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vangonaj
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Postby vangonaj » Apr 05, 2016 22:26

Will all races start in the same village? Or will be like in old days trolls in galpen, kobolds in fort atla...
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An7ony
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Postby An7ony » Apr 05, 2016 22:31

vangonaj wrote:Will all races start in the same village? Or will be like in old days trolls in galpen, kobolds in fort atla...


I would love the old starting towns

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shurick
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Postby shurick » Apr 05, 2016 22:33

vangonaj wrote:Will all races start in the same village? Or will be like in old days trolls in galpen, kobolds in fort atla...



It will be like the old days. Each race starts in their appropriate town. Troll in Galpen, Highlander in Humberton, Briton in Prydwen etc
Sarge - Healer
Zulus - Berserker
Alec / Aleck - Percival, Albion

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Aliasss
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Postby Aliasss » Apr 05, 2016 23:51

vangonaj wrote:Will all races start in the same village? Or will be like in old days trolls in galpen, kobolds in fort atla...


I think it's a good thing for an overall good classic experience, also because very often (in alb) areas like Humberton and Avalon marsh are almost ignored....

I remember the first mob I killed on daoc and it was a boar in Humberton :cry:

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Alcyon
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Postby Alcyon » Apr 06, 2016 00:13

vangonaj wrote:Will all races start in the same village? Or will be like in old days trolls in galpen, kobolds in fort atla...


Hi Vangonaj.

The information that you have requested has been revealed in old news posts:

Nayru wrote:Original start locations have been restored, and our world reflects these changes. Cotswold, Mularn, and Mag Mell are once again growing and thriving villages.


Starting locations for Shrouded Isles classes will be: Cotswold, Mularn and Mag Mell. This is temporary until Shrouded Isles is released.
People coming together as a community can make great things happen.

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Rufus_The_Hermit
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Postby Rufus_The_Hermit » Apr 06, 2016 00:32

Nezix wrote:But there were bonuses like RvR +Damage, RP earned, etc for owning keeps both as a realm and guild. Those can really stack up to make as much difference as the relics.

Austerim wrote:http://www.levelattack.de/daoc/daoc_news/testpatch147.html

Towards the bottom explains how the keep system will work. :)


Yes, those are the boni and rewards for claiming keeps. The "keep system". What I meant is how siege game actualy WORKS, how it happens, how actually enjoyable it is BY ITSELF. My point is that the NF map and its keep layouts as well as all those "extras" (boiling oil, mobile siege equipment, deployable/diminutive siege apparatus, destroying walls...) resulted in a better more interesting and sofisticated possibility of siege game. No big deals of reward were necessary in NF to encourage people to go to keeps and USE them because doing siege was... just... fun. Now in OF... :roll: It took quite a lot of "encouraging" to draw people to keeps, otherwise those buildings ended up deserted most of the time. RvR was milegate fest until Uth 1.0 enhanced the rewards for taking a keep, and still after that you would not see much actual siege: people would just skirmish in front of doors, the keeps were just a time-taker for attackers (braking doors) to allow the defending realm to gather and go there meet the attackers, nobody would actually USE them for defense or strategy.

Even those who, unlike me, do not care much for siege and prefer open field instead have got to admit that you can do MUCH more in a NF keep layout then an OF one. Liking siege more then open field is an opinion of mine, yes, but NF being more "resourceful" for sieges is a fact.

The rewards for claiming a keep and the benefits for mantaining one are an apart story, that is not what I mean. I am indifferent to those, actually. I am in for the attacking and defending of a keep for the plain fun of it. Think of Mount and Blade ;)

So this is what I mean when I say that I am curious about this "reconstructing of keeps and siege weapons" that the developers mention on the news: I am hoping to see what they come up with to make siege game to be more ENJOYABLE (fun wise), not necessarily PROFITFUL (reward wise).

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Nezix
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Postby Nezix » Apr 06, 2016 00:43

Rufus_The_Hermit wrote:So this is what I mean when I say that I am curious about this "reconstructing of keeps and siege weapons" that the developers mention on the news: I am hoping to see what they come up with to make siege game to be more ENJOYABLE (fun wise), not necessarily PROFITFUL (reward wise).


Well unfortunately for those more interested in the process of siege warfare, the staff will be giving us the closest thing to 1.65 OF as they can. They've said they would prefer to have as few custom things as possible at launch, but post-launch they may decide to make custom changes if they think it's best.
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Merlin: Arthur, what is best in life?
Arthur: To crush your enemies, to see them driven before you, and to hear the lamentations of their Lurikeens.

dirkfald
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Postby dirkfald » Apr 06, 2016 01:03

Thank you for keeping this project alive guys ! Looking foward to test it :grin:

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Njor
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Postby Njor » Apr 06, 2016 01:14

Alcyon wrote:
vangonaj wrote:Will all races start in the same village? Or will be like in old days trolls in galpen, kobolds in fort atla...


Hi Vangonaj.

The information that you have requested has been revealed in old news posts:

Nayru wrote:Original start locations have been restored, and our world reflects these changes. Cotswold, Mularn, and Mag Mell are once again growing and thriving villages.


Starting locations for Shrouded Isles classes will be: Cotswold, Mularn and Mag Mell. This is temporary until Shrouded Isles is released.


