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1/26/13 6:15:47 PM#101
Originally posted by Recron
well by being one of the few players to stick with DAoC, you arent typical of the other 95% who left the game. I can pretty much guarantee they wont be making a game to appeal to the DAoC hardcore because thats a recipe for financial failure. I imagine they will try to take some of the things that made DAoC fun (3 realms RvR with most PvE within the realm but some in PvP open areas) but it make it more accessible to mainstream players. I mean, the DAoC hardcore is a few % of the Elder Scrolls playerbase. Camring - SWTOR (Ebon Hawk) |
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1/26/13 6:28:14 PM#102
Originally posted by DavisFlight Agree to disagree, it declined long before that. The starter areas were pretty empty even before /level 20, and when you did go to the levelling areas, it was almost all alts. There were very few new players by then. I remember because I levelled an alt at the same time that a new player (friend of a guildie) started. We were usually alone. I also levelled another character on a bigger server (Nimue had a lower population) and I saw the same thing on the other server. This was less than a year after release. No comparison to the first 6 months or so when the game was booming with new players. Also there was the issue that the more casual players who took a year or more to reach level 50, well they eventually got there, tried lvl 50 RvR, got rolled, and then realized they either needed to grind realm rank, or be cannon fodder in RvR. We lost a big chunk of my guild's alliance because of people quitting because of that. They thought level 50 would enter them into the endgame but really it just entered them into another type of grinding. RvR became more and more hardcore, and the player base declined. Subs took a while to reflect that (in part because of the proliferation of buffbots) but it was real obvious that the player base was declining and there were few new players entering the game. Camring - SWTOR (Ebon Hawk) |
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1/26/13 6:29:58 PM#103
I'm disappointed that the level of thought here is:
"Make it like DAoC pre ToA"
Really??? I mean the whole OP can be summed up with that statement... you all applaud, but that's basically it. I don't think copying DAoC's approach will work at this point in time due to competition.
Also most of you have 0 clue why 8 players worked in DAoC..... look at the classes and what was "needed" in a group. Needed heavy CC Need healer Need 2nd healer (in case first went down) Needed 5X speed Needed End regen Needed Bubble
And this was a basic pro 8 man set up... depending on the side you had room for 3-4 DPS. The abilities were spread out amongst classes so that's why you needed bigger groups in DAoC.... it wasn't some magical "that's the ideal number"... stop saying it....
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1/26/13 6:31:19 PM#104
I agree that daoc is/was one of the two best mmos ever along with eve
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1/26/13 6:32:40 PM#105
Daoc best themepark mmo ever
Eve best sandbox mmo ever |
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1/26/13 7:54:09 PM#106
Its very simple. If you want open world pvp dont add instanced pvp like battlefields or arena stuff. Eve Online is a perfect example of open world pvp being focused by its playerbase. I would be willing to bet if they had arenas and instances for fighting you would see a drastic drop in people flying around lowsec/nullsec areas looking for random encounters etc. Minus the big zerg that just runs you over its possible for a group to be outnumbered by 2x-3x its size and still win the fight by being coordinated and skilled. That element needs to be brough into the game as well. This game has 3 factions which is better than 2 but would be nicer if all individual guilds where enemies unless they changed their relations to each other to an effect like the eve relation system(would make more sense this way for the player alliance system). A war is more interesting the more sides you have fighting each other. |
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1/27/13 9:12:45 AM#107
I agree with most of the points the OP stated, but to me the best open world pvp MMO I have played was shadowbane. Beyone the bugs and exploits it handled permanancy and CC better than any of the "pvp" mmo's I have played since. For CC balance each CC you placed on someone also applied a longer duration immunity buff to the cc to prevent/reduce stunlocking/rootlocking/etc... Allowing players to own/build/destroy cities was amazing. Group formations that allowed the group leader to move for you added a structured element that mimiced battles of the past (iron age to US civil war tactics). It blows my mind how many developers and players seem to have forgotten or ignored the innovations in open world pvp that Shadowbane employed over its lifespan. Just my two cents here. Cheers! Currenlty playing GW2. |
