I wouldn't say it changes everything. They did do some things differently. Some people like the changes, some don't like the changes.
The main things are:
- all dungeons/quests are instanced (done by various other MMOs, especially like COH/COV, nothing new here)
- more twitch oriented combat (been done before, but kinda new)
- uses DnD 3.5 rules (I guess that counts as new)
- integrated voice chat (been done before, but still kinda new)
- removed solo play/force groups (kinda new, but whether thats good or bad is up to the players)
- removed open area/zones and mindless mob killings (new, but whether thats good or bad is up to players)
- removed crafting (whether thats good or bad is up to players)
- limited emotes to allow players to use their imagination (at least that is how some players defend the limited emotes and inability to sit in a chair).
- added 3 difficulty settings (normal, hard, elite) to each dungeon (kinda new, other MMOs increased difficulty based on group size/level)
- limited dungeons to allow players to repeat the same dungeon until they have perfected it (kinda new)
Originally posted by Turtleneck37 i see.. but yea i was just wondering the commercials ive seen make it out to be like the best thing to ever be on this planet
I was wondering where you got the "changes everything" reference. I had forgotten about the commercials.
Well I'd say if the commercials make DDO out to be the best thing ever, then their marketing dept. must be doing a pretty good job.
As for whether DDO "changes everything"... not really. I'd say DDO focuses more on content than the other MMO*s I've played, but other than that, there isn't a whole lot that is new. The game will provide me with entertainment for a couple of months until something else comes along.
As for whether DDO "changes everything"... not really. I'd say DDO focuses more on content than the other MMO*s I've played, but other than that, there isn't a whole lot that is new. The game will provide me with entertainment for a couple of months until something else comes along.
Two words: no time sinks... oh wait, that's three.
Three words: no timesinks... um.
Anyway... you get right to the good stuff. Adventuring, dungeon crawling, questing. No killing 100000 mobs to get to the endgame so you can start having fun.
Now if you only have a few hours here-and-there to play during the week, or you're meeting up with old gaming friends for a regular "old school games night", or you want to experiment with different character build, that's brilliant.
But it can be a weakness if you play it like a standard mmorpg. If you grind to cap, you'll discover that there is no endgame. (duh... its D&D, not a static MUD) AND if you "use up" all the instances once you ARE at cap, grinding for equipment, you'll discover that you wont be able get exp out of 'em when they do raise the cap. (Now if ya DON'T grind to 10.4, you'll still be level 8 or 9 when the first few modules are released and you'll get full benefit out of the new content. But don't let ME tell ya how to play... heh.)
The content is still narrow... deep. But narrow. That will change as Turbine releases more content patches.
In short, the biggest difference between this game and others on the market, is that this isn't based on MUDs that were created to simulate a D&D experience... this is based on the D&D experience. Good or bad, you'll have to decide for yourself, but it definitely IS different.
Originally posted by Kien Originally posted by Turtleneck37 i see.. but yea i was just wondering the commercials ive seen make it out to be like the best thing to ever be on this planet
I was wondering where you got the "changes everything" reference. I had forgotten about the commercials.
Well I'd say if the commercials make DDO out to be the best thing ever, then their marketing dept. must be doing a pretty good job.
As for whether DDO "changes everything"... not really. I'd say DDO focuses more on content than the other MMO*s I've played, but other than that, there isn't a whole lot that is new. The game will provide me with entertainment for a couple of months until something else comes along.
I was just flipping through the channels and i cant remember what magazine said it but it said This is the MMO that changes everything.. something to that effect and another magazine said that you would play until your fingers bleed.. and so on
Originally posted by grimjakk Two words: no time sinks... oh wait, that's three. Three words: no timesinks... um. Anyway... you get right to the good stuff. Adventuring, dungeon crawling, questing. No killing 100000 mobs to get to the endgame so you can start having fun.
The thing is, Guild Wars already did this, and Guild Wars actually HAS an endgame! Unlike DDO, which doesn't even have a mid game let alone an end game. Unless you like repeating missions over and over again.
And GW has no "kill x of y mobs" quests and most of its xp comes from missions/quests, so that's not new either. Also GW combat is almost as twitch as an fps, but with spell/skill choice skill thrown in as well, alot more than DDOs brand of twitch, which equates to right click till mob is dead (unless you're a wiz/sorc, where you just sit back with auto-crossbow attack on, till the mob is dead, unless it gets near you, in which case you cast a bomb-spell).
DDO is infinitely better then GW - there's just no comparison in my opinion.
This is Dungeons & Dragons - it uses the D&D rules and world of Eberron content from 3.5. That's important because it uses a widely understood rule-set that many players will understand intuitively from their pnp days. It also has access to nearly unlimited content infusions from the main D&D franchise... content that is time-tested. D&D also offers true dungeons with secret passage ways, puzzles, traps, optional objectives... no other franchise offers true dungeons.
