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Dungeons & Dragons Online: Eberron Unlimited

D&D Online 

The Rusty Nail (General)  » Anyone explain this to me?

7 posts found
  tarkin1980

Novice Member

Joined: 7/14/07
Posts: 232

 
5/21/09 8:00:26 AM#1

I recently visited ddo.com just to waste some time and I came across this text:

"Playing alone? Exploring in pairs? Don’t want to play the healer? Not a problem! You don’t need to fill your group with a grocery list of classes to have a good time, thanks to our built-in Dungeon Master. Your quest and adventure area difficulty is customized based on the makeup of your party. You and your friends will face an enjoyable challenge tailored to your group!"

 

I've never heard of this feature, it sure wasn't around back when I played DDO. Dungeons were always the same no matter what group you brought. When did this happen? Can anyone elaborate a little on how it works?

  chrisleko

Advanced Member

Joined: 12/21/07
Posts: 194

5/21/09 8:05:46 AM#2

It's an addition for module nine.  As far as I know, it's not in the game yet.  I think it's supposed to scale the dififculty of the enemies based on the makeup of your party.  Or you could always pickup a healbot from the hench vendor.

  Nebless

Advanced Member

Joined: 12/22/08
Posts: 878

5/21/09 10:40:31 AM#3

Guess I'm going to have to read about Mod 9.  Sounds like a good feature, be interesting to see how far they take it. 

At the easiest (coding) end, setting the MOB levels & loot based on your (single or combined) level like other games have would allow all to experience the various quests.

The "makeup of your party' part is the biggest unknown.  Does that just mean like my above sentence?  Or would it take it whole hog and if you have no one to check for traps then there wouldn't be any traps?  Bringing classes into the equation opens up a whole bunch of variables.

  Dr.Rock

Novice Member

Joined: 1/31/08
Posts: 608

No good deed goes unpunished!

5/21/09 11:26:41 AM#4

The only thing I have heard is it scales monster level and is dynamic, so reacts when people join or leave the party. From the next encounter I would assume?

That does seem to indicate that it is more complex than that though. Will be interesting to see it work, although I hope it will not ruin the challenge of soloing.

  Nebless

Advanced Member

Joined: 12/22/08
Posts: 878

5/21/09 1:13:16 PM#5
Originally posted by Dr.Rock

although I hope it will not ruin the challenge of soloing.


 

True; basing the MOB's, Loot and any puzzles on my Level is fine, but I'd hate to see them pull out traps etc.... just because I'm a fighter.

That's the kind of thing that WOULD ruin soloing.

  tarkin1980

Novice Member

Joined: 7/14/07
Posts: 232

 
5/21/09 3:41:55 PM#6

My guess is that they'd pull out some traps but not all of them. Most traps arent exactly 100% lethal. If this feature is well done it might actually make me give DDO another go.

  Sarr

Novice Member

Joined: 8/19/08
Posts: 477

I'm positive about what I play. If it ends & I get negative, I move on. This is how we not troll.

5/21/09 5:08:42 PM#7

About 2 or 3 months ago I read the explanation. Some dev explained it will scale monster HP on the fly. So if anyone joins you, those numbers are instantly raised. There was nothing said about traps or specific classes. And another detail - the higher the diffiuculty you chose for a quest, the less down monster HP will scale. Also, I got the impression than it won't affect our loot.

But since it was said few months ago, something could change. Who knows. Though I doubt it, as something tells me that they're already working on Mod 10 and still can't realease Mod 9 for some reason.


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