Dark Age of Camelot Preview

The NDA has been lifted and we are now a month away from being able to purchase and play the final version of Dark Age of Camelot, so I thought I would give you my initial impressions of the game and provide you with a basic description of how it plays. I have not yet played the high level game (Illia has and will be writing his own review), but I have played characters in all three realms high enough to get a good feel for the game. Why beat around the bush. Let me state right from the start that I think this game rocks. I am having a blast playing the game that can only be compared to the fun I had when I first started to play Everquest. So far Mythic seems to have gotten everything right, and I can’t wait to see how it will look by the time it gets released. Negatives? Sure there are a few, and I’ll go into them as I go through the review, but they are so outweighed by the fun factor in this game as to be almost non-factors. Let me start with the basics. Like Everquest, Dark Age of Camelot is a Massive Multiplayer Online Role Playing Game. In fact, Everquest players will find much that is comfortingly familiar in the game, while reveling in the many differences. As with all role-playing games, you basically create a character who starts out weak and ill equipped and slowly build him up in prowess and ability. You can fight solo, form groups with up to seven other players, form guilds, become a tradesman and set off to defend your realm against the savages that inhabit the two opposing realms. DAoC is divided into three separate realms. Each realm has its own look and feel, with classes, races, architecture, spells, equipment, mobs and more all unique to that realm. In some ways it is like getting three games in one. You can play a character all the way to level 50 and then start over again in a different realm and get a completely different gaming experience. The world is huge, with no zones, except for a couple of cities and dungeons. The game’s graphics are top notch and very immersive. You really feel like you are in that world. The spell effects are especially eye catching, and each realm has its own set of effects so presumably you could watch a three way battle on the frontier and tell who is doing what just by the look of the spells. And the sound effects are also very well done, adding to the sense that you have really entered into another world. The one complaint I have here is the lack of a rotating third person camera view. I like to be able to see behind me when I play and can’t get that view in DAoC. The game play in DAoC is far broader than in Everquest. You can play the game completely in a player versus environment mode, similar to how you play EQ, and get a huge world in which to do that. Those who wish to stay completely away from pvp play should have no problem doing it and should have plenty of places to play safe from hassle. Players cannot attack other players from their own realm, and most of the realm is safe from incursion by players from other realms short of an all out concerted effort to breach the borders. However, the pvp aspect of the game is really intriguing. I’m normally not a big fan of pvp combat, but I have found myself looking forward to the frontier wars envisioned by Mythic when they designed the game. Once you hit level 20, you can set forth to the borderlands and take place in the battles against the other two realms. There are keeps and castles set up to raid and capture. You can raid a keep and raise your Realm’s flag and the guards will suddenly be on your side, allowing the landscape of the borderlands to change back and forth depending upon which realm is winning more battles. Or you can set forth in a small group to harass the enemy. Players from different realms will not even be able to communicate with each other. The idea is to make the other realm’s players as close to player-based NPC’s as possible. Finally, each realm has special artifacts which, if captured, will weaken all members of that realm and strengthen the members of the realm that captures them. Mythic envisions that players and guilds will rally around the capture and protection of those artifacts. The classes are set up so that specific classes have their defined powers, similar to EQ, but also so that within a class you can still get a wide variation between players. This is because there are areas of specialization within each class. When you start off, you start in a broad class category, such as Warrior or Rogue or Sorcerer. These vary by Realm. Then at level 5, you get to pick a class specialization. Within that specialization, you get specialty points that you can put towards a variety of skills. How you use those points determines the path your character takes. Let me use the class I am playing in the realm of Albion as an example. At character selection, I had the choice of playing one of four races: Briton, Highlander, Avalonian or Saracen. Since I wanted to play a magic user and they have the highest intelligence, I chose to play an Avalonian. I then had a choice of five initial classes: Fighter, Rogue, Mage, Elementalist and Acolyte. I chose to play a Mage and set off to conquer the world. When you log in, you are right next to your trainer. You can train up points in a specialization right there, but being wary of wasting my points, I chose not to train anything and save my points. That seems to be the wise course. Right away, your trainer gives you a quest to run. It is a minor fetch and carry type of thing, but gets you a decent amount of experience points. There are also the usual low level critters to kill and the variety of cheap animal parts to harvest and sell for a small profit. Money is definitely tight in this game. Still, you don’t have to buy spells in the game, since they are added to your spell book automatically when you gain the proper level or skill level. As a Mage, you get two basic lines of spells: matter, which gives you self buffs and dot spells and body which gives you life draining and debuff spells. Once you get to level 5, you are asked to join a college and specialize. This is where the division between classes and even characters really starts to grow. I chose to specialize in Sorcery. This gave me four new lines of spells. All sorcerers get the basic line of mind twisting, which gives a variety of charm type spells. You also get three specialization lines based upon the three basic lines. How you use these points really effects your abilities. If you choose to put most of your points into the Mind Twisting skill, you will gain power in domination which lets you charm and make pets of other humanoids in the game, giving you a vast variety of pets to choose from. If you choose to put your points into the body skill, you get power in the body/mind spells which are powerful direct damage spells and debuffs. If you choose to put your points into the matter you get advanced dot spells. You can specialize in one line, making sure you will always have the highest level spells, or you can spread your points out to get more, if lower level, spells. Thus, it is not possible to get, for example, the highest domination spells for high level pets and also the highest direct damage spells. This means that you could run across two high level sorcerers that are actually totally different in power simply because one chose one specialization and the other chose another one. Remember, this is description is just specialty for one class in one realm of the game. The spell tables are probably my biggest complaint in DAoC. I just don’t feel there is a great enough variety. Most spell branches consist of a couple of spells that just gain in strength as you go up in level. So, for example, you start out with Corrosive Mist 1 as a first level Mage. As you go up levels, you will get Corrosive Mist 2, 3, 4, 5 etc., each basically the same spell, but with higher damage levels. From what I can see of the spell tables, most casters will never use more than a handful of spells the entire