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  • VoiidiinVoiidiin Member Posts: 817
    Originally posted by Heartspark

    1.  Random Dragon events in pvp.  Every realm has to fight it..and itself a few times a month/week. :D  Total choas, total fun.

    2.  Crafters have to have the material to craft, they can't trade or buy it.  What you harvest, is what you craft with.  No more crafters standing in one spot all day.

    3.  Guild controled keeps/areas.  

    4.  DAOC weather system, rain like whoah or snow.

    5.  just do daoc combat system.

    Really would love a dynamic weather system, even better is if you had true day and night where when it was dark... it is frickin dark. Allowing cloud cover to come into play, maybe muddy fields would hamper movement.... swamps and other forms of difficult terrain could play a strategic part to how assaults are carried out or defended against. 

    I would love to have a real danger from the environment, hot hot days affecting those in full plate, freezing cold affecting the bikini clad warriors, visual distance affected from fog. 

    Could have whole classes dedicated to environmental alterations.... WeatherMage, or battlefield engineer who can deploy smoke effects, Water mage dessicating lands making them dry and more susceptible to fires, or the reverse making a desert into a long stretch of mud affecting movement.

    Bleh i could go on and on about having serious weather affects in the game and how it would alter the field of battle. Hoping maybe this might be a possibility, but it might too much of a stretch. As it is i still cant get Mark to comment about collision detection.

    Lolipops !

  • MightyPitMightyPit Member UncommonPosts: 92

    I have another thing I would love to see:

    Shieldwalls. Like in the bad old times, fighters fighting side by side against the enemy line of shields. Could be acomplished for example by a stackable buff each shieldbearer provide to a small area. Collision Detection preconditioned, so that not 100 shieldbearer can stand in one spot.

    Mage-shields: A class of mages who can channel a shield bubble. within the bubble, magic attacks are reduced heavily. The channelstream to the bubble is visible. It is clear for the enemy who channels the shield. The channeler himself cannot stand within a shieldbubble, and he cannot stand in somebody elses bubble, since the bubble would cut off the channeled magic.

    MMO's played so far:
    UO,EQ,DAOC,EQ2,GW,ROM,WOW,WAR,AOC,LOTRO,RIFT,TSW,GW2,POE
    Looking forward to: Camelot Unchained, Star Citizen

  • cruzadohcruzadoh Member Posts: 2

    1.Short CCs with time inmunity or medium/large CCs with purge type skills.

    2.Cast while moving for melees, root in place for the most powerfull skills for rangeds (WAR)

    3.Unique Mechanic for each class

    4.AOE damage skills more powerfull if hits more targets to fight zergs

    5.Slow / medium speed in combat and limited speed bufs and movement type skills(teleports). More speed out of combat

  • shadeviceshadevice Member CommonPosts: 68

    In no paticular order...and i'll leave out no brainers like balanced classes or lag free game play.

    1. Global kill spam. Yeah Global but make it filterable for those who don't want to see it.

    2.  I'm all for some realism but theres no need for weapon/armor deterioration. Its just an annoyance, not game changing.

    3. Powerful abilities gained from certain combat goals reached. Example: you got a kill streak of 10 in a row without dying...some ultra ability triggers and is available until you die or zone. Roleplayers can consider it a "confidence, adreniline boost where your skills are ultra honed in" - 

    4. No face/stick . This is a hand holding feature and forgives bad pvpers

    5. Potions are nice but I don't want to have to carry 5 of this or that to be competitive. Leave it to your personal play, class abilities and group coordination to decide the outcome. 

     

  • ThupliThupli Member RarePosts: 1,318
    Originally posted by Voiidiin

    So i was thinking we could come up with a list (5 ideas per post) that is a must have or must have not for CU.

    1. Movable and reusable siege.

    2. Faction based PvP not FFA. (failed on Andred and Mordred) Lot of other FFA MMOs avail, i think we need a fresh 3 faction representation.

    3. Collision detection, this might be a pipe dream but it would make all sieges more strategic, making a moving line to advance, blocking choke points.

    4. Mounted combat. One of the worst parts of GW2 is the lack of mounts.

    5. Scalable walls, one thing that was awesome about DAoC siege warfare was you had to watch the climb points, maybe this can be a skill that you train into, changing the speed you can scale a wall.

     

    1. Collision Detection

    2. Combos/Skill chains, ie, a bonus to damage when you interact after an allies spell/skill, especially a longer series. (Think Final Fantasty 11 Skill Chains and GW2 Combos).

