dannica posted:
This was a problem with the people who attended the raid instead of ToA. Don't get me wrong - I lead a few Caer Sidi raids when it was the to go place for loot

and my experiences sometimes made me want to strangle people over the internet too.
I am of course glad to hear that the stupidity was not confined to just Midgard
dannica posted:
However, none of this speaks for problems inherent to ToA itself. If we compare such attendees to what one sees in WoW, I will tell you that it's a problem with selection. In DAoC, ML raids were often open to every random stranger that wanted to join and there were no repercussions for their actions; at best they would die and at worst they would wipe the raid. In WoW, you'd be booted from your guild (the people you completed PvE content with) for the kind of behaviour you mentioned.
Well to counter those arguments (and please correct me if I am wrong. I have never done a raid in either EQ or WOW):
* WOW did not exist at the time. I am not sure the large scale raids of Everquest existed at the time either in quite the same sense for that matter - and that was DAOC's only real MMORPG competition at the time. There was not the expectation of the raid as a concept as it now appears in MMOs. Most of the participants knew nothing of such things and there was not the experience built in the playerbase for what to expect.
* In WOW, the raids are set up as X number of participant encounters are they not? I recall people speaking of 40 character raids in WOW in the past, and smaller ones since. In TOA, I don't recall there being any limits, certainly there were massive crowds on the trials I did. Its been a while, but I would not be surprised at a suggestion of 100+ participants at the time. I am sure that WOW has tools (battlegroup chat or its equivalent) that were also not present if I recall correctly. In short, the Trials were not designed to the degree that a raid is in a modern game.
The biggest problem with TOA had little to do with its actual design, or the difficulties of completing the trials etc. It had to do with the entire philosophy of the expansion. When it was announced, we were assured that it would be purely PvE content, that for those of us who were primarily focused on RvR, it would not be a real factor: the stuff you could get in TOA would be nothing more than "nice-to-haves" in RvR terms and would not significantly affect RvR gameplay in any way. We were being fed bald-faced lies of the first order, since when it went live it became quickly obvious that the items from TOA, the abilities gained, etc would have a massive impact on RvR. If you didn't do the trials and get the new Artifacts, you were hooped.
Thus the game expansion promulgated as "PvE Only" was quickly made mandatory for the "RvR" crowd. It forced those focused on RvR to engage in endless hours of PvE. This is the big failure of the TOA expansion.
dannica posted:
I understand your point, but 90% of such frustrations would have been prevented by the raid leader being more selective about who could attend. DAoC players at the time would have screamed elitism! at such a concept, but fact is being selective forces people to maintain a certain standard of behaviour and performance. Simply allowing bads (the lowest common denominator) into any kind of raid was a certain way to cripple the raid to its level of incompetence.
I agree. I doubt the knowledge of the raids was as well defined as it is for most modern MMOs, but I agree if the participants had been selected based on their ability and reputation from previous raids, it would have been a much simpler process and much less frustrating. Its hard to recall what was happening at the time but I know everyone felt they had to participate in completing the Trials so they could return to RvRing - and I don't recall ANYONE who liked being forced to do so, or be left completely behind.
dannica posted:
These were not issues inherent to ToA itself, but to bad players joining the public raid.
They were issues inherent to the design of the expansion, as well as to the nature and standards to which players participating in the raid were held (ie no qualifications to participate at all). ToA was the expansion where they could have decided to make a huge improvement in the PvE part of this game without harming the RvR portion of the gameplay and without forcing people from either camp to participate in it. That should have been obvious to any designer, but apparently they missed the memo and instead an expansion that forced gameplay on the same crowd that complains on these forums about how long it takes to level up a new character to 50 (almost 9 HOURS!), were forced to engage in a style of gameplay they didn't enjoy at all, for many hours on end, just to continue playing the style of gameplay they did enjoy without being at a significant disadvantage.
Now that they have removed most of the obstacles, TOA isn't nearly as bad as it was - but I would still play on a Classic ruleset if it existed as a server option. I would in fact still prefer to play on a Classic RP rules set had that ever existed
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Sneev (SM), Rhejan (Hunter), Skraeling (Warrior), Fulkk (Healer), Erlennd (RM), Hasting (SB), Nithling (Cave Shammy) - 50s
Hratlann (Skald), Grimstainn (Shaman), Sighildr (Valkyrie) - up and coming
Asarna's Arme