DAOC and ESO pvp in Cyrodiil compared

Post » Thu Mar 06, 2014 9:59 am

Many players here on the forums have talked about the similarities between DAOC and pvp in ESO. So have the devs made any significant changes or is pvp in ESO basically just a cloned version of DAOC? In other words, better or worse or the same?

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Robert Bindley
 
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Post » Thu Mar 06, 2014 7:07 am

I would like to say better myself. but time will tell for sure.

the map does not feel as large as daoc's frontiers. and it is all on one map.. daoc had three.

If you played daoc, eso is more like new frontiers than old. there are ports you can take to keeps as long as your resources to that keep have not been cut off.

there are also map markers marking hotspots.

there is alot of zerging, taking keeps.. as well as small manning the outskirts.

I, myself enjoy solo play on routes where stragglers are headed to the next keep. its very simular, with a more updated feel to it..IMO

i like it!

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Chloe Yarnall
 
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Post » Thu Mar 06, 2014 12:43 am

Wish I could say. I played DAoC PvP a bit, but I never made it to Cyrodil in the Beta. I was too busy checking out my character build and crafting and stuff. The Three-Realm concept is the same. I don't know if they will have separate PvP for lower levels like DAoC did. I actually liked that a lot because it gave you a "fair" place to get into PvP as you developed your character. You could hone your skills as you grew. Nothing worse than those idiots who "bought" someone's character at level 50 and went out into big boy PvP and had no clue how to use their toon. Very annoying.

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sharon
 
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Post » Thu Mar 06, 2014 1:07 pm

its very good and the map is similar, just pretend that the city in the middle is agramon, tho of course it doesnt function the same unfortunately
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Nymph
 
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Post » Thu Mar 06, 2014 12:56 pm

There are a lot of changes to pvp in Elder Scrolls Online when compared to the older DAoC.

1) Keep walls are destructable in ESO. In DAoC they are not. Or wasn't when I played the game.

2) No class system it is all based on abilities and weapon/armour skill lines

3) Everyone can stealth.

4) Resource points are new and the one who controls them around the keeps will often control the keep during an siege.

5) Cyrodiil has a lot of quests and pve content in it, DAoC frontiers does not. Or again didn't when I played it.

6) It doesn't take 20 people to carry the ammo and materials to build siege engines.

7) Combat is faster paced because it is not tab targeting like DAoC.

8) From the pvp I have done there are no overpowered skills I could see in play. Everyone had a counter or was able to compete even the healers.

It has reignited a lot of good memories for me, and I can not wait to play the game on release with the character and race I with to choose. In the betas I have stayed away from the Ebonheart Pact because that is the faction I wish to play on release, and didn't want to spoil the content for myself by beta testing it.

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Kayleigh Mcneil
 
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Post » Thu Mar 06, 2014 12:46 am

sigh really?

Daoc was made by Matt Firor and friends

Warhammer was made by Matt Firor and friends

someothergameidontremember was made by Matt Firor and friends

ESO was made by Matt Firor and friends

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Kelsey Anna Farley
 
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Post » Thu Mar 06, 2014 12:52 pm

One big difference is the number of siege engines used. In all my time in DAOC I think I saw a siege engine maybe twice, one ram and one catapult (this was old frontiers). Instead of using siege engines groups would just pound on the doors with their weapons. Siege engines were a royal pain to craft and transport and there was no need for them anyway. Most of the time people would just port to emain and fight group vs group, at least on my server.

Cyrodiil is DAOC on a massive, grand scale. It's everything I wish DAOC was but knew it could never be.

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James Hate
 
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Post » Thu Mar 06, 2014 4:35 pm

Daoc was made by Matt Firor and friends

ESO was made by Matt Firor and friends

fixed for you.

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ijohnnny
 
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Post » Thu Mar 06, 2014 6:57 am

I think the rezzing is a significant change. Rezzing is less limited by class by has a finite resource limit. Each rez essentially permanently costs something. This makes it easier to pick people up when needed, but ultimately more costly as well. It also bring the idea of attrition back into it. If you try to rez every single person that is going to get expensive in the long run and people in the field will run out of soul gems on long campaigns.

Forward camps are also a nifty idea that is very limited, but helps keep an assault on a keep in progress. Expensive, limited, and vulnerable though to maintain balance.

So far there is a distinctive lack of pets though. Sorcerors have pets but they are uncommandable making them far less useful.

Besides pet controls there is one thing that newer DAOC did which I'd like back. Craftable siege weapons that were better than the vanilla ones. I enjoyed being a siege crafter and bringing the fancy arms into battle. I don't think the power difference between crafted and purchasable should be as large as it was in DAOC, but I'd definitely like to see craftable siege return.

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Reanan-Marie Olsen
 
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Post » Thu Mar 06, 2014 2:58 pm

I was a siege crafter, took 6 people to carry the mats to assemble a battering ram to the keep gate, they gave it all to me then i had to make it. That was probably a reason but i think that has changed since those days.

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Emerald Dreams
 
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Post » Thu Mar 06, 2014 3:36 am

i am ready for some DF style dungeons to go in, that was so much fun in camelot.

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Samantha Mitchell
 
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Post » Thu Mar 06, 2014 8:19 am

DF or PoC. PoC was fun for the Semi Raid encounters with PvP at the same time

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NIloufar Emporio
 
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