I participated in the stress test, and let me just say...the game is quite awful. It'd be an alright game if they planned on using the guild wars model (Buy the box, no fees), but there's just no way in hell I could justify paying for this game.
For starters, the control scheme feels like it was set up for someone who's hopped up on speed, acid, and shrooms. The keys aren't where you expect them to be, and to top it off, the movement was unresponsive. Next, the graphics themselves. Not bad, but certainly not up to EQ2 or even WoW, which is pretty sad to say. Lastly, gameplay. The leveling is even MORE of a grindfest from LEVEL 1 than Lineage 2 EVER gets (official servers, not private). Top that off with the fact that it's so uninspired, you're better off playing the pen and paper version, than the MMO version. At least you'll only have to pay $100 or so and you'll be able to play forever with whomever you choose :P
Nope. It's supposed to be like other MMOs, except it adheres pretty strictly (though some things aren't exactly like) the pen and paper version. It makes for a game that removes the turns, but plays like it has them, while at the same time being stuck in a pre-defined world. Yea! Just what Gary Gygax imagined when he created D+D!
Originally posted by brian72282 Nope. It's supposed to be like other MMOs, except it adheres pretty strictly (though some things aren't exactly like) the pen and paper version. It makes for a game that removes the turns, but plays like it has them, while at the same time being stuck in a pre-defined world. Yea! Just what Gary Gygax imagined when he created D+D!
Um.... have you PLAYED DDO? It absolutely IS an FPS style of combat. You have to click to attack and you have to shift+click to block. You have to maintain your cursor over the mob as well. It is, absolutely 100%, a FPS style of combat. The classic FANTASY theme is still there but the combat feels VERY "action"esque.
Dungeons and Dragons is supposed to be about the abilities you've learned on your CHARACTER not the players ability to twitch and click the damn mouse.
Currently Playing: Dungeons and Dragons Online. Sig image Pending Still in: A couple Betas
Originally posted by brian72282 Nope. It's supposed to be like other MMOs, except it adheres pretty strictly (though some things aren't exactly like) the pen and paper version. It makes for a game that removes the turns, but plays like it has them, while at the same time being stuck in a pre-defined world. Yea! Just what Gary Gygax imagined when he created D+D!
Um.... have you PLAYED DDO? It absolutely IS an FPS style of combat. You have to click to attack and you have to shift+click to block. You have to maintain your cursor over the mob as well. It is, absolutely 100%, a FPS style of combat. The classic FANTASY theme is still there but the combat feels VERY "action"esque.
Dungeons and Dragons is supposed to be about the abilities you've learned on your CHARACTER not the players ability to twitch and click the damn mouse.
I've been thinking about this, does this really go against D&D? Don't for each combat action or well ever action in the pen and paper game you have to roll dice to decide if you can do it or not? Why not the same thing here. Things are calculated in the background but you have to actively do your actions instead of just pressing a button and letting the character fight. This I think is the only real way to do away with "sandwhich combat" so many companies talk about. Even in EQ2, where you have a lot of attacks to press to do decent damage, you can still get away with just using a finger for combat and still eat or drink. I like doing that while playing but it seems that they might want to make the game more interactive. Look at a game like Neverwinter Night, you have to constantly click to fight, though you could hold down the mouse button to stop the constant clicking. Can you do that in D&DO in combat or must you click all the time?
Even with that, since you gain experience from completing the quest, why not make combat fast to pass the enemies to get to finishing and doing the actual quest. Since mobs don't give expereince or progress your character, quest do, they would be more of annoyance anyway so why not go through them quickly?
I think the main problem with DDO is that D&D PnP rules are in NO WAY suited to an involving computer game, and particularly NOT to an MMO.
For example, pretend that DDO was structured like a "normal" MMO, ie you lock on to a target mob and fight it. With a STRICT conversion of PnP rules you would have the Fighter, Rogue & Barbarian classes doing absolutely NOTHING during a fight (ie no "clickable" skills to lay on a mob during a fight) and the Paladin & Ranger would also be doing ALMOST nothing (with their limited spellsets, that are often mainly buffing). That is 5 out of 9 classes that do NOTHING during a mob fight! Which is basically the whole game in DDO. Therefore they HAD TO ADD the click to fight and block mechanism or this game we be TOTALLY non-interactive for more than 50% of the classes, NOT a winner. People are always begging for change, but when one comes (even if it's not really an original change) everyone whines!
