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I plan to be very well immersed in either EQII or WoW (possibly both)by the time D&DO is released. Being a fan of AD&D I will definately be spending some time and money on getting to know D&DO. I am hoping that Turbine will surprise alot of us and make a quality game...finally. I think that the idea of D&DO is long overdue and am glad that someone is finally capitalizing on that market. It is my experiance that alot of die hard fantasy MMORPG players at one time played D&D or are too young to have tried it before there was the online alternative. Turbine needs to make sure that this game follows alot of the AD&D rules so that it stands out from Everquest and all of the similar fantasy MMOs out there. Being a former pen and paper player myself I realise that if D&DO does not follow certain inherent guidelines the game runs the risk of losing alot of their client base.
From what I have been able to see of the screens and gameplay footage the graphics look great. Alot of my initial interest and excitement about D&DO is caused by remembering fun times with my friends; sitting around and taking part in the exploration of that weekend's adventure. Whereas the setting in my mind took place in buildings fields and dungeons; it is my understanding that almost all of the adventuring in D&DO will occur almost exclusively in dungeons. Seeing the same color and shaped room or hallway for the thousandth time will be a buzzkill. I am hoping that the dungeon crawling and mostly instanced play does not get old quick. Also I would like to see turbine putting alot of thought into the game's depth and content; as well as making it easy for people to stay interested and active after they reach the level cap. Here's to hoping that Turbine entertainment, Atari, and Wizards of the Coast Produce a top quality product.
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D&D...many a sleepless night has been spent with friends killing dragons and scavenging through dungeons for lost treasure using only my imagination, a peice of paper, a couple of dice, and a pen. I will definately be following this game.
Possibly my most favorite pen and paper RPG, I hope the experience isn't ruined by trying to make it an online adventure.
Oh yeah, those D&D games like Neverwinter Nights, Baldurs Gate, Icewind Dale... Their gameplay really sucked, right? No wonder they got such bad reviews... :12
to play D&D again, in an online world would make me consider leaving EQ2 - and I haven't even played that one yet...
You have actually played Neverwinter Nights? I heard the game was kinda...weak. But I never got the chance to play it. to Baldur's Gate, too.
Hehehe..what highly anticipated releases are you talking about? EQII? WOW? Bah...same games, nothing new to the genre but a graphical update.
Now WISH and Moruning have a possibility because atleast they are trying new things.
But as for trying this game? how could anyone not try it that grew up with PnP D&D? Yes I will try it, and probably be very dissastisfied because regardless of what is implemented it will still be a linear game environment.
Even if D&D were to be like EQ and DAoC i would think having the elements of all the good ole D/D adventures involved would make it much more enjoyable...i would rather run around in enviroments that i've experienced for years on paper.If this taken on carefully..i think we could be looking at the "Game of Games" online personally..no other game out there has the expansive history that can implemented into over the course of time.
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You have actually played Neverwinter Nights? I heard the game was kinda...weak. But I never got the chance to play it. to Baldur's Gate, too.
IMHO the campaigns for NWN were weak. The 3rd one was pretty good but nothing spectacular. It's the online persistant worlds that really shine.....Pretty much any implementation you could ask for with any ruleset imaginable + tons of custom content made the NWN PW's really great.
Don't buy NWN expecting baulder's gate. Buy it to play online.
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Personally the only thing that kept me at EQ was LDoN and whats keeping my attention to DAoC is Catacomb releases. CoH was awsome as well for the same reason that WoW will be neat. Its those spontanious lets go on an adventure into a forgot cave that evolvs into a story arc with plot, loot, epic boss's and the end, and a since of satisfaction besides the "grind" I seriously hope D&DO takes a hard look at those ideas that have worked or are about to be put into use because I can strongly agree with these games that these instaces steps are a good way to go.
I want to be able to hop onto my lvl 3 ranger grab a cleric and a mage.. maybe get a sneaky rogue.. travel into the Catacombs thats are being exploited by a bandit crew. disable there traps. set a few of our own. find the hidden doors. kill the badies. and get the loot all with the story being there. That for me is enough to subscribe to any game. Torn now because LDoN isnt as active. High end CoH is about groups prowling a city, WoW isnt released, and DAoC Catacombs is in the works. SO ya. I think if D&DO was an instances based game. with great satisfaction with every run.. be it a solo adventurer with a couple hired cohorts or a well balanced group up to 8 people.. it would be an awsome game.
