Daoc future

thaaadi

Fledgling Freddie
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***************

Camelot in 2005

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Folks,



This is the second in a series of announcements from me (the first was December's State of the Game) concerning improvements, changes, etc. that we will be implementing in DAoC. As I've said before, Mythic is committed to continually improving DAoC as long as our community supports it.



Before I tell you the status of these improvements, as well as some new information, I want to take time for a bit of digression and address this week's subscription rate announcement. Let me answer some of the concerns that have been raised within the DAoC community about this price increase by simply saying that as president and CEO of Mythic Entertainment, I will make the promise that the additional revenue will go to the continued improvement and evolution of DAoC as long as we have the support of the community. We love DAoC and by continuing to improve and invest in the game, it will be able stand up in the face of current and future competition. We believe by continuing to drive DAoC's evolution, it will remain the top RvR-based MMORPG as well as one of the top MMORPGs in the world. If you agree with us, we're willing to put in the time and investment to make it happen.



So, digression aside, let's turn to the status report. In December I laid out a number of items that we were going to be working on over the next quarter. As of today, here's where they stand, point by point.



(1) For server clustering, we expect to have a version up on Pendragon by the end of January with a mid-February release to all servers. Everything is going quite well on it so far, and we are very confident that we will have it done within this timeframe.



(2) Instanced RvR will follow clustering on Pendragon by the end of the February and will release in March to the live servers. We have some very interesting variants on the iRvR scheme and we believe that we will hit that release point with iRvR instancing with even more options to be implemented in the future.



(3) New character customizations are on-track to hit the live servers starting in February with more to come in March.



(4) We are continuing to improve ToA and we have a lot of new changes (many of which have been proposed by the community) to make it more enjoyable and easier for players to complete. While I won't go into too much detail here, these changes include increasing spawn rates, making the reward system more forgiving to link deaths and even failure to complete certain steps in a multi-step process, looking at leveraging our instancing technology within ToA (this is a longer-term implementation) as well as other improvements.



(5) We are implementing new tutorials and improving the new user experience.



(6) We are also improving the game's entry system to make it a lot easier for new players to understand.



So, that concludes my status report and I hope you agree that when we deliver all of this, we will have exceeded what I laid out last month.



However, that is not where the letter ends. As I've said repeatedly, we are committed to improving DAoC now and in the future. With that in mind, here are some of the major things we will be doing and talking about doing with the community (more on this later) over the next six months to make a great game even better. I've broken them down into a number of categories as follows, new user experience, market explorers, transportation, respecs, and casual play-style.



We must make our initial play experience friendlier to the new user. As the years have gone by, we have improved the new user experience both with expansion packs as well as with regular updates. However, we can and must go further during the next year and beyond. Here are some of the things we will be doing:



(1) Making the character creation process even easier than it is now;



(2) Adding lots of new quest and task givers to all the starting areas;



(3) Improving the display and recognition of all NPCs in a given area;



(4) Pre-populating the quickbar with all applicable starting abilities, commands, etc.



We are also looking at some other improvements including rollover text interface items, improved in-game mapping, and improving the in-game help system by integrating lots of additional information. Our goal is for DAoC to have the best user interface in the MMORPG industry and we will devote significant resources to bring this about.



Next on the list is our consignment merchant system. When we first came up with consignment merchants, our system was one of the best in the industry. However, it is time to work on making it even better. We are looking at the system and laying out a plan to make the buying and selling of goods easier than ever before. This is a long term issue but we have begun to look at this as well as our crafting system for possible expansion and improvement.



Third, the subject of movement in and around the realms of DAoC is always a favorite topic discussed by our players. We are looking at a whole suite of ways to allow our players to get around the Camelot world faster and easier than ever before. Some of these changes fall into the more long-term plans since we don't want to render the classes that specialize in group speed buffs ineffective or unwanted so we are going to tread carefully here.



