Dark Age of Camelot News & Events & Guides
Learning from others
While the older games kind of 'happened' then evolved over time, Mythic has been able to ?well let's not beat about the bush ?copy all the good bits from other games and ditch the stuff that used to really piss people off. For example, in most RPGs you have to DAOC Platinum. This means you are given a task, and then trot off slaying monsters and generally risking life and limb for a reward. And the reward was generally so crap that you wished you hadn't bothered. So the game just turns into a hack 'n' slash fest with scant attention paid to the quests by either the players or the developers. Not so DAoC. While some of the quests are time-consuming, the reward is far better than if you'd just spent the time playing 'spank the wood elf'. So a big thumbs up there.
Another major gripe is 'twinking'. This is where a high-level player will kit out an 'alt' (another lower-level character he also plays) with an assortment of high-level gear he has but doesn't use himself, and then run about generally being a pimp. In a co-op environment this just leads to occasional bouts of jealously, but in a player-versus-player environment this gives the alt a massive advantage, and is seen by most as cheating. Mythic has got round this problem by creating level bands for pieces of equipment. In a nutshell, different pieces of armour are optimised for DAOC Plat players of a certain level. If you have some armour that is designed for a level ten player and you are level 20, it won't be much use to you. On the other hand, if you have some armour that is designed for a level 30 and you're 20, you'll break it fast. So fast, that the benefits will be very short-lived. OK, we admit this isn't perfect and someone could just keep buying more, but it's an expensive hobby. Again, some good thinking.
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