Also, GW and DDO are really both MMOs as the "massively multiplayer" part of the intials in MMO actually means that you can "play" with a massive amount of other players at the same time (you can't actually PLAY with ALL of them, but they are there with you on the same server). As directly opposed to something like Neverwinter Nights where the server max is 96 (or whatever the number is). They are certainly NOT the "normal" MMO that people think about, but they are MMOs nonetheless.
If a game is fun, I will play it! I found DDO quite fun for the 3 or 4 days I stress tested it, and that is all that matters to me. I may tire of it after a month or two, but then I'll just stop playing (and paying). (And most likely move on to NWN2)
D&D:Online is defenitly one of the biggest let-downs of the year for me. I played this game for awhile, and tried my best to like it, but I just couldn't. Not only did I not like it, but the game is honestly a horrid piece of work. I was sooo looking forward to this game
All you DDO dislikers (and even haters) out there, I would be very happy to take your beta account off your hands for you (now the NDA is over, I'm sure this is allowable).
So, if you have a DDO beta test account that you want to get rid of...PM me and I'll accept it...
And now I hold my breath waiting for ALL those disgruntled beta'ers to send me their accounts...NOT!
Originally posted by hadz OK...I'm going to perform a test... All you DDO dislikers (and even haters) out there, I would be very happy to take your beta account off your hands for you (now the NDA is over, I'm sure this is allowable). So, if you have a DDO beta test account that you want to get rid of...PM me and I'll accept it... And now I hold my breath waiting for ALL those disgruntled beta'ers to send me their accounts...NOT!
Stress Test :P
Besides, people will still pay cash for beta accounts on ebay like the suckers they are.
Originally posted by hadz OK...I'm going to perform a test... All you DDO dislikers (and even haters) out there, I would be very happy to take your beta account off your hands for you (now the NDA is over, I'm sure this is allowable). So, if you have a DDO beta test account that you want to get rid of...PM me and I'll accept it... And now I hold my breath waiting for ALL those disgruntled beta'ers to send me their accounts...NOT!
If you think people aren't giving you an account instantly because they are playing it you are sadly mistaken.
If you think people aren't giving you an account instantly because they are playing it you are sadly mistaken.
So, what is the reason? (Actually, I am just joking around, I'm sure people could sell their accounts on the capitalist-travesty-that-is-ebay if they really didn't want to play it anymore). But seriously, people keep playing games when they're "free", even if they don't like them all that much. Which is why I won't be holding my breath for anyone to give me a beta account.
Originally posted by Cleffy I think they made the right choice instancing everything. If they didn't do this, the world would have to be much larger to accomodate 200 people all trying to kill the same mob for the same quest. It also helps reduce the system specs needed.
The problem with this one point of yours is.... all modern, current, mmorpgs have the technology to very, very, very, easily handle 200 and far more players in the same game world. Heck, even low end mmorpgs like Runescape, and Astonia III, and Strive for Power, can handle far more than 200 players in the same gameworld, without having to instance players into groups of 10, 20, players.
Players being forced to kill the same monster, to do the same quest, has nothing to do with size of gameworld. It has to do with bad game features, and bad game mechanics. WHY do all 5,000 players have to do the same quest? Hunt the same monster? As posters said in other threads, "geee how many times will Timmy get kidnapped by the Orcs? After getting rescued 2,876 times?".
It goes back to what the OP said in the first post in this thread, on page 1 of this thread - there is absolutly nothing revolutionary about this game. Sounds like Turbine is trying to make a quick buck on gullible players. Will all you gamers fall for it? Or will you all vote with your wallets and purses?
-----------------------------
Originally posted by Tymora
Turbine and Wizards of the Coast accomplished exactly what they set out to with Dungeons and Dragons Online. The problem is that players come into a new game expecting to see the same features and game mechanics from one to the other.
I like your point. And you may even be right..... That might be one thing they set out to do - trying to stick to the "D&D feel, experience, and boardgame". BUT this is still a mmorpg, or suppose to be. Which means DDO like it or not, has Mr. Reality staring it down. According to Mr. Reality, DDO must re-coup its investment money. Which is roughly 15 million.
