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Dungeons & Dragons Online

Show Game Details

  • Developer: Turbine, Inc.
  • Genre: Fantasy
  • Status: Final
  • Platforms: PC 
  • Website: http://www.ddo.com

D&D Online » Game Suggestions » Few points from a launch day player

 Thread (6 posts)
Snaul  3/26/07 3:18:45 AM

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Apprentice Member

Joined: 7/18/04
Posts: 6

Ive read a couple of threads this morning, and have a few points I'd like to raise myself. I appologise in advance if these ideas/critisms have already been voiced.

In my view, DDO fell foul because of the static dungeons.

If, the dungeons where dynamic ,ie traps, wall, doors, spawn points etc etc not in the same place everytime ... (perhaps a modern take on the Diablo type dungeons) they could have gotten away with not having quite the content they should have. The instanced nature of DDO is perfect for this.

Perhaps have quests that can be set by players.

Random villages to encounter in the wilderness (of which there just wasnt enough).

Aside Quest system and Dungeon layouts, one of my biggest downers on the game was the shear number of magic items. When playing D&D PnP, finding a +1 sword was a big deal .. +2 was amazing!  At times, I found myself destroying magic items whilst in the dungeons because I couldnt carry anymore. Thats just wrong and not the D&D I knew and loved 30years ago.

One other thought .. how about a noise meter in Dungeons?

Let me try and explain a little.

Another one of the things I couldnt get my head around was the way a group would enter the dungeon and then sprint (literally) wearing all kinds of metalic armour between the spawn points of monsters.

Perhaps, there could be a noise meter ... if a characters runs in a dungeon, particularly whilst wearing heavy amour the noise meter would get a boost .. if the noise meter reached a particular peak, a random encounter could be automatically generated. This noise meter could be hidden from the group members. This would discourage folks from entering the dungeon and then spiriting around it. Silence 15' radius spell could counter this effect.. but that might not be appreciated by the Wizards in the group ...

Destroying furniture, chest and doors would have a similar impact on the "noise meter".

 

Just a few of my thougths. I left the game a number of months ago so maybe some of these points have already been covered.

 
pashbe1  6/12/07 1:29:27 PM

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Novice Member

Joined: 11/07/06
Posts: 32

Hi Snaul, read my post in suggestions on randomness. I really like the noise meter idea, there is already a "visibility" meter and this would fit in there. I also remember playing pnp D&D. The first rule sets were loot heavey and dm's had to keep giving more and more to keep it interesting. AD&D fixed that, but now it seems like it is going back again.

 

 
DefiledF  6/12/07 1:33:34 PM

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Apprentice Member

Joined: 11/23/06
Posts: 107

You make good points, although the game has had a lot of content added to it since launch, it's actually a proper game with content now.

Also i believe the latest patches are adding more randomness to it all, although the feeling of doing the same things over and over again is there.

As far as magic items, meh. It's set in a very high magic world as it is i believe, and other than that they had to give players a feeling of loot collection i guess.
 
Zpenergy  6/18/07 5:52:27 AM

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Novice Member

Joined: 6/18/07
Posts: 17

I think your suggestion for a "noise radar" type mechanism is genius. If DDO would add more options for detection it would be a great improvement. I thought ever since it first came out that they should have made darkness more of an issue also. As it stands being dwarven, elf, or any other race that might benefit from this innate ability, lose that key advantage they had to the other races. Being that I play a rogue, I think that sneaking is one of the more important aspects of the game . But it would also add suspense and a reason for cautiousness.
 
kittenbot  6/19/07 7:52:28 PM

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Novice Member

Joined: 12/21/05
Posts: 24

DDO is much improved since release imo, the new enhancement system is much better, and the fact you can now do the excellent adventure areas to add some variety to the static questing is a boon for the game, now if only they'd add some more good stuff that they gave to LOTRO on release...the problem with DDO is TUrbine seem to have used it as a beta test for LOTRO :D
 
Tyrranosaur  7/26/07 7:59:38 PM

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Apprentice Member

Joined: 12/18/06
Posts: 185

Originally posted by Snaul

Ive read a couple of threads this morning, and have a few points I'd like to raise myself. I appologise in advance if these ideas/critisms have already been voiced.

In my view, DDO fell foul because of the static dungeons.

If, the dungeons where dynamic ,ie traps, wall, doors, spawn points etc etc not in the same place everytime ... (perhaps a modern take on the Diablo type dungeons) they could have gotten away with not having quite the content they should have. The instanced nature of DDO is perfect for this.

Perhaps have quests that can be set by players.

Random villages to encounter in the wilderness (of which there just wasnt enough).

Aside Quest system and Dungeon layouts, one of my biggest downers on the game was the shear number of magic items. When playing D&D PnP, finding a +1 sword was a big deal .. +2 was amazing!  At times, I found myself destroying magic items whilst in the dungeons because I couldnt carry anymore. Thats just wrong and not the D&D I knew and loved 30years ago.

One other thought .. how about a noise meter in Dungeons?

Let me try and explain a little.

Another one of the things I couldnt get my head around was the way a group would enter the dungeon and then sprint (literally) wearing all kinds of metalic armour between the spawn points of monsters.

Perhaps, there could be a noise meter ... if a characters runs in a dungeon, particularly whilst wearing heavy amour the noise meter would get a boost .. if the noise meter reached a particular peak, a random encounter could be automatically generated. This noise meter could be hidden from the group members. This would discourage folks from entering the dungeon and then spiriting around it. Silence 15' radius spell could counter this effect.. but that might not be appreciated by the Wizards in the group ...

Destroying furniture, chest and doors would have a similar impact on the "noise meter".

 

Just a few of my thougths. I left the game a number of months ago so maybe some of these points have already been covered.

I like all your ideas, although these are not unique complaints and suggestions to DDO only....WoW, EQ2 and others would benefit from some of these ideas, too I think.

Current MMOs: Tabula Rasa, Age of Conan, Warhammer Online
Home page (Paper and Pencil gaming only!): http://www.angelfire.com/rpg2/ancientworlds

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