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1/27/13 9:48:46 AM#108
Originally posted by Angier2758 Exactly right. Its also a reason that Albion groups often struggled in 8v8, because Albion had more classes so those key skills were spread across more classes. It was much harder to have a 'perfect group' in Albion that it was in Hib or especially Mid which iirc had the fewest classes. In Midgard for example, Healer was both CC and healing, Skalds were numerous so most groups had speed, etc. I played in all three realms and in Albion it was a headache getting all those skills into a group, and if you were in realm battles, some groups wouldnt have the key skills (eg Minstrel speed), there werent enough to go around. And good luck finding enough Sorcerors... When I played in Mid, realmmates would be patting themselves on the back for being 'better', and really, a lot if it was just that their groups had the key skills and the Alb groups often didnt. Now, you could have a great Alb 8v8 group, that could go head-to-head with any Mid or Hib group. It was just MUCH harder to build, especially in ad hoc groups. Camring - SWTOR (Ebon Hawk) |
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1/27/13 9:56:56 AM#109
I think ESO will handle the server imbalance (zerg) issue by the way they are deciding who gets put where when they log on. One of the biggest problems in RvR is imbalance of number of players - once one side is known as the 'winning' side, players on the other side are less likely to come out to play RvR, and more new players/rerolls gravitate to the 'winning' side, which makes the imbalance even worse. Having 3 realms helps a lot, but even with 3 realms there were a lot of imbalance issues in DAoC. It sounds like ESO will get a handle on this by controlling who gets put where. They can keep guilds and friends together, while at the same time feeding in new players to a realm, or taking players away, to help maintain balance. That makes good sense if the technology allows it and yet to the players it still gives a sense of being perpetual and allowing them to build groups of friends and pride in their realm/campaign. Camring - SWTOR (Ebon Hawk) |
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1/27/13 4:16:45 PM#110
Killing enemies should never be an objective of real war games, it forces one playstyle as well. The best solution is to add a reward system that is neither killing nor taking territory but obtaining resources.. Having a resource based pvp system allows the designer to have large or small battle zones and have them scale and become as random as they can. You can have resource areas appear and grow as they are ignored |
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1/27/13 4:36:32 PM#111
Originally posted by Angier2758 I've got to agree with this ^ As much as I enjoyed DAoC, I think some people here are honestly living in a fantasy land. This site already has examples of people hating on copies of their favorite game systems. Heck, DAoC's systems are repeatedly getting copied to this day, and expanded upon. That's a good thing. Fairly standard issues like performance, rendering (culling), and hacking will most definitely be a problem. But they always are. Why didn't DAoC have these issues as much? Because it's a really old game. MMOs weren't as popular then, hacking wasn't as prevalent or blatant, and servers didn't have to handle nearly as much load as they do now.
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1/27/13 11:58:56 PM#112
From What I have read on http://forums.bethsoft.com/topic/1433744-world-pvp/ The only world pvp that goes on is in Cyrodiil... Playing:None |
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1/28/13 12:10:46 AM#113
It all boils down to having an excellent progression system for Open World PvP. A) Long "PvP Experience" grind unlocking new "PvP Ranks" opening up fearsome abilities both actives and passives. B) Long "PvP Equipment" grind where the loot/tokens drop from players themselves and winning PvP objectives (NOT PVE INSIDE PVP) C) Meaningful goal of the RvR. Winning RVR allows you to get even more riches and POWER. D) Eliminate trading, completely. Trading is most utterly annoying thing and players always abuse it to progress faster.
