What we miss is a housing system, the vendors that sold our stuff, the massive amount of classes (to note, not all were really that different of the other) or Campaigns. New expansion packs tend to give you additional levels, similar to the VR system at ESO, but one also introduced a Champion System with quests and skills, Darkness Rising it was called.ĮSO isn't a DAOC, but some similarities do exist. There were keeps, towers to claim and artifacts which you could steal from the enemy faction.īoth PVE and RVR awarded you with ability points that you could invest into a huge amount of skills. Once you reached max level 50, you could advance to the RVR large scale content which was a huge zone that fell apart after King Arthur died. Besides that, every battleground had keeps, that you could claim for your faction. As example, kill enemy players of the Albion faction or kill some swamp witches (NPCs) and frogs. These battlegrounds had quests, you could do them in pve or pvp. Once you reached level 10, battlegrounds became a thing and they were in brackets so that a lot of people tried to stay on top of the bracket before moving to the next. Imperial City concept was there call Dark Fallsįrom level 1-9 you did PVE, like unlocking your riding skill, helping some folks against NPC´s of the enemy faction. Think of Cyrodil but without any queues (as the game was server based, not a massive server like this) It wasn't more PvP based.just that the game was more developed than this is so far.Įxpansions for DAoC brought a lot of PvE content but the level max stayed at 50 and worked as content was new and fun but no level grinds. was DAOC open world PVP? I looked at a map and I didn't see a "central war-zone" like in ESO. So DAOC was more PVP focused? So the only fair comparison between the two would be the PVP portion of the game I guess. Especially since the thing that made me question the similarities are two relatively new mounts in ESO. I am looking for opinions that take into account how ESO has grown/changed/developed. I read through both articles on Tamriel Foundry They were written Februand March 7, 2013, so well over two years ago and they were based not on gameplay experience but on reported features. ![]() No guard, no targetted heal, no target assist, thus limiting a lot the teamplay.ĮSO's gameplay promotes the zerg for a very simple reason: healing and buffs are applied to a small perimeter and in most cases around the caster, who is therefore close to the raid leader with all his teammates, so everyone can get healed, and buffed, and dispelled. It's therefore easy for a caster to kite and hit a melee class, despite the gap closers. ![]() ![]() ![]() Most spells have no cast time, and therefore cannot be interrupted. No positioning skills: 360 degrees block box, no bonus when hitting someone in the back, no flancking bonuses. Only a few combo: only a few spells really synergize together, thus limiting the gameplay. The consequence is that it's not possible for a small group of players to manage the masses, and there is nothing efficient enough to counter the zerg. Crowd control spells are quite limited in effect compared to those of DAoC: lack of ranged AoE mezz, lack of ranged AoE roots, very short CC duration, every one can self purge.
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