As to respecing in the game, we have done a lot already in DAoC to allow characters to respec easily at specific levels if they feel they have made a mistake or want to start again. We hope to improve communication of these methods to the user as well as look at making it even easier for the user to correct a single mistake but at the same time, not get caught in the "flavor of the month" syndrome as other games have in the past. There is a delicate balance here and we have a good system in place already that we hope to make a bit better.



Last and certainly not least is that since the original launch of the game, we have looked at creating a new server type that is geared to players who have less time than others to commit to a MMORPG. This exciting new server will cater to both the casual player as well as address some of the concerns of players about bots and the time commitment necessary to complete ToA. We will be announcing full details about this server type in the coming weeks but I believe that this server will go a long way in making DAoC the leader of the pack in regards to the casual player. As part of this, we will also be looking at the impact of the death penalty and other aspects of the game on the casual player. Additionally, we will be looking at other server types that could come out of this rule set or even different rule sets. Players have continued to ask us to create different server types and we are going to put it to the community to get your feedback. This brings me to my last point, Mythic to player interaction.



Over the next few months, we will be listening especially closely to your feedback on these issues, and any other issues, changes, etc., so that that you, the community, will be able to let us know what you think is important for us to do next. As with the creation of the team lead system and the user feedback that we sought and incorporated into New Frontiers, we will devote the same energy to soliciting your input, suggestions and comments And, of course, in keeping with our willingness to share other details with the community in the past - such as subscriber count, feedback, etc. - we will share the results of this feedback with you.



As required by lawyers everywhere, the usual disclaimer that this letter is a guide as to what we hope to do during this period and not as a guarantee of any kind. This does not apply to my promise though regarding the price increase. I always hate saying this but that's what lawyers are for, to make us say things that we hate.



So, that is a rather lengthy post from yours truly. As always, I expect that some of you will love what you hear, some will hate it, some will ignore it and many will throw rocks, stones and the occasional rotten fruit. If nothing else, I hope it shows our commitment to DAoC and its continued success.



Oh, by the way, we have no plans for beginning work on the next retail expansion until all of this is done or off the schedule. There will be a third letter later in the year that will talk about other changes we will be making as part of our ongoing subscription based expansion pack of which this is only a part.



As always, we thank the community for its continued support and patronage of DAoC!



Mark Jacobs

President and CEO

Mythic Entertainment, Inc.



***********************************************************
 

Ezeine

Loyal Freddie
Joined
Jan 19, 2004
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735
That's so last month. Server clustering going live here next week btw ;)
 

Ovi1

Fledgling Freddie
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thaaadi said:
aye but not "here?"


GMs have said in (many?) other threads on the subject that it is unlikely that clustering will affect Prydwen, as we are not a low population server :p
 

Tristessa

One of Freddy's beloved
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thaaadi Oh said:
Any bets on what the theme for that one is going to be? I'm betting *Space Age of DAOC* and new races will be robotic versions of trolls and luris ;)
 

thaaadi

Fledgling Freddie
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Messages
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Ovi1 said:
GMs have said in (many?) other threads on the subject that it is unlikely that clustering will affect Prydwen, as we are not a low population server :p

Aye that is why I wrote not here :=)(j/k)
But you never know maybe we are in 4-5 months.
 

Boggy

Fledgling Freddie
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Whether you're going to it personally or not, WoW is gonna have a significant impact on server population. If we're lucky, it'll be a short-term thing.

Prydwen population is diabolical at the moment. After WoW release I am thinking it'll be like the US, where people are saying you're lucky if there's 1fg in the frontier even during primetime on some servers.
 

Friea

Banned
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Ovi1 said:
GMs have said in (many?) other threads on the subject that it is unlikely that clustering will affect Prydwen, as we are not a low population server :p

when is a server an underpopulated server then?
since the start of daoc prydwen had peak hours of almost 2000 people, i mean back in SI if im not totally mistaken, and exc had like almost 3000. that is not the number today. ofc a game loses people over time but these days its rediculous, you can no longer have no more than 1 ML going on hib/prydwen, people have stopped putting stuff out on CMs and its feels like a ghost town if youre not in ligen at peak hours. the MASSIVE mulitplayer online thing is nowhere to be found. this is sad and lame especially when you have put down so much work for your chars in ToA.

this game has been losing people since ToA and its not looking any better.
so what is the alternitive to daoc?
it comes out next friday. if they dont do anything drastic i doubt daoc will survive.
 