    3. Player built cities, a la, Shadowbane.  Perhaps limit this to certain strategic points where they can be built and have time limits or windows of when they can be built, or how many can be on the map before being destroyed.

    4. Limited skill slots, but lots of skills to pick and choose from.  Also attach negative effects to certain skills so you have to weight if they are worth it for the build you are going for (think Magic The Gathering cards here).

    5. Stealth should be more like predator passive style.  If you are moving you are less camo'd and more prismatic.  If you are stationary you have an outline but are nearly invisible.  Must click on character outline to be able to target, no tabbing to someone in stealth/camo.

    6. Ground mounts only, only 50% faster than normal running speed.  Not usable in combat.

  • NegativeJoeNegativeJoe Member UncommonPosts: 213

    One thing I would like is some sort of 'matching' system, or something to make it more 'new player' friendly so after the first few months, people can still reasonably pick up the game and play.
    I know most don't want it but hear me out.
    I know there is no levels, so we don't know much about progression or if there would be different tiers, or anything outside of the main frontier..so who knows if its even relevant

    As a huge fan and longtime player of DAoC, I'm sure most of you are like me..went off to play dozens of other games, came back, repeat.

    A lot of times I did that it was to a bad game, but I met good friends. I would bring them to DAoC, and they would get the hang of it for 20 lvl's or so..I'd sort of gear them a little bit for their first 'realish' rvr in thid..

    and of course, a 1v1 fight or a small group fight would leave them feeling so outmatched they would be scared away. People permanantly in thid, buffed, potions, spellcrafted to perfection, just daily nonstop picking off the new playerbase one by one.

    You can't have that, and I did it myself so I'm not really casting stones but countless times I lost friends who were just thinking they finally reached that level to try the famous 'thid' and it ended up being such a buzzkill for them they never stuck around to really get into the game.


    It doesn't seem there will be any sort of levels but there has to be a way to make it new player friendly, because DAoC was about the furthest thing from it. And while its not out yet..the first so many months will be fine, it will get to the same point most likely. I couldn't imagine many players picking up the game 3-5 years ago, knowing no one, and sticking it out unless they really kissed some major butt to some richer old players.

    ::::26:: ::::26:: ::::26::

  • Father_JackFather_Jack Member Posts: 81
    Originally posted by NegativeJoe

    One thing I would like is some sort of 'matching' system, or something to make it more 'new player' friendly so after the first few months, people can still reasonably pick up the game and play.
    I know most don't want it but hear me out.
    I know there is no levels, so we don't know much about progression or if there would be different tiers, or anything outside of the main frontier..so who knows if its even relevant

    As a huge fan and longtime player of DAoC, I'm sure most of you are like me..went off to play dozens of other games, came back, repeat.

    A lot of times I did that it was to a bad game, but I met good friends. I would bring them to DAoC, and they would get the hang of it for 20 lvl's or so..I'd sort of gear them a little bit for their first 'realish' rvr in thid..

    and of course, a 1v1 fight or a small group fight would leave them feeling so outmatched they would be scared away. People permanantly in thid, buffed, potions, spellcrafted to perfection, just daily nonstop picking off the new playerbase one by one.

    You can't have that, and I did it myself so I'm not really casting stones but countless times I lost friends who were just thinking they finally reached that level to try the famous 'thid' and it ended up being such a buzzkill for them they never stuck around to really get into the game.


    It doesn't seem there will be any sort of levels but there has to be a way to make it new player friendly, because DAoC was about the furthest thing from it. And while its not out yet..the first so many months will be fine, it will get to the same point most likely. I couldn't imagine many players picking up the game 3-5 years ago, knowing no one, and sticking it out unless they really kissed some major butt to some richer old players.

    I had a bit of the same experience, and I totally agree. There needs to be a way to keep the server "youthful", meaning friendly to new players. In order for the server to stay healthy there needs to be a way to encourge new people to join and have fun.

  • VenedVened Member UncommonPosts: 71
    1. Sticky target. It works.
    2. No reward for "mailbox defenders".
    3. Open party/warband system. Easy to get in, easy to get out.
    4. Guild more important than green chat chanell
    5. Lots of rewards like titles, armor shape and so on.
  • LokyLoky Member UncommonPosts: 182

    Hi and Thanks Mark for posting here.

    Tons of great points all through here , I wish I could repost all the ones i thought were great.

