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DDO is very misunderstood

Ppl you must understand a very specific difference between traditional mmorpgs and Ddo.
To be a bit rough around the edges ,DDO isnt a mmorpg ,not with the traditional sense that is .

Yes ,u cant put a warrior to keep the aggro , mana-burst a priest to keep him alive ,and put a mage to nuke till his out of breath .Thats WoW ,a very good senario but not DnD .

- The base phrase in DnD is "What do we do now ? " not , "&$%#%$ for not nuking at exactly 3.05 mins the huge dragon that entered stage 2 ".
This means that u must preserve spells and heals ,hold on to them ,find another way around ,sneak (real sneaking) etc .not just wait for priest mana and tank all over again .
Ppl who are used to that kind of playing and are <15 (sorry for being impolite but this age specification applies to children who like to kill and camp and kill and whoa i got a better sword than you!) cant understand the true depth of DnD .

- As for the instance part...Well thats the only flaw I could find ,if it is a flaw in the end ...
PROS : DnD is about you and the party you are on ,not any else .You play your character in "your" party for the duration of the dungeons .You know that there are other parties "somewhere in the world" but simply you just dont find them almost no times in the wilderness .
COS : I am afraid the game will have a serious lack of immersion ...Not being able to explore limits down the possibilities of playing by way too much .I hope this will change for the better with multiple party dungeons at least .

- Edit : Forgot to talk about PvP .Anyone who wants PvP in DDO should be hanged .Yes its a wonderfull idea ,especially in lvl 20 where a mage can command word DIE on you and u wont be able to ress ....What a beautiful PvP .Oh no ,better :lets remove these spells so wecan Balance PvP :-)::::06:: .PvP and DnD cant go together ,anyonwe who claims they cant should go play GW or WoW's battlegrounds

P.S. We need some more proffesions for gods sake...I was a fisherman in my DnD PnP game

Comments

  • pallen_97pallen_97 Member Posts: 6

    In regards to instances...

    Turbine really missed the boat on this one.  They had a chance to make dynamic (changable) dungeons that players can have a real impact on.  But instead, most dungeons are the same, "run through, kill mobs, take everything that isn't nailed down" playstyle that exist in all other MMORPG's.

  • GrimmWrathGrimmWrath Member Posts: 59

    DxOs problems are not primarily related to the gameplay not being yet another EQ/WoW clone. Turbine has created a game that is neither an MMORPG nor Dungeons and Dragons.

    P.S. We need some more proffesions for gods sake...I was a fisherman in my DnD PnP game

    Right there you sum up DxOs primary problem...the game has no depth. The original UO was more D&D than this misnamed poor excuse for a pretender. Turbine's product is just a cutsie D&D themed series of 3D quests that allow online multiplayer play. The characters are bland and uncustomizable, the environments and things within them are static and poor props at best. The world, instanced or not, is so limited that any sense of exploration or immersion is destroyed. The action combat system is clumsy and spammy. Encounters are highly contrived and lack the so touted hype of being solvable in multiple ways.

    DxO is an alpha version shell of an idea that either isn't technically possible to produce yet or at least far above Turbine's capabilities.

  • ScarisScaris Member UncommonPosts: 5,332


    Originally posted by GrimmWrath
    DxOs problems are not primarily related to the gameplay not being yet another EQ/WoW clone. Turbine has created a game that is neither an MMORPG nor Dungeons and Dragons.P.S. We need some more proffesions for gods sake...I was a fisherman in my DnD PnP gameRight there you sum up DxOs primary problem...the game has no depth. The original UO was more D&D than this misnamed poor excuse for a pretender. Turbine's product is just a cutsie D&D themed series of 3D quests that allow online multiplayer play. The characters are bland and uncustomizable, the environments and things within them are static and poor props at best. The world, instanced or not, is so limited that any sense of exploration or immersion is destroyed. The action combat system is clumsy and spammy. Encounters are highly contrived and lack the so touted hype of being solvable in multiple ways.DxO is an alpha version shell of an idea that either isn't technically possible to produce yet or at least far above Turbine's capabilities.

    Very well said and I agree completely. Turbine managed to make yet another combat / encounter centric MMO. There is nothing innovative about it, it's guild wars to me re-done. I actually like the story to Guild Wars a hell of alot better. AND atleast you can explore alittle in Guild Wars even if you are forced by terrain limitations.

    - Scaris

    "What happened to you, Star Wars Galaxies? You used to look like Leia. Not quite gold bikini Leia (more like bad-British-accent-and-cinnamon-bun-hair Leia), but still Leia nonetheless. Now you look like Chewbacca." - Computer Gaming World

  • AbraxosAbraxos Member Posts: 412

    The Pen and Paper versions of D&D followed the same development as Tokien used to develop Middle Earth for the books. With Eberron and Forgotten Realms and Greyhawk and Planescape before it, They would sometimes have entire encyclopedias of maps, outlines of cultures and politics, Key players and their plotlines, intricate towns, cities, dungeons. Eberron is only a few years old and already has a main source book, a book dedicated to the largest city, a players handbook, a book about the five human nations, and a book about the races of Eberron and how they relate to the world and the world relates to them.

    I say all of this to say when you have this much depth to a world, why narrow your scope to something as small as one uncivilized island with one city and a bunch of instanced basic dungeon crawls? D&D in my opinion does not cater to MMORPG fans or D20 Pen and Paper fans? My group on Friday nights do not just go collect a quest from location A and then dungeon crawl. They've seen Elven cities, Feasted with Kings, Teleported to Icey lands to fight Frost Giants, Traveled in boats and fought at sea, Investigated lost temples in Jungles, solved murder mysteries within a small town, Drank with Barwenches in slummy taverns etc etc. Most importantly is that they are part of the world instead of with D&D Online where it seems to be "Insert Generic Party here" type of game play.

    Like the vast majority of MMORPGs out right now or coming soon, Turbine seems to have not had any clear plan and a target audience for this game or if they did they did not listnen to them. The old saying of "Try to please everyone and please no one" should be tatooed to every Developer with an idea for a MMORPG in my opinion.

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