You do realize they Cyrodiil design was heavily based off of DAoC. Matt Firor was part of their team before joining Zos.
Granted the server design is more advanced but it also has a heavier load in every aspect.
NewBlacksmurf wrote: »You do realize they Cyrodiil design was heavily based off of DAoC. Matt Firor was part of their team before joining Zos.
Granted the server design is more advanced but it also has a heavier load in every aspect.
@idk
Not sure if my OP is unclear but Cyrodil isn’t Cyrodil.....it’s actually the DAoC Frontier with TES landmarks and some terrain updates.
I’m kinda of older gamer, were you a DAoC customer prior to the release of Trials of Atlantis expansion?
Also were you playing this at launch?
The mercenaries, siege weapons, everything is a direct copy with graphical updates, added TES lore and landmarks
NewBlacksmurf wrote: »You do realize they Cyrodiil design was heavily based off of DAoC. Matt Firor was part of their team before joining Zos.
Granted the server design is more advanced but it also has a heavier load in every aspect.
@idk
Not sure if my OP is unclear but Cyrodil isn’t Cyrodil.....it’s actually the DAoC Frontier with TES landmarks and some terrain updates.
I’m kinda of older gamer, were you a DAoC customer prior to the release of Trials of Atlantis expansion?
Also were you playing this at launch?
The mercenaries, siege weapons, everything is a direct copy with graphical updates, added TES lore and landmarks
ofc
NewBlacksmurf wrote: »NewBlacksmurf wrote: »You do realize they Cyrodiil design was heavily based off of DAoC. Matt Firor was part of their team before joining Zos.
Granted the server design is more advanced but it also has a heavier load in every aspect.
@idk
Not sure if my OP is unclear but Cyrodil isn’t Cyrodil.....it’s actually the DAoC Frontier with TES landmarks and some terrain updates.
I’m kinda of older gamer, were you a DAoC customer prior to the release of Trials of Atlantis expansion?
Also were you playing this at launch?
The mercenaries, siege weapons, everything is a direct copy with graphical updates, added TES lore and landmarks
ofc
Just saying it didn’t work back then, with new tech and hundreds of thousands of less players DAoC still doesn’t work without lag.
Anotherone773 wrote: »Lag and long maintenance is probably due to lower end servers and overly complicated maintenance routines. It is possible to get a bunch of people in a small area with little to no lag. Its possible to have hundreds even thousands of players in a battle with little to no lag. A game that i still occasionally play accomplishes this by using a shard system and node reinforcement. rather than have a bunch of different servers/channels/instances.
Im not a fan of "pvp only" gear,buffs,abilities,etc. Ive been down that road and it was a horrible and annoying road. Wow is notorious for that style of pvp and honestly it sucks. Many developers actually do things backwards. They create dungeons and raids, then create abilities and gear you need to complete them, and toss some pvp in there for pvpers. Then pvp is all messed up because in this one raid you have to spam this one ability like 50 times so it has a 2 second cooldown but when its used in pvp its a WTFPWN button that lets you kill everyone. So they then try to fix these types of problems by creating pvp only stuff which to me is amateurish. Sort of like fixing it with duct tape.
Instead what they should do is balance the game for PVP, then create PVE content based on the abilities and gear you can acquire. Literally every game ive played that focuses first on pvp when it comes to abilities and gear and then on pve content has not had an issue in either pve or pvp content besides minor adjustments to the FOTM.
On the other hand every game ive played that focuses on PVE first, has such terrible pvp that they should just remove it so their is less for them to deal with and they can focus on making a better pve experience. And then their are games like Wow which is one of the worst MMOs ive ever played. Has zero balance for pve or pvp.
DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
NewBlacksmurf wrote: »DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
I don’t recall this unbalanced situation you’re suggesting in DAoC.
The game by design required co-op so unless you decided to create a 1:1 situation outside of its design, the game required groups of usually 3+ players
I constantly hear about the horrible lag making Cyrodiil unplayable, and how it should be removed from ESO. Yet every time I try to join Vivec on PC/NA I get hit with a 50-150 queue and when I do fainally get in I have fun.
