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First, let me say that Dark Age of Camelot was a great game that I played for almost a decade. I met a lot of interesting people and had many adrenaline filled battles. So, thank you Mark and Mythic for creating a world that kept me captivated for quite a long while.
To save this post from the dreaded "tl;dr" label I'm going to simply list the things that I believe made Dark Age of Camelot a challenging and strategic player vs. player game filled with depth. I am really hoping that Camelot Unchained is a great success and incorporates many of the these things, which in my opinion, separated DAoC from the various other dull and heartless games out there.
CROWD CONTROL - This was such an important part of the game and in my opinion a necessity to CU. There are so many outspoken people out there that are begging for CU's crowd control to be "less severe" than that of DAoC's. I hope you stick to your remark that "this game will not be for everyone" and stay true to the heart of what made DAoC's combat so fantastically strategic and innovating.
SPEED CLASSES AND/OR SPEED CHANTS/SONGS - Speed classes made it possible for groups to roam about the game without the fear of ALWAYS getting rolled by a large amount of other players. Did it completely prevent it? No. But that is why these classes are an integral part of the RvR formula. It gave small groups of players at least a hope of escaping the all mighty zerg. There was always something about a group of players sticking to their leader which gave off the vibe of comradery also. But, maybe that's just the geek in me.
BUFF AND DEBUFF SYSTEM - I have played many (and I mean many) MMORPGS and not a single one can compare to the organization and truly amazing quality of the DAoC buff system. There was no mistaking when you lost your strength/con buff or when your dexterity was sheered - it easily recognizable not only on your screen but also in your character's performance. This made for a satisfying and rewarding experience for allies and enemies alike.
INTERRUPTS - Yet another thing that added to the depth of the combat system. I hope to see something like this in CU if not the same exact system.
STANDING STILL WHILST CASTING - The decision on when to incinerate someone or flee defines a good caster whether they are a healer or nuker. Please don't water this down like many of the many of the other modern MMOs out there.
ARMOR/CLOTHING DYE - I am so glad to hear that this is in the game as it really made guilds feel unique to be all decked out in the same colors.
DARKNESS FALLS - This was one of the most interesting things of Dark Age of Camelot and I was a bit shocked when you said there would be absolutely no PvP in CU. Any DAoC player can attest to DF being a really fun place and I hope you rethink adding this type of "control/pvp" dungeon. I am not a person who enjoys much PvE but I will say that I honestly think including no PvE is a mistake. However, I am open to you all proving me wrong.
REALM RANKS - Okay, so you say you don't want to include realm abilities (I will just keep quiet about that) but please keep it to where you only see the realm ranks of your enemies over their head (and don't worry folks who have not played DAoC before - when you click on an enemy it does in fact tell you their name). There was nothing like running into a group of players and knowing you're in for a good fight when you see their realm ranks.
CAMELOT HERALD - Speaks for itself.
I really wish you guys much luck with creating this new game and I am really excited to hear what you are going to do regarding these game dynamics.