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'Origins' Server Type Overview
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Napalm - Bright Wizard -lvl40 R37 Alot of daoc chars. So bored that am playing wow!
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All in all I think what Mythic are trying to achieve with the Origin server is the best move they made since 2003.
But I think they are trying too hard. The basic concept that where in OF / SI time between 2001 and 2003 was when the game peaked, both in gameplay, balance and over-all funness. - Many will say and claim that we are all wearing pink glasses, but the statistics does speak their clear language, people left the game when ToA and NF came, the populations stopped to grow, yet there came no NEW game that would replace DAoC. - Might say WoW replaced it but I'm of a diffrent idea, if you had a ferrarri there is no way you would all of sudden go with an Audi r8/rc, even if it is "similar" at first look, both are sportscars. Point beeing the games do not compete with eachother in the deeper context, they are too diffrent to attract the exact same people. *** Hopefully they will see to the players to find out what worked best since after all, no one month or 6 weeks of testing will give you any information as valuable as the customers opinions who played the game from 2000/1. - One example is the archer classes, wich where as most fun with the old concept, the new one is probably "a better system" when looking from a coding persepctive but it is NOT more fun. I played 2x scouts, 2x hunters and one ranger since the game came, and the "old" system was superior when it came to realism and funness. - The scout was better with the bow, and with numb/slam could kill people very effective ( had rr5 and rr8 scout ). I can admit that the scout was pritty worthless in melee until TOA and the DW nerf, after that they were borderling OP'ed VS some classes. - The ranger was OK with bow and had highest DPS in melee ( if specced for it), also with items had great survivability, both OF times and ToA times. ( Was litterally destroyed by the DW nerf, became a leech and add char, almost like scouts and rangers changed roles ;<) - The hunter was the weaker one when it came to ranged fighting, but had the highest burst damage and could sustain a high DPS both with 2h swords and spears when specced for it, and their pet wich might been OP'ed in NF due to water did work well, it was as annoying as it should have been ( in the latter part of the game where pets got buffed). --- ( No idea if Mythic are looking to the "official English community " DAoC forums for feedback aswell as on IGN boards, I hope they do ).--- When it comes to the removing of classes, I think that could create problems as well, even removing buffbots could create problems, at least for the 8 man groups wich was a good portion of the community and did bring something to the endgame, even for casual players and roleplayers. - Having no buffbots will make it hard for the Albion realm to get full benefits of buffs in group situations, wich in fact makes a class more fun to play since it gets better at what it is supposed to do, now you could argue that if all are equally "crappy" it is even, but you could argue the other way, if everyone is equally "opted" it is also even, and imo more fun. * Removing theug will take away a good portion of Albions interruption and kite engine ( ice pets, aoe root ). The way DAoC developed with; interruption and good kite is what together with RRs, Items, RAs and positioning, what wins a fight. Even though 'BACK THEN' neither of this was present, it is a fact that the competative game and tactics around it has evolved and players did discover how important these things where, even more so then nummbers - wich in my book is a fair tradeoff, skills or tactics, awareness of the game is what should matter in RvR/PvP/8v8. - Implementing Valkyrie as a class for midgard, while tweaking / removing theugs is probably something that will create huge imbalance. Fact is Valkyrie is a very strong interruption class ( played one to rr7 on Bossiney in set group ), and together with a paccer, shaman you will have a very very strong interrupt and kite engine. Since valk both works in a hybrid and a full tank group this will create a huge problem when it comes to balance in 8v8 RvR. Further more, valks do alot of damage, my rr7 valk on the US classic server using the -100 value AF debuff 2h sword from the Battleground (45-49 ) hit casters and support constantly for over 1000 dmg during celerity. ( ragnar proc included, though it was nerfed now but still does same damage but in 2 part chain ). Point beeing removing a very strong class for Albion while introducing a strong class for Midgard might become a problem. ** In my book, the most important thing will be to balance caster VS melee damage, if they want to bring back some of what we HAD in OF times, when a caster single handly could not nuke you to