Developer: Rob Frazier
Greetings everyone,
While the first half of 1.101 goes to Pendragon, I wanted to communicate with you all what the Content portion of this and the next patch or so entails. We’ve gone through various bits of what we deemed high priority feedback and implemented changes based on that.
Developer: DJ Frazier
Class Balancing in Dark Age of Camelot is a rather daunting task. With 45 classes in three separate realms and only one class shared between them, there is an incredible complexity to the balance. While it gives the game a lot of depth, it also makes the interaction between different classes incredibly complex. It’s easy enough to spot the areas that are in greatest need of adjustments, but figuring out exactly what needs to be changed is often more difficult. Adjustments can be made, from changing spell delves and power costs to tweaking recast timers. While these solutions may sometimes “fix” the problem, usually all they do is alleviate it in place of a much more permanent and beneficial fix.
Developer: Rob Frazier
Hello All,
My name is Rob Frazier, and I've been with Mythic for eight years now. For the majority of that time I've worked on DAoC. Content wise, I've worked on everything from Catacombs up to the Dragon Campaign. That Campaign was my baby. I was the lead designer and implementer for the epic content, and I'll always cherish the work that I and the other implementers did on that project. Here's a bit of history on how things got to be as they are now.
Developer: Howard Marans
My name is Howard Marans, and I have recently rejoined the Dark Age of Camelot development team.
Developer: Adam Coleman
Hello,
My name is Adam Coleman, and I am happy to announce I have returned to the Camelot team. Since the launch of Warhammer, I have headed up the Tome of Knowledge. Before that, however, I worked on Dark Age of Camelot on the new user area, ghost keeps, doppelgangers, and much more! I also hosted many of the Round Tables for 2007 and 2008. Prior to joining Mythic two years ago, I had been a hardcore Dark Age of Camelot player since beta, and before that, I was a remote Game Op for Mythic's old text MuD Darkness Falls: the Crusade where I designed areas and ran events.
Developer: Knight Generalist
What is there that can be said about Dark Age of Camelot? I have so many memories that surround me that include this game, whether it be the fun moments I had with guild mates/realm mates or RL moments and friends I have accumulated because of the game. This game has brought me love <3 and good friends – two very close friends in particular who are like sisters to me, and I am so thankful to have them in my life – and a friend who was lost due to illness who I still miss to this day.
Developer: Mike Stone
Greetings!
My name is Mike Stone, and I was part of the DAoC team a few years back during the Darkness Rising and Labyrinth era. Some of my responsibilities included design and implementation of the Darkness Rising and Labyrinth dungeons, terrain re-designs of all player starter areas. I was also Live Producer during the New Frontiers Keep re-vamps, and have hosted a few DAoC road trips that some of you may have attended :)
After working on DAoC for many years I moved to the Warhammer Online team. There I managed a team that built and worked on the living capital cities, Altdorf and The Inevitable City, where a fantastic group of people created exciting PvE content and ambiance. We really raised the bar on city designs and content from other MMOs and I am happy to have been a part of that.
I have returned to DAoC and am very excited to be a part of a fantastic team and all of the exciting things to come. The future of DAoC is bright, and I’m happy to be a part of it.
I look forward to speaking with everyone again soon. Stay tuned :)
- Mike Stone
Developer: Knight of Midgard
Things have been incredibly busy for me, both personally and around here. Keeping up with the VNBoards, Facebook, Twitter, our Knight Boards, work, family and friends is really exhausting! The weather here in the northeast has been dreary and I feel like I've been living in a rain cloud!
When Lori decided to announce the transfer information publicly, I knew that there was going to be a TON of questions generated from the information. I have tried my best to keep up with all of the numerous threads, comments and such along the way. I will say, there are a lot of them! I'm doing my best to get them answered.
The first issue of the Inquisition dealing with the transfer was a compilation of stuff Lori had already answered and we put together with the questions and on a main avenue that many players read. Not everyone is a Facebooker or Twitterer...Tweeter? Twitter? I don't even know what to call them... So, if you have any questions, put them through on the Herald feedback, or feel free to shoot me a PM on the VN's, I post as Zylian_Gareth! See you all on Ywain!!
Developer: Lori Hyrup
First off, nothing in this entry is set in stone. Second, it will be impossible to make everyone happy.
Situation:
Devon - Excellent Shape
Killibury - Limping along
Bossiney - Nearly Dead
Mordred - Undead
Gaheris - Not as dependent on population
Considerations:
Devon - Too much character data, cannot accept more servers to its cluster.
Killibury - Needs more population
Mordred - Desperate for any additional bodies
Gaheris - Not as dependent on population
Bossiney - Desperately needs more population, but since there is no one else around with this ruleset, where do you get it?
Developer: Knight Generalist
I have to say, after all these weeks, I'm still excited about what might be. Don't get me wrong, some things have been amazing so far. The communication between us and Developers (and between Developers and community directly) has been great, and hats off in that regard. I'm just not sure how it will all work out with everyone being as effective as we can be.












