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

Comments

Post Comment
#Anonymous, Posted: Sep 25 2001 at 3:33 PM, Rating: Sub-Default, (Expand Post) OK found the old e3 video and I have to say it don't look as lame as the screenshots make it... still not as nice as AO, but nicer than EQ that is for sure! Hope they sync those Sfx up a bit better.... They are quite off in e3 videos. Something is missing graphiclly though... just can't put my hands on it...
Multiple Accounts & PvP
# Sep 25 2001 at 3:18 PM Rating: Good
Does anybody know how Mythic plans on addressing multiple account holders? I know that there are quite a few in EQ who mainly have the accounts to provide themselves services, twinking, rezing, porting, camping and such.

But multiple accounts in a PvP environment, particularly one such as this, could really destroy a lot of the fun and surprise in the battles. Will it be possible for people to have 3 accounts, with characters in each of the realm, with the idea of keeping tabs on the activities within their two "enemy" realms? What would be the point of rogue/spy/stealth type classes if you can just log in another character and not only see where your enemy's raid force is amassing, but understand everything they are saying as well?
FoH
# Sep 25 2001 at 3:17 PM Rating: Good
Thank goodness FoH isn't coming to DAoC, if you read furor's post on it, you'd see the mental retardness of his speech. Let him stay in carebare land in EQ and have fun with his little dragon friends he likes to kill so much.
Xreeon's Comments
# Sep 25 2001 at 2:48 PM Rating: Good
A very nice post about the game - thanks!

Having played EQ (rathe) from the beginning I can say there is one key difference missed between DAOC and EQ.

EQ's dream is theirs - DAOC is ours.
------------------------------------
From the beginning I felt very disconnected from the EQ developers. It seemed they had their vision and really didn't implement any suggestions. You could read post - people screaming (consistantly) for certain changes, which never took place. But the key difference in EQ and DAOC is why the changed do/don't take place.

It was clear EQ developers didn't chose not to change their vision to that of the players.

DAOC changes that. DAOC developers really have swallowed their pride and listen to all the complaints/suggestions. Some complain about what hasn't made it in the game yet, but everyone can tell - THEY LISTEN TO US. I have posted some very annoying posts, only to find a DAOC developer respond to it.

And the game shows well because of it.

EQ vs DAOC -
-----------
This is the one area of the above review I really disagree with. Maybe Kazam there has so much time invested in EQ it's hard to give it up. I suggest deleting EQ characters or selling them on the black market! EQ players that still have more to explore will be making a mistake by not switching over to what will clearly be the better game over time. DAOC has the heart, ears, and future that EQ does not.

Sincerely,

Xreeon.
Former EQ player
DAOC Beta Tester
RE: Xreeon's Comments
# Sep 26 2001 at 10:21 AM Rating: Default
You make some good points Xreeon. I mean EQ just had a patch that upgraded Hybrids melee abilities. How the f*** does it take 2.5 years to make a change that everyone knew needed to be made in the beta?

As to deleting my characters in EQ. I'm gonna stop paying on my three accounts when DAoC releases. If I like DAoC enough I'm just gonna let them rot with dignity. I know it's sappy, but I am too attached to my characters to sell the accounts or even sell off the few good items that I could get any RL $ for. There is no way I would try to split my time between the two. I sure hope DAoC is as good as I have read, cause I don't ever want to go back to Norrath.

Alac Iron 50 monk (retired)
Woorden Ironhammer 50 Cleric (retired)
Caeden 44 Druid (retired)
Quellious
#Anonymous, Posted: Sep 25 2001 at 2:34 PM, Rating: Sub-Default, (Expand Post)
Night vision
# Sep 25 2001 at 2:10 PM Rating: Default
Do specific races get some sort of night vision or is everyone blind at night?
RE: Night vision
# Sep 26 2001 at 10:13 AM Rating: Default
There is no night vision because no one is night blind in DAoC. There are no torches or light stones. There's not even food and water to worry about. Mythic took a hard look at what adds to game play and what is just a pain in the *** and made some big changes from other MMORGs.