I constantly hear about the horrible lag making Cyrodiil unplayable, and how it should be removed from ESO. Yet every time I try to join Vivec on PC/NA I get hit with a 50-150 queue and when I do fainally get in I have fun.
NewBlacksmurf wrote: »DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
I don’t recall this unbalanced situation you’re suggesting in DAoC.
The game by design required co-op so unless you decided to create a 1:1 situation outside of its design, the game required groups of usually 3+ players
I played on Mordred where class imbalances were more pronounced. Then played on classic cluster in 8v8 or 8vZerg setting.
In a Zerg, class balance is not an issue.
In smaller fights, the fact that the three realms did not have equal access to the same classes was certainly an issue.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
I don’t recall this unbalanced situation you’re suggesting in DAoC.
The game by design required co-op so unless you decided to create a 1:1 situation outside of its design, the game required groups of usually 3+ players
I played on Mordred where class imbalances were more pronounced. Then played on classic cluster in 8v8 or 8vZerg setting.
In a Zerg, class balance is not an issue.
In smaller fights, the fact that the three realms did not have equal access to the same classes was certainly an issue.
So again....regardless of the realm if you were part of those who wanted to have your own mini-game ....it would feel off because the game design in the frontier and darkness falls was by design not intended for that gameplay.
The game was balanced tho per realm if you took time to out together an adequate group usually of 12 or more in the Frontier areas. Our guild Spirit of Saint George ran with larger numbers for relic runs and keep attacks.
Those guards would wipe you if reinforced so....the game wasn’t supposed to be a PvP small group or solo situation but ppl did it and then complained. That’s not considered unbalanced, that’s playing the game outside of its design and complaining.
That’s also happening here and causing actual unbalanced results because the devs will change all skills as a result of ppl trying to have their own mini games.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
I don’t recall this unbalanced situation you’re suggesting in DAoC.
The game by design required co-op so unless you decided to create a 1:1 situation outside of its design, the game required groups of usually 3+ players
I played on Mordred where class imbalances were more pronounced. Then played on classic cluster in 8v8 or 8vZerg setting.
In a Zerg, class balance is not an issue.
In smaller fights, the fact that the three realms did not have equal access to the same classes was certainly an issue.
So again....regardless of the realm if you were part of those who wanted to have your own mini-game ....it would feel off because the game design in the frontier and darkness falls was by design not intended for that gameplay.
The game was balanced tho per realm if you took time to out together an adequate group usually of 12 or more in the Frontier areas. Our guild Spirit of Saint George ran with larger numbers for relic runs and keep attacks.
Those guards would wipe you if reinforced so....the game wasn’t supposed to be a PvP small group or solo situation but ppl did it and then complained. That’s not considered unbalanced, that’s playing the game outside of its design and complaining.
That’s also happening here and causing actual unbalanced results because the devs will change all skills as a result of ppl trying to have their own mini games.
When you refer to “unbalanced” what do you mean?
Do you mean some classes are stronger than others?
Do you mean some alliances are stronger than others?
Do you mean a small group was able to disproportionately defeat a larger group by using skill and teamwork?
DAoC was far more unbalanced in all three of those definitions, but especially the last one. The nature of Crowd Control and Interupts in DAoC made it possible for groups of 8 to kill groups of 80. I’ve done it before and so have many others.
ESO’s neutered CC system has nothing on DAoC’s minute long mezzes, 30 second roots, or the 9 second stuns. In ESO people complain about a 4 second snare.
But DAoC didn’t use LoS as much (terrain was much smoother) so I’ll give you that one.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
I don’t recall this unbalanced situation you’re suggesting in DAoC.
The game by design required co-op so unless you decided to create a 1:1 situation outside of its design, the game required groups of usually 3+ players
I played on Mordred where class imbalances were more pronounced. Then played on classic cluster in 8v8 or 8vZerg setting.
