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Dark
Age of Camelot Beta Impressions
King
Arthur is dead and the Realm of Camelot is being attacked by
the surrounding realms of Midgard and Hibernia. As simple as
it is, this is the background story for Mythic
Entertainment's upcoming pseudo-historical MMORPG Dark
Age of Camelot. The game is based on Briton, Norse and
Celtic Mytologies, so it is not too difficult to get into it.
In the current stage of developmet, only the Albion and
Midgard realms are available.
The first thing to do is to choose the realm in which your
character is going to live. After doing that is the moment to
select the remaining characteristics of you alter ego:
First you must select your race. There are 4 available per
realm:
- Briton, Saracen, Highlander or Avalonian in Albion
- Kobold, Troll, Norseman or Dwarf in Midgard
Then you choose gender, face and hair colour. One special
feature in the ability to set your character's height from
short via average up to high, which adds more character
customization to the character generation process.
Next thing to do is choosing the base class from one of the
following:
- Fighter, Mage, Rogue, Elementalist or Acolyte in Albion
- Viking, Mystic, Rogue or Seer in Midgard
The Acolyte and the Seer are the base classes for clerics
or Midgard healers. As usual in these kind of games, depending
on your race you have only certain classes available, so you
have some stats developed more than others. Besides those, you
receive a number of points to distribute on your basic stats
like strength, constitution, dexterity, quickness,
intelligence, piety, empathy and charisma.
And the last step before entering the game is to name the
character; in case you don't feel inspired enough the game
provides a name generator.
And it is now that the game opens to any recently created
character:
In
towns, players will find merchants, trainers, guards and NPC's,
that will provide quests. These are the 'good people'. On the
opposing side, there are lots of mobs, from the easy to kill
plague spider to dangerous giants or giant spiders, and, at
higher levels, players from other realms. All game creatures
are automatically rated when selected, which is performed by
colour codes, like in EQ.
The starting equipment consists of a practice weapon
depending on the base class. So it is time to search for
adventures to earn some coins and experience.
On leaving the home town, one realizes the map is huge and
seamless, so you can travel from one side to another without
any loading screen (that is of course, if you do not get
killed or tired of running, because the way is really long).
By killing monsters and solving quests, players get
experience and treasure. On level ups, you get training points
to raise certain skills. Once a player reaches level 5, he
must choose an advanced class, for example, the base class
rogue characters can become scouts, minstrels (bards) or
infiltrators, which adds lots of class variations…
One feature I have always found very interesting in
MMORPG's is building player groups. These allow you to see how
powerful a party formed by members of different classes can
become and how everyone plays his role in the battlefield.
DaoC is no exception here. The game encourages grouping, so
players can fight stronger monsters and get more experience,
even though solo playing is still possible.
| One
of the major differences between the mage and the fighter base
classes has been the fact that mages get new and more powerful
spells when they gain levels. DAoC's development team has
addressed this problem by giving the fighter classes new
combat styles on gaining levels. Combat styles are special
attack movements, that inflict more damage and consume
endurance the same way spells consume mana.
Another major complaints in MMORPG's is death penalty. In
DaoC, it is dealed with in a new way: The most important fact
is that equipment never gets lost - so there's no more
unprotected trips to dangerous places where one died. Until
one reaches level five, there is no death penalty, but after
that, players lose experience and get a constitution penalty.
This can be recovered praying at the character's grave built
at the death place or paying an NPC healer for a restoration
service. It is very interesting, that players can be
resurrected by clerics without any penalty, making them very
valuable.
While exploring around, one realizes that both realms have
beautiful landscapes. The downview from a hill or mountain is
really impressive, and the map is full of interesting places
to find and to explore. Graphics are stunning, especially
armour textures and the amazing spell effects.
In
other MMORPG's, PvP is restricted to players kill or get
killed by other players (EQ & AC) or to everyone fighting
anyone else, regardless of skill level (UO). In DaoC, players
can only fight characters of opposing realms. So when players
get a high level, they start taking part in the defense of
their realm and can also attack enemy outposts. Players of the
same realm coopertate in RvR (Realm vs Realm) invasions and
battles in order to get as many enemy relics as possible.
Doing this they will get realm points that will allow, for
example, to buy titles.
The beta development is currently testing PvP and with the
Celtic Realm and Hibernia as well as trading skills, player
guilds and dungeons to be added soon this game seems to be the
evolution in MMOPRG's players are waiting for. DAoC could be
the next Online Game to be released after Anarchy Online, the
second generation in MMORPG's and both will be on top of
players' preferences, so they have lots of efforts on their
design.
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