game. There do not seem to by any of the fun non-combat type of spells, like transportation spells, vision spells, illusion spells, travel spells, etc. Hopefully, more will be added before final release. Battles in DAoC are very similar to those in Everquest. The Mobs have a good AI and when you see a group, you need to plan carefully if you don’t want to bring the entire group down on your head. Even then, the Mob you are fighting may cry out for help and you can suddenly find that his friends were close enough to hear his screams and have come to his aid. One interesting twist is that the Mobs will actually hunt you. You can be walking down a road and a Mob could spot you, check you out, go back and get his friends and bring the whole group down on your tail. I think that’s a nice touch of realism. Many of the players in beta seem to have played Everquest, and the group dynamics have taken on EQ trappings. There are pullers, tanks, healers, blasters, crowd control, and all the other things we expect out of an Everquest group. Of course, the classes are different and you need to learn their capabilities, but that’s part of the fun of starting out a whole new game. Still, you can hot key your commands and set up your spells in pretty much the same way you do in EQ and the terminology that the players have been using so far have pretty much been lifted completely from Everquest. If you have played EQ, you will really have no trouble quickly adapting to DAoC’s battles. I have not tried out the trade skills yet, but DAoC is set up so that you can play a merchant without ever having to level up and go out hunting. Even a level 1 can master his trade, and you can actually make a profit making the items and selling them to the NPC merchants, meaning that you don’t necessarily have to hunt just to finance your trade. Plus, the trade skill items are generally better than what you can buy from the NPC merchants, meaning that player merchants should make up an important part of the game’s economy. In this way, DAoC seems closer Ultima Online’s style of merchants than to EQ’s. Quests in DAoC are definitely more valuable than in EQ. Even if you are not happy with the reward, the amount of experience you get more than makes up for it. You could easily level up your character just by doing the quests. So far the types of quests I have seen are mostly of the run and fetch variety. However, some have been quite clever. There is one you get early on from your guild trainer where you warn a sentry post of an impending attack just in time to see a dozen creatures storm the guard post and participate in the battle. If that is an example of how future quests will work, I’m definitely impressed. Also, you keep a quest journal in the game that tells you which quests you have going and which step you are in, so if you lose track you can consult your journal and see what you need to do next. Now for the two most important questions you are probably wondering. First, is Dark Age of Camelot better than Everquest? And second should you be scared off of purchasing the game in light of the disastrous release of Anarchy Online? I’ll start with the second one. I really believe that this game is going to be stable and playable right from the start. Of course, there is no guarantee of that. Nevertheless, with Anarchy Online, pretty much every beta tester was screaming that the game was not ready for prime time. The beta version had serious lag, frequent crashes, and lots of well known bugs. It turned out that the beta testers were right on the mark. With DAoC, I have not experienced any serious instability in months of beta testing. As they have added more testers to really test their servers, there have been occasional crashes and lag spikes, but they have usually been worked out within a few days. The game certainly seems stable at this time. Of course, it is hard to predict how well a game will perform when it suddenly adds 100,000 new users, as DAoC is likely to do, but based upon the current version, it seems like it will be playable from the start. As good as it is, the game is still lacking a few things I would have liked to see added before release. There are really only three major cities – one in each realm. I’d like to see more. There are also only a handful of dungeons. Mythic promises to add more cities and dungeons to the game later, but it would be nice to have them right from the start. There is also a promise to add more items, armor types, quests, etc after release. After experiencing the huge variety available in Everquest, some people might be disappointed by what is currently available in DAoC. This is not to say that what is there isn’t quite good, but it is more limited than you might be used to. There are simply not as many and as varied a selection of items, spells, NPC’s and quests as populate Everquest. Personally, I don’t see this as a major problem, since the game is already loads of fun as it is, and Mythic promises to keep adding to it and building it up over time. It is, however, something to keep in mind when you start out in Camelot. Now for how DAoC compares with EQ. It’s actually a very difficult choice. For those who have never player either game you can’t go wrong with picking one or the other. Both are tons of fun. It depends whether you prefer the established world of Norrath or the raw world of Camelot. For players who are playing Everquest and are still having a blast exploring Norrath, there’s no real reason to switch over to a new game. But for those who have played EQ a while now and are looking for something similar but also quite different, this is the game for you. The pvp aspect alone really makes this game shine, and the other parts of it are also top notch. As for me, I’ve already put in my order and intend to play DAoC a lot. I also intend to continue to play EQ. Both are too fun to give up. It is actually quite nice to have two kick ass MMORPG’s to choose from. Mythic has clearly looked at what Everquest got right and what they got wrong and designed their game accordingly. The interactive features that make EQ so unique and add to the game so much are pretty much all there with DAoC. But they have also tried to eliminate some of the features that detract from Everquest. All items drop randomly, so there is no reason to camp a certain Mob for the best loot. And to encourage you to move on, they implemented a bonus feature where you get a considerable extra bonus by killing Mobs in a new area, which drops over time as you stay in the same area to hunt. I have found that the lure of an additional 25% bonus has been enough to send me looking for greener pastures. In my opinion, this is a definite improvement over EQ. There is also no twinking in DAoC. You can still give money to lower level characters, so in that respect you can twink them, but items that are too far above their level are simply not usable by them and will quickly decay and disappear. Thus, if you are a new player of the game, you won’t have that frustration of constantly running across other players your level decked out in armor meant for characters forty levels above them. This should add a lot more balance to the game. My conclusion? Without a doubt, this is the best game I have played since Everquest came out. It seems to have everything I like in EQ and, most amazingly, have solved most of the things I dislike about EQ. If I had to find a complaint, it is that Camelot does not yet have the breadth and complexity that Everquest has. In its current format it is really a simpler game. Of course, the reason for this is that it has not had more than two years and two expansions worth of constant patching and upgrading to fill in the spaces. Given the commitment Mythic seems to have made so far, one can only feel confident that a continuous effort will be made to keep upgrading the game and over time it will build up that complexity. Even now, the game completely rocks. This is definitely a winner in my book. I’ll see you in Camelot.
Tags: General, News