So it does not matter who likes DDO, or how much DDO is the result of what Turbine and WotC feel fits their vision. If no one plays, if no one comes, .... if tooo few players play, if tooo few players come..... then DDO will crash and DIE - aka never re-coup its investment money. MMORPGs are first a buisness. In any and every buisness, one MUST re-coup thier investment money, or else the buisness DIES.
I think DDO and Turbine are getting less respect then they deserve. DDO was never meant to be your standard MMO. It was always planned to be heavily instanced and very group oriented. Sure, if I was given the chance to make a MMO based on DD, I wouldn't have gone the route they have taken. However, I applaud Turbine for their efforts as they have done something very interesting.
Art: Overall, I was extremely impressed. The style, the detail, everything is very well done. This is how EQ2 should have looked like imo. The high fantasy look with the noir elements is unique and intriguing to me.
Gameplay: I liked how Turbine made this game feel like a 3d action adventure game. You can interact with the game world unlike any other mmo. You can jump, grab hold of edges, climb, etc... However, I felt the controls need some fine tuning as combat just doesn't feel quite right yet. Don't get me wrong, I still like the overall direction here too, just needs work.
Social Experience: I liked the questing aspect of the game. Sometimes, the game's brilliance will shine through when group members truly cooperate with each other and play off each others strengths. Other times, it just sucks as groups can sometimes become zerg-fests. Also, I feel like Turbine dropped the ball when it came to social features. DD is also about the socializing with your buddies and friends and it feels Turbine hasn't quite grasped that idea. More work needs to go into taverns to make them feel like gathering places and a place to hang out and meet other players.
Content: I didn't get a chance to play through all the content, but the game is designed such that you will need to repeat quests in order to reach the higher levels (7-10) initially. Turbine doesn't plan on releasing more quests until a month or two after release which is unfortunate. Who wants to play through the quest multiple times for the sake of advancing?! Sure, this can be fun for those who want to see everything each quest has to offer, but come on Turbine! However, I have heard rumors that there are some quests that will become available only at release.
Advancement: The DD system is the most flexible classed-based system out there. You can multiclass. You chose your own stat progression. You pick your own abilities and spells. Turbine was smart to space out each level with "mini-levels" in which you can train additional abilities.
Overall: This isn't your typical MMO. If you're looking for an EQ type of experience, don't even bother with this one. However, the game is well done for the most part and fun. I don't imagine it will be the breakout success of WoW. But, I imagine it will develop its own loyal following. I reccomend waiting on this one for a month or two just to see what updates it recieves.
I have to disagree with all who said that it´s crap. ...I played in stresstest and really enjoyed it because you had to do things manually. It´s an huge difference compared to "usual" mmorpgs like WoW, EQ,L2,GW. And still its built into easily adapted/learned system. You block, attack and dodge manually no more that stupid autoattacking every 3 seconds. :P ...And to genre D&D is great, and Eberron is an good choise too.
. . . BUT this is still a mmorpg, or suppose to be. Which means DDO like it or not, has Mr. Reality staring it down. According to Mr. Reality, DDO must re-coup its investment money. Which is roughly 15 million.
So it does not matter who likes DDO, or how much DDO is the result of what Turbine and WotC feel fits their vision. If no one plays, if no one comes, .... if tooo few players play, if tooo few players come..... then DDO will crash and DIE - aka never re-coup its investment money. MMORPGs are first a buisness. In any and every buisness, one MUST re-coup thier investment money, or else the buisness DIES.
You're right, and it's a shame. Good thing there are lots of companies out there making mmorpgs, because the competition will soon force some companies to do some drastic things and take some chances in the hopes they will hit on something big and take the upper hand.
DDO is not the MMO that is so original that it will grab people attention, but it is different enough to be causing such a commotion on these boards, and not all the commotion is positive. Still, I think it is a good step forward for Turbine and I hope other companies making mmorpgs in the future will follow, to not be afraid to take some chances with their game, and bring some different, fresh idea into the genre.
So many times I hear players complaining about how mmorpgs are failing and they are all no good. I don't agree with this, but I think the reason why people say this is because they haven't made any real progressive steps foward. Dungeons and Dragons Online makes an attempt to change it up a little, and it was designed with a vision that is D&D. For some players like me, it will satisfy. For others it will not, but give credit where credit is due, Turbine took a small step out in front of all the others with this mmo, just by trying to do something a bit out of the ordinary. After a few months playing, I'll post again about whether I think they succeeded or not.
