November 09, 2006 - With Mythic's newest expansion pack coming out next week, we chatted a bit with Dark Age of Camelot Producer Walter "Moderately Evil Overlord" Yarbrough to learn more about Labyrinth of the Minotaur and other upcoming changes.
What were the major goals of this year's expansion?
The goals were:
1) Provide a small power increase for existing high end players
2) Provide a new race and class for all players
3) Deliver all of this through new, exciting content.
And this expansion was intended, from the outset, to be our most RvR focused and friendly expansion to date.
How do you think the Labyrinth and Minotaur Relics will impact Dark Age of Camelot in general?
The design of the Minotaur relics is intended to add a new RvR game to the Frontiers - our goal is to have at least five of the new relics in the frontiers every night. We felt that our existing tower, keep and relic RvR games were already fun and challenging for our players, so the Minotaur relic game is designed to complement RvR.
The new inventory slot is pretty good. What's the reasoning behind adding it?
In many online games and most expansions, new items, abilities or levels exponentially increase player power. For example: A 10% increase in damage, with a 10% increase in armor, along with a 10% increase in total player hit points results in much more than a 30% increase in player power. The end result of this increase in player power is that 'old' encounters and content become easily farmed. And in an RvR game like Camelot, RvR balance can be transformed drastically.
So, in Labyrinth of the Minotaur, we only have one area where players can increase their item power - the Mythical Slot. Since we know that players can only have one Mythical item at a time, we can offer powerful items to the players in this slot, without worrying about an exponential increase in power.
A lot of the new stuff is tied to pre-requisite champion levels. Will players who haven't purchased LoTM be able to keep up to people who have?
A moderate power increase is just that, a moderate power increase. So, yes, players who purchase LoTM, complete Champion level 10 and acquire their 'best' Mythical slot item will be more powerful than those who have not. We are fully aware that some players see any improvement as dramatically different, but "dramatically different" was not part of our design.
A good group, co-ordination, and RvR experience would allow Champion level 5 players to compete, of course.
What's included in the expansion that you're most proud of, but hasn't really seen any attention yet?
The improvements that have been in the patch notes, but not seen much emphasis are the client optimizations that will launch with the expansion. We've staffed up our team this year, and we had fresh eyes (and the programming bandwidth) to look at our game client.
The client that launches with Labyrinth (and is patched to all of our other clients) should be the best performing client we've had in years.
The double XP thing for classic zones was really cool. Will you guys ever go back and redo the loot tables for the old zones?
Based on our feedback and our data, it seems like we don't have to. At least, we don't have to for the immediate future. Players enjoyed the experience bonus enough to return to the classic zones without updated loot
I've heard some murmurs about crafting changes, like taking out the quality aspect in items. What sort of crafting changes are on the discussion table?
The immediate plans are:
1) Allow any character to choose any tradeskill, including Spellcrafting and Alchemy.
2) Allow characters to choose additional tradeskills, with no limit on how many they can choose. This means that a character is able to choose all tradeskills to skill up.
3) Imbue values will be equivalent across all quality percentages. For example, a level 51 item will have 32 imbue points at any quality.
There is more to come.
The Mauler is a pretty beefy class (no pun intended). What assurances do players have that the class won't be nerfed into oblivion down the road?
Well, one thing to remember is that it is nearly impossible given a game of this complexity to foresee how all the different skills and strategies will come together in regards to fighting against (and alongside) the new class. We can only respond to feedback, which, with the mauler, is being sent to us as overpowered, underpowered, and just right. We make adjustments throughout the testing process, and will continue to do so.
But with the mauler specifically, he's a terror in 1v1, because he gains power as he is damaged. He won't have that kind of effect on RVR combat. That's our theory, anyway, and if we're wrong, we will make changes.
Realistically, and in general, if we need to make changes in the future, we'll make them. The nature of an RvR game means that we have to make changes to keep the gameplay fun and challenging for all of our players.
Most hybrids have yet to go under the magnifying glass for class re-balancing. After the expansion comes out, which classes are next for some class boosts?
Well, Valkyries and Thanes got some serious attention lately, and seem to be doing better. Most of the other hybrids are performing well, but, of the hybrids, we'll next take a look at Wardens and Friars for some boosts. There may be other classes we work on for 1.87, of course.
New Frontiers is neither new anymore nor friendly to low population realms. Any plans for a new and improved Frontiers any time soon? What are you feelings about the current state of RVR?
No, we're not planning on a New New Frontiers in the immediate future. As for the current state of RvR - we're going to be looking at our relic endgame in the two to three patches after the expansion. Our goal is for long term balance across all three realms. Right now, our long term relic ownership is not as balanced as we would like, and we'll address that.
If you could go and re-do / modernize any zones or dungeons in the game, which would you pick?
We've already redone everything in the game at least once! These days, our oldest assets in game are in Player Housing and Shrouded Isles. At this stage the vast majority of our art assets in game are solid, and we really need tech improvements to make things shine.
I know you guys have stated that there will never be a Dark Age of Camelot 2. But, from the outside looking in, it appears that as the game ages and so many programmers contribute their own versions of code, it's just a matter of time before Dark Age of Camelot "awakens" and becomes a sentient being bent on world domination. Has your hard stance on making a sequel changed?
To be 100% clear, what we've always said is that there won't be a DAoC 2 while Camelot still has the support of the community. That was supposed to be the message, anyway. At some point in time, a fresh Camelot MMOG may make sense, but that day is not today.
And, quite frankly, we still have the best RvR game on the market, so the mission of those on the Camelot team remains unchanged: Make the game better today than it was yesterday.
Thanks, Walt.