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downtime sux!
# Sep 24 2001 at 4:06 PM Rating: Decent
Haven't touched DAOC myself at this point but I plan to buy it...

I think everybody agrees that downtime sucks, and hey I'd get just about the same satisfaction to go outside and dig a ditch... and be healthier for the activity.

But you get a reward too quickly/easily it really is boring and not useful enough to captivate.

HOWEVER, why can't they have better AFK modes? We all have real lives and we all like to get work done or eat, sleep, and possibly do a few other things? An AFK mode that makes you into an NPC with some penalties such as less smart, no XP or skill points to gain, but you don't have to leave your spot or abandon your party. That would rule. Maybe even make for less connections to maintain also.
The quest system could use some changes
# Sep 24 2001 at 4:00 PM Rating: Default
It's really not dynamic, everyone on the same realm gets the same quests and all those I did were go there and get this or kill that... so nothing really immersive to keep my attention. There were no dungeons on my realm when I played so my only option was to group and fight and after 7-8 levels of doing that, I got bored... so imo, the content is lacking and even with adding dungeons, I can't see it getting anymore interesting. Some other beefs, Items don't have stats, they use colors so basically your spells have no descriptions and neither do your magic items so you have no clue what they do. Of course in the beta, there were very few different magic items so you basically got the same as everyone else (as in you got tons of quest rewards that you could not even use). So all in all, the game was fun the first 3-4 weeks, I got to level 14 only but don't play a lot daily and then I the excitement died down... until I got to level 10, I adored it, but once I ran out of things to do and resorted to combat daily, well... it just wasn't fun anymore. All in all, it's fun but lacks content all around, quests, items, dungeons, all....

One thing I can say though, is that if the release follows the same path the beta did, expect a bug and problem free release as the game was fully playable in beta IV unlike other games *cough*Anarchy Online*cough*
Melee
# Sep 24 2001 at 3:22 PM Rating: Default
I heard little talk about melee combat in Camelot. In EQ I had a rogue on the Talon, and I enjoyed poisening my enemys and trying new tricks to get to there back side, what is the melee like in camelot.

also, does your weapon actually make contact with the enemy because this bugs me in most MMO games even though it is of little importance :P

Lothan.
RE: Melee
# Sep 24 2001 at 5:13 PM Rating: Default
Well I went from playing a chanter in EQ to a warrior in DaoC. THe melee is much more than EQ imho. It is active instead of passive. You can't just hit autoattack and walk off. You could but you would not be nearly as effective as another warrior using their styles. A style is like a special move. Each move takes some endurance and has some benifit. Some examples are: damage bonus, debuff the monster, hit bonus, defense bonus, lower aggro, increase aggro, stun, set up the next style.

Rogues look fairly complex as they have lots of styles that do real cool things but require you to get behind, in front, hidden, beside, hit a backstab first, etc... The tanks have a game now they can choose HOW they want to try and hit. Much like a caster decides which spells to cast and when.

As far as animations for the sword hitting. No. You swing and do cool moves, the monster has to be in front of you, but no it does not change so it actually leaves blood trails or such. This is a technology issue as far as I know. THe bandwidth to handle that and the extra rendering would kill a MMORPG of today's standards. You rarely see this kind of technology even in your console games, so I wouldn't expect it in MORPG's quite yet.

Geod
Troll Warrior
Some answers
# Sep 24 2001 at 2:55 PM Rating: Default
I saw a few things I can answer as a beta 4 person. Been playing for about 3 weeks now, mostly in midgard.

Size of realm: From my experience once you learn your way around it takes about an hour to go from one end of the realm to the other end of the same realm. Rarely will you do this as the newbie areas are fairly centrally located and the farther out you go the harder it gets. Midgard has two travel classes: Skalds (bard) and healers (group area of effect movement increase). These cut travel time down alot.

Trade skills: Very well done. Items made are sellable to other PC's. You make the same items that NPC's sell at low levels and stuff they dont sell at higher levels. Your items have a higher quality rating than the NPCs and can be made for less money and sold for the same price the NPC's sell them and still make a good profit. (about 50% from my estimations.) You can go about becoming better in two ways. Get enough to start or get enough to power through it. The first option required around 1 gold and took more time on task because you do mini quests to up your skill and get paid by NPC's for doing your trade. The second takes more time out questing or killing and raises your skill faster as you just make items and sell back to vendors. Some trades are doable by certain classes and you can only master one per character. Your primary trade decides how high you can get your secondary ones. All are viable though and have their place. For instance siege craft will require the other 4 primary crafters to make the equipment to lay siege.

View: 1st person is lacking some animations, I loved 1st person in eq, and hated 3rd. However DAoC 3rd has a better feel and once you get used to it (a few minutes or so) you quickly learn how to spin your camera around to check behind you as your running or such.

The scenary is awesome. All three realms have a different feel. I personally like the dark feel midgard has but others may enjoy the light hearted faerie's of hibernia or the brave just feel of albion. Graphics wise it looks alot like screenshots I've seen of the EQ expansion.

