I have been playing the hardcore server in DDO all weekend. It's been great fun, and it's neat seeing tons of players running around the starter areas. I have been having a blast feeling like a newb again. No guild buffs, no years of gear banked or crafting bot to fill it out. The first time I found a decent heavy crossbow I was ecstatic, I had been using a plain unenchanted crossbow from a vendor in the harbor to that point. Resist energy wands have also become a precious possession, I won't even try to play up a character that can't either cast the spell or use the wands. So far I have made it nearly to seven on my main, and I have several alts.
Oddly no deaths yet. However, I came really close on my main last night. I've been playing DDO for so long I tend to think I can do anything on Normal difficulty with next to zero risk. I was running Irestone Inlet completely solo last night, not even a pet or hireling. The way the quest is set up you will get unexpectedly jumped by roving packs of mobs. I got a pack of adds while I was already in the middle of fighting a camp of six or ten hobgoblins and kobolds, and it was getting a bit hairy. However, I wasn't worried. I had plenty of instant cast self heals up, and I was mowing everyone down quickly with a slightly OP ranged build.
Then suddenly I couldn't attack or even heal myself, and six or seven guys were still beating on me. My health bar started plummeting and I ran for my life while trying to figure out what the hell was wrong. An icon said I was burdened, so I started frantically dropping suits of armor onto the sand to try and lighten my load. Then it hit me: the Hobgoblin Shamans I was fighting sometimes use Ray of Enfeeblement. My character only has eight strength. Not normally a problem, but when any of your stats get reduced to zero in DDO you become "helpless" and you can't so much as drink a potion.
I lurched through some bushes while getting pelted with arrows and spears, frantically mashing the useless hotbar keys for my various healing abilities. I was way too far from any safe spot, I was certain I was going to die and lose everything. Finally, when I was down to ten health a combination of poor mob pathing and sheer dumb luck saved me. The enfeeblement spell wore off just in time and I was just barely able to pull things out. It was such a close call that I immediately dropped the quest and went directly to an auction house to find something with a strength enchantment on it. My build had a critical weakness I had never even considered. It was a harrowing but thrilling experience.
But is it pay-to-win?
All in all I am having a blast on the hardcore server, but there is one thing about it that bothers me a bit. Part of the idea behind the server is a fresh start and an even playing field. However, the field is not really all that even. If you own 32 point builds, all the classes and all the enhancement trees like I do it's a pretty big advantage. Perhaps the most egregious example of this is the Inquisitive Enhancement Tree.
The Inquisitive tree is arguably the single strongest ranged enhancement tree in the game right now. To the point that some players are arguing that it's completely overpowered in the current meta. It also starts strong out of the gate. For example with the right build you can be dual wielding crossbows and getting an extra 3d8 law damage to every attack that lands by the ripe old age of level 2. This damage stacks with damage from every other source, so your old OP crossbow build is now "OP plus 3d8" if you go this route.
Currently the only way to realistically get access to this tree at low levels is to spring for the $80 Sharn package, the cheapest one that comes with it. You can in theory grind out access to it for one character with Sharn City Council favor if you have the $40 package, but it would be nearly impossible to do the quests that grant favor with this faction until the high teens. Even if you did that, the moment you die the character that has unlocked the tree gets banished from the server.
I don't think Inquisitive is really the "I win" button that some players are making it out to be. However it's undeniably strong, and I am seeing an absolute ton of players dual wielding crossbows at low levels on the hardcore server. Obviously it's an advantage that a lot of players are willing to shell out for. I can't help but wonder how many of the players on the server are buying even bigger advantages like +8 stat tomes. Even if they are, it doesn't spoil my fun. However, having so many advantages available with the swipe of a card does seem to go against the spirit of competition that the developers at Standing Stone Games are trying to sell us on.
Sunday, August 18, 2019
Sunday, July 7, 2019
SWL and TSW: Fantastic horror RPGs that happen to be online
After a nearly a year in DDO I found myself wanting to get away from fantasy MMOs altogether for a while, and so I decided to take Secret World Legends for a spin. I really enjoyed The Secret World back in 2012, and I've been meaning to try out the relaunch. Secret World Legends did not make a good initial impression, at first I nearly hated it. The controls seemed off (e.g., the camera is locked to your mouse), I didn't like the changes to combat (it seemed like an utterly mindless button masher compared to the original), and I didn't like how the intro experience is remixed. In fact I disliked SWL so much that I went back and played TSW (the original version) for a few evenings to see if my tastes had perhaps radically changed in the 6+ years since I last played it.
