Let me start by saying DAOC was the only game that ever got character progression right (IMO). Realm ranks and abilities gave the game a sense of realism for myself and others. I truly hope they are implemented in the same way. RAs gave your character that sense of being a battle-hardened warrior who has learned from his engagements on the field of battle, and is stronger than those who do not have as much experience. Just as anyone who practices any style of mixed martial arts, you are given a skillset but only truly master it through years of practice and real combat. I hope they keep this system in place and do not stray from what made it so unique and sucked me in for many years. If anyone has information they could share with me on this topic please do so, I would be very grateful.
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Like are they just going I say realm abilities in daoc = levels in this game? What happens when you cap level? Start a new realm ability progression ?
What will levels give you? Will they give more abilities? Or stat increases or what?
Curious to find out over the next couple years if it gets funded
Ozek - DAOC
Niix - Other games that sucked
He actually has addressed that in a "Top Ten Questions" post:
http://citystateentertainment.com/2013/02/top-ten-questions-no-realm-ranks-abilities-what/
(The tl:dr. as I read it):
We don't know yet exactly how character progression will be handled, but we do know
Once you throw that out there, they could do anything from UO style skill training to Planetside2 ala cart unlocks to World of Tanks style hierarchical trees. The impression I get is that whatever they do, they want progression to be more horizontal than verical.
Yeah, I just threw that out there as an outlier. What I'd expect to see is something like class skill trees, maybe keyed to stats rather than level, with stats being adjusted by acumulation of various activities.
Or something completely different.
That's my thinking too. Having RR 11s with high levels of passive abilities that are always on is unbalanced. Instead of letting them purchase a permanent 20% increase in critical chance, for instance, let them buy an ability that gives them the same 20% increase in critical chance but it only lasts for 20 seconds with, say, a 1 minute cooldown. Then they would need to pick the right moment in a fight to pop that ability rather than always being able to blow people up.
Also make sure that it takes even hardcore gamers a long time to reach the highest rank with the most powerful abilities. When I left DAOC a few years ago, realm point gain had been inflated to the point that dedicated players could easily get a million rps a week which meant it would take them only a couple of months to R10 and beyond. That's too fast. The highest ranks should be a rare and celebrated achievement not something every player can expect to attain several times a year.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
In the recent interveiw
MJ stated that there won't be any hard level caps. Nor will there be hard skill caps. Though he did mention that the hard skill caps was still under discussion. He also stated he wants things to progress slowly. So if you want to reach rr13 it might actually take you 5 years. rr14 10 years etc...
As for the topic I hope that they have the passives like daoc, but just add more toys for a player. So if you are fighting a rr13 the passives might be the same, the difference would be they have more toys. Nothing to dramatic but stuff like (for a healer) Divine intervention, bunker of faith, mastery of concentration, adrenaline rush etc...
I healed Mistwraith and all I got was this stupid tee-shirt!
Sounds like he is thinking along the same lines I am.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
One more thing, MJ has mentioned that the more often you use a weopon like a sword the better you'll be with it. This leads me to beleive that instead of just saying I want to dual wield you will just grab 2 weopons and slowly as you use them you get more and more abilities till you cap it.
So this sounds like the basic leveling system.
I healed Mistwraith and all I got was this stupid tee-shirt!
Will my dream game become true? It looks like a yes ^^
Yeah it's an item leveling system aka artifacts from TOA. Heh. But I'm sure he'll make it more interesting than that was. It would be cool if the item skilling was unlimited just like character progression.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
No, I don't think it's an ITEM levelling system so much as a skill-based levelling system. In other words, you're not levelling a specific swords. You're levelling your skill with that category of swords, with side effects on your physical stats.
If I understand what I've read so far.
I hope for the opposite. Less actives are easier to balance, and I want an balanced game.
My RR7 hunter was a decent fighter with Purge2, IP2 RAs up, add SoM-artifact and I could last long enough to do some damage. Without them, I was rarely a match for anyone.
RAs like Mastery of Pain and similar offers a slight boost in performance as a reward, but it not necessarily a fight breaker. Sometimes they add that extra crit that turns the tide, but not every time.
Actives tend to make people have to sit back and wait before they head back out to the fighting, and I prefer not to have that. And finally, did I mention that actives implemented poorly will create havoc on balancing?
I was always fine for a good mix
Was cool being able to decide if you wanted to be a RA dumper and be weak rest of time or pump up passives.Ozek - DAOC
Niix - Other games that sucked