Macros: They are there, not on par with the nice EQ variables and such but they are still working on it.

Quest system is awesome: You CLICK keywords as the NPC talks to you to progress, most quests log in a journal so you know where you need to go next without huge stacks of notes next to your computer. There are also mini things you can get called tasks. They are timed quests that can be things like go kill this, or deliver this to so and so. The reward is based on your level and usually is exp and coin. 10th level for instance the exp reward was about 6 x that of a solo kill blue. So well worth it.

Binding your soul: ANY player can bind themself in a town at the bind stone. NO player can bind himself where another can't.

Other realms: To the players of your realm the other realms look like an NPC for the most part. On release they wont have a name except perhaps Albion Scout or such. Its meant to be a hostile world of invaders on the frontier. There is no trading or commerce between them.

Death: You die, you get to watch the rest of the battle if you wish, if you have a healer type who can res, they can res you back. If you dont you type /release and you poof to your bind point, loose some exp and a few points of constitution. YOu then go find a NPC healer get your con restored and can run back to your grave and pray to get back some exp. You dont loose your gear. If you get a res you dont loose con but you do loose a little exp.

Downtime: At level 10 my healer could expend all his mana in about 1 minute or so depending on spells. Then it took about the same to get it all back. The average group at my level which is 16 now has downtime ONLY when the players need to go afk. Soloing has about 30 seconds of downtime between kills at level 13 for my hunter and warrior.

Monsters & Exp: You can roam, you can camp and pull, you can quest together. You get bonuses for killing monsters who have not been hunted as much. You get bonuses for taking on villages of monsters or groups of monsters. In some cases I've seen bonuses for monsters higher than the exp for the monster itself. THe monster AI is varied. Some monsters are as simple as they aggro when you get close, others will run for help immediately, some will even as far as get just enough help to be a challenge for the group. Respawn time seams to be linked to how often and fast they have been killed. It also seams to be more random. You can clear a camp over time and then have the whole camp respawn at the same time or broken up.

Skills: The most dangerous thing about character generation is that your skill points are critcal. You should look into what you want to be when you "grow up" before hand and choose wisely. This is one of the big drawbacks in my opinion. Much like the put points in stats and choose a religion in eq. If you didn't know anything in the beginning of EQ you could find out how bad you screwed up 30 levels later.

Thats all for now.
-Geod
Troll Warrior of Midgard
You can too see behind you.
# Sep 24 2001 at 2:34 PM Rating: Default
hold in the ~ button and move your mouse left or right.
Questions questions
# Sep 24 2001 at 1:45 AM Rating: Decent
Could anyone make a remark on the setting of DAoC - settings, buildings? Not on how good they look..but how good they are, how creative, how well immersed you feel when playing the game?

Also, just exactly how big is the DAoC world? I heard from someone that one realm was only the size of Faydwer? Are they planning to make the zones larger?
RE: Questions questions
# Sep 25 2001 at 10:28 AM Rating: Default
I think the big difference is no zones. Image Antonica with no zone boundries at all. Would it still take 35 min to walk from Freeport to the Arena? Probably not. Most of the original EQ zones weren't that big.
RE: Questions questions
# Sep 24 2001 at 9:58 AM Rating: Decent
My understanding is that the game is huge. I am not thrilled about the travel time involved with this game.

Allakhazam didn't mention that currently the only method of travel is by foot (and some 'port ceremony' which occurs every X number of minutes).

Those of us who don't have our lives to devote to gaming don't have time to spend an hour running to the next village. I'll be sticking with EQ myself...at least until the reviews are out from my friends who are flocking to DAoC.
RE: Questions questions
# Sep 24 2001 at 5:15 PM Rating: Default
Actual, the travel time isn't all that different from EQ. You don't have teleportation or speed buffs in DAoC(cept for bards, they zoom), but you don't have zone after zone of nothing but filler like in EQ. =)

and who knows, maybe when their team decides how to implement their horsies without unbalancing the game there will be a speedier way to get around(but that's somewhere in the unknown future).
realm communication
# Sep 23 2001 at 9:50 AM Rating: Decent
I don't really like the idea that thier is NO communication between any of the realms. I agree that there should be no form of /tell type communication between any of the realms, but i think its rather stupid that two people standing next to each other can't talk to each other at all. I thikn that there should be some way to learn the language of the other realms. Not letting anyone understand the other languages makes it so that there can't be any spy class, which i think would be cool. For example if a talented rogue/infiltrattor etc. managed to learn one of the other realms languages, he could spy on one of thier keeps or stronghold in attempts to learn something about any upcoming raids or such on his realm.
Also, one who took the time to learn nother realms language could also act as some sort of an ambassador, so there could be organized wars. where both sides knew when and where the war would be. Or perhaps an ambassador could persuade 2 kingdoms to mount an attack on the other. Not having anyway to communicate takes away any politics or espionage between the realms.

Of course people will probably just commmunicate with each other on the web anyways so i guess it doesn't really make much of a difference =P
RE: realm communication
# Sep 24 2001 at 8:53 PM Rating: Default
You ever hear of the term, "griefer"? as a high lvl paladin on Rallos Zek (Everquest), I can say the game will be better off with no communicating because of grief PKs and such. Play on a EQ PvP server for a bit and you will see =/.
lack of content
# Sep 23 2001 at 8:23 AM Rating: Decent
One short point about the apparent lack of content in DAoC... I've been playing Beta 4 for all of oh, 2 days now :) but during this time they've released a new dungeon and tweaked (don't know how successfully cos I'm a n00b still) a dungeon which was totally lethal to the intended levels. The point being they seem to be adding new content on a regular basis, whilst trying to keep the existing content well balanced. So long as they continue to add whole new zones regularly (not once every 6 months a la Verant) there should be no problem with content by the time of release.

