Just a question I can probably find out once I get home, but after you hit 50, what else is there for PvE? Are master levels enabled?
jg777 wrote: ↑Thu 21 Feb 2019 3:17 AM
We don’t need more PvE content that affects RvR by increased itemization/encounters to get uberloot necessary to compete in RvR. DAoC was not a PvE centric game and never will be, it’s about the RvR experience. There are so many better games available for PvE, players interested in PvE ought to seek out those games for a vastly more enjoyable experience than DAoC. We don’t even have the quests ingame available from before to demonstrate the lack of PvE focus this server has- and that was a smart move by Phoenix staff in my view.
defiasbandit wrote: ↑Thu 21 Feb 2019 7:37 AMjg777 wrote: ↑Thu 21 Feb 2019 3:17 AM
We don’t need more PvE content that affects RvR by increased itemization/encounters to get uberloot necessary to compete in RvR. DAoC was not a PvE centric game and never will be, it’s about the RvR experience. There are so many better games available for PvE, players interested in PvE ought to seek out those games for a vastly more enjoyable experience than DAoC. We don’t even have the quests ingame available from before to demonstrate the lack of PvE focus this server has- and that was a smart move by Phoenix staff in my view.
This why Mythic poured all their efforts into designed Trials of Atlantis.....
defiasbandit wrote: ↑Thu 21 Feb 2019 7:37 AMjg777 wrote: ↑Thu 21 Feb 2019 3:17 AM
We don’t need more PvE content that affects RvR by increased itemization/encounters to get uberloot necessary to compete in RvR. DAoC was not a PvE centric game and never will be, it’s about the RvR experience. There are so many better games available for PvE, players interested in PvE ought to seek out those games for a vastly more enjoyable experience than DAoC. We don’t even have the quests ingame available from before to demonstrate the lack of PvE focus this server has- and that was a smart move by Phoenix staff in my view.
This why Mythic poured all their efforts into designed Trials of Atlantis.....
jg777 wrote: ↑Thu 21 Feb 2019 11:19 AMMost former DAoC players left DAoC around ToA and it’s widely known the majority of the playerbase did not appreciate the extended and mandatory PvE content they had to grind through to be competitive in RvR. It’s no secret players mainly loved DAoC because of the RvR, not because of the PvE. Additionally, while creating a larger gap between a new player and being RvR competitive may make sense from a financial standpoint, this server has nothing to gain yet everything to lose from it. We don’t need more PvE content introduced on this server, focus on the RvR side of things.
chryso wrote: ↑Thu 21 Feb 2019 1:16 PMjg777 wrote: ↑Thu 21 Feb 2019 11:19 AMMost former DAoC players left DAoC around ToA and it’s widely known the majority of the playerbase did not appreciate the extended and mandatory PvE content they had to grind through to be competitive in RvR. It’s no secret players mainly loved DAoC because of the RvR, not because of the PvE. Additionally, while creating a larger gap between a new player and being RvR competitive may make sense from a financial standpoint, this server has nothing to gain yet everything to lose from it. We don’t need more PvE content introduced on this server, focus on the RvR side of things.
I do not think tha is true. I know people like to say that but Mythic put out a couple more expansions AFTER TOA. If the playerbase had already left then I doubt they would have continued creating expansions.
chryso wrote: ↑Thu 21 Feb 2019 3:28 PMI think the leaving of players may also be due to WOW coming out about that time more than a lack of desire to PVE.
defiasbandit wrote: ↑Thu 21 Feb 2019 6:01 PMTrials of Atlantis was the most popular expansion. DAOC population peaked during ToA. Most DAOC players spent more time doing PvE than RvR. That is why Mythic made ToA in the first place.
DAOC didn't die because of ToA, it thrived. Without ToA the SI population would have kept dropping. WoW is what killed DAOC and tanked the population.
These are all facts.
Jg777 you are making all of that up.
defiasbandit wrote: ↑Thu 21 Feb 2019 6:01 PMTrials of Atlantis was the most popular expansion. DAOC population peaked during ToA. Most DAOC players spent more time doing PvE than RvR. That is why Mythic made ToA in the first place.
