I totally agree! They've surpassed my expectations many times. However, I am concerned, looking down the line, at the long-term health of the server. Any successful (long-term) game, in my opinion, needs to be:
- Easy to start
- Allow diverse playstyles
- Have many routes to success
I think the first is nailed down pretty well. The second is so-so, and the last is perhaps contentious--I'll write about it in second paragraph below.
For example on my second bullet-point: stealthers rely on the presence of small groups to have much action, as they obviously cannot take an 8v8 head on (typically--it has been done). They have the option of hit-and-run vs 8-mans, but it's often hard to be there at the right time. If that's the sole part of their game play, it probably isn't going to be thriving--lots of waiting, as has been the case for years. I don't know what their niche is supposed to be in the modern game. Their most represented play-style is often as griefers; kill the loner traveling through a zone, or harass a leveling group. While they are useful during relic and keep raids, this isn't enough to keep a stealther character satisfied around-the-clock.
For my third bullet-point: my concern is the elite 8-mans vs the "plebs". It's important that plebs can find success, despite their lower skill level & organization. If this isn't possible, then people will get frustrated and quit. I felt like we saw a lot of this in Uthgard, and really, on all DAoC servers I've ever played. Somehow the eco-system has to allow for the plebs to succeed regularly, while allowing the elite the benefit of their skill & organization. Maybe others will disagree, but I think the game is far too punishing for the masses. Often the elite groups can completely conquer the masses, leaving
nothing for them. That doesn't seem sustainable.
Would love to hear others input if they've given thought to long-term issues and if they've seen any.