Imo DDo's major Flaw is , It seems while developing DDO they paid to much attention to what made DnD what it was to those who played . (the players own imagination ) Seems they forgot they were developing a video game . Isn't it their Job to create the DnD enviroment . Dont get me wrong they created the art but everything seemed so dull . Nothing seemed as though it was alive a dead world = dead game . IMO
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
They built a game with all the stuff in it that is not in D&D like crafting and a huge world with lots of exploration and discovery and no one played it (AC2)
So they must have thought "ok lets cut all that crap that no one used and focus on the stuff they did like which was dungeon crawling and character development"
Guess what.... people still dont like it...
Its enough to make a dev say "screw you guys im going home"
+-+-+-+-+-+ "MMOs, for people that like think chatting is like a skill or something, rotflol" http://purepwnage.com
-+-+-+-+-+-+ "Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
+-+-+-+-+-+ "MMOs, for people that like think chatting is like a skill or something, rotflol" http://purepwnage.com
-+-+-+-+-+-+ "Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
I applaud Turbine for trying to be original and create a truly unique mmo.
But this is way off track. This is such a narrow path that I feel very few will travel this road.
Turbine... If only you had instead put such exhaustive efforts and time and resources into one of the greatest mmos ever made (IMO)...
If you had instead truly put these kind of graphics into a 2006 edition of "Asherons Call"...
If you had made the mobs smarter and roam the lands.. If you had added theives and monks etc to an Asherons Call remake that had such beautiful graphics..
And kept the awesome already uber qualities of the old AC like the incredible crafting and huge open seamless world of Dereth...
..And if you had put forth the money you spent advertising and hyping D&D instead hyping your 2006 remake of Asherons Call...
Then I honestly feel that you would have made an insanely huge impact on the mmo community. You would have got 100 times the customers that you will ever gather from the D&D thing.
Asherons Call is by far one of the best mmos ever created with its unreal amount of freedom, quests, items, crafting, exploration, and everything else....
Why don't you learn from that? All you really need to do is remake it 2006 style. Keep the same ol outline and world. Clear the worlds of your 99 version. Let all of them keep playing the 99 version if they like their maxxed out toons that much. It's time to let millions more play the classic... 2006 style.
---
I know I've said this before on these forums and got flamed bigtime for it. But still... I know many agree. I am a raging AC fan for good reason. Or shall we say good reasons as to all the things that still make AC on the best mmos today despite its low player populations and 7 year old graphics.
I've been in the beta for almost two months I think. I haven't played in two weeks though. I wrote a huge post about it though, check it out. I'd make a link to it, but the last time I tried it didn't work
Comments
I participated in the stress test, and let me just say...the game is quite awful. It'd be an alright game if they planned on using the guild wars model (Buy the box, no fees), but there's just no way in hell I could justify paying for this game.
For starters, the control scheme feels like it was set up for someone who's hopped up on speed, acid, and shrooms. The keys aren't where you expect them to be, and to top it off, the movement was unresponsive. Next, the graphics themselves. Not bad, but certainly not up to EQ2 or even WoW, which is pretty sad to say. Lastly, gameplay. The leveling is even MORE of a grindfest from LEVEL 1 than Lineage 2 EVER gets (official servers, not private). Top that off with the fact that it's so uninspired, you're better off playing the pen and paper version, than the MMO version. At least you'll only have to pay $100 or so and you'll be able to play forever with whomever you choose :P
I skipped everything else and decide to post a reply.
Isn't DDO supposed to be a skilled based as in first person shooter mmorpg?
I have never gotten a chance to get in to the game myself.
----------------------
Give me lights give me action. With a touch of a button!
Nope. It's supposed to be like other MMOs, except it adheres pretty strictly (though some things aren't exactly like) the pen and paper version. It makes for a game that removes the turns, but plays like it has them, while at the same time being stuck in a pre-defined world. Yea! Just what Gary Gygax imagined when he created D+D!
Um.... have you PLAYED DDO?