In a Zerg, class balance is not an issue.
In smaller fights, the fact that the three realms did not have equal access to the same classes was certainly an issue.
So again....regardless of the realm if you were part of those who wanted to have your own mini-game ....it would feel off because the game design in the frontier and darkness falls was by design not intended for that gameplay.
The game was balanced tho per realm if you took time to out together an adequate group usually of 12 or more in the Frontier areas. Our guild Spirit of Saint George ran with larger numbers for relic runs and keep attacks.
Those guards would wipe you if reinforced so....the game wasn’t supposed to be a PvP small group or solo situation but ppl did it and then complained. That’s not considered unbalanced, that’s playing the game outside of its design and complaining.
That’s also happening here and causing actual unbalanced results because the devs will change all skills as a result of ppl trying to have their own mini games.
When you refer to “unbalanced” what do you mean?
Do you mean some classes are stronger than others?
Do you mean some alliances are stronger than others?
Do you mean a small group was able to disproportionately defeat a larger group by using skill and teamwork?
DAoC was far more unbalanced in all three of those definitions, but especially the last one. The nature of Crowd Control and Interupts in DAoC made it possible for groups of 8 to kill groups of 80. I’ve done it before and so have many others.
ESO’s neutered CC system has nothing on DAoC’s minute long mezzes, 30 second roots, or the 9 second stuns. In ESO people complain about a 4 second snare.
But DAoC didn’t use LoS as much (terrain was much smoother) so I’ll give you that one.
Insightful.
But those fixes aren't really great. ESO at one point didn't have lag. Its due to spaghetti code rooted into the game a long time ago affecting things it shouldn't.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
I don’t recall this unbalanced situation you’re suggesting in DAoC.
The game by design required co-op so unless you decided to create a 1:1 situation outside of its design, the game required groups of usually 3+ players
I played on Mordred where class imbalances were more pronounced. Then played on classic cluster in 8v8 or 8vZerg setting.
In a Zerg, class balance is not an issue.
In smaller fights, the fact that the three realms did not have equal access to the same classes was certainly an issue.
So again....regardless of the realm if you were part of those who wanted to have your own mini-game ....it would feel off because the game design in the frontier and darkness falls was by design not intended for that gameplay.
The game was balanced tho per realm if you took time to out together an adequate group usually of 12 or more in the Frontier areas. Our guild Spirit of Saint George ran with larger numbers for relic runs and keep attacks.
Those guards would wipe you if reinforced so....the game wasn’t supposed to be a PvP small group or solo situation but ppl did it and then complained. That’s not considered unbalanced, that’s playing the game outside of its design and complaining.
That’s also happening here and causing actual unbalanced results because the devs will change all skills as a result of ppl trying to have their own mini games.
When you refer to “unbalanced” what do you mean?
Do you mean some classes are stronger than others?
Do you mean some alliances are stronger than others?
Do you mean a small group was able to disproportionately defeat a larger group by using skill and teamwork?
DAoC was far more unbalanced in all three of those definitions, but especially the last one. The nature of Crowd Control and Interupts in DAoC made it possible for groups of 8 to kill groups of 80. I’ve done it before and so have many others.
ESO’s neutered CC system has nothing on DAoC’s minute long mezzes, 30 second roots, or the 9 second stuns. In ESO people complain about a 4 second snare.
But DAoC didn’t use LoS as much (terrain was much smoother) so I’ll give you that one.
@Thogard
Dark Age of Camelot was designed for co-op not solo. So much so that for years it was almost impossible to kill. NPCs for some classes in a 1:1 ratio struggled with yellows.
Many fought greens for little exp.
however in a group of supporting roles Tank, Healer DPS and CC you could pull 4-5 orange and red mobs. (That is balanced)
In PvP most found alone could be one shot by some ranged classes based on spec as that was the intended advantage of those classes vs another. (That’s balanced)
In raids or dungeons if you set a mix of support, DPS and CC you could kill all reds non stop
In RvR in groups of 20-150 you could take any keep if you had the right siege, resources and skills assigned (that is balanced in the design)
The only thing that could be considered unbalanced is when people complained that one class couldn’t do what another did. Like when necro launched and could solo oranges non stop with a pet build. (That’s not unbalanced).
