As the game gets older and older, people start looking for other things and the server population begins to dwindle. Normally this wouldn't be a problem as fresh blood would be coming in to replace them. This is not the case with DAoC, so every person that leaves has an effect on the overall server. GOA don't advertise to attract new players, and those that do try it face a very boring PvE grind to 50, few others to learn the game with, a mountain to earn good cash (they would need to level a farming toon + bot typically) to afford a decent template, fewer and fewer ML rushes going on to be able to get the ML abilities and a struggle to find low-rr groups to learn with. With numbers low, NF seems MASSIVE and fights are'nt as frequent as people would like.
I would like to suggest something then, and it won't be popular with some people but the end-result might help bring people back/into DAoC, and thus create a healthy server population. They almost certainly won't be implemented (especially the /level part as it would invalidate a lot of PvE content, but... )
1. Give /level 45 to the underpopulated realm, and /level40 to the others
2. Make ML 1 through 8 do-able with a balanced FG, 9 and 10 still need a BG
3. Make crafting easier/cheaper/quicker
4. Upgrade Dragons and Epic Dungeons (Sidi etc) with unique drops, better AI and mobs (rather than a new expansion)
5. I would say drop the thresholds for RR1-5, but the new rp system is enough
6. Finish upgrading the old classes to bring them in line with current DAoC so that lots of group setups are viable
7. GOA to actually spend some cash on advertising the game
8. Try and balance RvR a bit more, sorry but baseline 9 sec stun, warlocks, bainshee's, to some extent Heretics are stupidly OP and need nerfing. The 9 sec stun on a effectively 1sec nuke class that can self debuff is simply ridiculous, drop it to 3secs if you don't remove it altogether, but 9 secs is WAY too much.
9. Having casters myself, I'd say that being able to get to 1sec cast time is also quite silly, if this was 2-3 secs / cast, fights would be far more tactical.
10. Get rid of 'invisible wall' / 'too steep to climb' parts of the terrain where there clearly shouldnt be an impediment to movement.
11. Perhaps give Clerics some sort of 'Get out of jail' cards (like Phase Shift, Zephyr, insta stun (short dur), root, that might help them cope a little when they are being melee trained.
Anyway, the upshot of this is - in the small and medium term we would see an influx of new and (returning) old blood to the game.
I would venture that:
Level 50
Realm Rank 5
Master Level 8
Decently templated
is the minimum required to start playing competitively in RvR which is the reason that the majority of us still play.
Would it devalue 'learning and earning the hard way' - yes
Would it bring its fair share of power playing kiddies - yes
Would it mean that returning people were able to get an RvR capable toon within 1month - yes
Would it increase numbers/pop on the Servers - yes
Now I happen to think DAoC, whilst in decline - isn't as bad as some of you point out, however the inordinate amount of PvE that you need to do to get an RvR compatitble toon puts a lot of people off (and the fact that the PvE is very, very boring doesn't help). The sharp drop in online pop is (imho) the major contributing factor.
Perhaps if they made the changes above - there would be more interest in making new toons, and people wouldn't be scared of starting DAoC for the first time.
Also - if there was some way to incentivise the BG's (other than them being a lot
of fun anyway) so people learn to play in groups. (rps for heal/buff shearing etc helped to incentivise playing support classes)
Another couple of suggestions might be 'instanced RvR' like the arena's you can get on Shards.
Perhaps (at least in the BG's - depending on the number of active players in that BG), and possibly in mainstream RvR as perhaps Keep owners could buy using guild BP's - have AI hib/mid/alb NPC groups (worth significantly reduced rps) roaming (in BG's) or instead of keep guards in real RvR.
They wouldn't neccessarily use an 'opted' setup, no ML abilities, but they would have the typical abilities of the classes from that realm (two healers, some buff shearing, NS, AE mezz etc, if 'semi-random' you could even have some non-regular classes (animist, mentalist, earth wiz, matter sorc, thane, valk), which might even
cause some people to learn to play better.
** I thought about the option where you could 'hire' NPC chars, to fill your group if none of their class was online and free. They would be very limited AI and not remotely as good as a real player. For example - no clerics online, no bards in Hib or no PaC healer in mid. This might lead to abuse unless you say limited it to only 2 per group and only when there were 6 actives in the group - otherwise you can see the 1 BD and 7 healers abuse coming
Although it's not 'fantastic' it's just an idea that might make more groups run as groups, and not be gimped because a certain class isn't online. You would certainly make the AI quite low level and rudimentary so that any 'real' player would be 'better' than a 'hired npc' - but it would at least make for more people running in RvR.
You would give them some basic instructions (a bit like 2.5 Chess encounter) which would govern their behavior: "stay back and heal", "go forward and shear", "kite and interrupt", "melee assist team member 4"
Would make non-prime time more interesting and not completely 'dead' if no-one was on. Might be a challenge in the BG's and even when attacking/defending a keep
Anyway - back to work
Edit: there is probably scope for lots of abuse, or massively ramping up toons on underpop realms, but it's all on the front-end (early levels), it shouldn't directly affect the High RR groups, and should bring more people into the game - and as we all know - the people are what makes the game
Disclaimer : I'm not saying that I've thought all the ideas through to the Nth degree and the ramifications thereof, but certainly in the short and medium term I see more scope for positives than negatives.
