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Many, many.Mark Jacobs: "The races/genders will be very different from each other in terms of their starting stats/abilities but also in numerous other ways. Yeah, many good memories of being a true blade assassin in DAoC. The trick there was to go stealth, move *through* a mob and very quickly turn around (using /stick worked nicely) to execute the throat cut before you could be detected. Another variant, more risky, relied on the fact that the Shade's ultimate technique, Perforate Artery, had to be made from in front *and stealthed*. The tank would pull, I'd creep in and start a from-behind combo before the critter could even reach the party. I loved playing a Nightshade, going stealth and waiting off to the side a bit. It was quite a sight to watch all the horses gallop past.Īnother aspect to DAoC that no other MMO since has done quite right imo is the location-based melee combos. People stopped squabbling over camp spawns and kill stealing, mounted up (I loved that horses in DAoC1 were fixed track transport) and made haste for the frontier to band together against the other realms. On the other hand, what made DAoC1 work where perhaps GW2 failed was in the seamless transition between pve and pvp - one minute you were exploring a dungeon deep in your home realm, the next there's a call to war in the Frontier. It's perfect in that capacity.Īs much as I loved DAoC1, I don't think I could go back to a more traditional MMO now. All we need to do is wander Tyria and do shit. We don't have to party with others because if you participate in events, you gain exp and loot anyway. That's why it's so fucking good for couples and casuals - I can literally play a character all day, and when the girlfriend is ready to play, I'm just scaled back to wherever she's up to. GW2 fixes this by mercilessly culling any sort of tension between players in PvE. I enjoyed the game but that aspect of it really did have an impact on the fact that she's my then-wife and not now-wife. I played DAoC1 to death with the then-wife but its traditional MMO modus operandi meant that we soon fell apart level-wise and were off doing our own things. SO basically DAoC2? If they can incorporate some of Gw2's scaling/party friendly elements, I'll show some interest. And the trailer, which has its tongue-in-cheek moments. There are two things especially that make me want to like this title: It will not cater to a large audience, but is viewed as a very niche game from the beginning (thus it's not necessary to accommodate a low common denominator). I'm a big fan of open PvP with a lot of players, and I will see how this turns out. That was the biggest reason it failed in my eyes. On a personal note: I haven't played DAoC, but it has always bugged me that WAR had only two factions. As Mark put it: He would rather have a few ten thousand players that pay a regular fee (may even be less than the going sub rate, to hear him talk) than a few hundred thousand where he has to hope that a few whales will cough up enough shinies to keep the boat afloat. The kickstarter to this project will start in March, and they're eyeing a subscription model. Apparently it's because of the Asian audience.Īnyhow, the plan is this: It's basically 3 faction RvR with Thuata Dé Danann (aren't they sort of Irish Elves? :-D), Camelotian Knights and Vikings making up the three realms.Įverything is said to be very PvP-centric with much much sandboxy goodness. Well, it's hardly the most original setting, but then, as long as it's well executed I can even forgive him that there will be dragons. So, apparently Mark Jacob (formerly Mythic Entertainment, the DAoC and WAR guy, as far as I am aware) has set out to make a new MMORPG, Camelot Unchained.įrom what I have gleaned, it's basically set in the time of the Knights of the Round Table, and the setting goes thus: The Veil between our world and another dimension has been shattered, and now all our nightmares etc.