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Author Topic: Rate DAOC expansions best to worst - why? [Locked]
OldFriar
Posts: 27
Registered: 2005-3-23 06:29:07
Kreetah posted:

This was THE single worst aspect of housing. They should have never allowed materials merchants in houses IMO as it was one more nail in the social aspect of the game. Houses did still provide value for Tropies, Salvaging, Teleport Merchants, "Porch" Merchants, and vaults. I thought they should have had set aside different areas for the different crafts (since the cities could get laggy)



1.86 - 10% bonus to crafting speed in capital cities and 5% extra chance of skilling up
http://www.camelotherald.com/news/news_article.php?storyid=2811

1.97 - Bonuses increased to 20% crafting speed and 10% extra chance of skilling up
http://www.camelotherald.com/news/news_article.php?storyid=3818

I assume you're unaware of these bonuses? There's plenty of crafters in capital cities these days thanks to these changes.

If you're unaware then I'd guess it's just a case of lack of documentation in the game - quite often it's possible to miss out on these things if it's just a single line update in the patch notes which tweaks a few values with no real explanation ingame.
Vyxar  2 stars
Title: Arbiter Elegantiarum
Posts: 329
Registered: 2002-3-13 04:54:08
I know they don't consider it but I consider Darkness Falls as an expansion and the best one.

 

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Cydoc  4 stars
Title: Final Fantasy Vault SM
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Posts: 1,175
Registered: 2008-9-23 19:33:50
gervaise1 posted:

I feel I'm going to have a stick the boot into SI somewhat - a;though yes it was the best purchased expansion but:


SI introduced epic non=casual dungeons that took lots of planning, big groups and often an age to divide the loot afterwards; it was no longer 'casual' PvE . And you often seemed 'a long way' from the frontier. As a result a significant number of people saw SI as a serious move away from RvR; DAoC moved much close to EQ. (And again putting things into context EQ wasn't that far away from launching the very significant LDoN).


Europe took an initial 20-25% player population loss when SI came out.


Numbers recovered - the population in those days was increasing - but post SI the game was not the same.


So yes SI the best but ... would DAoC have fared better if it hadn't bothered?



You know the first time I even stepped foot into Gala/Sidi/mids version (lol)?


When ector was released and I hit 50 on my champ. I was playing alb at the time SI came out. Never even attempted to join a Sidi raid. It didn't effect me one bit. Why? The items were powerful yes but not OP. A lot of quests also in SI gave great bonuses, enough to fill your template without having to worry about such raids.


That was the beauty of it. It added vast amounts of PvE content for every type of player and didn't ditract from the mission at hand, the mission being RvR. I can't speak for the EU players but SI increased the population no NA servers. Further proof that this was by far the best expansion they did.

 

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Tipztoe  4 stars
Posts: 1,775
Registered: 2004-3-1 17:53:43
5,6 and 7 from your list were absolute crap.
Great_Pumpkin  1 star
Posts: 62
Registered: 2001-12-14 11:18:43
I agree with Ravy, except for a few things:

I would put the LoTM in the negative group. Cow race. Almost useless mini relic system. Overpowered items. The dungeon itself is OK, but would have rather seen updates and improvements to NF.

Foundations I agree was both good and bad. It made cities feel like ghost towns. Probably should have had a central auction house type design in the capital cities and made crafters stay in the cities.

I still think TOA is a significant negative on the game. Sure it is easy to complete now, but adds too much crud to RvR in terms of item abilities and ml abilities.

 

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Rakschas
Posts: 9
Registered:
ive played back in si and remember the addon to be absolutely amazing. toa made me quit. so that makes my top and worst. cant rate the others unfortunately
Zansobar
Posts: 29
Registered: 2006-1-28 15:14:35
OldFriar posted:

Kreetah posted:

This was THE single worst aspect of housing. They should have never allowed materials merchants in houses IMO as it was one more nail in the social aspect of the game. Houses did still provide value for Tropies, Salvaging, Teleport Merchants, "Porch" Merchants, and vaults. I thought they should have had set aside different areas for the different crafts (since the cities could get laggy)



1.86 - 10% bonus to crafting speed in capital cities and 5% extra chance of skilling up
http://www.camelotherald.com/news/news_article.php?storyid=2811

1.97 - Bonuses increased to 20% crafting speed and 10% extra chance of skilling up
http://www.camelotherald.com/news/news_article.php?storyid=3818

I assume you're unaware of these bonuses? There's plenty of crafters in capital cities these days thanks to these changes.

If you're unaware then I'd guess it's just a case of lack of documentation in the game - quite often it's possible to miss out on these things if it's just a single line update in the patch notes which tweaks a few values with no real explanation ingame.



I really don't think those bonuses mean jack considering anyone skilling up crafting is doing so macroing and it's much easier to do that without getting caught when you are alone in your player house than in a capital city. It never took long to get as high as you needed in crafting as long as you use programs designed for it...maybe took 3 days.

 

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-Maji-
Title: Genetic Mutation
Posts: 10
Registered: 2008-3-4 14:30:30
I'm sorry, but LOTM is the Absolute WORST ever to even make it to daoc. Sure it brought mythirians, and maulers (whoopty do), but it also killed RvR. People just run around in circles trying to find RPS, vs in NF where it actually took more thought to actually RvR. The fact that it took nearly 50% of the RvR population in there makes it the worst.

You can bitch and moan about ToA, but short answer is, during the time that ToA was released, RvR was getting plain. It needed a boost in game and ToA brought that. Ok, ya you have to PvE more, omg call the President! The fact that you think it was the worst is because you were lazy and didn't want to accept change to add more PvE to your game.

 

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Docmandu  1 star
Posts: 240
Registered: 2005-7-12 00:54:17
One of the big big big fails of LoTM were those Mino Relics... unbelievable that Mythic couldn't understand that people wouldn't bother to zone into the labby, do some PvE to get a Mino Relic, then port out again and go run around in New Frontiers.. especially if you consider how the game is buff bot focused.

I really can't understand how they thought that would work.


Anyway content wise I thought LoTM was ok.. brought some PvE stuff for people that like it, added some OTDs that were ok but not too OPed, mythirians are ok (though some are a bit over the top in certain situations), champ level extension, ...

RvR wise labby is a major let down though.. RvR in there is like winning a fight by finding the most exploits.. fact that every 5 steps you run into mobs, makes roaming down the corridors all but impossible.
CrzyHawk  2 stars
Posts: 250
Registered: 2002-2-14 07:53:08
-Maji- posted:

I'm sorry, but LOTM is the Absolute WORST ever to even make it to daoc. Sure it brought mythirians, and maulers (whoopty do), but it also killed RvR. People just run around in circles trying to find RPS, vs in NF where it actually took more thought to actually RvR. The fact that it took nearly 50% of the RvR population in there makes it the worst.

You can bitch and moan about ToA, but short answer is, during the time that ToA was released, RvR was getting plain. It needed a boost in game and ToA brought that. Ok, ya you have to PvE more, omg call the President! The fact that you think it was the worst is because you were lazy and didn't want to accept change to add more PvE to your game.



So it's better to force players to do something they don't want to (NF)? Those players in the lab may have simply cancelled if they were forced to rvr in NF. Any player that sticks around, be it for BGs, Labby, pve, etc...they are all doing their share to keep the game open by making it profitable to the company. The day that DAoC no longer makes money is the day that all we have left are freeshards.

 

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