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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 » More Randomness

 Thread (4 posts)
pashbe1  5/30/07 12:07:30 PM

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Novice Member

Joined: 11/07/06
Posts: 32

More randome encounters for exp, randomize the npc pick up lines for repeating the quest (example: "those kobolds you told me you got rid of are back in my warehouse..."), randomize traps. Random hidden areas, Random non-instanced attacks in town (example: kobold war party springs out of the sewer hatch, Trogs attack passerbys in market place. NPC move around and quests might be given by different NPC's, depending on if one or the other had to take a nap or such.

Simply put, make everything a little less predictable. Predictability is fine for life but sucks as entertainment.

 
elvenangel  6/04/07 8:23:10 PM

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Apprentice Member

Joined: 10/03/04
Posts: 2227

Why So Serious?

Originally posted by pashbe1

More randome encounters for exp, randomize the npc pick up lines for repeating the quest (example: "those kobolds you told me you got rid of are back in my warehouse..."), randomize traps. Random hidden areas, Random non-instanced attacks in town (example: kobold war party springs out of the sewer hatch, Trogs attack passerbys in market place. NPC move around and quests might be given by different NPC's, depending on if one or the other had to take a nap or such.

Simply put, make everything a little less predictable. Predictability is fine for life but sucks as entertainment.

I'm all for some random traps and hidden spots and even more random encounters inside the instances, but I think it might interfer with how the game system works, a huge revamp like that might kill the game or cause more bugs  & balance issues than its worth.  Some quests already have issues with balance or random encounters during it might make it way harder than the settings, course I've not played alot of the higher level quests yet (if they can pull it off on a test server Im all for it). 

I'm not up for the random attacks in the city it doesn't fit the DnD world, towns usually in my experience only got hit because of specific events or quests.  Now if that was the case it would be cool (random encounters / npc kills don't give xp thats worth it).   Plus it doesnt' fit considering the amount of guards around and its supposed to be an area to regen health.

Good ideas / suggestions though!!

Please Refer to Doom Cat with all conspiracies & evil corporation complaints. He'll give you the simple explination of..WE"RE ALL DOOMED!

pashbe1  6/04/07 8:34:12 PM

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Novice Member

Joined: 11/07/06
Posts: 32

Originally posted by elvenangel
Originally posted by pashbe1

More randome encounters for exp, randomize the npc pick up lines for repeating the quest (example: "those kobolds you told me you got rid of are back in my warehouse..."), randomize traps. Random hidden areas, Random non-instanced attacks in town (example: kobold war party springs out of the sewer hatch, Trogs attack passerbys in market place. NPC move around and quests might be given by different NPC's, depending on if one or the other had to take a nap or such.

Simply put, make everything a little less predictable. Predictability is fine for life but sucks as entertainment.

I'm all for some random traps and hidden spots and even more random encounters inside the instances, but I think it might interfer with how the game system works, a huge revamp like that might kill the game or cause more bugs  & balance issues than its worth.  Some quests already have issues with balance or random encounters during it might make it way harder than the settings, course I've not played alot of the higher level quests yet (if they can pull it off on a test server Im all for it). 

I'm not up for the random attacks in the city it doesn't fit the DnD world, towns usually in my experience only got hit because of specific events or quests.  Now if that was the case it would be cool (random encounters / npc kills don't give xp thats worth it).   Plus it doesnt' fit considering the amount of guards around and its supposed to be an area to regen health.

Good ideas / suggestions though!!

Yes indeed, balance is difficult to maintain with randomness, aren't they just diametrically oppossed. I was thinking more in terms of the make up of the "mobs" (is that the right word?) and their tactics. I don't see the problem in town though. If the waterworks are perpetually overrun as are all the sewers, and the city of Stormreach is basically under siege, it fits right in. Thanks for bringing up the guards too. Yeah, they should be able to wade right in. I've pulled a mob right up to gaurd Tember, and he yacked at me about standing around, lol. No place is ever 100% safe anyway.

Thx for posting a response.

 
Greyflame11  12/02/08 5:04:11 AM

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Advanced Member

Joined: 11/29/08
Posts: 9

I agree that had the dev's developed DDO with randomness in mind, it would have turned out a better game.  One of the greatest pleasures of the game is the first time you run a dungeon and you don't know what is where... but you know it is somewhere.  By randomizing quests, the dev's could have kept some of that dungeon crawling fun in the game.  (Of course I would also advocate traps being deadly to slow down the zergers too... but that's another topic...)

 

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