You also have to look at a balance issue. they have to have something for everyone. Sure the fighter will kick the crap out of a rogue. but a rogue will disarm the trap that would kill everyone. sure the elf is hated in the party.. but he found that secret door to the underground lair didnt he.. Maybe that half-orc is ugly. But he guided you through the pitch black that one time. Every race and class has its perks with D&D it cant all be about the ability to take out the mobs.. Thats what is the downfall of most of these games atm IMPO.
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Yeah, it has very good graphics but so what, after reading Gamespot's preview I'm not at all interested in it.
The no exp or loot until after the mission is completed is monstrously stupid and will most likely be shot down fairly early in beta. Also, I know Turbine wants to cut down on lag to accomadate their fully real time battle system but it sounds like they want to make the entire game instanced. As in, NOT massive multiplayer.
If D&D doesn't change a LOT in beta this will probably be another failure from Turbine.
Why would having no exp or loot until the mission is completed be stupid? Their pros are that people won't camp/farm mobs anymore, and instead focus on the successful completion of missions instead. So that fighting won't be the most desirable way to solve every problem. What would the cons be?
And 500 is enough to be considered massive. And you share cities and can talk to everyone so it still does count as massively multiplayer.
Genjing- what if the mission is too hard? What are you going to do then? If you say: "oh, just get a party together and problem solved" then you are wrong. That would mean forced grouping and if you've been following FF11 you would know that people do not like forced grouping.
Also, I have read nearly everything about the game and I have not heard one word on field monsters. In other words, monsters that just walk around aimlessly outside waiting to be killed. And if that's the case then that means the one and only way to play the game is through missions. BORING!!! This is a very likely assumption because then why would anyone do the missions where they won't get anything until it's completed when they can just go outside and get immediate exp and loot.
If I wanted play with only 500 other people I would play Asheron's Call 2. Does the game just randomly throw you into towns? What if you want to play with your friends? If the towns are randomly assigned what if you are randomly assigned a bunch of high levels and you are level 3? This is very likely another problem area in beta.
Next time consider the big picture Genjing.
Originally posted by Xiaoki
Genjing- what if the mission is too hard? What are you going to do then? If you say: "oh, just get a party together and problem solved" then you are wrong. That would mean forced grouping and if you've been following FF11 you would know that people do not like forced grouping.
There are some missions designed for grouping while others are designed to cater to casual/solo. The game will mostly be focused on grouping, because thats what Dungeons and Dragons has always been about... but there will be slight options to go out on your own once in a while and get something done. But don't expect to solo the whole game and advance just as fast as someone who parties constantly. I played FFXI too, and trust me i didn't like waiting 3-5 hours for a party as a lvl 55 monk. But grouping in itself was fun, they just happened to screw up the difficulty in making them.
If its still too hard for you, then becoming a better/smarter player will help... considering this game will require actual skill.
Also, I have read nearly everything about the game and I have not heard one word on field monsters. In other words, monsters that just walk around aimlessly outside waiting to be killed. And if that's the case then that means the one and only way to play the game is through missions. BORING!!! This is a very likely assumption because then why would anyone do the missions where they won't get anything until it's completed when they can just go outside and get immediate exp and loot.
There WON'T be monsters that wander around aimlessly. There will be random encounters though that serve as obstacles during travel. You will have to complete missions to advance and gain stuff, there will be no mob camping or endless killing of mobs.
If I wanted play with only 500 other people I would play Asheron's Call 2. Does the game just randomly throw you into towns? What if you want to play with your friends? If the towns are randomly assigned what if you are randomly assigned a bunch of high levels and you are level 3? This is very likely another problem area in beta.
Next time consider the big picture Genjing.
I never said having 500 per server was a good thing. I'm not sure how it works either. I just said it still qualified as massively multiplayer. Next time try reading more carefully, or actually researching the game.
Yes, the Dungeons & Dragons pen and paper RPG has been about small groups but what you have failed to realize(and Turbine as well unfortunately) is that D&D Online is not a pen and paper RPG it is a MMORPG. They are two completely different types of RPGs with two completely different main audiences. What is seen as essential for one will be seen as a game killer for the other. Forced grouping has not been a selling point for any MMORPG and I don't see that changing.
Is King Behemoth still too hard for you to kill at level 1, then becoming a smarter/better player will help... There is a difference between challenging and too hard.
