Lasraik posted:
Starting a new server would do more harm than good to the overall health of the game. I think Mythic learned their lesson with Classic.
I'm obsessed with finding a DAoC Origins server to play on that is exactly how DAoC was when it first released. Every little thing drives me crazy if it's not the same. There have been some good attempts at one, but to date I have never found one.
When Classic servers released, I played a Hibernian Furbolg Warden all the way up to level 46. Including many other characters. It re-energized my interest in playing DAoC all over again. Then I quit because, well, I got to 46 from running Task Dungeons and everywhere I saw minotaurs, the new classes, etc., it still wasn't the same game experience. I can't be content with that because all that new content gets in the way of the whole purpose of a Classic/Origins server.
The game experience I'm looking for is a living breathing game world with players spread out all over the world. The expansion zones have expanded the game's world too much and spread the player population too thin so that everything feels dead. You can stand in one spot you think no player will ever find you there, and, that's exactly what will happen. Original DAoC's lands were small enough to accommodate the amount of players so that you would find people everywhere, yet large enough, to make it feel like a big world to explore.
DAoC didn't have an Everquest End Game where you had to raid to be part of the community. But that's exactly what happened with expansions.
If all of that never happened I would have kept playing DAoC longer than I played World of Warcraft. In WoW, I get to end level and quit. I don't raid, because it's exactly what Everquest's end game is. Some people play WoW and EQ to raid. I don't. A lot of people don't. There are different people and this is just one more reason why original DAoC was so great and why people left it for WoW. DAoC catered to everyone who liked PvP and a good balance between allowing people to play as a lone wolf type player if they want to or raid, if they want to. I think the only reason WoW is able to keep their lone wolf player subscriptions, unlike DAoC can, because they constantly up the level cap and control the world population with choke points so that everyone runs into each other to make the world feel alive, which is a huge part of the game experience. Whereas in DAoC, once you've played every class, then there's nothing else left to see. The world is so large with completely different zones and teleports that people barely run into each other.