Ovi1

Fledgling Freddie
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Friea said:
when is a server an underpopulated server then?
since the start of daoc prydwen had peak hours of almost 2000 people, i mean back in SI if im not totally mistaken, and exc had like almost 3000. that is not the number today. ofc a game loses people over time but these days its rediculous, you can no longer have no more than 1 ML going on hib/prydwen, people have stopped putting stuff out on CMs and its feels like a ghost town if youre not in ligen at peak hours. the MASSIVE mulitplayer online thing is nowhere to be found. this is sad and lame especially when you have put down so much work for your chars in ToA.

this game has been losing people since ToA and its not looking any better.
so what is the alternitive to daoc?
it comes out next friday. if they dont do anything drastic i doubt daoc will survive.


I guess when we get to the depths that some of the US servers are. There is a problem with clustering and pryd that is unavoidable tho.... the only server we can cluster with is Excal >bleh< :)

As for the WOW debate... I'll be playing it at release, can't say 1 month after release yet though :)
 

Eva

Can't get enough of FH
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Friea said:
when is a server an underpopulated server then?
since the start of daoc prydwen had peak hours of almost 2000 people, i mean back in SI if im not totally mistaken, and exc had like almost 3000. that is not the number today. ofc a game loses people over time but these days its rediculous, you can no longer have no more than 1 ML going on hib/prydwen, people have stopped putting stuff out on CMs and its feels like a ghost town if youre not in ligen at peak hours. the MASSIVE mulitplayer online thing is nowhere to be found. this is sad and lame especially when you have put down so much work for your chars in ToA.

this game has been losing people since ToA and its not looking any better.
so what is the alternitive to daoc?
it comes out next friday. if they dont do anything drastic i doubt daoc will survive.

There is servers in us that will be as big as prydwen when they are clustered. That is underpopulated according to them I guess. I havn't played on prydwen for ages for the fact that it's no action there. I think they should cluster excal/pryd, but those who enjoy the smaller servers (soloers) might quit then etc so I dunno how they do.
 

AngelHeal

Part of the furniture
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Huntingtons said:
they are creating a new sci-fi mmorpg where the roman empire never vanquished ;-D

has it in rl then?
Whats so different about us and the romans (except age + inventions).
we have same sort of economy, except we dont have 1 big leader (allthough mr bush thinks he's teh pawn ^^)

Look arround you, buildings, churches.....goto italy on a holiday and u know enough imo.

(though where did you get that information??)
 

Reebs

Loyal Freddie
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future of daoc.. slim to none

Toa killed Daoc and NF buried it
 

AngelHeal

Part of the furniture
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Reebs said:
future of daoc.. slim to none

Toa killed Daoc and NF buried it

toa didnt kill daoc nether did nf..
toa was a patch that was / is hard.. but once u got some artis its very funny.
NF is the best patch ive ever seen tbh..
 

Saggy

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AngelHeal said:
toa was a patch that was / is hard.. but once u got some artis its very funny.
The opposite for me - its fun to do all that "hard" stuff in ToA but once that is done you are left with totally fucked up RvR :cool:
 

Zedenz

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If it wasn't for TOA I doubt a large portion of players would still be playing..because what else was there for you to do exactly? Roll an alt perhaps?

TOA whether you want to admit it or not breathed some life back into the game. It simply made it harder to "just go and rvr" though.
 

