MEAGA! Make Epic Armor Great Again: Creating a sustainable community culture through increased access.
Posted: Fri Sep 05, 2025 5:33 pm
As a veteran player who's been with DAOC since launch—through multiple hiatuses and returns—I want to start by saying that Eden has created something truly special. The passion and dedication of this team is evident in every aspect of the server, which is why I'm writing this feedback from a place of genuine appreciation and investment in our community's future.
What's Working Brilliantly: The Battlegrounds Model
My most memorable and enjoyable experiences on Eden have consistently been in the battlegrounds. Why? Two key factors create an environment where skill and strategy shine:
Template Accessibility: Bounty Gear ensures everyone enters with competitive equipment
Balanced Competition: Similar realm ranks create fair, engaging fights
The result? Thrilling RvR where victories feel earned and defeats feel like learning opportunities rather than foregone conclusions.
The 50 RvR Challenge: A Tale of Two Player Types
However, 50 RvR tells a different story. While I don't want to diminish the dedication of players who invest significant time in template optimization—they've earned their advantages—there's an unintended consequence: casual players like myself face such a steep gear disadvantage that meaningful participation becomes frustrating rather than fun.
The Business Case for Change
Here's what I believe we're risking: casual players represent a significant portion of any MMO's population and subscription base. When this demographic feels excluded from core content, they don't just leave RvR—they often leave the game entirely. This creates a shrinking player pool that ultimately hurts everyone and has the potential to kill the server like we saw in Live and Uthgard.
A Proven Solution: Apply the Battlegrounds Formula
I propose implementing something like what you've already perfected in battlegrounds: a straightforward questline that provides key accessories to complement our epic armor, resulting in a competitive end-game template.
This isn't about participation trophies—players would still need to earn these items through gameplay. It's about ensuring that when we step into RvR, the outcome depends on tactics, teamwork, and skill rather than who has more hours to farm optimal gear.
The Positive Impact
Immediate: More players in RvR queues, shorter wait times, more dynamic fights
Long-term: Higher retention of casual players who feel they can meaningfully contribute
Community: Preserved competitive integrity while expanding accessibility
Final Thoughts
Eden has already demonstrated the perfect balance with battlegrounds—competitive gameplay where gear doesn't determine outcomes. Extending this philosophy to 50 RvR through accessible template options would create a more vibrant, sustainable, and enjoyable experience for our entire community. Casual and even new players ensure the games growth and survival and implementations such as this support their continued participation.
Thank you for considering this feedback, and thank you for everything you've already accomplished with this incredible server.
What's Working Brilliantly: The Battlegrounds Model
My most memorable and enjoyable experiences on Eden have consistently been in the battlegrounds. Why? Two key factors create an environment where skill and strategy shine:
Template Accessibility: Bounty Gear ensures everyone enters with competitive equipment
Balanced Competition: Similar realm ranks create fair, engaging fights
The result? Thrilling RvR where victories feel earned and defeats feel like learning opportunities rather than foregone conclusions.
The 50 RvR Challenge: A Tale of Two Player Types
However, 50 RvR tells a different story. While I don't want to diminish the dedication of players who invest significant time in template optimization—they've earned their advantages—there's an unintended consequence: casual players like myself face such a steep gear disadvantage that meaningful participation becomes frustrating rather than fun.
The Business Case for Change
Here's what I believe we're risking: casual players represent a significant portion of any MMO's population and subscription base. When this demographic feels excluded from core content, they don't just leave RvR—they often leave the game entirely. This creates a shrinking player pool that ultimately hurts everyone and has the potential to kill the server like we saw in Live and Uthgard.
A Proven Solution: Apply the Battlegrounds Formula
I propose implementing something like what you've already perfected in battlegrounds: a straightforward questline that provides key accessories to complement our epic armor, resulting in a competitive end-game template.
This isn't about participation trophies—players would still need to earn these items through gameplay. It's about ensuring that when we step into RvR, the outcome depends on tactics, teamwork, and skill rather than who has more hours to farm optimal gear.
The Positive Impact
Immediate: More players in RvR queues, shorter wait times, more dynamic fights
Long-term: Higher retention of casual players who feel they can meaningfully contribute
Community: Preserved competitive integrity while expanding accessibility
Final Thoughts
Eden has already demonstrated the perfect balance with battlegrounds—competitive gameplay where gear doesn't determine outcomes. Extending this philosophy to 50 RvR through accessible template options would create a more vibrant, sustainable, and enjoyable experience for our entire community. Casual and even new players ensure the games growth and survival and implementations such as this support their continued participation.
Thank you for considering this feedback, and thank you for everything you've already accomplished with this incredible server.