| Username | Naryysys |
| Real Name | Jessup Dixon |
| Rank | Novice Member |
| Joined | December 15, 2003 |
| Gender | Male |
| Age | (hidden) |
| Location | Albion, Gareth, TN, United States |
| Last Visit | July 23, 2008 |
| Post Count | 94 |
| Biography |
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| Quote |
Man oh man, do I wish I could go back to DAoC in its prime. I'm down for trying this server most definitely, though resurrecting such an aged video game is a near impossible task. Here's to hoping I can slaughter some Hibbies to my heart's content once again!
Originally posted by Narug
Originally posted by NaryysysI was commenting on crafting, (maybe not well enough) it's gameplay, and roleplay perspectives so I'll assume the rest is for others to debate.
From a strictly roleplaying standpoint, withholding crafting until level 40 is an utterly stupid idea. Crafters generally don't have extensive knowledge of combat.. They have extensive knowledge of how to make the waepons of combat, but not how to use them. I feel being forced to go out and grind half the game in order to craft the weapons of war is ludicrous. That being said, I don't really enjoy crafting, so this really wouldn't affect my gaming experience much.
Problem with starting out is you're on an island and must learn how to survie. You don't have an option to start out at the smithy or what have you. You don't start with all your skills and my conqueror only swung a piece of an oar at start. I think people would at least know to swing a piece of wood under such circumstances. Yes they wouldn't swing that well but since we only have that limitation to work with that's what one has to go on.
Since we know that the character has lost memory of skills we must assume they must re-learn crafting arts as well. For me it seems to fit. Maybe that's just me though.
That's very valid. Having lost all memory, I could see withholding crafting the first twenty levels. I don't see 40, but I'm not sure how long it would take you to get from 20 to 40, so I'll leave it there. Y'know, people who have lost their memory will retain learned skills from before the event that caused the memory loss. They won't know they have those skills, though, until they attempt to use them. Wouldn't it be cool if, at 20, to start crafting, you did a quest where you realized you have an aptitude for smithing by way of doing a favor for the local smithy or what not? I think it'd be a pretty neat quest. Sometimes, I wish I could write some of these quests for MMOs. ;)
Originally posted by Narug
Originally posted by OzmodanHave to say I disagree with this here. You shouldn't craft till higher levels anyway. It gives you time to learn the game when just starting from a gameplay perspective and allows you to learn the lay of the land/people from a roleplay standpoint.
Now of course you can't really do any real crafting until 40(what an utterly stupid idea to delay crafting until 40) so there might be some decent crafting items that come about.
Or does one think you should know how to craft suits of armour when just starting your way in the world? If anything it would involve using sticks and plants to form together very basic things.
You start with a character who can't remember their past as far as I know. Least that's how it is for my Cimmerian conqueror.
From a strictly roleplaying standpoint, withholding crafting until level 40 is an utterly stupid idea. Crafters generally don't have extensive knowledge of combat.. They have extensive knowledge of how to make the waepons of combat, but not how to use them. I feel being forced to go out and grind half the game in order to craft the weapons of war is ludicrous. That being said, I don't really enjoy crafting, so this really wouldn't affect my gaming experience much.
I also agree with others that heavy instancing is a bad move when encouraging PvP, for many reasons. One reason, as another has stated, is that gankers can literally get off scot-free by changing instances. If it's anything like CoH instances (you get to choose which instance when you zone), then gankers will simply wreak havoc until they feel support is on the way, then change instances and repeat. I could see zone chases going on, people on their high level toons constantly switching instances trying to find that ganker that had been mauling their alt earlier. Not immersive, not cool, not fun.
I do remember the AoC advertising machine saying such things as "epic" when describing their PvP. A 96-player instanced PvP zone is simply not epic for anyone who's played DAoC. From what I understand, this 96-player zone is created when players are attacking guild keeps? In DAoC, there is one load screen-- the frontiers. After that, there are literally dozens of guild owned keeps for the taking or defending, and literally hundreds (in the heyday, even thousands) of players running around taking or defending these keeps. THAT'S epic.
Now again, I've not played the game, but have read most of this thread and from what I've gathered, the heavy instancing in AoC does not stop at PvE. Until I'm shown evidence to refute this, I probably won't be picking up a copy.
By the way, who doesn't make their game available for online purchase and download nowadays? I probably would've bought a copy earlier this week had I been able to buy a CD key from Funcom and downloaded the client. After reading this thread, I'm glad it's not. I can now make a more informed decision, but I feel Funcom has dropped the ball by not making online purchase and download available. Maybe I'm just missing the page, but I searched pretty heavily. Where's the online download?
EDIT- Been a while. Typos, ho!
Originally posted by MLecl0001
See I dont view that as ganking, thats PvP. Ganking imo and lots of others is a max level player attacking a beginner. That is ganking to me, just outnumbering the other side is not ganking, its when the other side has absolutely no chance in not only winning but even fighting back.
Ganking and zerging have in common one thing: utilizing an unfair* advantage (numbers or level) to score points/honor/cities/keeps/etc. Beyond that, they're different. Many games discourage ganking, but few discourage zerging, as that could possibly discourage getting more people to PvP and consequently play their game, which is bad for business.
*Some may think these are not unfair advantages. I use the word for sake of providing a definition only.
Are you still playing (or subscribed to) your first MMO?