Here is what balanced is....depending on the developer intent of gameplay, roles and players are able to experience content and progress.
Bring it back to the drawing boards and recreate Cyrodiil.
ESO can't support large zerg battles and needs to focus on small scale, loose fights. Do what you do best, do it very well and people will appreciate it more.
The game is broken and new RvR games are coming, and are going to take the player base away because players are fed up with problems. With a game that is trying to build a castle on a swamp.
Focus on what you CAN do.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »DAoC had minimal latency.
You’d get some FPS drops if you were zerging, but lag was rarely an issue.
It’s engine was streamlined for mass data transfer... basically designed to be an MMO.
ESO is not “optimized” for MMO levels of data transfer.
Also ESO is far more balanced than. DAoC ever was. The realms in DAoC had completely different classes. Bone dancers spent 3 years being OP...
I don’t recall this unbalanced situation you’re suggesting in DAoC.
The game by design required co-op so unless you decided to create a 1:1 situation outside of its design, the game required groups of usually 3+ players
I played on Mordred where class imbalances were more pronounced. Then played on classic cluster in 8v8 or 8vZerg setting.
In a Zerg, class balance is not an issue.
In smaller fights, the fact that the three realms did not have equal access to the same classes was certainly an issue.
So again....regardless of the realm if you were part of those who wanted to have your own mini-game ....it would feel off because the game design in the frontier and darkness falls was by design not intended for that gameplay.
The game was balanced tho per realm if you took time to out together an adequate group usually of 12 or more in the Frontier areas. Our guild Spirit of Saint George ran with larger numbers for relic runs and keep attacks.
Those guards would wipe you if reinforced so....the game wasn’t supposed to be a PvP small group or solo situation but ppl did it and then complained. That’s not considered unbalanced, that’s playing the game outside of its design and complaining.
That’s also happening here and causing actual unbalanced results because the devs will change all skills as a result of ppl trying to have their own mini games.
When you refer to “unbalanced” what do you mean?
Do you mean some classes are stronger than others?
Do you mean some alliances are stronger than others?
Do you mean a small group was able to disproportionately defeat a larger group by using skill and teamwork?
DAoC was far more unbalanced in all three of those definitions, but especially the last one. The nature of Crowd Control and Interupts in DAoC made it possible for groups of 8 to kill groups of 80. I’ve done it before and so have many others.
ESO’s neutered CC system has nothing on DAoC’s minute long mezzes, 30 second roots, or the 9 second stuns. In ESO people complain about a 4 second snare.
But DAoC didn’t use LoS as much (terrain was much smoother) so I’ll give you that one.
@Thogard
Dark Age of Camelot was designed for co-op not solo. So much so that for years it was almost impossible to kill. NPCs for some classes in a 1:1 ratio struggled with yellows.
Many fought greens for little exp.
however in a group of supporting roles Tank, Healer DPS and CC you could pull 4-5 orange and red mobs. (That is balanced)
In PvP most found alone could be one shot by some ranged classes based on spec as that was the intended advantage of those classes vs another. (That’s balanced)
In raids or dungeons if you set a mix of support, DPS and CC you could kill all reds non stop
In RvR in groups of 20-150 you could take any keep if you had the right siege, resources and skills assigned (that is balanced in the design)
The only thing that could be considered unbalanced is when people complained that one class couldn’t do what another did. Like when necro launched and could solo oranges non stop with a pet build. (That’s not unbalanced).
Here is what balanced is....depending on the developer intent of gameplay, roles and players are able to experience content and progress.
What does that have to do with balance? I’m really confused by what you’re trying to say.
I get that in DAoC the classes were more co-dependent. I don’t get how that relates to balance. Everything you wrote is about how different the classes and realms were, which is the opposite of balance. Please help me understand you.