It absolutely IS an FPS style of combat. You have to click to attack and you have to shift+click to block. You have to maintain your cursor over the mob as well. It is, absolutely 100%, a FPS style of combat. The classic FANTASY theme is still there but the combat feels VERY "action"esque.
Dungeons and Dragons is supposed to be about the abilities you've learned on your CHARACTER not the players ability to twitch and click the damn mouse.
Currently Playing: Dungeons and Dragons Online.
Sig image Pending
Still in: A couple Betas
Um.... have you PLAYED DDO?
It absolutely IS an FPS style of combat. You have to click to attack and you have to shift+click to block. You have to maintain your cursor over the mob as well. It is, absolutely 100%, a FPS style of combat. The classic FANTASY theme is still there but the combat feels VERY "action"esque.
Dungeons and Dragons is supposed to be about the abilities you've learned on your CHARACTER not the players ability to twitch and click the damn mouse.
I've been thinking about this, does this really go against D&D? Don't for each combat action or well ever action in the pen and paper game you have to roll dice to decide if you can do it or not? Why not the same thing here. Things are calculated in the background but you have to actively do your actions instead of just pressing a button and letting the character fight. This I think is the only real way to do away with "sandwhich combat" so many companies talk about. Even in EQ2, where you have a lot of attacks to press to do decent damage, you can still get away with just using a finger for combat and still eat or drink. I like doing that while playing but it seems that they might want to make the game more interactive. Look at a game like Neverwinter Night, you have to constantly click to fight, though you could hold down the mouse button to stop the constant clicking. Can you do that in D&DO in combat or must you click all the time?
Even with that, since you gain experience from completing the quest, why not make combat fast to pass the enemies to get to finishing and doing the actual quest. Since mobs don't give expereince or progress your character, quest do, they would be more of annoyance anyway so why not go through them quickly?
I think the main problem with DDO is that D&D PnP rules are in NO WAY suited to an involving computer game, and particularly NOT to an MMO.
For example, pretend that DDO was structured like a "normal" MMO, ie you lock on to a target mob and fight it. With a STRICT conversion of PnP rules you would have the Fighter, Rogue & Barbarian classes doing absolutely NOTHING during a fight (ie no "clickable" skills to lay on a mob during a fight) and the Paladin & Ranger would also be doing ALMOST nothing (with their limited spellsets, that are often mainly buffing). That is 5 out of 9 classes that do NOTHING during a mob fight! Which is basically the whole game in DDO. Therefore they HAD TO ADD the click to fight and block mechanism or this game we be TOTALLY non-interactive for more than 50% of the classes, NOT a winner. People are always begging for change, but when one comes (even if it's not really an original change) everyone whines!
Also, GW and DDO are really both MMOs as the "massively multiplayer" part of the intials in MMO actually means that you can "play" with a massive amount of other players at the same time (you can't actually PLAY with ALL of them, but they are there with you on the same server). As directly opposed to something like Neverwinter Nights where the server max is 96 (or whatever the number is). They are certainly NOT the "normal" MMO that people think about, but they are MMOs nonetheless.
If a game is fun, I will play it! I found DDO quite fun for the 3 or 4 days I stress tested it, and that is all that matters to me. I may tire of it after a month or two, but then I'll just stop playing (and paying). (And most likely move on to NWN2)
D&D:Online is defenitly one of the biggest let-downs of the year for me. I played this game for awhile, and tried my best to like it, but I just couldn't. Not only did I not like it, but the game is honestly a horrid piece of work. I was sooo looking forward to this game
OK...I'm going to perform a test...
All you DDO dislikers (and even haters) out there, I would be very happy to take your beta account off your hands for you (now the NDA is over, I'm sure this is allowable).
So, if you have a DDO beta test account that you want to get rid of...PM me and I'll accept it...
And now I hold my breath waiting for ALL those disgruntled beta'ers to send me their accounts...NOT!
Stress Test :P
Besides, people will still pay cash for beta accounts on ebay like the suckers they are.
If you think people aren't giving you an account instantly because they are playing it you are sadly mistaken.
http://www.greycouncil.org/
Even if the StormTrooper and Turbines may not deserve it and I question many of their choices...Until the official release date...
DIE HERETIC! Praise be the Magnificient OverLord Cyric, nearly incontested ruler of Arcadia, Sigil, Hell, the Abyss, Heaven and much more!