That post does not answer the question really imho, Cotswold, Mularn, and Mag Mell were the starting locations only for a few race/class combos, below are the 'old' starting areas in 1.65, SI classes start in their respective SI main citys afaik...

according to allakhazamhttp://web.archive.org/web/20030801122216/http://camelot.allakhazam.com/Start_Zones.html
<<
Albion:

Briton:
- Fighter in Prydwen Keep in Camelot Hills
- Rogue in Cotswold Village
- Mage in Adribard's Retreat
- Elementalist in Cotswold Village
- Acolyte in Prydwen Keep in Camelot Hills

Highlander:
- Fighter in Humberton Village in South Black Mountains
- Rogue in Ludlow Village in South Black Mountains
- Acolyte in Humberton Castle in South Black Mountains

Avolonian:
- Fighter in Adribard's Retreat
- Mage in Lethanis Association in Campocorentin Forest
- Elementalist in Lethanis Association in Campocorentin Forest
- Acolyte in Adribard's Retreat

Saracen:
- Fighter in Campocorentin Station in Campocorentin Forest
- Rogue in Campocorentin Station in Campocorentin Forest
- Mage in Ludlow Village in South Black Mountains


Hibernia:

Celt:
- Guardian in Connla in Shannon Estuary
- Stalker in Howth in Silvermine Mountains
- Naturalist in Connla in Shannon Estuary
- Magician in Howth in Silvermine Mountains

Lurikeen:
- Guardian in Mag Mell
- Stalker in Ardee
- Magician in Connla in Shannon Estuary

Firbolg:
- Guardian in Ardee
- Naturalist in Ardee

Elf:

- Guardian in Howth in Silvermine Mountains
- Stalker in Mag Mell
- Magician in Mag Mell


Midgard:

Norseman:
- Viking in Vasudheim in East Svealand
- Mystic in Vasudheim in East Svealand
- Rogue in Vasudheim in East Svealand

Kobold:
- Viking in Fort Atla in Gotar
- Mystic in Fort Atla in Gotar
- Rogue in Fort Atla in Gotar
- Seer in Haggerfel in Vale of Mularn

Troll:
- Viking in Galplen in Myrkwood Forest
- Seer in Galplen in Myrkwood Forest

Dwarf:

- Viking in Mularn in Vale of Mularn
- Mystic in Mularn in Vale of Mularn
- Rogue in Haggerfel in Vale of Mularn
- Seer in Vasudheim in East Svealand
>>

cheers

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dongenergy
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Postby dongenergy » Apr 06, 2016 01:26

Njor wrote:
Alcyon wrote:
vangonaj wrote:Will all races start in the same village? Or will be like in old days trolls in galpen, kobolds in fort atla...


Hi Vangonaj.

The information that you have requested has been revealed in old news posts:

Nayru wrote:Original start locations have been restored, and our world reflects these changes. Cotswold, Mularn, and Mag Mell are once again growing and thriving villages.


Starting locations for Shrouded Isles classes will be: Cotswold, Mularn and Mag Mell. This is temporary until Shrouded Isles is released.


That post does not answer the question really imho, Cotswold, Mularn, and Mag Mell were the starting locations only for a few race/class combos, below are the 'old' starting areas in 1.65, SI classes start in their respective SI main citys afaik...

according to allakhazamhttp://web.archive.org/web/20030801122216/http://camelot.allakhazam.com/Start_Zones.html
<<
snip
>>

cheers


the two big takeaways i get from the quoted sections are "Original start locations have been restored," and "Starting locations for Shrouded Isles classes will be: Cotswold, Mularn and Mag Mell."

so i take it to mean that all the normal races start at their proper towns (as you listed) and all SI races (regardless of class) start at the 3 spots alycon said
fistina

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Njor
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Postby Njor » Apr 06, 2016 01:36

dongenergy wrote:...
Nayru wrote:Original start locations have been restored, and our world reflects these changes. Cotswold, Mularn, and Mag Mell are once again growing and thriving villages.

...

the two big takeaways i get from the quoted sections are "Original start locations have been restored," and "Starting locations for Shrouded Isles classes will be: Cotswold, Mularn and Mag Mell."

so i take it to mean that all the normal races start at their proper towns (as you listed) and all SI races (regardless of class) start at the 3 spots alycon said


yes, thats what I hope it means too, but Nayru is only referring to Cotswold, Mularn, and Mag Mell, while other starting locations like Prydwen, Fort Atla and Ardee would also get to be 'growing and thriving villages' but are not mentioned....

cheers

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Alcyon
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Postby Alcyon » Apr 06, 2016 02:14

To elaborate on my post further. Yes - all starting locations are intergrated as seen in 'Njor's' post.
People coming together as a community can make great things happen.

Sinno
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Postby Sinno » Apr 06, 2016 02:23

This is such awesome news. Truely.
On that note, can we get an update on how to download Dawn of Light or how we will be expected to log in?

Cheers

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Nezix
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Postby Nezix » Apr 06, 2016 02:41

Sinno wrote: On that note, can we get an update on how to download Dawn of Light or how we will be expected to log in?


They may not release all of that information until the beta starts just to simulate how easy it is for people to get through it.

Regardless, you are going to want to download a fresh copy of DAoC that hasn't been modified by another freeshard.

http://darkageofcamelot.com/downloads
Nezix - 50 Minstrel <The Band>

Merlin: Arthur, what is best in life?
Arthur: To crush your enemies, to see them driven before you, and to hear the lamentations of their Lurikeens.

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Zippity
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Joined: Oct 23, 2007 00:00

Postby Zippity » Apr 06, 2016 03:30

What kind of client is the revamp going to utilize? The 1.65x version or the modern ones? I understand there were a lot of exploit fixes in newer clients that add incentive to using those but for me, a truly immersive experience is one where Im using the old clients with "era specific character jumping" and the old character selection /creation screen.

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