Another interesting change is that everyone starts out with 5 8-slot bags. It appears to me (I'm not in the beta) that these are a part of the "naked" character. So you don't have to worry about buying bags and switching bags at the bank. I just hope that they will have some kind of wt reduction bag for higher levels. I loved my tink bags in EQ.

-Alac Iron
ouch, EQ feelings are hurt
# Sep 25 2001 at 2:09 PM Rating: Default
I also believe Mythic is doing the right thing by not flooding the game with all the possible depth it can have at it's release. Keep in mind that there are going to be updates to the game, new dungeons, cities, weapons, and bug fixes. Die-hard EQ players are whining that when they reach level 55, they won't have such an unfair advantage over the younger, less-experienced players (by killing them). Well, it is about time that players have to make decisions for themselves instead of having their "************ forums play the game for them.

Is there no originality left in the MMORPG industry? Three cheers for Mythic developers for trying out some new ideas! RvR is going to be awesome. If everyone knew all there is to know about DAoC at this time, it wouldn't be worth releasing it! Of course the game won't be perfect when it comes out, nor will it ever be unless the players themselves make it a good game. I will find tremendous enjoyment in a game where I won't be greifed and hacked to pieces by cheaters (and other EQ players).
Graphics - Dated 3
# Sep 25 2001 at 1:35 PM Rating: Default
Does it look better in game? That's my real question?!

GRaphics - DAted?
# Sep 25 2001 at 1:33 PM Rating: Default
OK so do the graphics bother anyone else here... from all the screeshots the characters look kinda silly for lack of a better word and the landscapes kinda plain. No quite as bright and shiny as EQ and no where near as nice looking as AO(which of course is one of the billion reasons it don't run I imagine!) Those big guys look kinda lame too! Wish I could find more video I don't have to pay for...
GRaphics - DAted?
# Sep 25 2001 at 1:33 PM Rating: Default
OK so do the graphics bother anyone else here... from all the screeshots the characters look kinda silly for lack of a better word and the landscapes kinda plain. No quite as bright and shiny as EQ and no where near as nice looking as AO(which of course is one of the billion reasons it don't run I imagine!) Those big guys look kinda lame too! Wish I could find more video I don't have to pay for...
Complexity
# Sep 25 2001 at 1:15 PM Rating: Default
I think its great that Mythic has started out with a game that is not as big and complex as EQ. That way people who has just started get the feeling that they "know" most equipment, spells etc. and the same thing goes for areas. With not as many areas to begin with, its easier to explore the land around you. Im sure Mythic will add more areas, and so on, in time.
Complexity 2
# Sep 25 2001 at 2:07 PM Rating: Default
I also believe Mythic is doing the right thing by not flooding the game with all the possible depth it can have at it's release. Keep in mind that there are going to be updates to the game, new dungeons, cities, weapons, and bug fixes. Die-hard EQ players are whining that when they reach level 55, they won't have such an unfair advantage over the younger, less-experienced players (by killing them). Well, it is about time that players have to make decisions for themselves instead of having their "************ forums play the game for them.

Is there no originality left in the MMORPG industry? Three cheers for Mythic developers for trying out some new ideas! RvR is going to be awesome. If everyone knew all there is to know about DAoC at this time, it wouldn't be worth releasing it! Of course the game won't be perfect when it comes out, nor will it ever be unless the players themselves make it a good game. I will find tremendous enjoyment in a game where I won't be greifed and hacked to pieces by cheaters (and other EQ players).
RE: Complexity
# Sep 25 2001 at 2:03 PM Rating: Default
I also believe Mythic is doing the right thing by not flooding the game with all the possible depth it can have at it's release. Keep in mind that there are going to be updates to the game, new dungeons, cities, weapons, and bug fixes. Die-hard EQ players are whining that when they reach level 55, they won't have such an unfair advantage over the younger, less-experienced players (by killing them). Well, it is about time that players have to make decisions for themselves instead of having their "************ forums play the game for them.