To test this, I rolled a new Illuminati character and played through the Kingsmouth Town area. The first few hours of TSW remain absolutely brilliant to my tastes. If you have an account, you can login and play TSW 100% for free. However, seemingly almost no-one else still plays it. In a week of evenings I only saw one other player, and chat was just as dead. TSW also remains a singularly challenging MMO. At least when I play, I tend to hit brick walls of difficulty every so often that force me to spend some time tweaking my deck and trying out new skill rotations to make progress. Even with a decent skill load out, the gear upgrade system is still quite clunky. It takes up an absurd amount of inventory space and is incredibly grindy.* The alternative is to ignore the upgrade system altogether and hope for good random drops, which can work out just fine or horribly depending on how lucky you are. Around the launch of TSW I had a very good time but stalled out in Egypt, when I hit my second or third difficulty spike and had to rethink my deck yet again. On my return I was having fun relearning the game, but could also see that I wasn't going to make it any further on this run then I did at launch.
*Combine stacks of ingredients, to make more ingredients. When you have enough of those, you can combine them to make....more ingredients!
Regardless, I'm playing SWL mainly to see the story lines. Whenever I get done with the stories I will probably be done with the game. By then all of my gear will be level 30 epics, which is about as far as I would ever want to progress. Getting into equipment that's much better than this looks to be a major slog that would involve a lot of dungeon runs and raiding. I have never really been into raiding in other MMOs. Getting better gear so that I can be strong enough to get even better gear just isn't enough motivation for me to run the same raid encounter dozens of times. I doubt SWL is going to be the one random game that changes my mind.
I also don't expect to still be playing in a year. The endgame is reportedly quite grindy, and Funcom seems to be in no danger of adding any substantial new content. The story lines in game now are pretty much all that are ever going to be released for it. New content being developed for the setting is now apparently going to be released in offline RPGs. SWL itself appears to be pretty much in maintenance mode. If you have any interest in it at all, right now while it still has an active player population is probably as good a time as there will ever be to try it.
To test this, I rolled a new Illuminati character and played through the Kingsmouth Town area. The first few hours of TSW remain absolutely brilliant to my tastes. If you have an account, you can login and play TSW 100% for free. However, seemingly almost no-one else still plays it. In a week of evenings I only saw one other player, and chat was just as dead. TSW also remains a singularly challenging MMO. At least when I play, I tend to hit brick walls of difficulty every so often that force me to spend some time tweaking my deck and trying out new skill rotations to make progress. Even with a decent skill load out, the gear upgrade system is still quite clunky. It takes up an absurd amount of inventory space and is incredibly grindy.* The alternative is to ignore the upgrade system altogether and hope for good random drops, which can work out just fine or horribly depending on how lucky you are. Around the launch of TSW I had a very good time but stalled out in Egypt, when I hit my second or third difficulty spike and had to rethink my deck yet again. On my return I was having fun relearning the game, but could also see that I wasn't going to make it any further on this run then I did at launch.
*Combine stacks of ingredients, to make more ingredients. When you have enough of those, you can combine them to make....more ingredients!
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| While often quite amusing, at times the game can also be surprisingly somber. I've found myself truly moved more often than I'm used to in a MMO. |
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| Hanging out with a forest god in a bar in Transylvania. |
Friday, March 15, 2019
There’s not enough time to see everything (a bit of a ramble)
I love MMOs because I love exploring new worlds. Each time you join a one, at first you
founder like a child. The rules
of combat, the rules of advancement, the social rules that govern the small
society you’ve chosen to infiltrate, so much to learn! Between
those structures, unique to each realm, I find my own space to occupy and draw
delight from. Depth and mystery is why I
love these games. The places to see and
the boundaries to push as I inhabit, either briefly or for months or years,
each digital plane of existence that catches my eye.
