Talk:Dark Age of Camelot

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To-do list for Dark Age of Camelot: edit · history · watch · refresh
  • Expand info on clusters
  • Expand class information
  • Expand zone info
  • Include strategy?
  • Add info for multiple versions and languages (US - EU)

This is a pretty weak description of DAoC, and theres a lot of stuff there that is frankly, questionable, and I say this as someone who has played since beta, for example:

"In fact, many long-time players feel the game is now "too" easy. New players are reaching maximum level increasingly faster, and easily aquiring abilities and equipment that were, at one time, rare and difficult to aquire."

I've never come across a DAoC player who felt this way, and I suspect the only person who does the whoever wrote this WIKI. The whole ToA section need rewriting for clarity and for a more neutral point of view. --Eurhetemec 22 June 2006 20.46 GMT

I'd like to see some evidence that "For the majority of players, the most interesting part of the game is realm vs. realm combat (RvR). " and that the necromancer is focused on plery versus environment combat. This is considered conventional wisdom within the game's players, but still without ture evidence.

- A recent player survey taken at login was taken by Mythic, and most players requested that the next expansion work focus on content similar to New Frontiers- the most RvR-centric expansion.

beside the american servers there is a evenly large European community

That is true. Also, it would be nice to have the release dates of the european version of the game and addons as well. Please sign your comments! --Shadowcode 10:35, 24 January 2006 (UTC)

What is RvR? It's not really explained very good in the article.--87.122.27.183 13:06, 20 March 2006 (UTC)

The shortest way to describe RvR would be large-scale, team-based, player-versus-player siege warfare, I suppose. -- 198.151.35.6 19:51, 26 March 2006 (UTC)

Lately there is not so much siege warfare in RVR rather radom groups of people runnning around looking for fights.People have not been focusing on siege targets.

[edit] Tradeskills

I see this page goes back to 2004, but I don't see anything about the economic side of the game, such as Tradeskills, so before I go ahead and add a section I just want to ask if this is viewed as entirely irrelevant, or just not significant enough for inclusion. Cryptonymius 22:44, 29 October 2006 (UTC)

I don't think a description of the tradeskills in the game would be irrelevant. It probably doesn't need to be in too great a detail (such as a listing of all of the items craftable) and it shouldn't be a how-to (like "...then if you make orange things, you'll gain craftskill faster..."). I look forward to reading it. ju66l3r 16:13, 30 October 2006 (UTC)

Heh, no I'm not quite that crazy. Just tried to give a broad survey of the highlights so that someone who's never played the game would get an idea of what goes on. I resisted the urge to point out that one reason some players develop high-level crafters is to better serve friends and guildmates in the game, because this seems to border on a violation of NPOV. But, on the other hand, I think one thing the article is missing is mention of the fact that the game system really does seem designed to encourage, if not coerce, people to form cooperative groups both for RvR and PvE. Just not quite sure how to say it in objective terms. Cryptonymius 21:59, 30 October 2006 (UTC)