Login:  Password:   Remember?  
Show Quick Gamelist
Games:397  Guilds:1,996
Members:1,142,639  Online:0
Guests:0  Posts:3,114,926
<a href="http://www.gameads.com/" target=_blank>Game Ads</a> banner requires iframes.
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum

MMORPG.com Discussion Forums

Dungeons & Dragons Online: Eberron Unlimited

D&D Online 

Game Suggestions  » What do you want to see?

6 posts found
Uproar

Novice Member

Joined: 2/19/04
Posts: 209

 
4/21/09 11:23:52 AM#1

Topic transplanted from DDO forums.  Thought I would ask the MMO community at large.  First let me state that in most ways DDO has greatly improved since beta or even it's first couple of years.  However, for many current (and obviously ex-)players there are still many wants that remain.

So let's Discuss those below or add your own list.

                                                    ------------------------------------------

Prioritized Wants:

1. User generated content.
- Loot tables should be creatively balanced to provide valid gear / reward for difficulty.
- Would prefer to see authors having to supply suitable rewards themselves, perhaps via some sort of Raid Points / Platinum being exchanged for items. Authors (and/or their guilds) should receive some benefit for doing this (perhaps status points or some other such pride mark). Some invention required to assure that authors or their friends do not solely (or even ever maybe) benefit from this content / reward system. When rewards not available content not available or at least force notification to players that no rewards are present, if run anyways.

2. Druids, Gnomes, Half-orcs
- All the same priority, so introduce them altogether.

3. Character housing
- Think those such as available in DAOC / SWG including many, many new fluff items (as well as including all weapons, suits of armor, potions, jewels, etc found in the game today), and looted trophy items from raids / epic questlines, etc. Auction house should be out of our home zones, could allow for a marketplace and merchant shop in each home zone, as well (for the rich to afford).
- Actually this is my number 1 priority for me personally, but listed 3rd due to need for other two first in terms of overall game and community health.
- Guild towns would be nice and could include a guild hall (see User Generated Content above about status rewards; these would support the guild hall / town preferrably).
- Generally I prefer character housing over guild housing. Guild only housing creates a lot of issues for players that move between them or do not belong at all.

4. Landmass and difficult to find content
- Add more, much larger 'explorer zones', but add quest givers into these zones that must be sought out. Make these regions 'wild' and more difficult to map (somehow). Maybe randomily place quest givers each instance.

5. Better randomization of Dungeons overall
- Trap types and their location could be much more random
- Mob encounters could be much more strategic / tactics oriented then I generally see now. For examples look to higher level DAOC Raids and EQ (1 and 2) raids for ideas.
- Dungeon layouts could be more randomized as well. For example, why doesn't crucible maze (door switches and even the swim maze) randomily-generate every instance? Simple maze generation algorithm is all that is required here (seems to me).


Things I do Not Want:

1. Character respecs
- Due to the belief that it would greatly reduce the number of low level toons due to folks not recreating as often.
- Would accept a ONE time event whereby all characters above level ~9 that are already created can respec classes and stats chosen as a fix for unforeseen modifications brought in from Mod 2-9. Characters should have to use respec prior to next level or two (so they can't hold onto them!). Once all existing, qualifying characters have used these respecs they should never be allowed in game again (at least until mod 15 or so!).

2. Nerfing of Mixed Classes / Preference for Pure Classes
- Reverse the trend I see in the development of the level 16-20 enhancements that OVERLY favor the creation of pure classes. Some of us really like the idea of mixing classes -- don't make them inferior. Balance it (better) -- I agree pure classes should be much better at what they specifically do, but mixed classes should remain more independently survivable and(/or?) of much greater utility.
- BTW: Pen & Paper does this via Prestige Classes. Might be the answer needed here too, but might be doable via adding enhancements specifically pre-req'd for mixed classes (likely easier to implement).