Hmm, random encounters that serves as obstacles during travel? Why, that sounds exactly like a single player offline RPG. This just keeps getting better and better doesn't it? Hey, guess what? People like endless killing of mobs. Without the endless killing of mobs what will you have? Crafting? PvP? Oh yeah, that's right, D&D Online doesn't have those either. CoH doesn't have crafting or PvP(yet at least) but it does endless killing of mobs. No crafting or PvP seriously hurt CoH's sales and it will be an even bigger problem for D&D.
I have tried to research it but it's made by Turbine, a company that is painfully shy of info for any of their games. I tried the official D&D Online web site but that was a complete waste of time and nearly all other web sites with snippets of info weren't much better. The best amount of info I have ever seen on the game was in an article in a magazine.
Originally posted by Xiaoki
Yes, the Dungeons & Dragons pen and paper RPG has been about small groups but what you have failed to realize(and Turbine as well unfortunately) is that D&D Online is not a pen and paper RPG it is a MMORPG. They are two completely different types of RPGs with two completely different main audiences. What is seen as essential for one will be seen as a game killer for the other. Forced grouping has not been a selling point for any MMORPG and I don't see that changing.
Why is D&D getting hype? Because its a big name that brings memories of a certain type of experience to people who've played it. Why make a D&D MMORPG that has nothing in common with what its known for? Just look at FFXI for example.
Final Fantasy has always been a great series because of fantastic and cinematic storytelling, and amazing characters. But what happened with FFXI? We got a run of the mill industry clone, not much more than a Final Fantasy mod for Everquest. Is that what you want from D&D Online? To avoid the roots and characteristics that made it great just so it fits into the traditional model of a mmorpg?
Grouping is not forced. But its expected. And most of the game will be based on it. If you hate grouping because of experiences in FFXI, then i can't blame you because i felt that way too. But grouping will not be like this in every game forever. There's nothing wrong with forced grouping if its easy to team up with others. And D&DOnline will have things to do for the soloer as well.
Is King Behemoth still too hard for you to kill at level 1, then becoming a smarter/better player will help... There is a difference between challenging and too hard.
Why would you try to solo a mission meant for a group? There is a difference between doing quests suited for you and whining that you can't do a group quest alone. Also, just to show that once again all games are not the same as FFXI, becoming a smarter/better player actually will help here. We can reasonably expect that missions won't ask us to do something idiotically undoable like lvl 1 vs. King Behemoth.
Hmm, random encounters that serves as obstacles during travel? Why, that sounds exactly like a single player offline RPG. This just keeps getting better and better doesn't it? Hey, guess what? People like endless killing of mobs. Without the endless killing of mobs what will you have? Crafting? PvP? Oh yeah, that's right, D&D Online doesn't have those either. CoH doesn't have crafting or PvP(yet at least) but it does endless killing of mobs. No crafting or PvP seriously hurt CoH's sales and it will be an even bigger problem for D&D.
People like endless killing of mobs? Nice to know that you speak for the "people". Unfortunately you're stuck in some kind of rut, thinking EQ style is the only and ultimate way of making a mmorpg. . Where is it a mmorpg holy rule that there has to be crafting? Or PvP? Just because it hasn't been successful yet, doesn't mean its impossible. Try opening your mind to new ideas, it might be refreshing.
I have tried to research it but it's made by Turbine, a company that is painfully shy of info for any of their games. I tried the official D&D Online web site but that was a complete waste of time and nearly all other web sites with snippets of info weren't much better. The best amount of info I have ever seen on the game was in an article in a magazine.
First of all, its a year from release so if you were expecting legions of fansites and articles, then not quite yet. But if you read the faqs from various D&DOnline boards like rpgvault, the official boards, the 2 gamespy articles (Tour of Eberron, and D&DOnline Preview), then that is a good amount of info.
It's all about the gameplay and the level grinding. If I'm not having fun, I'll look elsewhere.
Looks awesome, D&D is the father of almost all games that follow. Sad thing is that most peeps have evolved into mmpg pvpers. Hate to bring it up. It is my impression of D&DO. Without pvp in the game don't think I will leave WOW for it. It they somehow put in pvp into the game I think it would draw alot more people into it. Maybe do something like daoc did with there servers. Some servers are rp, some are all 3 realms together and no pvp, and one is nothing but flat out pvp. I think this game could be a huge winner, but without pvp it will lose alot.
hi yes i would not buy any of the games right now if D&DO or Vanguard where coming out, as is i prolly will settle for WOW, and this is mostly due to the customer service of any game SOE is associated with.