Is there no originality left in the MMORPG industry? Three cheers for Mythic developers for trying out some new ideas! RvR is going to be awesome. If everyone knew all there is to know about DAoC at this time, it wouldn't be worth releasing it! Of course the game won't be perfect when it comes out, nor will it ever be unless the players themselves make it a good game. I will find tremendous enjoyment in a game where I won't be greifed and hacked to pieces by cheaters (and other EQ players).
Poor EQ
# Sep 25 2001 at 1:01 PM Rating: Default
True EQ has eliminated the crowd counts on each server but 1 way to tell for sure is when the connection gets better like it does during the late AM hours during the peak playing times..That in it self will tell you people have left EQ and gone to DAoC.
Balance is key!
# Sep 25 2001 at 12:56 PM Rating: Default
As a former Asheron's Call player, I am really looking forward to a game world that has been created with balance in mind. AC, like other games of it's nature, have major problems with balance. (There were clearly better characters to be at higher levels--how many lvl 70 players did you see that didn't have 3 schools of magic trained?, macroing and camping were encouraged in order to have an advantage over the real players who actually worked to earn their experience.) Furthermore, gameplay becomes very stale around level 40 in AC. I am very intrigued by Mythic's dedication to making DAoC a very dynamic and yet a well-balanced game.

You can't please eveyone, so the EQ players who complain about anything else that might be better then what they are used to will probably find some niche in DAoC that they enjoy (Sobeit if it is complaining ;)). Finally a game that is versitile enough for everyone. Also, since DAoC is very lore-based (I encourage players to read up on the history and legends of the Realm that they choose...I know my Celtic history and mythology already, do you?), maybe DAoC will also attract higher-educated players who will have a deeper understanding and devotion to the game than most 13-year-old boys have. See you in Hibernia!
Voodoo
# Sep 25 2001 at 12:06 PM Rating: Default
will we have one month free game time before we register our credit card ? ----:)---
Web-site
# Sep 25 2001 at 11:38 AM Rating: Default
Greetings all ..!

For those intrigued by DAoC I have developed a web-site for your thirst.. Called Friend or Foe..?

http://members.home.net/garrett0

*************************

Differences
# Sep 25 2001 at 10:04 AM Rating: Default
I'm not in the DAoC beta, but I'm active on the boards. Let me share some of the differences between EQ's PvP and DAoC's RvR. For EQ I'm going to use the Sullon Zek server.

The problem I have with EQs PvP is that there is no place safe from griefing. Even on a team server, the enemy can get into all the low level hunting grounds and grief all day long. Because of the geography of Norrath, there are no front lines where the battles take place. The classes that do the best in EQ PvP are soloers. If you look at the standings for Sullon Zek, it's all Wizards, Druids, and other casters at the top. There is no team play encouraged. EQ was not built from the ground up as a PvP game. When you have a 60 Wizard killing a level 6 Cleric and looting his 1gp 2sp 29cp, your version of PvP has some big problems. Even if they did have some kind of "Front Lines" in EQ, you could just port past them.

So, how is DAoC different? First, each Realm has a huge area that is VERY well guarded by NPC guards. And no port spells at all. I haven't seen it myself, but appearently the frontier keeps(which you have to pass through to zone into one of the realm's heartland) are so heavily defended that it may not be possible to take them. Similar to EQ's planer level restriction, you can not zone from the heartland into the frontier until you have reached lvl 20. Even once you get to he frontier area, it's not free for all. Everyone in your realm is on your side. Really, there is very little room for any kind of griefing here, because it is your job to kill everyone from the other realms. If you are in the frontier, you are fair game. There is no communication between the opposing realms. You can't send tells, here their shouts, they don't show up on any /who lists. You can't even see their names only "A Midgard Invader". So if you are killed by another player, there is no taunting. In DAoC, when you die you have the choice to /release to your bind point. When you do this, you spawn fully equiped and lose no money, exp, realm points, or con points. There is no lose to you at all for losing a PvP battle. If you win you gain realm points which earn titles, land, horses, and other cool stuff.

