Temijin
11-30-2008, 08:06 PM
As I study this game, it seems to be a hybred between Asherons Call and Ultima Online with updated graphics and new features. Having played UO on day one on the Pacific server and lived through all the troubles of the first 2 years of the game (left when they nerfed dragon taming) and played for over a year on the AC PvP server, a couple of things observed in these games could be applied to DO.
I thought I would list some of them as points of discussion.
1. Holding territory of any size will require numbers available around the clock. Multiple time zone players will be needed.
2. Recruiting will need to be continuos as many find they can't have full PVP and leave the game.
3. Alliances will be necessary to put the numbers in the field needed to defend and attack key locations. Since our chose race hates everyone, alliances within our race will be the norm. Establishing them early will help prevent grudges from ganking being developed that could make an alliance later more difficult.
4. There will be cookie cutter builds developed for all roles. These builds will vary a bit as the game is adjusted during the first 6 months but will stabiilize soon after. The faster we determine and build towards them the better.
5. Picking a server that will be populated by known established guilds is not necessarily the way to go. These guild arrive on day one with large numbers that clog the server and force solo players to other servers. When these guilds leave (they always do eventually), the server becomes barren. New players avoid them as they cannot compete. They head to newer servers to have more of an even start with others. You get lots of competition early but little later.
6. Smallish raiding parties can have PvP succuss hitting known grinding areas but to take places of power will require zergs as they will typically be defended.
I thought I would list some of them as points of discussion.
1. Holding territory of any size will require numbers available around the clock. Multiple time zone players will be needed.
2. Recruiting will need to be continuos as many find they can't have full PVP and leave the game.
3. Alliances will be necessary to put the numbers in the field needed to defend and attack key locations. Since our chose race hates everyone, alliances within our race will be the norm. Establishing them early will help prevent grudges from ganking being developed that could make an alliance later more difficult.
4. There will be cookie cutter builds developed for all roles. These builds will vary a bit as the game is adjusted during the first 6 months but will stabiilize soon after. The faster we determine and build towards them the better.
5. Picking a server that will be populated by known established guilds is not necessarily the way to go. These guild arrive on day one with large numbers that clog the server and force solo players to other servers. When these guilds leave (they always do eventually), the server becomes barren. New players avoid them as they cannot compete. They head to newer servers to have more of an even start with others. You get lots of competition early but little later.
6. Smallish raiding parties can have PvP succuss hitting known grinding areas but to take places of power will require zergs as they will typically be defended.