In doubts, DIE HERETIC!
- "If I understand you well, you are telling me until next time. " - Ren
The problem with this one point of yours is....
all modern, current, mmorpgs have the technology to very, very, very, easily handle 200 and far more players in the same game world. Heck, even low end mmorpgs like Runescape, and Astonia III, and Strive for Power, can handle far more than 200 players in the same gameworld, without having to instance players into groups of 10, 20, players.
Players being forced to kill the same monster, to do the same quest, has nothing to do with size of gameworld. It has to do with bad game features, and bad game mechanics. WHY do all 5,000 players have to do the same quest? Hunt the same monster? As posters said in other threads, "geee how many times will Timmy get kidnapped by the Orcs? After getting rescued 2,876 times?".
It goes back to what the OP said in the first post in this thread, on page 1 of this thread - there is absolutly nothing revolutionary about this game. Sounds like Turbine is trying to make a quick buck on gullible players. Will all you gamers fall for it? Or will you all vote with your wallets and purses?
-----------------------------
I like your point. And you may even be right..... That might be one thing they set out to do - trying to stick to the "D&D feel, experience, and boardgame". BUT this is still a mmorpg, or suppose to be. Which means DDO like it or not, has Mr. Reality staring it down. According to Mr. Reality, DDO must re-coup its investment money. Which is roughly 15 million.
So it does not matter who likes DDO, or how much DDO is the result of what Turbine and WotC feel fits their vision. If no one plays, if no one comes, .... if tooo few players play, if tooo few players come..... then DDO will crash and DIE - aka never re-coup its investment money. MMORPGs are first a buisness. In any and every buisness, one MUST re-coup thier investment money, or else the buisness DIES.
I think DDO and Turbine are getting less respect then they deserve. DDO was never meant to be your standard MMO. It was always planned to be heavily instanced and very group oriented. Sure, if I was given the chance to make a MMO based on DD, I wouldn't have gone the route they have taken. However, I applaud Turbine for their efforts as they have done something very interesting.
Art: Overall, I was extremely impressed. The style, the detail, everything is very well done. This is how EQ2 should have looked like imo. The high fantasy look with the noir elements is unique and intriguing to me.
Gameplay: I liked how Turbine made this game feel like a 3d action adventure game. You can interact with the game world unlike any other mmo. You can jump, grab hold of edges, climb, etc... However, I felt the controls need some fine tuning as combat just doesn't feel quite right yet. Don't get me wrong, I still like the overall direction here too, just needs work.
Social Experience: I liked the questing aspect of the game. Sometimes, the game's brilliance will shine through when group members truly cooperate with each other and play off each others strengths. Other times, it just sucks as groups can sometimes become zerg-fests. Also, I feel like Turbine dropped the ball when it came to social features. DD is also about the socializing with your buddies and friends and it feels Turbine hasn't quite grasped that idea. More work needs to go into taverns to make them feel like gathering places and a place to hang out and meet other players.
Content: I didn't get a chance to play through all the content, but the game is designed such that you will need to repeat quests in order to reach the higher levels (7-10) initially. Turbine doesn't plan on releasing more quests until a month or two after release which is unfortunate. Who wants to play through the quest multiple times for the sake of advancing?! Sure, this can be fun for those who want to see everything each quest has to offer, but come on Turbine! However, I have heard rumors that there are some quests that will become available only at release.
Advancement: The DD system is the most flexible classed-based system out there. You can multiclass. You chose your own stat progression. You pick your own abilities and spells. Turbine was smart to space out each level with "mini-levels" in which you can train additional abilities.
Overall: This isn't your typical MMO. If you're looking for an EQ type of experience, don't even bother with this one. However, the game is well done for the most part and fun. I don't imagine it will be the breakout success of WoW. But, I imagine it will develop its own loyal following. I reccomend waiting on this one for a month or two just to see what updates it recieves.
i knew it was crap during the free stress test
I must say (As a D&D player from 1982 on) that the PnP (Pencil and Paper) version is MUCH better than the Online version!
A very sad disappointment
Nobody is perfect...My name is Nobody
I have to disagree with all who said that it´s crap.
...I played in stresstest and really enjoyed it because you had to do things manually.
It´s an huge difference compared to "usual" mmorpgs like WoW, EQ,L2,GW.