I have played EQ for about two years. I have a 50 monk and a 50 cleric. I just think that fighing AI forever on a carebear server gets a little old. I also think that trying to level on a server where hundreds of people are trying to kill you all the time past level 5, with exp loss to you, is a little masocistic.

I think DAoC has done RvR right. It is built on the RvR aspect from the ground up and there will be no carebear servers. But, if you don't want to participate in RvR, you won't be forced to. You just have to stay on the safe side of the frontier zone. Truthfully, if you are not interested in PvP at all, this is not the game for you, stay in EQ and kill that (insert color here) dragon again and again and again.
daoc
# Sep 25 2001 at 9:43 AM Rating: Default
this sounds like a fun game i will try it. but i will not stop playing eq. eq has been the best for along time and i would recomend to you people not to just give your stuff away and say you are done with eq. i have seen many people in the past say they where done with eq delete or give away there gear only to come back and start all over again. so be smart wait for this game to come out and play it for a while before you give up on eq. and to you people bad mouthing eq well lets see you do better. eq has made alot of people happy for a long time yes there are things that we do not like but know way to be perfect.

58 cleric 56 war 51 druid 30 monk 20 bard and sk all on seventh
RE: daoc
# Sep 25 2001 at 10:06 AM Rating: Default
I'm going to follow your advice. I'm going to let my EQ accounts lapse, but if DAoC ends up sucking, I'm coming back to well equiped characters.
corpses
# Sep 25 2001 at 9:00 AM Rating: Default
check out the FAQ, if you die you reappear at your last binding spot (in nearly every zone which you can bind YOURSELF at) with all your gear on you, the spot you died is marked with a Gravestone. You can go back and pray at your stone to get back half of your lost xp but its not necessary and you really dont loose much xp when dying, especially when you die against another player, you then dont loose any xp nor constitution.

Yep, there also is no looting from player corpses, PvP is strictly with the Realm conflict in mind.

Dying penalties in general are not so harsh as in EQ but they are there and if you die versus a MoB you ll loose Constitution points which you have to buy back from a NPC healer, at higher levels it can cost you a fortune. Most Beta testers stated that the XP loss due to a death isnt much and you can replace the lost xp easily with just a few kills.

Sounds great to me, I m watching the DaoC boards for quite some time now and am itching to lay my fingers on the game, in my eyes a clear winner *ggg*
Ummm my corpse is in that castle!!
# Sep 25 2001 at 8:00 AM Rating: Default
Ok, I have read the posts and I am interested but I have a question for you beta testers.

Say you are set up to defend a castle from an impending attack and well simply put you loose, and the enemy wins the area. How do you get your corpse back?

Another question might be do you even need to get your corpse back. How does daoc deal with death? What is lost when you die in PvP? What do you loose when you die in PvE?

Lets face it one thing that really sucks in EQ is the idea that if you die at high levels you HAVE TO find a ress and then there is the hastle of bind points and corpse recovery which can take hours depending on the situation. If DAoC implemented a better way to handle death I will more than likely make the move. I am not saying there should not be a penalty, just the penalty should not be such that it takes a long period of running to get to the corpse, followed by a long period of time looking for a ress because if you don't find one you are set back a couple of days.