shreds in 3-4 seconds doing 850x4 dmg on you. I think this is the part that needs the most balancing. - As first introduced and used in 8v8, RvR..casters did do damage but they where weak and needed some sort of mindfullness to play well. As in you do your dps when you can and in short bursts to help your tanks overcome the heals comming from the enemy support. This resulted over all in lower DPS vs health ratio then we have today, and might been a reason to why people liked the Zerg rvr, the 8v8 and small group rvr so much - fights where longer, everyone did less damage and casters did probably 50% less damage, but still had close to same utility as today. Having the sort of survivability, utlity and burst damage as caster have today is just not in line with that the class orginially was "intended" (as I interperate the caster role in DAoC) for. A good caster or two good casters in a group should be the tip of the spear, if they play well, use all their utility, and do some dps to help their tanks/light armored tanks the fight should tip in their favor. And not as it is today when an unattended caster will kill your support in matter of seconds while only using a very little portion of the classes potential, seems wrong imo. Anyway, this is just my idea and that is aswell subject to change ..*** *** What do others think about the fact they are thinking about removing Theugs but puttin Valks into the game? What do people think about Old archer system VS new archer system? What do people think about NO buffbots? ( this is one of the hardest questions imo ). What do people think about Caster VS Melee dps? ( hard one aswell imo ). Last edited by Patriarch<>Matriarch; 6th July 2008 at 11:43 AM. |
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Well 3 ppl can share a buffbot, pay one sub each every 3 months. I know it is a bad system but atleast I am used to relying on BBs. It enchances your char in a way that makes it more fun, even if everyone has a BB (wich ppl on TOA servers have ) it was just so much smoother then running around with Pots as on classic servers. Also when it comes to the grping scenario, albions can not make a group with only 2 clerics and buff everyone full, not possible. ( only with + conc items wich only exists on ToA? And they are very bugged ). Beeing forced to use ( imo ) gimped friar on an Origin server and not beeing able to role theugs QQ. Where OF (pre NF ) Theugs that awesome? They ran out of power quite rapidly and you could easily pbaoe kill their pets. - I'm not rooting for some godmode alb thing here, I will play Hib, if I play at all but just want balance.
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odd, people always managed to group with healing classes that were speced for buffs before the bots came in, wonder how they will ever survive now... your seriously saying that alb will auto lose cos they cant kite with a theurg ? er, ok. and they are moving BT to something (paly someone said?!) valk is melee hybrid healer. as is the friar, they serve the same roll. ok the valk has more interupt, but then the classes arent copies of each other.
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Lindraskada - Wolverines GM - Karag Orrud - Destruction Last night we played poker using tarot cards, Someone got a full house and 4 people died |
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Regarding the fun factor, I think the old archery system was alot more fun, and realistic..more so then "casting" magic spells with a bow is. About the auto loose thing. I never said that. I said I think for balancing issues removing Theug wich has been albions nr1 interrupt and kite engine class for years will tilt things alot. I'm sure many of you guys would have won several encounters vs albion 8 mans if it wasn't for "that damn ice theug who locked you down", it is indeed a needed class I think. I played a valkyrie to rr7lx in a set group on Bossiney and Valkyries are a very very powerful class when it comes to snaring tanks, interrupt casters and support, and aoe snaring people hitting your csters/support/kiting away from you. One valk can perma snare 2x tanks who is chasing your support easily, just spam pin, and for an offensive mid push group nothing is sweeter then having a valk doing the rupts before a mezz lands, making all support and casters having to constantly reposition. - Also as a sider, my valk was on a classic server, had 860 AF, ~2900 hp, did 2h 750-1200 dmg/1h 350-550 with ragnar spam on casters and support. I had perma interrupt, shears, charge3, purge3, perma snare on tanks with pin spam, and caoe snare. A friar is nothing like it, not a fair comparision. - Now I know the classic servers ain't 100% classic, I had +con and hits bonus, but no friar on a classic server would have that kind of stats and dmg output either. I think it will be alot of Hibs and Mids playing on Origin, hope they adress the whole theug business. Last edited by Patriarch<>Matriarch; 6th July 2008 at 06:41 PM. |