This game can still be viable and fun even alongside its competitors AND Warhammer Online. Just needs the client base to do it.
I would like to suggest something then, and it won't be popular with some people but the end-result might help bring people back/into DAoC, and thus create a healthy server population. They almost certainly won't be implemented (especially the /level part as it would invalidate a lot of PvE content, but... )
1. Give /level 45 to the underpopulated realm, and /level40 to the others
2. Make ML 1 through 8 do-able with a balanced FG, 9 and 10 still need a BG
3. Make crafting easier/cheaper/quicker
4. Upgrade Dragons and Epic Dungeons (Sidi etc) with unique drops, better AI and mobs (rather than a new expansion)
5. I would say drop the thresholds for RR1-5, but the new rp system is enough
6. Finish upgrading the old classes to bring them in line with current DAoC so that lots of group setups are viable
7. GOA to actually spend some cash on advertising the game
8. Try and balance RvR a bit more, sorry but baseline 9 sec stun, warlocks, bainshee's, to some extent Heretics are stupidly OP and need nerfing. The 9 sec stun on a effectively 1sec nuke class that can self debuff is simply ridiculous, drop it to 3secs if you don't remove it altogether, but 9 secs is WAY too much.
9. Having casters myself, I'd say that being able to get to 1sec cast time is also quite silly, if this was 2-3 secs / cast, fights would be far more tactical.
10. Get rid of 'invisible wall' / 'too steep to climb' parts of the terrain where there clearly shouldnt be an impediment to movement.
11. Perhaps give Clerics some sort of 'Get out of jail' cards (like Phase Shift, Zephyr, insta stun (short dur), root, that might help them cope a little when they are being melee trained.
Anyway, the upshot of this is - in the small and medium term we would see an influx of new and (returning) old blood to the game.
I would venture that:
Level 50
Realm Rank 5
Master Level 8
Decently templated
is the minimum required to start playing competitively in RvR which is the reason that the majority of us still play.
Would it devalue 'learning and earning the hard way' - yes
Would it bring its fair share of power playing kiddies - yes
Would it mean that returning people were able to get an RvR capable toon within 1month - yes
Would it increase numbers/pop on the Servers - yes
Now I happen to think DAoC, whilst in decline - isn't as bad as some of you point out, however the inordinate amount of PvE that you need to do to get an RvR compatitble toon puts a lot of people off (and the fact that the PvE is very, very boring doesn't help). The sharp drop in online pop is (imho) the major contributing factor.
Perhaps if they made the changes above - there would be more interest in making new toons, and people wouldn't be scared of starting DAoC for the first time.
Also - if there was some way to incentivise the BG's (other than them being a lot
of fun anyway) so people learn to play in groups. (rps for heal/buff shearing etc helped to incentivise playing support classes)
Another couple of suggestions might be 'instanced RvR' like the arena's you can get on Shards.
Perhaps (at least in the BG's - depending on the number of active players in that BG), and possibly in mainstream RvR as perhaps Keep owners could buy using guild BP's - have AI hib/mid/alb NPC groups (worth significantly reduced rps) roaming (in BG's) or instead of keep guards in real RvR.
They wouldn't neccessarily use an 'opted' setup, no ML abilities, but they would have the typical abilities of the classes from that realm (two healers, some buff shearing, NS, AE mezz etc, if 'semi-random' you could even have some non-regular classes (animist, mentalist, earth wiz, matter sorc, thane, valk), which might even
cause some people to learn to play better.
** I thought about the option where you could 'hire' NPC chars, to fill your group if none of their class was online and free. They would be very limited AI and not remotely as good as a real player. For example - no clerics online, no bards in Hib or no PaC healer in mid. This might lead to abuse unless you say limited it to only 2 per group and only when there were 6 actives in the group - otherwise you can see the 1 BD and 7 healers abuse coming
Although it's not 'fantastic' it's just an idea that might make more groups run as groups, and not be gimped because a certain class isn't online. You would certainly make the AI quite low level and rudimentary so that any 'real' player would be 'better' than a 'hired npc' - but it would at least make for more people running in RvR.
You would give them some basic instructions (a bit like 2.5 Chess encounter) which would govern their behavior: "stay back and heal", "go forward and shear", "kite and interrupt", "melee assist team member 4"
Would make non-prime time more interesting and not completely 'dead' if no-one was on. Might be a challenge in the BG's and even when attacking/defending a keep
Anyway - back to work
Edit: there is probably scope for lots of abuse, or massively ramping up toons on underpop realms, but it's all on the front-end (early levels), it shouldn't directly affect the High RR groups, and should bring more people into the game - and as we all know - the people are what makes the game
Disclaimer : I'm not saying that I've thought all the ideas through to the Nth degree and the ramifications thereof, but certainly in the short and medium term I see more scope for positives than negatives.
This game can still be viable and fun even alongside its competitors AND Warhammer Online. Just needs the client base to do it.