Lately my hardware has finally started to feel its age in the latest offerings. But I’m honestly not really bothered by it. There are so many places still in my grasp I have yet to visit. Some titans of their age that still burn bright in my memory: Guild Wars, Runescape, Lineage, EVE, Second Life . . . not once have I set foot in any of them. Newer titles also, passe to the fickle masses but still well within what I designed my trusty rig to handle, and to me virgin worlds: Guild Wars 2, Star Trek Online, Elder Scrolls Online, Neverwinter, Tera, and many others from the silver age when I was more active in the blogosphere. There are also the old abandoned ones that I never really got to see all of, but that fans have revived so that you can see them well and truly for free now: Warhammer, Uru, Star Wars Galaxies. I could play for years more and never get to them all.
So even with my limited resources I have a wealth of dawns
on myriad worlds yet to untrod calling to me. But even those I may never
get to. I have enough dawns and galas on the worlds I already frequent to
attend. I've been heavily engaged with Dungeons and Dragons Online and Lord of the Rings Online for months now, and a full expansions loom on the horizon for both. Other tapestrys begun, woven richly at
first but now abandoned, left with threads of adventures hanging, I also have in Everquest 2, Age of
Conan, Secret World, Final Fantasy XI, World of Warcraft and many others. Were I to forever stop visiting new worlds, I
could harvest the orchards I have already planted nearly forever. My digital houses and apartments alone would take weeks to
spruce up. So forgive me if I don’t blog much about the latest thing. I have enough left that I want to see in the
3rd, 4th , 5th, 10th, and 20th most recent things that I can’t imagine my spare time will ever be equal to the
task.
Lately my hardware has finally started to feel its age in the latest offerings. But I’m honestly not really bothered by it. There are so many places still in my grasp I have yet to visit. Some titans of their age that still burn bright in my memory: Guild Wars, Runescape, Lineage, EVE, Second Life . . . not once have I set foot in any of them. Newer titles also, passe to the fickle masses but still well within what I designed my trusty rig to handle, and to me virgin worlds: Guild Wars 2, Star Trek Online, Elder Scrolls Online, Neverwinter, Tera, and many others from the silver age when I was more active in the blogosphere. There are also the old abandoned ones that I never really got to see all of, but that fans have revived so that you can see them well and truly for free now: Warhammer, Uru, Star Wars Galaxies. I could play for years more and never get to them all.
Thursday, February 14, 2019
Adventures in DDO
After my stint in FFXI, I decided to head to more familiar territory and started playing Dungeon and Dragons Online seriously again. I would say the game is currently in a really good spot. The developers have managed to address a lot of the issues that I felt dragged the game down the last time I drifted away, while maintaining and in some cases building on the game's strengths. As a consequence I've managed to make it a lot further than I ever have in previous stints with the game.
Over the last few years the developers have been slowly but surely tweaking trees like this that were severely underperforming. Going back to the example of Eldritch Knight, recent updates have made it a viable option on its own and a great splash choice for a variety of defensive/ tanking character builds. Instead of whether it's possible to lean heavily on the tree and not have a completely gimped character, a point of debate is now whether adding two levels of wizard to a heavy armor focused character is too overpowered compared to playing a pure fighter or paladin.
However I wouldn't say that viable build diversity is what really drove me away the last time I was playing. There were and still are a huge variety of strong characters you can build if you know what you are doing. What always caused my runs in DDO to stall out was a dearth of content I found fun in certain level ranges. This has been vastly improved. There is a heck of a lot more content now (as there should be after all this time!), and most of the newer content has been exceptionally well done. The content presentation has also become much better organized in general, I don't recall so many NPCs offering to guide you through quest chains when I was last playing. For example, Saga's are chains of suggested quests that reward large amounts of XP, guild XP, or tomes that permanently increase your skills when you complete them (in addition to all the loot and Xp you get from the quests themselves). Gunning through a Saga at a higher difficulty yields better rewards, which gives you a good incentive to push your limits instead of coast. There are also a lot of "challenges" now, quests that you can knock out in five or ten minutes if you need a short play session.
Sharn expansion in the spring to see if SSG can pull off a double. The high fantasy urban setting, complete with skyscrapers, sounds potentially very interesting.