    1) More than just a "Siege"

    -If i am going to attack another realm's castle why just bring trebs, catapults and rams? Can i get my guild , multiple guilds or even Realm together and purchase say... a Dragon! Or how about hiring a undead merc army to assist? Why Not? Make assualting more than just shooting flaming rocks and longshot arrows! 

    2) RvR Controlled Economy

    - We need metals to forge armor and weapons. We need hides to strip for Leather. We need wood for houses, arrows and whatever else i can build. And we have to fight and compete for these resources. Crafters need the goods to make the goods. RvR should carry the load of these resources.

    3) Player Base Raids

    - Can someone finally build and name a town with all resources in it? Can my Realm attack it?! Aside from player housing basics, can we not build frontier keeps , walls with houses, forges, inns and perhaps guild houses etc? Could these Holds not be a point of interest to an opposite realm? Instead of a massive battle on a field or in a forest, why not kick the crap out of Cotswold!

    4) Death Sucks

    -Please make it more of a penatly than a rez sick timer. Not crazy perma death but some where around its hard , so people who cant handle it will quit. Thats right. If the game is "TO HARD" and you dont want to practice or change your style to get better, you can quit. I know people will say "Oh but IM PAYING A SUB! THIS IS GARBAGE!". Good. Now head for a ftp and stop complaining about everything.

    5) All RvR

    - This is what I personally want. I cannot wait for it. For those saying it cant be done, thanks! Nice having you around it was fun to destroy you. For those who lived rvr on old Dark Age, thought WAR was going to be all rvr from level1 (which i really really tried to make for myself), this is what we have wanted for years. It will be nice to see you all again.

     

    image
  • LokyLoky Member UncommonPosts: 182

    My not so long list for anyone that did not feel like reading the other list:

    1) lots of CC and lots of ways to defend/deter it

    2) Merlin, Norse Gods and a pot of gold at the end of a frickin rainbow. LOTS OF LORE!!

    3) Full weather systems. Thunderstorms, blizzards, etc

    4) No x-realming. Anytime.

    5) 8 person groups

    image
  • LokyLoky Member UncommonPosts: 182
    Originally posted by Vened
    1. Sticky target. It works.
    2. No reward for "mailbox defenders".
    3. Open party/warband system. Easy to get in, easy to get out.
    4. Guild more important than green chat chanell
    5. Lots of rewards like titles, armor shape and so on.

    all of this

    image
  • akleyakley Member Posts: 17
    The gold loss as death penatly / kill reward was PERFECT. Just sayin
  • JaweeseJaweese Member Posts: 2
    1. Player-built cities in RvR.

    2. Higher utilty items shouldn't always be preferred over lower utilty items. In many games, gear progression is linear, where you almost don't have to look at stats; the item level and rarity gives you enough information. DAoC avoided this by having stat caps. You had to piece your gear together in a way that would fit. It made gear choice more interesting.

    3. I think a rejection of the bind-on-equip mechanic encourages realms to be a tighter, close-knit group. There's something satisfying about handing down old gear to someone who could use it. A simple durability mechanic (more significant than in DAoC) is probably enough to keep crafters busy.

    4. I loved LoTRO's music system where you could code a .abc file and play it to friends. I probably spent more time with this than the actual game.  Not a make-or-break feature though.

    5. Not pay-to-win.
  • LokyLoky Member UncommonPosts: 182
    Originally posted by NegativeJoe

     


    Originally posted by shadevice

    [mod edit]


    [mod edit]

    Skill>Gear. Agreed. A organized group will defeat unorganized players, in RvR , regardless of gear. DAoC has seen this countless times. I like it

    image
  • NegativeJoeNegativeJoe Member UncommonPosts: 213

     


    Originally posted by shadevice
    [mod edit]

     


    i did't have an argument, i had an opinion.
    you had the argument and maybe its a fine one.. but not to my post, which is what you quoted.

    i was talking about new player, brand new players trying to learn a game.

    you came back with an example of a pre made group of players who have been playing the game 10 years, doing well on a private server.

    i mean, seriously its like if we were arguing wether 5 years olds should all get trophy's in little league and alex rodrigez chimes in 'no handholding! i don't want to share my paycheck'. absolutely not relevant to the post you quoted.


    and it doesn't matter how you feel about it, or how 'niche' this game wants to be, if you end up with ~1500 players max at peak times who ever play it(like daoc has been for 8 years, barring a few month stretch when the 3 classic servers brought back thousands for a short while) then its not going to be able to sustain a devoted team and its going to fail.

