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  #136 (permalink)  
Old 5th June 2008, 02:33 PM
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Originally Posted by WiZe^ View Post
So i wonder how long i have to w8 before they have it rdy. alrdy bored whit AoC so
When is this server going to be launched?

Our schedule requires around four to five months of development. This means that since the server has been in development for two months already, we still have another two to three months before it’s ready for primetime. Right now, launch is slated for the August/September timeframe. However, this is also subject to change. Ideally, I want the server to receive at least one month of testing, but preferably six to eight weeks to allow us time to react to feedback and make changes or additions that will provide for the best play experience possible. This is also why your involvement as a Community is critical to us.

That's the Us Version, which clearly is the only one that will ever see the light ^^
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  #137 (permalink)  
Old 5th June 2008, 03:52 PM
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Originally Posted by Gahn View Post
Here you are....
Ah ta dunno if we'll every see it here, but gives me something to read at work.
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  #138 (permalink)  
Old 5th June 2008, 06:04 PM
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I wouldn't play on this server at all. Only been playing the game for 3 years or so and I like the ToA bonuses, the BB's and I LOVE my Theurg. There are of course a few things that can, IMO, be done to make the game better.

1: Make levelling to 50 easier and quicker, that way it won't take so long for any new players to reach a point where they can be competetive in RvR.

2: Leave NF as it is for the most part but reduce the size, with 7 keeps and 4 times that number of towers things are far too spread out.

3: ADVERTISING!!! Look at what happened when LoTM was advertised before it came out, there was a boost in the player base. Granted a lot of those were old players coming back to find out what it was like but there were new players too. If GOA started advertising properly then you would probably, especially in the UK, see a huge boost in the number of new players. Which would in turn see a lot of the old players who left because of dwindling population return.

Just a though...
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  #139 (permalink)  
Old 5th June 2008, 06:22 PM
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Im just waiting to see all the "OF sucks" threads that come out once the nooblets realise it's a choke-point controlled zerg fest

You'd think if they were putting the effort into making a new server type, they might take the time to learn from 7 years of experience and redesign the entire frontier? See if it works, then maybe roll it out on the main servers?

Still, too little, too late.
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  #140 (permalink)  
Old 6th June 2008, 05:40 AM
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I'll be playing this one on the US servers. Really looking foward to it Yes, it won't be the 'old' times, but its exactly what I want from the game.
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  #141 (permalink)  
Old 6th June 2008, 10:19 AM
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I just get the feeling that, as with life and in a game, nostalgia clouds the vision. I played on Instant 50 for a while and whilst it was nice to see the Old Frontiers, getting zerged by the best groups was too similar to DAoC as it is now.

Then again, an OF server ran by Mythic might be different, I will definatly check it out.
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  #142 (permalink)  
Old 6th June 2008, 10:35 AM
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Having had some time to think over the past couple of days, I would like to retract my previous statement. ;p

I think no SC might be kinda fun for a while, using old epics and DF stuff.

Can always be added again later!
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  #143 (permalink)  
Old 6th June 2008, 01:02 PM
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Quote:
Originally Posted by Zedenz View Post
Having had some time to think over the past couple of days, I would like to retract my previous statement. ;p

I think no SC might be kinda fun for a while, using old epics and DF stuff.

Can always be added again later!
spellcrafting is 1.62 or someting (came with shrouded isles)
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  #144 (permalink)  
Old 6th June 2008, 02:11 PM
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i joined the game in 1.58 and spellcrafting and SI were in already.


edit: by reading old patches it seems that 1.54 introduced spellcrafting and alchemy and 1.56 was Shrouded Isles.
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  #145 (permalink)  
Old 7th June 2008, 12:17 PM
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I don't get it, what exacty is the difference between the classis servers?
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  #146 (permalink)  
Old 7th June 2008, 03:07 PM
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Originally Posted by Zedenz View Post
Nope they definitely came out the patch before, and my guess is they will be in for sure.