And still its built into easily adapted/learned system.
You block, attack and dodge manually no more that stupid autoattacking every 3 seconds. :P
...And to genre D&D is great, and Eberron is an good choise too.
We?re all dead, just say it.
So it does not matter who likes DDO, or how much DDO is the result of what Turbine and WotC feel fits their vision. If no one plays, if no one comes, .... if tooo few players play, if tooo few players come..... then DDO will crash and DIE - aka never re-coup its investment money. MMORPGs are first a buisness. In any and every buisness, one MUST re-coup thier investment money, or else the buisness DIES.
You're right, and it's a shame. Good thing there are lots of companies out there making mmorpgs, because the competition will soon force some companies to do some drastic things and take some chances in the hopes they will hit on something big and take the upper hand.
DDO is not the MMO that is so original that it will grab people attention, but it is different enough to be causing such a commotion on these boards, and not all the commotion is positive. Still, I think it is a good step forward for Turbine and I hope other companies making mmorpgs in the future will follow, to not be afraid to take some chances with their game, and bring some different, fresh idea into the genre.
So many times I hear players complaining about how mmorpgs are failing and they are all no good. I don't agree with this, but I think the reason why people say this is because they haven't made any real progressive steps foward. Dungeons and Dragons Online makes an attempt to change it up a little, and it was designed with a vision that is D&D. For some players like me, it will satisfy. For others it will not, but give credit where credit is due, Turbine took a small step out in front of all the others with this mmo, just by trying to do something a bit out of the ordinary. After a few months playing, I'll post again about whether I think they succeeded or not.
wat do u mean even guild wars beats it? guild wars is in my veiw the best mmo out there
Imo DDo's major Flaw is , It seems while developing DDO they paid to much attention to what made DnD what it was to those who played . (the players own imagination ) Seems they forgot they were developing a video game . Isn't it their Job to create the DnD enviroment . Dont get me wrong they created the art but everything seemed so dull . Nothing seemed as though it was alive a dead world = dead game . IMO
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
In a way you have to sympathise with Turbine.
They built a game with all the stuff in it that is not in D&D like crafting and a huge world with lots of exploration and discovery and no one played it (AC2)
So they must have thought "ok lets cut all that crap that no one used and focus on the stuff they did like which was dungeon crawling and character development"
Guess what.... people still dont like it...
Its enough to make a dev say "screw you guys im going home"
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"MMOs, for people that like think chatting is like a skill or something, rotflol"
http://purepwnage.com
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"Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
im still going home...
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"MMOs, for people that like think chatting is like a skill or something, rotflol"
http://purepwnage.com
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"Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
Sad, Sad, Sad.
I applaud Turbine for trying to be original and create a truly unique mmo.
But this is way off track. This is such a narrow path that I feel very few will travel this road.
Turbine... If only you had instead put such exhaustive efforts and time and resources into one of the greatest mmos ever made (IMO)...
If you had instead truly put these kind of graphics into a 2006 edition of "Asherons Call"...
If you had made the mobs smarter and roam the lands.. If you had added theives and monks etc to an Asherons Call remake that had such beautiful graphics..
And kept the awesome already uber qualities of the old AC like the incredible crafting and huge open seamless world of Dereth...
..And if you had put forth the money you spent advertising and hyping D&D instead hyping your 2006 remake of Asherons Call...
Then I honestly feel that you would have made an insanely huge impact on the mmo community. You would have got 100 times the customers that you will ever gather from the D&D thing.
Asherons Call is by far one of the best mmos ever created with its unreal amount of freedom, quests, items, crafting, exploration, and everything else....
Why don't you learn from that? All you really need to do is remake it 2006 style. Keep the same ol outline and world. Clear the worlds of your 99 version. Let all of them keep playing the 99 version if they like their maxxed out toons that much. It's time to let millions more play the classic... 2006 style.
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I know I've said this before on these forums and got flamed bigtime for it. But still... I know many agree. I am a raging AC fan for good reason. Or shall we say good reasons as to all the things that still make AC on the best mmos today despite its low player populations and 7 year old graphics.
- Zaxx
I've been in the beta for almost two months I think. I haven't played in two weeks though. I wrote a huge post about it though, check it out. I'd make a link to it, but the last time I tried it didn't work