, even the pve part of it is not.

Played both daoc and war. Played war from release for about 1-3 months. Unfortunately small, funneled open rvr maps did not support anythign other than zerg action (for the most part) the fact that instead of a daoc like realm abilities /realm rank progression they went with a gear from pvp progression (it did require realm rank, and I guess rr did give some bonuses) then made both gear and the biggest sorce of rps come from capturing keeps... sorry, playing "keep flip" where two zergs would move and flip undefended keeps (no rewards for defending) wasn't my idea of rvr. The availability of bgs also didn't do anythign to help casual, none zerg none keep flipping pvp.

 

War had some nice concepts, the classes were pretty cool too, but the end game just didn't deliver what it was supposed to be (why they couldn't just copy emain from daoc and leave it at that I'll never know)

 

Hopefully CU does a better job of having large, open spaces where people can rvr, and make the best rewards come from killing players, not taking keeps or some other stuff. (do it like daoc, kill players for rps, take keeps for df access & realm wide bonuses. Gives purpose to both actions without making one inferior to the other)

"Im not trolling at all i love the idea of the game will likely play it when it comes out"

This just it - the game isn't going to come out unless it gets backed. CSE is asking the market (that would be us, the players) to tell them what we want. If there is enough interest, they will make it, if there isn't... well, why make a game that people don't want to play?

 

So the current kickstarter is as much a vote for the actual game (which doesn't exist beyond concepts and ideas atm) as it is a vote for the concept the game is based on - tri-realm RvR with little to no focus on PvE.  If that's a game you want to play, well, better back this up because no one else is making this type of a game.

Because they feel like it? Unless you are implying that Andrew is out to have some fun and screw around at your expanse instead of doing what he thinks is best for the game. Then you are claiming to know what is needed better than the lead guy behind the game. With that kind of experience and game engine understanding, I expect an awesome mmo game from you by the end of this year.

So, what's your game called and is it a pvp focused mmo? come on man, show those fools at CSE you know what's up.

It's PvP - you go and you kill, that's all there is to it. Do you need other people? Well, clearly it's easier to kill with a group (or a zerg) than solo, but no.

Given the wide variety of play styes that exist(ed) in DAOC, everything from huge 3 way zerg fights to 8v8 to small group and solo CSE would be foolish not to allow for the same variety in CU.

So yes, if you enjoy pvp then this game is for you (unless by pvp you mean ganking people 50 levels lower than you while yelling about how awesome you are, then no)

It's not a game, at this point it's a concept (with a bit of art and some engine ideas, coming out lately)

 

The reasons it has gotten some hype and has generated almost 800k on kickstarter are:

Daoc - no game like it, whether or not it has the best pvp system is debatable, but it has a system that has not been replicated in any other mmo, and so a lot of ex daoc players want another game like it. CU promises some features that make the players think it will be as good rvr wase as daoc was (daoc had at it's height 250k subs, and probably 500k-1mil players played the game)

Mark Jacobs - the creator of daoc, and a well known figure in the industry. If it was a no name game studio with a bunch of no name devs they would not be able to get this much pledges with just concepts and ideas.

Communication - Mark and CSE team have done an excellent job of communicating with players, letting us know various details and answering questions. While no one knows what the game will be like (even the devs frankly) based on the "foundation principals" and the stuff from interviews players can get a decent idea of what the game is supposed to be like.

Obviously the finer points (which matter a lot) will not be known untill at least beta, but the core of the game can be predicted fairly well.

 

This 3 reasons is what drives the hype and the pledges on kickstarter.

If the though of tri-realm at war with no pve, but some sort of an rvr/crafting progression, and a player run economy sounds interesting to you, consider pledging some money. If that doesn't seem like something you'd be interested in, well, CU isn't for everyone (and the willigness of the devs to push this point instead of being something for everyone also adds to people's excitement. After all, if the game has no pve it better have some damn good RvR otherwise no one would play it, and good rvr is what we all want :) )

TDD's horns remind me of Daoc's Hero's Stag form :) And yea, figuring out a way to make traphies out of players would be nice. Maybe give it like a 0.1% chance to get a trophy when you kill someone? Would be kind of cool (stuff like other realms weapons, shields, helms etc.)

Yep, need more info on what those things do exactly, as well as if we'd have those FPs on every character or if it's just one and done (and in that case can the effects be easily transfered) like special death animation - for one char or for all? Special armor design etc. same question. Need more answers :) Also, life time sub+free updates for what is essentially $100 is pretty good too.

 

Btw, speaking of 100 fps, it says "All CSE games + Updates" does it include Camelot Unchained and all of it's expansions or does it include "All CSE Games" including those developed in the future? :)

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