*You can find an in depth review of Ravenloft at Bio-break here (part one) and here (part two). Unless you are really flipping out for some of the bonuses that come with the full expansion packages, buying the adventure pack in the in game store for SSG points is far and away the cheapest way to get access to it. I waited for double bonus points and ended up spending much less than even the standard edition. However the adventure pack is just the content, it doesn't come with the Aasimar race.
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| Even after all this time I've been playing I keep discovering quests and areas I didn't know about. Looking for something new to do, recently I sorted all the level 12 quests listed on DDO wiki into alphabetical order by quest name and started at the top of the list. That led me to this chapel that has probably been in the game as long as I've been playing, but I've never had a reason to go to. |
However I wouldn't say that viable build diversity is what really drove me away the last time I was playing. There were and still are a huge variety of strong characters you can build if you know what you are doing. What always caused my runs in DDO to stall out was a dearth of content I found fun in certain level ranges. This has been vastly improved. There is a heck of a lot more content now (as there should be after all this time!), and most of the newer content has been exceptionally well done. The content presentation has also become much better organized in general, I don't recall so many NPCs offering to guide you through quest chains when I was last playing. For example, Saga's are chains of suggested quests that reward large amounts of XP, guild XP, or tomes that permanently increase your skills when you complete them (in addition to all the loot and Xp you get from the quests themselves). Gunning through a Saga at a higher difficulty yields better rewards, which gives you a good incentive to push your limits instead of coast. There are also a lot of "challenges" now, quests that you can knock out in five or ten minutes if you need a short play session.
Sharn expansion in the spring to see if SSG can pull off a double. The high fantasy urban setting, complete with skyscrapers, sounds potentially very interesting.
*You can find an in depth review of Ravenloft at Bio-break here (part one) and here (part two). Unless you are really flipping out for some of the bonuses that come with the full expansion packages, buying the adventure pack in the in game store for SSG points is far and away the cheapest way to get access to it. I waited for double bonus points and ended up spending much less than even the standard edition. However the adventure pack is just the content, it doesn't come with the Aasimar race.
Saturday, September 8, 2018
Final Fantasy XI in 2018
In another stop on my whirlwind tour of older MMOs, since late April I've been primarily playing Final Fantasy XI. I am a huge fan of the mainline console games from FF IV at least up through FF X (XII I have mixed feelings about, and XIII I nearly hated). FFXI has always been something of a lost game to me both in the sense of the Final Fantasy game I never got to try, but also a once popular MMO I've never set foot in.
The game has a lot to recommend it. It's absurdly deep, and has a screaming ton of content. The story lines on offer are also just as good as rumor has it. These are some of the best written stories you will find in a MMO or RPG in general. The crazy thing is that the hundreds of quests aren't just a random collection of stories; everything weaves together into one cohesive whole. Quests that seem like one-offs unconnected to anything when you first start playing turn out to reveal backstory about NPCs and settings that you will be visiting again and again. For example, the first time I encountered the NPC Zeid I had no idea who he was save one of the trusts I could summon. Four months later I can recount decades of his history across three different story lines. He's one of the most interesting characters I've encountered in any game online or off. And he is far from alone. FFXI is an extremely rich fantasy setting.
third party application as a shell for the client. Finally, assuming you have the patience to spend close to a day just getting started, the game is almost completely unplayable without out-of-game player guides.
When you log in, the game barely gives you any hints at all about where to go and what to do. However, FFXI isn't a contentless sandbox where there's nothing much to do but make your own fun. Far from it, the game has more scripted content than almost anything I've ever played. It's just that getting to any of that content is incredibly unintuitive, and varies wildly depending on what you want to do. Getting started on a quest chain can vary from opening a menu and digging through a list of options, to talking to a random NPC out of the many that inhabit every city and village (no exclamation points here), to clicking on a random pixel deep in a multi-level dungeon. You are not likely to find most quests on your own unless you walk around talking to every NPC and clicking on every single object or random spot that you can select.
Myst Online look positively straightforward. Fortunately, there is an incredibly devoted community that has documented the game in exhaustive detail, and I absolutely applaud their efforts. Were it not for those guides, I wouldn't have lasted a week.