DAOC didn't die because of ToA, it thrived. Without ToA the SI population would have kept dropping. WoW is what killed DAOC and tanked the population.
These are all facts.
Jg777 you are making all of that up.
Yeah, I agree with the item grind.kmark101 wrote: ↑Thu 21 Feb 2019 8:06 PMDAOC playersbase was always PvE centric, only a tiny amount of - vocal - population prefers RvR over PvE.
I have to agree with desfias for once (zomg...!), Mythic recognized this and made ToA.
The whole reason why Phoenix is more popular one month after release is the awesome PvE experience they have created. Just look around in your guilds, everyone is already rerolling their 2nd or 3rd alts. Nothing proves PvE centric playerbase more than that. Phoenix have a bright future because people can reroll 39 times to PvE with all classes. Similarly, the reason Uthgard died off quickly because the lack of fun PvE (there, the moment that ppl hit 50 after weeks/months of grind, they rerolled the next day...). Eventually, after many many rerolls and PvE, people do casual RvR, but with a big enough population it means constant RvR action with the remaining 20% of players who prefer RvR, so it all evens out and the server is healthy.
Now the ToA topic, what killed the population in ToA was the item xp grind, because it was toxic... relam mates had to fight against each other for pops, the whole playerbase started to build hatreds against friends, it was just stupid game design. The raids and boss killing parts of ToA were beautiful and everyone loved it. If ToA ever gets implemented, that's where we should stop: raids and mob killing, similarly to current SI raids. Without the item xp grind retardness, it would provide an awesome PvE experience and the server would stay healthy for a much longer time.
borodino1812 wrote: ↑Thu 21 Feb 2019 8:49 PMI guess we all experience things differently, but for me ToA made me quit daoc. I levelled a Nightshade at release, and I loved the class in rvr. ToA forced me into another pve grind, which didn't interest me the slightest. I wanted to rvr. Once my character was no longer competitive due to me not playing ToA, I quit daoc. I think many went through the same.
If you introduce ToA here, with mandatory pve grouping for encounters, you will see the same mass exodus. Perhaps even more so now, the players are today even more focused on optimal pve groups.
People don't want to be forced to pve to be competitive in rvr.
The current ruleset strikes a good balance.
borodino1812 wrote: ↑Thu 21 Feb 2019 8:49 PMI guess we all experience things differently, but for me ToA made me quit daoc. I levelled a Nightshade at release, and I loved the class in rvr. ToA forced me into another pve grind, which didn't interest me the slightest. I wanted to rvr. Once my character was no longer competitive due to me not playing ToA, I quit daoc. I think many went through the same.
If you introduce ToA here, with mandatory pve grouping for encounters, you will see the same mass exodus. Perhaps even more so now, the players are today even more focused on optimal pve groups.
People don't want to be forced to pve to be competitive in rvr.
The current ruleset strikes a good balance.
borodino1812 wrote: ↑Fri 22 Feb 2019 12:46 AMI think the premise that most people who played daoc when toa went live loved pve, is false. It certainly does fit with my experience. We wanted to fight for the realm, not being bogged down in pve.
What is clear is that the numbers dropped sharply some time after ToA went live.
Introducing ToA here would be a big mistake in my opinion, but ultimately the devs have to decide if ToA is part of their vision for Phoenix.
chryso wrote: ↑Fri 22 Feb 2019 1:13 PMThe time I think a lot of people left DAOC was after new frontiers came out they changed the way RPs are distributed such that a high RR toon got very few RPs when killing a low RR toon. I remember people being very angry about this saying they were now getting very few RPs for a nights play.
Looks like DAoC experienced a boom in population when ToA came out and had the massive drop a few years later when Darkness Rising came out. Master Levels were kinda stale, and there was WoW, so I can see that.dudis wrote: ↑Fri 22 Feb 2019 1:25 PMchryso wrote: ↑Fri 22 Feb 2019 1:13 PMThe time I think a lot of people left DAOC was after new frontiers came out they changed the way RPs are distributed such that a high RR toon got very few RPs when killing a low RR toon. I remember people being very angry about this saying they were now getting very few RPs for a nights play.
Daoc is the blue line
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