VaultNetwork.netVault Network Boards
Author Topic: MMORPG.com Reviews DAOC's 10 year anniversary [Locked]
Kedali-Pellinor  1 star
Posts: 118
Registered: 2003-4-28 03:48:32
Yuenglingz posted:

why do you think people like playing alb better ?

I play all three realms but i have probably played more alb then anything. Sometimes i think its because its better developed and sometimes I think its because the people seem friendly.



Alb doesn't have a significant population advantage. I think the numbers I gathered today show that well enough. But you are right, alb is by far the friendliest realm. I don't even play mid/hib unless I have friends from alb that move over too.

 

-----signature-----
Valleriee - RR11 Cleric
DoorknobMLF  3 stars
Posts: 627
Registered: 2008-3-2 09:16:57
I think the realm that has a population advantage sadly has a lot to do with who has the relics. And the realm that is going to have the relics is the one that can organize together and be succesful in very large zergs, that's why Albs had 5-6 relics about a month ago. Since then its been ok, although Hibs don't zerg like Albs, they do respond when an enemy tries to grab a relic. Last I checked Hibs had 3 relics but it could certainly be different now.

 

-----signature-----
Lurok1  1 star
Posts: 177
Registered: 2010-12-29 13:23:38
It has to do with relics and where people are most established. Most hib pugs level 50 + average RR range from about rr3 to around rr9.

Alb pugs tend to be way higher than that. I find that when they do have low rr's in the group they are being supported by their friends who are either lion knight or higher. the groups will be like lord lord lion knight dragon knight warder gryphon night dragon knight lord.

 

-----signature-----
G
R
I
Z
Taking Break from game
Phlei  1 star
Posts: 214
Registered: 2008-12-10 18:38:51
DoorknobMLF posted:

I've been thinking that there is an inherent flaw, but it is surely too big to fix. The idea is that it has to do with the layout of the frontiers, and the fact that the RvR zone is made separate from all other aspects of the game. This could be summarized in 2 main problems:
1. You are almost always wide in the open to be seen from far away, so you really have no protection unless you have bigger numbers than the enemies and/or speed6. You can hide behind a tree in the middle of nowhere in order to get some protection, but why would you expect that in a million years an enemy is going to run by you so you can fight him?
2. Keeps and Towers are the only thing to break the openness and give you protection, but this offers too much protection and you're not going to find RvR inside of a keep unless the enemy decides to break it down.

Maybe it's not clear what I'm getting to, but rather than having protection inside a keep/tower, protection should be in the form of being able to get to important RvR centerpoints without being so easily exposed to all your enemies, yet not being somewhere like that tree (in the middle of nowhere) where you could sit there for days on end and not see an enemy, cuz its in the middle of nowhere.

In other words, instead of NF being a big open expanse of flat ground with a few hills, trees, and rivers, i think RvR could be more interesting if it was a complicated forest on the side of a mountain with bridges and towns, and maybe even underground tunnels, and rivers, so you could get from A to B without being seen by everything in between, yet once you leave the safety of your border keep you are at the hands of the enemies which might be lying just around the corner, but you wouldn't know that, because you don't have 5000 units of unrestricted line of sight in all directions.

In some ways Mordred did this since RvR could take place in a very wide variety of landscapes, sometimes with interesting geometries. But obviously with teleporter hubs, Mordred RvR became not much more than camping cotswold/gothwaite and repeatedly killing people that were worth no RPs.

Well I don't know where I'm going with this. But I think a redesign of NF (not just geometry, but with RvR incentives too) could solve a lot of these issues, and make quality RvR more accessible without resorting to crappy WoW-type scenario bullcrap. It should be so that once you leave your borderkeep, its either you're going to die, or the enemy is going to die. And there should somehow be incentives to go to certain area's without enemies being able to camp the chokepoints that will get you there. And its also quite a problem you either run around your homeland making no RPs because there are 10x more friendly players than realm enemies, or waste 5 minutes boating to an enemies homeland where you make no RPs because for every 1 of you, there are 10 enemies camping in the safety of their bridge/keep waiting for you to get off the boat so they can slaughter you. IMO, NF should be designed so that each realms "homeland" is far smaller, like half the size or less, and the majority of NF is made up by the place in between (ie. a really big Agramon, without milegate chokepoints)



I agree with this 100000%%%%

 

-----signature-----
DAoC - inactive.
VN'ing - active.
Idealistgamer  2 stars
Posts: 274
Registered: 2011-1-9 21:38:25
This would help Dark Age of Camelot; (after all the bugs and lag is dealt with ofcourse)


Fix Death System so that,

You will resurrect at a graveyard within the zone which you had died.

(Not turn into a spirit and resurrect at the exact location which you had died.)

(Not suffer resurrection sickness from being killed by a combaton.)


Add Utilities and Features.

A Mail System (mailbox). No need for an Auction House though. The Housing System and Merchants work great. A UI that's very user friendly. Seperating the buffs from the debuffs for starters. A Looting System that caters to the class to prevents ninjas. A Party/WarBand Grouping System to save hours of time looking for groups/warbands to join. A Layout Editor allows you to move, multiply or hide any object on your screen. An advanced chat system. Right click on names for menu options;(join party, whisper, ignore, class and level stats, ect.)


Fix Travel System so that,

Your run speed will be the same in all zones.

Have three brackets of mounts.

(Low level mount 50% speed increase.)

(Advanceed level mount 75% speed increase.)

(Level 50 mounts 100% speed increase.)


Fix the Combat System so that,

The flow of combat will be smooth with a fast responce time.

You're able to jump in and out of combat on all axis.

Run speed abilities and buffs are disabled while in combat.


Not expecting anyone to agree with this, but this is what I think would help.

 

-----signature-----
A zerg is more than 8 so stop your crying.
Evolution is inevitable. Get over it!
http://img201.imageshack.us/f/featuresi.jpg/
_skreWball_  1 star
Posts: 178
Registered: 2005-10-14 04:07:25
" Without a doubt, DAoC isn’t the MMO for everyone. It hasn’t yet gone to F2P, which actually surprises me as someone who has returned to the game here and there over the years while testing F2P waters elsewhere. "

You and I both....

 

-----signature-----
GardianAngel  2 stars
Posts: 333
Registered: 2003-7-29 21:47:48
I was in the tutorial on alb. There were 29 albs. (guess how many scouts/mins)


I got pissed at the over camped kill 5mids/5mid sergeants/1mid commnader so I

logged off and went to hib. The was 1 other hib in the tutorial. It was 3AM.

So I keep doing who in the tutorial now. Waiting for the 28 other hibs to show.

 

-----signature-----
Gardian Angel 50 Paladin
Gardina 50 Warrior
K 73% A 60% S 47% E 27% Ywain?
Hammer 50 Thane
Louden 50 Skald

VaultNetwork.net is an independently operated community forum and is not affiliated with, endorsed by, or technically based on IGN, GameSpy, FilePlanet, GameStats, or the former IGN/GameSpy Vault Network.
References to VaultNetwork.net mean this site/domain. VNBoards-style presentation is a visual homage only. By using this site, you agree to the forum rules.