Because well...life without SC albeit interesting would be rather dull.
then it wont be classic DAoC will there? ppl will still run around with capped stats, to fast casting speed/damage and stuff. so things wont change THAT much. u just wont have any artifact abilitys and the ToA bonuses.

what made the game fun back in the days were that you HAD to compromise. either you went for damage OR survivability (resists). there was no way you could get both.
when the epics were the best you could get, then the game was fun. classes were balance ALOT better back then because there were alot less shit mythic had to concider.

and you didnt die from a caster in ~4 seconds.

there are however a few classes i wouldn't like to see on that server. and those are the non classic ones. having those would just totally destroy the server because they aint made for a classic enviroment. they are balanced with SI and ToA in mind and i dont think one can rebalance them for a classic enviroment without making the class unplayable.
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  #147 (permalink)  
Old 7th June 2008, 03:55 PM
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Quote:
Originally Posted by Ctuchik View Post
then it wont be classic DAoC will there? ppl will still run around with capped stats, to fast casting speed/damage and stuff. so things wont change THAT much. u just wont have any artifact abilitys and the ToA bonuses.

what made the game fun back in the days were that you HAD to compromise. either you went for damage OR survivability (resists). there was no way you could get both.
when the epics were the best you could get, then the game was fun. classes were balance ALOT better back then because there were alot less shit mythic had to concider.

and you didnt die from a caster in ~4 seconds.

there are however a few classes i wouldn't like to see on that server. and those are the non classic ones. having those would just totally destroy the server because they aint made for a classic enviroment. they are balanced with SI and ToA in mind and i dont think one can rebalance them for a classic enviroment without making the class unplayable.
Aye, thats why I later said I might prefer it without SC.

Anyway from reading the Dev chats and such, they will be using the new epics and items by the sounds of things...so bonuses will not be truly classic as it is.

Dev chats also revealed that SC is certainly going to feature, but they are tweaking it considerably.
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  #148 (permalink)  
Old 7th June 2008, 05:46 PM
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Is spellcrafting really that bad? I'd consider it to be one of the better parts of DAoC.

Shortly after it was introduced it was fairly easy to cap resists with a simple template, none of the ToA bonuses were introduced and there weren't that many decent items to choose from. If you had the cash you went for a 100% quality template which took you a little bit further, if not the 99% template was pretty damn good for most people.

Ever since ToA and every expansion and patch afterwards just made it more complex to try and improve your template. I really don't want to spend hours on a new template comparing hundreds of items just to get my character ready for RvR - spellcrafting helps prevent this.
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  #149 (permalink)  
Old 7th June 2008, 06:08 PM
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Originally Posted by GReaper View Post
Is spellcrafting really that bad? I'd consider it to be one of the better parts of DAoC.

Shortly after it was introduced it was fairly easy to cap resists with a simple template, none of the ToA bonuses were introduced and there weren't that many decent items to choose from. If you had the cash you went for a 100% quality template which took you a little bit further, if not the 99% template was pretty damn good for most people.

Ever since ToA and every expansion and patch afterwards just made it more complex to try and improve your template. I really don't want to spend hours on a new template comparing hundreds of items just to get my character ready for RvR - spellcrafting helps prevent this.
Spellcrafting was great for those crafters who had gone through the incredible grind that was pre-SI crafting (anyone remember the crafting keeps?) to hit LGM. All of a sudden their skills were in huge demand and it can be argued that DAoC crafting was pretty pointless on a <Time investment : Reward> basis before SC came along.

Unfortunately it demeaned the pve content, rendered 99% of all drops useless overnight and began the min/max slide into elitism.

It's been said that this will not be a pure classic server, you can play all races except Minotaur, you can play the Valk and there will be a new frontier ruleset for open world pvp protection for low level players and archers are not having their skills rolled back, it'll be stealth mages in armour still. So for this server type, where the focus is very definitely on rvr, SC is probably worthwhile. That being said, they have also said that it will not be in the initial server launch but might be added later.
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  #150 (permalink)  
Old 7th June 2008, 07:17 PM
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The min/max attitude will be there from the start, just because it's an old style server doesn't mean hundreds of noobs will be flooding it!

It's a question of if you want to force people to farm drops to maximise their template, or allow them an easier option.
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  FreddysHouse > Role Playing Games > Dark Age of Camelot > General Discussion

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