3. Weapon nerfs -- stop them!
- Leave WOP and Transmutting alone!!
 

bmdevine

Apprentice Member

Joined: 4/09/09
Posts: 430

4/21/09 11:29:03 AM#2

I definitely agree that randomization in dungeons would be helpful.  One reason I had trouble getting into this game when I tried it was that so many players had the dungeons memorized from doing them 100 times and wanted to zerg through everything unbelievably fast, so it was hard to really enjoy the experience of going through new areas that had to be done in groups.

User Deleted
4/21/09 11:33:34 AM#3

I would like to expand further on your first point as I feel this can become an important part of any MMO and provide a new lease of life.

I'm not overly keen on the idea of the author having to use their own money to provide the rewards, it could potentially prevent new players from being able to participate until much later in the game.

I would rather see this as another means of character development, you have the GMs in PnP why not have those willing to invest their time in creating new and exciting adventures for ppl to play also aim for those lofty heights, with each new lvl gained you have access to better and more varied loot/monsters/traps etc etc.

 

Uproar

Novice Member

Joined: 2/19/04
Posts: 209

 
4/21/09 12:45:22 PM#4
Originally posted by bmdevine

I definitely agree that randomization in dungeons would be helpful.  One reason I had trouble getting into this game when I tried it was that so many players had the dungeons memorized from doing them 100 times and wanted to zerg through everything unbelievably fast, so it was hard to really enjoy the experience of going through new areas that had to be done in groups.


 

I am glad you said that bmdevine.  I sometimes forget that was one of my driving reasons for wanting it in the first place.  I've been playing long enough I am starting to know where things are for the common quests, but I recall that feeling well.  It probably is the number one reason folks hate Zergers (those that do -- i am impartial personally).

And it probably does cost DDO customers.

Uproar

Novice Member

Joined: 2/19/04
Posts: 209

 
4/21/09 12:51:29 PM#5
Originally posted by qbangy32

I would like to expand further on your first point as I feel this can become an important part of any MMO and provide a new lease of life.

I'm not overly keen on the idea of the author having to use their own money to provide the rewards, it could potentially prevent new players from being able to participate until much later in the game.

I would rather see this as another means of character development, you have the GMs in PnP why not have those willing to invest their time in creating new and exciting adventures for ppl to play also aim for those lofty heights, with each new lvl gained you have access to better and more varied loot/monsters/traps etc etc.

 


 

I really do like the author having a vested interest in somehow providing the rewards (whether just once, periodically or every time is agreeably controversial).  I like the idea that it provides a new career for elder toons; it gives a reason to grind for items, possibly even low level items, if the content is geared to lower levels.

However, I can see your idea working to as a sort of GM class or skill.  Have you played Little Big Planet yet?  It provides an absolutely brillient template that could be modified for use in an RPG / MMO whereby as you play you have the ability (or skill in MMO speak) to collect items that can later be utilized in the creation of your own scenarios.  It's an amazing system.  Check it out if you have access to a PS3.  One of my favorite console games at the moment.  Links:  http://en.wikipedia.org/wiki/LittleBigPlanet or http://www.wonderhowto.com/how-to/video/how-to-use-your-stickers-in-little-big-planet-for-ps3-270630/.  Could be a good idea here. 

fud25

Novice Member

Joined: 3/31/04
Posts: 15

11/27/09 4:17:18 AM#6

Regarding "Land Masses" I would like to see some large wilderness areas which would be "public" or at least public and split up into a few instances to prevent overcrowding.  Believe it or not, I would like to bump into a player outside of a town every once in a while.  I don't like the idea of EVERYTHING being instanced. I wouldn't want to bump into them on quests and dungeons, but the open areas, yes.

Also, lets have towns and other public places separated by public wildernesses too.  That way, you could leave a town, enter a wilderness area which is public with spawns, and at the other end of this area, is another town.  So on your way from one town to another, you could end up fighting some spawns and bumping into some players who aren't even grouped with you. 

There is a purpose and place for instances, but not for everything.

I'd like to see the roles of the rogue expanded to be able to do more than just search for traps and unlock things.  Perhaps a rogue could thief from NPCs.   Perhaps rogues could set traps.  Or can they do that already?