Diddums, 4th level warrior troll, DAoC
Druid of Drinal
# Sep 23 2001 at 8:10 AM Rating: Default
First off I like to say that DAoC is looking pretty sweet. Will I play it? Most deffinently! What about EQ? Still love it will continue to play it! Now just a really simple note to make. Everyone has their own opinions and ideas about everything that exists on this earth, whether it be EQ sucks or EQ is great. Now I know EQ has a lot of Downtime, and I know camping stuff can suck at times but you have to appreciate its complexity. The economic system alone is quite an achievement. The prices on items have a basic range but thr great thing is nothing is set in stone. You can haggle over any price.
I guess what Im trying to do is defend EQ even though I wil jump on the DAoC train. I havent forgotten About my time invested in one of the greatest OLRPGs made to date, and nor will I just give up on it just cause there may be something better out there. Maybe once I've done everything in EQ or will retire my characters but till then I will enjoy it as much as I always have, minus the darn downtime :)
I don't have a million years to play a game like EQ
# Sep 22 2001 at 5:44 AM Rating: Default
EQ takes years and years from your life. Zaps them dead. I'm glad games like this are coming out, and I can't wait for World Of Warcraft. I can't stand downtime, and although I have it now that I never have downtime in EQ (i just start new chars and bring them to 45...then stop)... only takes a few weeks... first 10 levels, just buy and turn in cb belts n' cb pads... then you gain a few levels at yer favorite pot shop, and then at 13 head off to unrest where you kill and kill and kill til lvl 18 (or 20 if yer a n00b), then you run off to loio maybe for a couple lvls then you hit HK and yer off to the races...then you go here and there, and i'm done.

EQ sucks because of it's downtime. I don't want to be penalized and spend 10 hours in a game just to get 1 blue bubble in my exp bar. It's rediculous and that's why games like D2 RULE! Fast and Furious..for the ones who can't take it F&F, ***** it. I don't care, keep playing EQ and wasting yer life away. It's just rediculous that you have to wait 10 minutes to regen yer mana just to kill 1 mob, then wait another 10 minutes... and if yer lucky you won't die in any of those battles..but if you do, well yer down even more than when you started which is total crap. WORLD OF WARCRAFT! WARCRAFT 3! BLIZZARD BABY! TREAT YER CUSTOMERS RIGHT AND THIS IS WHAT YOU SEE! PEOPLE LIKE ME PREACHIN' THE GOSPEL!
RE: I don't have a million years to play a game like EQ
# Sep 24 2001 at 5:03 PM Rating: Default
Downtime is significantly shorter in DAoC. However, the drawback is that mobs aren't worth quite as much xp...so you're really trading downtime in for more fighting, but I'd call it a good trade-off. =)
Best Part of EQ
# Sep 22 2001 at 4:09 AM Rating: Good
I can understand everyone's jadedness, but... for me the best part about EQ is how ridiculously hard it is, and how long it takes to do things.

If it was fast and easy with no downtime, and no updates (like D2 - gay), then I wouldn't play it at all.

I enjoy the fact that it takes a lifetime to get to lvl 50 (non-plvling). I want EQ to continue to get harder and harder.
site?
# Sep 21 2001 at 6:41 PM Rating: Default
Howdy, are you going to start a site for Daoc? If you are I will fork over my money and subscribe. I didn't want subscribe to your site before seeing
as I am really bored with eq and planning to quit as soon as I load up Daoc. Thanks see you in game
Terrible wench
RE: site?
# Sep 22 2001 at 9:08 AM Rating: Excellent
The man who started it all!
***
1,635 posts
Yes we plan on having a DAoC site.
____________________________
[wowsig]1855[/wowsig]
Leveling
# Sep 21 2001 at 4:01 PM Rating: Decent
About how fast do you level up in DAoC? I read the max level is 50, but how long might it take to hit that?
I'd say a good EQ average is u get 1/5 of a level every hour of playing and goes 2x slower in hell levels. Anyone know if that's about what DAoC does?
RE: Leveling
# Sep 24 2001 at 2:58 PM Rating: Default
1-5 levels were about one evening my first time around. I could probably shorten that knowing what I know now to about 2 hours.
6-10 it really depends on how hardcore you are about leveling. I've done those in a night before as well with a great group.
11-16 were about a week.

I'm told it slows down after 20 and 30 alot but that was before they put in the new dungeons.

On one of my characters I tried to see how much I could level doing quests and got about half of each level doing pure questing in the same time it would have taken to go hunting.
-Geod
Troll Warrior of Midgard
System Requirements?
# Sep 21 2001 at 1:54 PM Rating: Decent
20 posts
I hadn't really heard much about this game that grabbed my attention, till this review. Wow.

My question is: any iea of the approximate system requirements for this (Processor speed and Graphics card generation especially)
RE: System Requirements?
# Sep 21 2001 at 3:57 PM Rating: Default
This was posted by Sanya of Mythic:

The minimum system specs you'll need to play Camelot are:

PII 450
128mb RAM
600mb free hard drive space
16mb 3D accelerated video card


(Please note that Voodoo 1/2/3 cards are not supported in Camelot, although Voodoo 3's may work).