Rhapsodies of Vana'diel and Wings of the Goddess), I'm finding that I need a break. Once you are strong enough to actually see most of the content (hitting level 99 and leveling a support job to 49 are pretty much prerequisites), the basic game play arc is as follows: (1) read a guide out-of-game about how to do the quest you are on, (2) do something completely random from finding and killing a boss that takes an hour to get to, to shopping for musical instruments, to spending days memorizing a maze so that you can run through 20 check points in the correct order in less than five minutes, (3) watch a cut scene that advances the plot and starts the next quest, (4) repeat. My patience with the random tasks of step two was pretty high at first because it was so different from anything else I've played. But lately my response to many quest steps has been "You want me to do what? How does this make sense? Wow, that sounds like a pain in the butt."
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| Greely with a full complement of five trusts out (a tank, a healer, and three DPSers). Within minutes of starting the game you'll have five or six trusts to pick from, and this character is up to something like 40 or 50. If you can make it to 86 (!) trusts, a quest-line opens up that you can run through to make them considerably stronger. |
third party application as a shell for the client. Finally, assuming you have the patience to spend close to a day just getting started, the game is almost completely unplayable without out-of-game player guides.
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| Another character I started in Windhurst so I could follow Aysha's new player guide. That really opened up the game for me, it was invaluable the first few weeks I was playing. After following it for an evening I was familiar enough with the basics to start off Greely in Bastok. Since you can see every story and play every class on one character, I've since put almost all of my time into him. Unlocking the level cap for a character is also a long and involved process. It took me well over a month of playtime on Greely. This is not a game that encourages alts. |
Myst Online look positively straightforward. Fortunately, there is an incredibly devoted community that has documented the game in exhaustive detail, and I absolutely applaud their efforts. Were it not for those guides, I wouldn't have lasted a week.
Rhapsodies of Vana'diel and Wings of the Goddess), I'm finding that I need a break. Once you are strong enough to actually see most of the content (hitting level 99 and leveling a support job to 49 are pretty much prerequisites), the basic game play arc is as follows: (1) read a guide out-of-game about how to do the quest you are on, (2) do something completely random from finding and killing a boss that takes an hour to get to, to shopping for musical instruments, to spending days memorizing a maze so that you can run through 20 check points in the correct order in less than five minutes, (3) watch a cut scene that advances the plot and starts the next quest, (4) repeat. My patience with the random tasks of step two was pretty high at first because it was so different from anything else I've played. But lately my response to many quest steps has been "You want me to do what? How does this make sense? Wow, that sounds like a pain in the butt."
Saturday, April 7, 2018
Everquest: I finally made it to the level cap . . . of the launch era game
I finally made it to the level cap . . . of launch era Everquest. I hit level 50 about a week ago. I then promptly got killed and went down to 49, hit 50 again, got killed and went back to 49, and then finally stopped doing stupid stuff and have since made it to 53. That's light years further than I've ever made it in the past. My previous record was something like level 24. Of course these days the level cap is 110.
like buying and selling using the /barter and /bazaar commands, or where you can get working in-game maps of the majority of zones can only be learned through trial, error, and googling.
The experience of two-steps-forward one-step-back at level 50 nicely punctuates my impression of the game design of modern Everquest. To my tastes it's a heck of a lot better game then it was around launch. I really didn't care for it when I first played back in 2000 (I started right before the launch of Scars of Velious). Forced grouping meant that you couldn't make much progress on most classes without committing to a session of at least a few hours. It was also unforgiving and extremely slow paced. These days getting to level 50 solo is quite doable using any class due to the addition of mercenaries. You can also progress much more quickly due the availability of servers with permanent XP bonuses and plentiful, powerful low level gear. Finally, some of the more frustrating aspects like losing all your gear when you die have been removed entirely.
You can bypass an awful lot of the game if you want to, using items from the game's cash shop. You can start at level 85 with maxed skills and good gear using a level boost. You can also bypass the economic game by buying Krono (a token worth a month of sub time) and selling it in game for a huge hunk of currency (they go for about 4 million plat on my server). I've actually got more than enough "daybreak cash" for both from my last time playing EQ II. However, I suspect either of those options would be self defeating for me. If I boosted to 85, I'd skip all the fun low and mid-level content and get dumped right in the middle of the grindy high level game I probably won't enjoy. If I sold some Krono, and so already had millions of platinum, loot from killing mobs would become an annoyance I have to deal with rather than anything to get excited about.