_________

56 cleric
55 monk

part of a large guild...
_________
RE: Ummm my corpse is in that castle!!
# Sep 26 2001 at 12:25 PM Rating: Default
There are no corpses. If you choose not to get a res (or you can't get one) when you die, you hit /release and you are back at your bind point with all of your stuff. You lose some experience and constitution points, but you don't have to run to the ends of the earth and back (naked) to get a corpse.
RE: Ummm my corpse is in that castle!!
# Sep 25 2001 at 9:20 AM Rating: Default
Opps. Forgot to mention that the above is for PvE combat (vs mobs). In Realm vs Realm (RvR) combat you don't lose experience / constitution. Which means you don't have to go back and pray. Which is a bonus :)

If you kill someone, you get realm points, which do, er, something. I don't know if they've even implemented that bit as I've not managed to kill anyone else yet :)
RE: Ummm my corpse is in that castle!!
# Sep 25 2001 at 9:17 AM Rating: Default
You don't. When you die, you have 2 options.
1). You wait in ghost form over your corpse until you get ressed. I don't think you can talk to anyone other than your group (you can't res yourself). You have res sickness for a while, lose a little (not a lot, nowhere near eq style)experience and that's about it.
2). You type /release. This takes you back to your last bind point (any class can bind near a bind stone). You lose some constitution (which affects stamina and hitpoints) have res sickness for a while and lose quite a lot of experience. You can get the res sickness healed by a NPC healer, and also get the same NPC to restore your constitution for a small cost (gets expensive if you let this build up). There's an NPC healer near most bind stones. Then, you can go back to your grave if you wish and /pray. You sit down and pray for a couple of seconds, and regain lost experience (which makes it level with having had a res). You don't have to go and pray, but it saves losing so much experience.
for a contrary look
# Sep 25 2001 at 7:14 AM Rating: Default
goto foh.noows.com and read furor's and nino's evaluation of DAoC.


FoH for the most part will not switching over to DAoC.
RE: for a contrary look
# Sep 25 2001 at 7:26 AM Rating: Decent
20 posts
GOOD!!!!
Keep them uber people in EQ. Most of us dont want em in DAoC
RE: for a contrary look
# Sep 25 2001 at 6:22 PM Rating: Default
Honey...
There will ALWAYS be someone who will be better than you. Wether its FoH, Da´Kor or any guild that might form in DAoC. So your non-uber all-***** dream is not to be.
Cake and eat it
# Sep 25 2001 at 4:34 AM Rating: Default
Iv played UO for over a year,and EQ for over 2 years, UO was more fun,EQ was great thoe,this realy sounds like the best of both worlds ..
i can have my cake and eat it hehe, i realy can't wait for daoc
Skills
# Sep 25 2001 at 3:41 AM Rating: Default
each class runs the same speed currently, but there are plans to change this, also there are group run spells and everyone has a sprint button which uses up stamina (great for running away)

there is also a fantastic skill for stealth/rogue types CLIMB! i am very looking forward to it, climbing hillsides and castles walls :-)

Rafiky
Re Price and Relics
# Sep 25 2001 at 3:38 AM Rating: Default
One month subscriptions, $12.95 per month.
Three month subscriptions $11.95 per month.
Six month subscriptions, $10.95 per month

if one Realm is Uber powerful and getting slaughtered all the time, the amount of NPC guards in all main towns/cities keeps/castles increases to even it out, so far i have done extensive research and there is no realm with lots more people, its all pretty much equal

Rizla rafiky77@hotmail.com
RE PVP!!!!
# Sep 25 2001 at 3:32 AM Rating: Default
first off, there is no looting as most items are race specific, and as u will always be fighting people of a different race, u will never be able to use it.

also, REALM POINTS when u kill in PVP u get realm points, , these points u can spend on special stuff like items, Guild Houses, Guild Castles, Horses, And tons of other things are going into the game, thats the reward for PVP (as well as the stat increase if u capture enemy Relic)

Rizla

e:mail me at rafiky77@hotmail.com if u have any DaoC questions, i know pretty much all there is to know as i have been following this game for a year :-)
R vs R
# Sep 25 2001 at 3:08 AM Rating: Default
the battles in the game are unbelievable even in the beta there are wars boiling. i swear people have made posts and it reminds you of the gladiator movie. bow man shooting hundreds of arrows into the air nad warriors on horses and warriors in sections charging in. its completely unbelievable i can't wait for it to come out!!!!!
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