The recommended system is:

PIII 1ghz
256mb RAM or higher
32mb 3D accelerated video card


Hope this helps
RE: System Requirements?
# Sep 24 2001 at 5:06 PM Rating: Default
A Voodoo 3 will cut the cheese(I use one), but the game moves somewhat choppy with it.
1st person vs 3rd person perspective
# Sep 21 2001 at 11:09 AM Rating: Decent
I was wondering about the interface. I read on one message board that DAoC was designed around a 3rd person perspective. I strongly prefer a 1st person perspective but have heard that the 1st person perspective they have is lacking. What are the problems with playing using their 1st person view? I heard no animations from 1st person, how disconnected does this view seem? Do you think they listen to players and if enough players also prefered 1st person do you feel they would enhance it?
RE: 1st person vs 3rd person perspective
# Sep 23 2001 at 8:11 AM Rating: Decent
As an EQ junky new to DAoC the first thing I found out how to do is hit F11 to get the first person view.
It's only lacking in one regard imo and that is it pans 'way too slowly. I've adjusted my Windows settings for maximum mouse speed and high acceleration which has helped a bit (of course I'm using the max sensitivity setting on the in-game menus too), but the whole thing feels a bit sluggish - this in comparision to EQ and all the FPS I play.
You get to see your weapon attacks and the weapon trails (when you do special moves) in 1st person view, but the camera doesn't bob around, even when you sit down... I suspect that this will be modified before release.
Just last night I started playing in 3rd person view, and to be honest, I think I may stick with it. It takes a little getting used to but gives a much better view of the surrounding terrain, incoming mobs and best of all allows you to admire your form when you perform all those special combat moves!

Diddums, 4th level warrior troll. DAoC

ps sorry if I seem to contradict myself - the 1st view is fine... I've just decided to try 3rd anyway :)

Downtime?
# Sep 21 2001 at 11:03 AM Rating: Default

What about downtime in DAoC? That'd be one "big thing" I hope they improved over EQ.

EQ has way too much downtime, AO has almost zero. That makes it very hard to put up with EQ again when you decide you're tired of AO :)

I'm hoping DAoC is somewhere in between, closer to AO's (lack of) downtime...how is it?

BTW I'm Shyft, can't seem to log in this morning :)
RE: Downtime?
# Sep 21 2001 at 11:39 AM Rating: Good
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2,553 posts
Downtime still exists in DAoC, but not nearly so much as EQ.

I play the Minstrel class there, the one class in Ablion which has both a power (read: mana) and a health regen song. It takes me about 3 Minutes to recover from 0 health and 0 mana.

If you're solo playing a tank, yes the downtime is higher, add a cleric though and the two of you hav very little downtime.
____________________________
--Illia
Fumus, draco magus incoluit mare.
Myrx - 70 Holy Priest, Myr - 70 Resto Shaman, Gryd - 70 Prot Warrior
A few questions
# Sep 21 2001 at 10:02 AM Rating: Default
I have a few questions that perhaps some beta testers can answer:

1. Is there anything to prevent or encourage alliances between kingdoms? Can kingdom A send ambassadors to kingdom B to attack kingdom C?

2. Are there spell *descriptions*? For me, one of the most frustrating aspects of casters in EQ is that you spend your money, buy a *scroll*, spend time copying that scroll into your book and you have no idea what that spell is until you cast it. Even then, such as with the 'Gift' line for the enchanters it takes awhile to figure it out.

Thanks for any answers you can provide :)
RE: A few questions
# Sep 21 2001 at 10:51 AM Rating: Decent

I have a few questions that perhaps some beta testers can answer:

1. Is there anything to prevent or encourage alliances between kingdoms? Can kingdom A send ambassadors to kingdom B to attack kingdom C?

Players from different realms will not even be able to communicate with each other. The idea is to make the other realm’s players as close to player-based NPC’s as possible
2. Are there spell *descriptions*? For me, one of the most frustrating aspects of casters in EQ is that you spend your money, buy a *scroll*, spend time copying that scroll into your book and you have no idea what that spell is until you cast it. Even then, such as with the 'Gift' line for the enchanters it takes awhile to figure it out.

You will not have to buy your spells, and most of the spells, far as I can tell, are pretty straightforward.



RE: A few questions
# Sep 21 2001 at 10:43 AM Rating: Decent
1. There is no communication between the different realms inhabitants. If a dwarf from Midgard and a Firbolg from Hibernia were standing face to face they would not have any intelligent means of communicating. The only way around this would be to have two accts.

2. You don't buy spells in this game. You gain the spells automatically as you gain lvl and increased specialization. So far, it seems to be as Allakhazam said, there aren't too many lines of spells just more powerfull upgrades to the spells you get early on. For those who don't like the idea of casting Regrowth II or such, it looks like Mythic has begun naming the spells for the various casters. Last night the Albion Thurgest(sp?) got a major revamp and some of the Albion casters got their spells renamed to make em more individualistic.

All in all I say this game rules. I may not give up my EQ account but it's going to have an awfull lot of dust on it by the time I get around to playing again.
Hmmm - Getting less convinced, not more
# Sep 21 2001 at 6:55 AM Rating: Decent
I have been following DAOC for over a year - applied for Beta 3 and 4 (without success).

I was really, really looking forward to this game, but as release nears myinterest is waning.

I am enjoying EQ more than ever after nearly two years, and what I enjoy is shopping. Most of my gameplay is hunting to earn money, then travelling round the hundreds of vendors to be found all over Norrath looking for trinkets and toys to buy.

That only works because in EQ, anything sold to a vendor can pop up in his inventory for someone else to buy.

In DAOC, as I understand it, anything sold to a vendor just disappears. As soon as I found that out, my interest slumped and has yet to recover.

I think I'll probably just play on the upcoming EQ roleplaying server and then get SoL.