Overall, I'm finding the depth/ obscurity of the game charming. There is an absurd amount content, more than 500 zones according to wikipedia. It has been relaxing fun to take my time leveling up, gradually learning the game mechanics and exploring new areas as I go. I'm honestly not entirely sure whether I'm enjoying the game on it's own merits, or in comparison to the much slower paced game I tried years ago and got frustrated with. Likely both. Regardless, I'm having a great time.
*I fell down a pretty interesting google rabbit hole looking for the link I embedded in that caption. This paper contains a more modern take on the issue. Apparently it's a point of debate whether your brain really flips the image or an upside-down world just starts to look normal to you. Either way, my point stands :-)
like buying and selling using the /barter and /bazaar commands, or where you can get working in-game maps of the majority of zones can only be learned through trial, error, and googling.
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| The graphics are extremely dated, particularly in the tutorial area. DAoC hails from the same era and looks light years better to me, particularly the animations and spell effects. Oddly, once you have played it for a while you stop seeing the cruft and all of this starts to look normal, even pretty in some places. I suppose it's similar to the phenomenon where if you wear glasses that make everything look upside-down long enough, eventually your brain will flip the image so things look normal again* |
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| Running through the Emerald Jungle on my way to Old Sebelis. Despite the dated graphics, the game does a good job of making zones feel unique. Even the floras in different zones are distinct. |
Overall, I'm finding the depth/ obscurity of the game charming. There is an absurd amount content, more than 500 zones according to wikipedia. It has been relaxing fun to take my time leveling up, gradually learning the game mechanics and exploring new areas as I go. I'm honestly not entirely sure whether I'm enjoying the game on it's own merits, or in comparison to the much slower paced game I tried years ago and got frustrated with. Likely both. Regardless, I'm having a great time.
*I fell down a pretty interesting google rabbit hole looking for the link I embedded in that caption. This paper contains a more modern take on the issue. Apparently it's a point of debate whether your brain really flips the image or an upside-down world just starts to look normal to you. Either way, my point stands :-)
Wednesday, February 7, 2018
Dark Age of Camelot: The best PvE MMO that you probably don't know much about
For about the last year most of my MMO play time has been spent in Dark Age of Camelot. Back in the olden days before WoW it was the second most popular MMO behind Everquest, peaking at around 250K subs (compared to the 500K peak of EQ). According to Google it launched a boggling 16 years ago in 2001, and it's still going. It was the first MMO I really enjoyed, though in it's early years the grind-wall to get to the level cap was slightly insane (par for the course back then). It is largely known for it's unique Realm vs Realm PvP setup. Three factions fight constantly in asymmetric battles where class balance is closer to rock-paper-scissors than what you find in more modern MMOs, and how many players show up to a fight determines the outcome more often than not.
What has kept me playing since I tried it on a whim last year is not the PvP (which is great, and I'll come back to), it's the the solo/ small man PvE. There is an absolutely fantastic PvE game buried in DAoC, which you'd have no way of knowing even exists based on casual observation. It's not something the developer really hypes. In fact just the opposite. Last year Broadsword set about half of the solo PvE game on fire, removing access to all of the Catacombs expansion for low level players so that the zones could be re-purposed. In the process they removed hundreds of solo quests across all level ranges from the game.
a thread on the official "unofficial" DAoC boards where a player pointed out that you can still actually level doing PvE, and posted a guide for how to do it in Hibernia (one of the three realms). The only response he got was pretty close to "Why the hell would you do that?" All of this is a shame, because there is a genuinely great PvE game to be had in modern DAoC if you look for it.
It's an old school MMO in the vein of Everquest, but the grind-wall to see all of it has been sanded down to just the right level. There is a PvE path through the game that will take you to level 50 in 10-20 hours depending on how much time you decide to spend on side quests. You level quickly enough that you are never bored, but not so fast that you are getting new abilities faster then you can make sense of them. You also steadily gain new and better gear, such that you always feel a strong sense of progression. When you hit the cap, every class in the game gets a unique set of starter Epics.