     


    and not to nitpick but please refer to the mmorpg.com rules and regulations, and try to refrain from naming private servers


    Unofficial Servers
    Discussing or advertising unofficial servers or emulators for MMOs is not permitted on the MMORPG.com forums. These servers are against the Terms of Service of the original game, and violate the intellectual propriety rights of the game's publisher and developer.

    ::::26:: ::::26:: ::::26::

  • shadeviceshadevice Member CommonPosts: 68
    Originally posted by NegativeJoe

     


    Originally posted by shadevice
    Uthgarde is indeed a private server but old school daoc players play on it because its CLASSIC, pre toa, pre all the ez mode stuff.

     

    If you read my post, there is no insults or rude remarks towards you, just facts. Apparently your argument isn't strong enough so you have shown your true colors.

     


     


    i did't have an argument, i had an opinion.
    you had the argument and maybe its a fine one.. but not to my post, which is what you quoted.

    i was talking about new player, brand new players trying to learn a game.

    you came back with an example of a pre made group of players who have been playing the game 10 years, doing well on a private server.

    i mean, seriously its like if we were arguing wether 5 years olds should all get trophy's in little league and alex rodrigez chimes in 'no handholding! i don't want to share my paycheck'. absolutely not relevant to the post you quoted.


    and it doesn't matter how you feel about it, or how 'niche' this game wants to be, if you end up with ~1500 players max at peak times who ever play it(like daoc has been for 8 years, barring a few month stretch when the 3 classic servers brought back thousands for a short while) then its not going to be able to sustain a devoted team and its going to fail.

     


    and not to nitpick but please refer to the mmorpg.com rules and regulations, and try to refrain from naming private servers


    Unofficial Servers
    Discussing or advertising unofficial servers or emulators for MMOs is not permitted on the MMORPG.com forums. These servers are against the Terms of Service of the original game, and violate the intellectual propriety rights of the game's publisher and developer.

    rofl...yeah I'm done talking to you. one last thing though, you should really read all of marks blogs, perhaps more than once. CU won't hold any hands

  • uberowouberowo Member Posts: 18
    Originally posted by Voiidiin

    4. Mounted combat. One of the worst parts of GW2 is the lack of mounts.

     

    I could not possible disagree more with you on this point.

     

    First of all; mounts are just a graphical upgrade. They can make your character run as fast as they want, mount or no mount. How you can list "lack of mounts" as a serious flaw to any game is beyond me.

     

    Secondly; The class diversity of DAoC was one of its greatest strengths. Speed classes (and good frontier designers) are absolutely necessary if they want to achieve the same remarkably entertaining and diverse endgame pvp again. Without them small scale pvp will be impossible during prime time.

     

  • uberowouberowo Member Posts: 18

     

    1) Class diversity.  Tanks, Healers, ranged & melee dps classes. Specialists: Speed classes, CC classes, stealth classes. While I acknowledge the horror of balancing a game like this, I absolutely loved the classes of DAoC. The Minstrel may be the coolest class ever made. (The only game that came close was Vanguard.)

    2) Small-ish scale RvR. While I love a good zerg and castle sieges, I also like to run around in small groups every now and then. This needs to be made viable. DAoC managed to pull this off. I believe it's mostly because of speed classes, but also to some extent the CC that was available.

    3) The "stealth wars" metagame of DAoC was a wonderful addition to RvR. I played a Ranger as my main most of the time. Easily the best time I've had in an MMO to date. The total awesomeness of assassins climbing the walls during sieges and laying the smack down on unsuspecting wizards was also hella fun.

    4) Death penalties. When you kill someone in RvR and they can't get a res for whatever reason.. They should not be back in the same fight for at least 5 minutes. I don't want  to loose items, xp, money or anything like that.. I just want them to feel like they "lost" a fight. Waiting 15 seconds to respawn 30 meters away just doesn't cut it. DAoC got this right.

    5) Sieges. One of the most retarded aspects of Warhammer was the *epic* fail that ranged classes barely had long enough range to nuke/shoot from the walls of the castles and down to the ground below. Clearly, archers and fireball tossing wizards on the castle walls are a must for any respectable RvR oriented game. (Obviously you can shoot back at them as well.)

     

     

  • TumblebutzTumblebutz Member UncommonPosts: 322

    (1) An RvR dynamic which offers options for solo and small group play.  Camping choke points and common routes through the frontier in DAoC was perfect for this. 

    (1a) As a subset of (1) I would add the need/ability to utilize scouts and scouting techniques.  (i.e. no flaming maps!)