Shame - I was really looking forward to a new world of shopping in DAOC, but it wasn't to be.
RE: Hmmm - Getting less convinced, not more
# Sep 25 2001 at 10:37 AM Rating: Default
WTF are you talking about? No one buys anything off merchants in EQ except food and gems. Their prices make no sense. How can someone pay you 10 plat for something and turn around and sell it for 150pp. Even Bill Gates isn't that dishonest. Plus, you can't even see everything in their inventories.
RE: Hmmm - Getting less convinced, not more
# Sep 21 2001 at 1:47 PM Rating: Default
I admit, I am just learning about DAoC, but something seems obvious to me. Even if stuff sold to an npc disappears, with the pc merchant groups (people developing trade skills) I would expect to see some folks dealing for a living. So, instead of just a static npc vendor, you could wheel and deal with a live person. That was one thing I miss from UO when I moved to EQ was the pc merchant class.
RE: Hmmm - Getting less convinced, not more
# Sep 21 2001 at 11:12 AM Rating: Decent
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221 posts
Upon reading your remarks,I had to ask: Wouldn't travelling around visiting the hundreds of merchant PC's looking for trinkets and toys to buy be at least as enjoyable in Camelot, as it is dealing with the NPC Vendors in EQ?
What if
# Sep 21 2001 at 2:51 AM Rating: Default
ok from what i understand you will be at war with the other 2 "kingdoms". Let us suppose that you have the most uber kingdom and manage to defeat, and i mean totaly conqure, the other 2 kingdoms. What happens to the players of those kingdoms? It sound interesting how they have this but seeing alot of older eq players, knowing how the game works basicaly and having that "conquer all" attitudes, would be after.

Another thing would be: what if the majority chose one kingdom over the other 2. This would seriously be to overwhelming\unbalancing to the lesser of the kingdoms. Especialy at the end game level

All in all it sounds fun but could be to much of a power guild\kingdom game just as eq is to enjoy
at your lesure(spelling) to enjoy without worrying whether you have to join a guild, get a group, conqure kingdom Goober, get 30+ people to kill uber mob001.

The biggest thing i hate about EQ is warming the floor LFG for hours at higher lvls where solo is not much of an option for xp grinding them hel levels. Also the uber guild thing is kinda lame also but i can stand that to a point.

I love EQ yes. But i hate it at the same degree for certain reasons.

To much i am gonna stop

The anonymous poster
lvl none of you business, server who cares

RE: What if
# Sep 26 2001 at 11:02 AM Rating: Default
Actually, to add onto that reply. I have seen stated that the stronger one Realm is, the harder the coding of the game makes it for them to remain strong.

IE: If Midgard on one server manages to take all the relics of another Realm, and general can tear up anyone who comes around, their own Realm Guard spawn fewer a LOT less frequently. Plus the Hibernian and Albion guards on that server will spawn in greater numbers and more often.

So the challenge the game designers seem to be making is this: If you are truly 'uber', then how long can you STAY uber? :)

Jayus
RE: What if
# Sep 24 2001 at 11:12 AM Rating: Default
Let me make some points based on my observations and what I know in the game.

1. Any attempt to push past the frontier area into your opponents home realms would be near immposible. Even if you could break through the fortress which divides the home realms from the frontiers, you have to remember that there would be constantly spawning guards that would NOT switch sides even if you took over. That only happens in keeps in the frontier area.

2. Now supposing your realm managed this act(which I'm thinking would take at LEAST several hundred players acting in concert) no one in the enemy realms would be able to log off without risking a certain death trap when they logged back in to find the NPC guards had reestablished order and you would have to try to run the gauntlet back thru the fortress guarding the frontier.

3. Now if all that were accomplished where you managed to pull it off. All Mythic would have to do is temporarily increase the power and/or spawn rate of the guards to drive everyone out.

4. Let me say again that from what I've seen any full out assult on the frontiers of your enemies, let alone the home realms would require a raid effort that would make the Sleeper's Tomb look like a cake walk. Mythic designed the pvp system to be a raiding game. Attack and retreat with some large guilds holding onto real estate for a while til they start losing players to eating, sleeping, work, school, etc.
review
# Sep 21 2001 at 1:35 AM Rating: Default

Excellent review, Thanks Allakhazam.
I look forward to this game.

*267 levels worth of disillusioned EQ chars*
Thank you for the info
# Sep 21 2001 at 1:07 AM Rating: Default
Well. I have now played most of the big ones everyone talks about (Ultima Online, EverQuest, Asherons Call and Anarchy Online). I am excited about both DAoC and Shadowbane coming out in the next year. It sounds like they have come up with some interesting PvP and group strategy ideas.

The one thing I dislike about EQ that few rarely mention is the steep curve on trying to play solo after you hit the mid-levels. It is tough, even as one of the better soloing classes. Some of us just don't have hours at a time free to play a game, and from what I hear DAoC has tried to work on that aspect without hurting team ro group play styles. I hope they are on the right track, but the lack of serious high level testing scares me.

It does sound like the trade skills are much more like Ultima Online, which is good, because they are decidedly unimportant to the economy in EQ. The only reason for trade skills in EQ or AC is simply to create certain quest items, not to actually provide an economically feasible way to enjoy the game.

As for magic, they took a page from Asherons Call in a way. They have kept the spell names and effects similar from level to level, which is disappointing. The variety of spells names and effects in EQ provides much of the fun, without unbalancing the game. Just be thankful they have not made magic (or more to the point one specific branch of magic) so unbalanced as to ruin the game as Asherons Call has been blasted for doing with Life Magic.

All in all your review seems pretty much right on to an old AC buddy of mine who is now beta-testing DAoC. At first he wasn't too sure about the game, but as they have massaged out some kinks and he got used to the game he is really looking forward to its release.