Which leads into how replayable the entire experience is. From 1-35 or so, there are entirely different "New player" quest chains for each of the three factions, and each faction has a distinct feel to it. Albion is based on Arthurian legends, Hibernia on Celtic lore, and Midgaurd is inspired by viking myths. The quest writing is also above average. It's certainly not up there with heavy hitters like SWTOR, TSW or LoTRO, but a lot of the stories on offer are entertaining. Story lines vary from quite silly (e.g., minotaur tipping) to attempts at real gravitas (e.g., watching a NPC commit suicide to protest the political system you are working for). On top of that there are optional Epic quest lines. Depending on your class, you will have one of roughly a dozen epic quest lines available. It's not very likely that any two classes you decide to play will share the same story, and each step in the chain grants a piece of gear uniquely tailored to your class. Finally, when you hit the cap and get your shiny starter Epics, a challenging but rewarding quest chain that will push solo players of most classes to their limits opens up.
On the more bizarre end you have classes like Bainshees and Animists. Bainshees turn into ghosts when you activate their abilities, and radiate a death aura that does very high damage to everything near them. Animists are casters that specialize in summoning mushrooms and kamikaze willow wisps. With an Animist, in any given encounter you have a lot of choices as to how to proceed. You can summon a ton of explosive wisps. They will slowly float towards your target and explode on impact. By the time your foe even realizes it's under attack, four more wisps are already on the way. Alternately you can set up a patch of a half dozen attack turret mushrooms and lure foes into it. Yet another option is to send in your angry tank mushroom and use life draining nukes once it gets aggro.
*There aren't a ton of players, but the server does have more hardcore multi-boxers than I've seen in any other MMO. On the somewhat infrequent occasions that you stumble across someone else, there's a good chance it will be will be a single player running 3-5 characters.
PvE leveling for new players. Everything from how to set up your hotbars when you first start to a quest path to the cap and optional side quests as you level. It covers all three realms and both Ywain and Gaheris.
How to get your first artifact. Artifacts are powerful magic items that gain abilities as you level them. The process of acquiring artifacts is a bit arcane, and the game itself doesn't give you much clue that they even exist on a normal play through.
Champion Levels. This is an essential but poorly documented advancement system that opens up when you reach the level cap.
Mounts. Another really important system that isn't well documented anywhere else that I could find.
I have a few more guides planned, but it's not a project I have the spare time to support as much as I'd like.** The main reason I put the guides up is so that web search engines can find them. A lot of the resources for DAoC currently available on the web are badly out of date in the modern game and/ or don't really help much unless you already know most of the basics. Dated graphics and steep learning curve with nary a hand to guide you equals a game doomed to obscurity. I hope my site helps out with the lack of guidance for new players at least a little bit.
**Update: I eventually also posted walkthroughs the "obscure but challenging PvE quest line," but after that the project wound down. You can find an overview of the final website here.
No post on DAoC is really complete without at least touching on the PvP. There are a few MMOs that also offer three faction PvP, but none I'm aware of where that's the primary focus of the game and the player base. One of the main areas where you can see this difference is in class balance. Classes are designed to be roughly balanced with their mirrors in other factions (if they have one), and to make for a fun and varied PvP playing field. No attempt is made to achieve balance among characters of different roles, or really to balance classes in PvE at all. The PvP on offer is ruthless, very often completely unfair, and surprisingly fun. Knowing what fights you are likely to win and being on the side that can get organized well enough to bring the most bodies is at least as important as gear or skill. If you are a huge fan of well balanced battleground style PvP, it probably sounds terrible. However, it really has a very different feel from PvP in most MMOs. The persistent PvP areas feel much more like real places than an instanced battleground that despawns after a match ends.
