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Lepidus  7/29/05 11:45:46 AM

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David Eckelberry is the Lead Game Systems Designer for Turbine Entertainment's Dungeons & Dragons Online. Today, he answers five questions from Staff Writer David Souza about the upcoming MMORPG. This is the second in a bi-weekly series of Q&As with the development team.

MMORPG.com: With the real time combat system you are implementing, how do you plan to include feats like Cleave and Power Attack?

David Eckelberry: Tackling some feats is easy, especially when the pen-and-paper implementation is directly transferable to our medium. Power Attack, for example, doesn’t need any real change. It’s a mode the player goes into; while in this mode, the character hits less often, but does more damage when he hits. No problem. A lot of feats meet this sort of direct application.

But some don’t. DD Online’s combat system doesn’t make use of some pen-and-paper elements, largely thanks to being an online role-playing game. We aren’t turn-based, we don’t have “rounds” of combat, and thus Cleave can’t give you an extra attack in a round that you down a foe. When examining feats such as these, my goal is to produce the intent of the original feat (or skill or effect), while making the necessary adaptation for good videogame play. In the specific example of Cleave, use of this feat allows the character to make an area effect melee attack in a small arc in front of the character.

Thank you David. Readers can check out all five questions here.

 
webshooter  7/29/05 4:29:54 PM

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Maybe I'm missing something about the death system. It sounds like unless you are adventuring with at least one other player character, or you happen to die sufficiently close enough to a resurrection shrine or zone border (or 'city'), you are stuck as a ghost.

This can't actually be the case, right? I know that a lot of the MMOs are pushing player toward grouping in an attempt to artificially inflate the sense of community within the game, but there are still a _lot_ of players that prefer to solo play a majority of their time. Surely DDO isn't going to leave a solo player stuck as a ghost for some indeterminate period of time?

-webshooter

 
Brynn  7/29/05 5:34:00 PM

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I know experience loss is a D&D staple, but I think most of us dislike it and prefer other death penalties. I hope it isn't too aggravating. Will we lose a level if we are just new into it?
 
Toldin  7/29/05 6:15:23 PM

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"Will we lose a level if we are just new into it?"

As per his answer in the questions;

"The amount of XP lost is far less than a total level as it is in the pen-and-paper game."

So while some might find it aggravating I think its alot better then say losing all your equipment, gold, etc. Personally I feel it should be like pen and paper dnd with great benefits to staying alive, and harsh penalties for dieing. That will stop people from charging ahead thinking they are, forgive the leet speak, the "uberest of them all".

 
Berndr  7/29/05 6:50:59 PM

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i am getting bord of this (ghost) evrquest or wow -like death penality its sucs and its just boring
 
netboyz  7/29/05 7:14:56 PM

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He answered the high level raid content question with merely a "Yes."

Well, expand upon that!  Geez.  Somehow, since D&D Online is now only levels 1-10 instead of 1-20, the high level content won't be in for quite some time.

 
Anofalye  7/29/05 7:18:20 PM

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The enemy is so dumb! They believe that WE are the enemy! - A famous orc commander.

Raiding?  Yes.

Okay, now if you want me to panic, to run around in circles, to scream that the end of the world is coming SOON, you could not have choosen a better answer.  Yes.  But yes what?  Will you screw non-raiders like they all do?  By default, I assume YES!  However, it may be exactly because they are doing a side game that focus on raiding only that dont affect non-raiders...who know?

Maybe I should just freaking leave the online games for 10 years and come back AFTER they mature and understand what it mean to not screw their players.  I swear, some folks at SoE have no clue about how badly raiding screw all the rest of the game, then everyone else like to act just as cluelessly!

Raiding dont have any link, in any form, to what D&D is.  A raid was wipe much more easier by dragons then a single hero, no matter if I think about DragonLance or Drizzt or Elminster, soloers always does better then raids...I have nothing against raiding, as long as it dont step on my grouping and soloing area!  If it does, I change product!

Damn, shot me someone!

- "If I understand you well, you are telling me until next time. " - René Levesque about the denial NO on the poll to his dream, project and goal. (Free translation)

wolph  7/29/05 7:18:48 PM

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Yield to temptation; it may not pass your way again -Lazarus Long


Originally posted by webshooter

Maybe I'm missing something about the death system. It sounds like unless you are adventuring with at least one other player character, or you happen to die sufficiently close enough to a resurrection shrine or zone border (or 'city'), you are stuck as a ghost.

This can't actually be the case, right? I know that a lot of the MMOs are pushing player toward grouping in an attempt to artificially inflate the sense of community within the game, but there are still a _lot_ of players that prefer to solo play a majority of their time. Surely DDO isn't going to leave a solo player stuck as a ghost for some indeterminate period of time?

-webshooter


I was wondering the same thing.


fansede  7/29/05 8:15:52 PM

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Pain is fear leaving the body..

Raids in D&D?

I vaguely remember AD&D campaign type games where you play either a field commander do battlefield stuff. However, I do not recall a game module that required 20+ players to camp a dragon for hours on end to get a random uber drop.

There were always a means to figure out to win the mission without such measures. Leave the raiding to the Evercamps and the ilk.

Make DDO a game that requires skill or intense information gathering to learn how to complete the adventure.

If you want a massive multiplayer feel , set up a battlegrounds or war type mission where hundreds of players can strategize against each other (or the AI) to complete tasks. Raid a castle and its inhabitants, but throw in random traps and strategic defenses that thwart the braun approach. Once the castle is cleaned out, the guild keeps it for a prize (Dark Age of Camelot is a good model)

I've always wondered why that endgame mob would sit there and allow itself to be pulverized by an army of players for hours on end to deplete its million hit poins.

I was hoping DDO does not go this route..

darquenblade  7/29/05 11:35:01 PM

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Originally posted by netboyz

He answered the high level raid content question with merely a "Yes."

Well, expand upon that!  Geez.  Somehow, since D&D Online is now only levels 1-10 instead of 1-20, the high level content won't be in for quite some time.


Umm..where the heck have you read that DDO is now only levels 1-10? I think you're wrong on that one.