Open World PvP doesn't differ _that much_ from PvE. Developers need to understand that some of the values that people appriciate in PvE function in PvP aswell. You don't have to make PvP a completely different world. If you can reach "OH SHIT IT'S xSlayerxx who's RANK xxx wielding the ultimate-badass-sword from cyrodiil" you are doing it right. Players who put effort in RvR should become raidbosses at some stage. |
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1/28/13 12:20:37 AM#114
Originally posted by PvP4Life Exactly I dont get why people keep calling TESOs PvP "open world" when PvP will only take place in ONE ZONE. Cyrodiil And a Mirrored zone at that. Different PvP playstyles will be in a different mirrors of Cyrodiil. RP-PvP players can play on a different Cyrodiil mirror that more Hardcore PvP types. Its anything but "open world" PvP Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR |
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1/28/13 1:16:43 AM#115
I grow so tired of these "letter to a dev" posts. Especially on a 3rd party sight.
Every gamer is now some archair developer, knows exactly how to make the greatest game ever.
Truth is the more developers listen to their gaming community, the games keep getting easier, faster, and more shallow.
I prefer when a developer has a vision and stick to it, ignoring the cries from those armchair developers. I think those games have a soul to them. These know it alls only seem to know how to do what has already been done "right" and listening to them is how we keep getting the same mechanics with a new skin and name tossed at us.
Specifically with a development studio known for making good RPG's....let them make their game as they see fit. Your ideas (to all here) if they were really groundbreaking or the key to success...you probably wouldnt be on a forum posting about them, you would be making the game or directing the team. Too many chiefs not enough tribesmen.
I tend to enjoy games more when i sit back, let someone else develop it, and enjoy the game for what it is. Sitting around theorycrafting about how it should be just make me dislike a game i would otherwise have enjoyed.
Also, not sure what people are smoking to think some developer is reading these posts and then will impliment their idea...could be your run of the mill narcissism...chances are the time for changing major systems is over.
Basically i prefer my games to be well thought out including the big picture and the little details, as the process for development...not going on some 3rd party forum to get their ideas.
We dont need yet another DAOC attempt...that style of pvp is shallow and boring anyway...and its not like we havent been regurgitating the same tired system for ages now it seems...i dont care what minute factor other attempts got wrong in your eyes...its all the same mechanics no matter how you reskin and tweak it. This is what im talking about...listen to the gaming community and get the same old shit regurgitated.
Bring us unique..shit i wouldnt even have thought of...thats how a classic is made...thats how you win an audience long term. else you just get a WAR/AOC/GW2 been there done that overhype the start and watch it die type of game...which this will probably be...unless they actually do something unique and risky....which they wont...because money is at stake and its safe to regurgitate because lemmings will bit the hype and buy it. Or i guess they could just make it buy to play, and it will forever be a success no matter how many actually play..sometimes i think people care more about how free it is than how good it is. |
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1/28/13 2:18:48 AM#116
I agree with OP about a lot of that, definently. I would also add that the best place for RvR would be the game world itself. I was playing GW2 and it is sorta like... Why are we fighting over these boring keeps? This same fight could be happening to vy for control over the actual game world. That would be much more interesting.
Play as your fav retro characters: cnd-online.net. My site: www.lysle.net. Blog: creatingaworld.blogspot.com. |
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1/28/13 2:38:37 AM#117
Originally posted by boxsnd Pretty good post overall OP. Had a great read :) What I've didn't answer was because I haven't play DAoC so I can't comment or it was because I totally agreed with the OP. |
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1/28/13 8:32:17 AM#118
Originally posted by PyrateLV It has just as much open-world PvP as DAoC did. And really, whether people choose servers are or put into different campaigns based on friends/playstyle, its just different ways of dividing players into manageable groups. If having one world with everyone in it and all areas open to PvP is your standard of open-world PvP, well then no mainstream game with a large player base will ever qualify Camring - SWTOR (Ebon Hawk) |
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1/28/13 9:07:37 AM#119
Well it doesn't as daoc also had Ffa servers.
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1/28/13 9:12:51 AM#120
Crunchy
No the wow style of pvp is dull and boring The daoc style done right e.g planetside 1 is lots of fun. The daoc style done semi right e.g war, gw2, planetside 2 is also a damn site more fun than arena e"sport" bollox. I don't consider likes if lwg in wow, fusang in tsw or ilum in swtor to be daoc style. They are half arsed tacked on pvp for a momentary distraction while you're not doing raiding. |
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