Saggy

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Zedenz said:
TOA whether you want to admit it or not breathed some life back into the game. It simply made it harder to "just go and rvr" though.
ToA fixed the broken PvE but broke the working RvR. The more stuff you add to game the easier you unbalance things - thanks to ToA there is absolutely no balance in any aspects of the game, imo. Remove MAs from RvR and redo the RA-system -> Daoc would rock hard :cool:
 

Boggy

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Zedenz said:
If it wasn't for TOA I doubt a large portion of players would still be playing..because what else was there for you to do exactly? Roll an alt perhaps?

TOA whether you want to admit it or not breathed some life back into the game. It simply made it harder to "just go and rvr" though.

An expansion was needed to breathe life into the the game, but they didn't have to make ToA. A better expansion - one that didn't have such a negative impact on RvR and alts - would have obviously been preferable.

MLs should have been more diverse, less linear and smaller scale.

Artifacts should have either been instanced, or instant respawn, and should have had 100% drop rate.

Artifact leveling should have been as it is now from the beginning, or should not have been required at all.

Some MLs/artifact abilities should simply never have been implemented (eg. FZ).

Lower damage caps and higher cast time caps should have been set.

ToA was a great opportunity to introduce more varied utility into RvR - thus giving rise to oportunities more tactical diversity, instead of just making people hit harder and faster. It was also an opportunity to revitalise the community (which MLs went some way toward) instead of creating a culture of greed and resentment.
 

Friea

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Zedenz said:
If it wasn't for TOA I doubt a large portion of players would still be playing..because what else was there for you to do exactly? Roll an alt perhaps?

TOA whether you want to admit it or not breathed some life back into the game. It simply made it harder to "just go and rvr" though.

ToA removed the possibilty to roll an alt for the cause of fun and relaxting gameplay, if you were to roll one, you know you have to go through the 4 month of PvE, camping artifacts, chaining encounters(i did goddess necklace about 45 times for bracer of the deep with 0 drops), farming scrolls with 0.2% drop rate, lvling artifacts and doing master levels.

it toke me like 3 month to get to ml10 and getting my first and only ToA:ed char done, though it know you can do ToA alot faster but thats how long it toke for me and many i know, if you say this breath life into a game you are indeed clueless. this game is about RvR and if it wasnt 90% of the players would quit on the second they removed it, and the whole ide with spending 40 days /played against AI just to be able to go and play against other players if pure bullshit.
 

Tuthmes

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ToA removed the possibilty to roll an alt for the cause of fun and relaxting gameplay, if you were to roll one, you know you have to go through the 4 month of PvE, camping artifacts, chaining encounters(i did goddess necklace about 45 times for bracer of the deep with 0 drops), farming scrolls with 0.2% drop rate, lvling artifacts and doing master levels.

Couldn't agree more...
 

Sycho

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Daoc is way too time consuming now hence why people are quitting, it totally ruins your lives, you think of all that time you spend making a group for rvr and add it all up, hmm you could of did something a lot better in life instead now add ToA with that it becomes utter ridiculous.

If the master levels were fg doable max for every step it wouldn't of been so bad and also if artifacts spawned very fast aswell as majority being soloable.Daoc was a great game for a while but now it becomes very boring quickly for old players usually, now with catacombs coming they have made the PvE side easier, if they released this instead of ToA the game would of lived longer probably.

When i play an offline game and see how much time it takes compared to daoc it frightens me how much time i wasted on one game.
 

Eroda

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I still enjoy the game at times but toa really made a mess of things. First time i took my char through ml's it was kinda interesting but now its a total nightmare. It basically forces you to abandon alts or face the prospect of alot of stress in getting hold of the artifacts\ml's that u need.

There were some nice additions, cure near-sight, bodyguard etc which made some welcome changes to rvr, allowing casters to become a properly viable class. It just went too far though, totally extreme damage at very fast speeds. I think if all ML's could be done as a full group and artifacts\scrolls were a couple of days work maximum, most of toa would be tolerable. In its current state, the expansion is nothing but an annoyance and even worse makes people decide they'd rather play something else than suffer getting another char sorted out for rvr.
 

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