Hey, its worth a look at the very least. Oh wait, that is what I said about Anarchy Offline. Yick.

Thanks for the info, and keep it coming.

Talas Ravenhawk - Drinal - EQ
Silent Steve - Great Lakes - UO
The entire Ravenhawk clan - Thistledown and WinterEbb - AC

Character profile not found (even though he has been played for weeks and the game is deemed playable by our staff) - Anarchy Offline

Sounds like fun
# Sep 20 2001 at 11:54 PM Rating: Default
No camping + no twinking! I like the sound of this already.
RE: Sounds like fun
# Sep 24 2001 at 3:07 PM Rating: Default
Message has high abuse count and will not be displayed.
The Future
# Sep 20 2001 at 10:04 PM Rating: Decent
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629 posts
I'm really excited about the future of DAoC. ^_^
I love to hear the EQ hordes (of which I am still a member, post 50 Ranger of Torvonnilous, thank you very much. ^_^) prattle on and on about the lack of DAoC content. I just smile contentedly as I remember back in the day when the armor everybody dreamed of someday earning in EQ was STORE-BOUGHT plate, LOL. Back when there was a HUGE market for Banded and Patchwork armors, and a person decked out in full Rubicite was either a GM or someone with absolutely no life, LOL. Ah, the days shortly after EQ's release! Remember how you were able to actually loot someone's corpse if they /consent'ed you? ^_^ I can remember the first time I saw a Flowing Black Robe and it seemed like the coolest thing in the world. ^_^

It wasn't important what pH4t l3vvt$ you possessed, 'cause there wasn't much to be had in the first place. ^_^ All that mattered was a circle of friends joining up to whack some orcs. And dream of the day they could kill Ambassador Dvinn. ^_^ I've always said that I had more fun in the EQ 4th phase beta than I have ever had with the game since. ^_^ And, if you're reading this, Yena and Soulfly, I miss you guys, and I wish our paths had never parted. ^_^

Someday DAoC will have lewts coming out the wazoo, but I hope that when that happens, I'm still playing with my FRIENDS, and not with the "Most Uber Guild." ^_^
I'm not quitting EQ, unless something drastic happens to wound it further (translated: Verant Shenanigans. ^_^), but I'll be putting a lot more time into Camelot. ^_^
RE: The Future
# Sep 21 2001 at 1:54 PM Rating: Default
I hear you. I was on the final stage of the beta, and it was by far the best everquest time I've had. I don't know what I will do when DAoC comes out. True, EQ is still fun and I have a ton to explore yet. Plus, I have a real attachment to my characters (stop that snickering!). Still, I can't deny my desire to live in a world with a player based economy and no camping.
RE: The Future
# Sep 21 2001 at 9:25 AM Rating: Decent
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88 posts
I was there on Day 1 of EQ and your post brought back the fun I remember when I started with my friends. Playing around Freeport area saving my silver pieces to buy banded, fleeing from Dorn... Good times. Im going to try DAoC when it comes and hope it brings back the 'fun'.
one question
# Sep 20 2001 at 10:01 PM Rating: Default
One thing that may seem stuped to ask but i would like to know. Are the CR's in this game. AOL has a great system that after you die you can just go pick up your stuff...how does that work here. Do i have to gather a small army of all of my friend if i die in ToV in eq, or can i go to the local church and give them a donation to get my stuff back.

Hood
RE: one question
# Sep 20 2001 at 10:07 PM Rating: Decent
**
629 posts
Even better than that, Hood. ^_^
When you die in DAoC, you don't loose ANY equip, just exp and constitution points. The EXP can be returned to you via Rez, or you can pray at your gravestone to get a fraction of it back. The constitution points can be bought back at certain NPC's.
#Anonymous, Posted: Sep 20 2001 at 6:40 PM, Rating: Sub-Default, (Expand Post) Most people have been far more critical of it. I did expect a glowing review from you before even clicking on the link, since you obviously stand to make a little money from sales through the site, but nonetheless it was very detailed and thorough.
RE: Camelot
# Sep 21 2001 at 11:10 AM Rating: Default
Most people say that PvP is unbalanced because they suck and die allot. not to imply anything of course, just making a statement. (>:)
RE: Camelot
# Sep 20 2001 at 9:25 PM Rating: Excellent
The man who started it all!
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1,635 posts
Contrast this to my review of Anarchy Online if you are not sure of my sincerity. Under your reasoning, I stood to make a ton of money off that too. I stand by my review. I haven't played Everquest in about two months because of Camelot.
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[wowsig]1855[/wowsig]
RE: Camelot
# Sep 22 2001 at 8:36 AM Rating: Default
Dude, that was not cool at all. Allakhazam's site has always been a source of good information with as little personal profit for him as possible. Remember when there were no banners or popups at all? You don't think Allakhazam could have made a ton of money back then when web advertising was much higher? He sure could have, but he has always kept as little revenue on this site as he could without having to shut it down. Anyway, Thanks for the site Allakhazam, I appreciate the work.

Daelamar Phirestaff
Wizard of the 52nd circle
Testament of Valor
Xegony
RE: Camelot
# Sep 20 2001 at 9:45 PM Rating: Decent
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629 posts
I'd have to side with Allakhazam, here. It's a measure of the man behind the " 'Khazam " that he didn't delete your downright antagonistic post. ^_^
RE: Camelot
# Sep 20 2001 at 8:09 PM Rating: Default
An "EQ Lite" without the 2 year old bugs you'd *think* they'd have fixed by now but are too busy making more with every nerf.. err patch and can't forget to do a quest you don't have to camp something for 18+ hours *gasp* *smiles*
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