They had a mix of things and would get rid of something or bring it back.
Some of the PvE mobs like Megalodon were cool. Not sure if classic or era appropriate tbh, I'm not the DAoC beard around these parts so much.
Server was good and no buff bots is the best system imo, but it really turned into a private 8v8 club and I could never find any real kind of mass pvp. Just people taking their ball and going home if they lost... or even won (gg no re)... Quite a grind for max level and a full template just to run into that again. If the community changes and allows mass pvp / doesn't play this "pleb" denial shit from realm points, it will be great. I mean what did they have to ever prove, these top dudes would stomp groups every single time regardless of their realm rank. Just some retarded shit I guess. I'd only play a stealther here if I did play
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a day spent pve'ing in the free official trial of daoc was enough to satisfy my nostalgia. you can grind your way to 50 easily in a day or so, but i wouldn't want to spend any more time doing it again at the original xp rate. hell, altantis (when the bugs were fleshed out) was an interesting pve experience.
and maybe the time spent developing your character meant a higher retention/attachment rate than that of a insta-50 character, but the end game is pvp. there should only be 1 pvp zone. these origins servers are just playing to nostalgia. the mechanics and bonuses (once it was somewhat balanced out) broughtby toa+ made the game more interesting and more even keeled (champion levels buffs and npc buffers). as it is now, it went too far -- stacking is one of the main issues.
i haven't played it, but lethantis had an interesting idea: it was just a modified ffa pvp frontier zone. it now seems dead.
perhaps it wasn't enough but my ideal server would be:
-pvp flags: one that allow you to solo without being ganked (counter reduces after each kills/deaths. toggle flags only at keeps. resets each day. quest to get more solo immunity etc)
-claiming a land stake as a group: plant a flag, if the group dies or the flag is taken the the claim is lost.
-divide the map up into hexes and make a meta game (of the complexity of GO) of owership/claiming
-add more relic-like things or bonuses: if you own x hexes you realm get +10% heal. if you captured x numbers of things you get y bonus.
-1 zone that's a dynamic scaling in size relative to the current population: it feels empty and lonely and tradgic.
-rebalanced master levels.
-class changes across the board (some lines are defunct)
-no classes from toa+
-timer lockout from playing another realm. (ideally ffa pvp instead of rvr)
-all toa encounters and dragons are in the NF zone: maybe put df in the middle of the map -- not as a seperate zone but a reworked open dungeon; randomly spawn from a list toa encounters in random spots in the zone if you complete x quest or x meta condition.
-reduce incombat regen
-rework timers/stacking absorb
-there needs to be normalized buffs (particularly for solo ala cl buffs or npc buffers)
-a rework of the ui
-reword the crafting system into the pve and pvp. rog dropped components in crafting
-limit the entrances/exits to safe area: once you leave a safe spot, you can't return until you die or until x time passes.
-ra timers doesn't regenerate in safe areas; it adds negatively to it up to a fixed amount
-killing the same ppl returns exponentially less rp.
-... etc
effectively i want a new game. there's so much that could be done creatively with daoc as a base.. but as it is, roaming isn't enough for me now, it's dated and played out. my guess that even if there was a modded server like this -- it would still be niche and wouldn't have the turnout as something new -- like camelotunchained.