    (1b) Stealth which is useful without being overpowered.   

    (2) Sensibly implemented buff system.  Stat buffs should not create an insurmountable gap between those with and those without.  If this becomes too hard to balance, my solution would be to simply remove stat buffs from the game, completely.

    (2b) Bots should never, ever be a part of this game.... ever.  This is an absolute deal-breaker for me (and, I suspect, for many others.)

    (3) AoE needs to be very well balanced and should not dominate RvR.  Single target classes need to have a role to fill and single target spells/abilities need to be useful within the group dynamic.  (A rule of thumb might be an AoE spell/ability delves for about 35% of the effectiveness of any comparable single target spell/ability.)

    (4) CC needs to be very well balanced.  (A rule of thumb might be: if you can't move, you can fight/defend and if you can't fight/defend, you can move.)  Stuns should be VERY minimal.

    (5) Viable, effective and USEFUL Archer classes who can contribute in large scale battles.

    I'd also like to see a death penalty that serves to make dying something that should be avoided, rather than just a prolonged form of CC.

    Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival

    RED IS DEAD!

  • skyexileskyexile Member CommonPosts: 692


    Originally posted by uberowo

    Originally posted by Voiidiin 4. Mounted combat. One of the worst parts of GW2 is the lack of mounts.
     

    I could not possible disagree more with you on this point.

     

    First of all; mounts are just a graphical upgrade. They can make your character run as fast as they want, mount or no mount. How you can list "lack of mounts" as a serious flaw to any game is beyond me.

     

    Secondly; The class diversity of DAoC was one of its greatest strengths. Speed classes (and good frontier designers) are absolutely necessary if they want to achieve the same remarkably entertaining and diverse endgame pvp again. Without them small scale pvp will be impossible during prime time.

     


    Yea i hadnt played Daoc but i loved GW2 for not having mounts, making sure your group had enough swiftness to go around and that it was constantly buffed was a good part of your build and group synergy.

    Mounted combat is such a shitty gimmick anyway.

    SKYeXile
    TRF - GM - GW2, PS2, WAR, AION, Rift, WoW, WOT....etc...
    Future Crew - High Council. Planetside 1 & 2.

  • EbonheartEbonheart Member Posts: 138
    Originally posted by Voiidiin

    So i was thinking we could come up with a list (5 ideas per post) that is a must have or must have not for CU.

    1. Movable and reusable siege.

    2. Faction based PvP not FFA. (failed on Andred and Mordred) Lot of other FFA MMOs avail, i think we need a fresh 3 faction representation.

    3. Collision detection, this might be a pipe dream but it would make all sieges more strategic, making a moving line to advance, blocking choke points.

    4. Mounted combat. One of the worst parts of GW2 is the lack of mounts.

    5. Scalable walls, one thing that was awesome about DAoC siege warfare was you had to watch the climb points, maybe this can be a skill that you train into, changing the speed you can scale a wall.

    I'll second this, it's pretty much what I would've listed.

    We'll have to see how the engine works, however, to see if the whole mounted combat and collision detection is possible.

    Everything else is guaranteed though, I'm sure of that.

     

    My only additions would be:

    1. Make sure there are wall-mounted siege weapons (anti-siege) for defenders. Just some ballistas, maybe something larger if it's a big keep or if the keep has been improved (#2 below)

    2. Reinforceable/Repairable/Customizable strongholds. Let players (or guilds if they own it) increase the defense capability of a keep through crafting. Add some more wall cover and arrow slits, reinforce the walls and gates, maybe add a moat and place some stakes along the outside of the wall to prevent climbing (until a siege weapon has destroyed it). The possibilities are endless as far as customization and it gives carebear crafters something to do on the battlefield. "Oi boss, fix da wall boss." *whack* *whack*

    Base the available defense improvements on how long the keep has been owned.

     

    Example:

    1. Keeps have 1 - 10 infastructure levels.

    2. Each level opens up new improvements and additions. (sort of like CKII technology requirements)

    3. +1 level for every 24 hours held.

    4. -5 infastructure levels if captured by another faction or...

    I'm not sure how to deal with other factions capturing an improved keep and whether to have it revert to a lower level, but I'll leave that up to someone else. A significant reduction (-5 or so) would place the keeps at relatively low level most of the time if they were in a heavily contested area, making defense more important over the long term and prevent the undefended base cap cycle, which is one big problem that PvP-centric games with capture points often have. (Cite: Planetside 2)

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