It's also less hardcore then you might think. Death is pretty painless, there is no real penalty for getting killed. It isn't EVE where one bad choice can make months of progress disappear like a fart in the wind. Victory, on the other hand, is absolutely elating. Hitting new realm ranks and earning realm abilities feels very rewarding. The primary PvP map (Frontiers) is enormous, with tons of objectives to fight over. There is also keep warfare complete with battering down doors, siege engines, and some classes being able to infiltrate keeps by climbing the walls. All of this is embedded in a full featured MMO, with crafting, housing and fun PvE content ranging from solo quest chains to raiding. Overall, I'd say that if you can get past the dated graphics and a steep learning curve, Dark Age of Camelot is absolutely one of the best MMOs on the market today. The main server, Ywain, is also extremely active and the players there are generally quite welcoming.
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| One of the front gates of Tir Na Nog, the Hibernian capitol city. |
a thread on the official "unofficial" DAoC boards where a player pointed out that you can still actually level doing PvE, and posted a guide for how to do it in Hibernia (one of the three realms). The only response he got was pretty close to "Why the hell would you do that?" All of this is a shame, because there is a genuinely great PvE game to be had in modern DAoC if you look for it.
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| Swimming around underwater near the ruins of Atlantis. If you level doing PvE, you will spend a surprising amount of time underwater. |
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| Riding a nightmare steed in Volcanus. As you go up in chamion levels, many different types of horse become available, ranging from normal horses to more exotic varieties. |
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| An enchanter fresh out of the newbie instance wearing the gear he got there. Notice that his pet, standing behind him, is better dressed than he is . . . |
*There aren't a ton of players, but the server does have more hardcore multi-boxers than I've seen in any other MMO. On the somewhat infrequent occasions that you stumble across someone else, there's a good chance it will be will be a single player running 3-5 characters.
PvE leveling for new players. Everything from how to set up your hotbars when you first start to a quest path to the cap and optional side quests as you level. It covers all three realms and both Ywain and Gaheris.
How to get your first artifact. Artifacts are powerful magic items that gain abilities as you level them. The process of acquiring artifacts is a bit arcane, and the game itself doesn't give you much clue that they even exist on a normal play through.
Champion Levels. This is an essential but poorly documented advancement system that opens up when you reach the level cap.
Mounts. Another really important system that isn't well documented anywhere else that I could find.
I have a few more guides planned, but it's not a project I have the spare time to support as much as I'd like.** The main reason I put the guides up is so that web search engines can find them. A lot of the resources for DAoC currently available on the web are badly out of date in the modern game and/ or don't really help much unless you already know most of the basics. Dated graphics and steep learning curve with nary a hand to guide you equals a game doomed to obscurity. I hope my site helps out with the lack of guidance for new players at least a little bit.
**Update: I eventually also posted walkthroughs the "obscure but challenging PvE quest line," but after that the project wound down. You can find an overview of the final website here.
No post on DAoC is really complete without at least touching on the PvP. There are a few MMOs that also offer three faction PvP, but none I'm aware of where that's the primary focus of the game and the player base. One of the main areas where you can see this difference is in class balance. Classes are designed to be roughly balanced with their mirrors in other factions (if they have one), and to make for a fun and varied PvP playing field. No attempt is made to achieve balance among characters of different roles, or really to balance classes in PvE at all. The PvP on offer is ruthless, very often completely unfair, and surprisingly fun. Knowing what fights you are likely to win and being on the side that can get organized well enough to bring the most bodies is at least as important as gear or skill. If you are a huge fan of well balanced battleground style PvP, it probably sounds terrible. However, it really has a very different feel from PvP in most MMOs. The persistent PvP areas feel much more like real places than an instanced battleground that despawns after a match ends.
It's also less hardcore then you might think. Death is pretty painless, there is no real penalty for getting killed. It isn't EVE where one bad choice can make months of progress disappear like a fart in the wind. Victory, on the other hand, is absolutely elating. Hitting new realm ranks and earning realm abilities feels very rewarding. The primary PvP map (Frontiers) is enormous, with tons of objectives to fight over. There is also keep warfare complete with battering down doors, siege engines, and some classes being able to infiltrate keeps by climbing the walls. All of this is embedded in a full featured MMO, with crafting, housing and fun PvE content ranging from solo quest chains to raiding. Overall, I'd say that if you can get past the dated graphics and a steep learning curve, Dark Age of Camelot is absolutely one of the best MMOs on the market today. The main server, Ywain, is also extremely active and the players there are generally quite welcoming.
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