Guild Wars is just some junk story arch that you can plow through in a weekend. Guild Wars had decent game mechanics but 30 minutes in general chat was about all it took for me to realize the game was populated by 14 year olds... kids who couldn't afford to pay a monthly subscription.
I own both games and I haven't opened up Guild Wars since September or so. It just bores me senseless.
When I played pen and paper D&D it was never about leveling up - it was about the adventure and getting it done with your friends. The people who want to grind this game out and speed-click through all the NPC quest convo are going to get bored quickly. The secret is in the content which is what the whole D&D franchise is based on.
Turbine has introduced a great gaming platform here and for those patient enough to take a wait-and-see approach over the next couple of months, I think there's going to be a real payoff. More levels eventually, sure - but more importantly, more and more content and better and more perilous dungeons to crawl.
Originally posted by smellyfed DDO is infinitely better then GW - there's just no comparison in my opinion. Guild Wars is just some junk story arch that you can plow through in a weekend. Guild Wars had decent game mechanics but 30 minutes in general chat was about all it took for me to realize the game was populated by 14 year olds... kids who couldn't afford to pay a monthly subscription. Turbine has introduced a great gaming platform here and for those patient enough to take a wait-and-see approach over the next couple of months, I think there's going to be a real payoff. More levels eventually, sure - but more importantly, more and more content and better and more perilous dungeons to crawl.
Sounds like you haven't really played much of either game. Come back to me when you've played over 350 hours of DDO, and we'll see if we have a comparison. Most of the people I know in GW have played between 400 and 1000 hours (I've played 350, because I've alternated my time with a lot of other games and betas), and are still loving every minute of it.
If you judged the WHOLE of GW from 30 mins spent in general chat, then you're about as big a moron as those who spend their time in general chat. I rarely spend any time in general/local chat, and I usually have that channel turned off. Except when I need to find a PuG.
Anyway, come back and talk to me when you've actually played either game for more than a few hours and you might have something useful to say (I've played DDO for about 3 weeks myself, in beta, and probably spent about 60 to 100 hours in game, so I think I gave it enough comparison time). And if you ever play more than 350 hours of DDO then tell me and I'll eat my hat.
When I played pen and paper D&D it was never about leveling up - it was about the adventure and getting it done with your friends. The people who want to grind this game out and speed-click through all the NPC quest convo are going to get bored quickly. The secret is in the content which is what the whole D&D franchise is based on.
So you NEVER thought about getting to that next level so you could use that spell you found, or anything like that. You and your friends thought about getting exp for what you did? Because the only thing exp is used for was to make it to the next level.
Originally posted by Turtleneck37 What makes this the MMO that changes every thing? how is it diff some others such as Eq Wow or FFxi?
DnD Online is Guild Wars with a backwards concept. Guild Wars is a party based MMORPG, which requires groups to use teamwork to win PvP battles while DnD is the same, but applies to PvE instead of PvP.
DnD rules and mechanics are unique and equally irrevelant to gameplay. Gone are turn based mechanics and players rules that gave everyone a fair chance in PnP. (Or unfair chance to raise the stakes of gameplay.) The game is more player control then dice based and you can freely move or attack. The system is outdated and doesn't work with MMORPG standards. With that said, a lot of class feats didn't make it to the cut or have yet to be installed.
PnP mechanics and rules were made for situational occurences during Pencil and Paper gameplay. The rules fail to translate in this game because 1) There is no DM to create events for players encourage roleplay, 2) turn based would slow down gameplay and 3 the players cannot interact with others outside of NPC monsters. Player cannot roleplay with their environment and players are limited to mostly talk. You cannot give yourself the physical features you want as you would in PnP.
With that being said, like Guild Wars, DnD Online lacks a lot of content because it's going by old system, which made using one's imagination fun and again events situational bring the most out of both roleplay and PvE battles. With the world already created for you and your enemies running on a program, there isn't much to expect from the game after one has played it. It becomes repetitive quick and with the lack of epic levels as seen in other MMORPG, you will quickly become bored with the game in the same time frame it takes your average player on Guild Wars. (30 hours)
Comments
I wouldn't say it changes everything. They did do some things differently. Some people like the changes, some don't like the changes.
The main things are:
- all dungeons/quests are instanced (done by various other MMOs, especially like COH/COV, nothing new here)
- more twitch oriented combat (been done before, but kinda new)
- uses DnD 3.5 rules (I guess that counts as new)
- integrated voice chat (been done before, but still kinda new)
- removed solo play/force groups (kinda new, but whether thats good or bad is up to the players)
- removed open area/zones and mindless mob killings (new, but whether thats good or bad is up to players)
- removed crafting (whether thats good or bad is up to players)
- limited emotes to allow players to use their imagination (at least that is how some players defend the limited emotes and inability to sit in a chair).
- added 3 difficulty settings (normal, hard, elite) to each dungeon (kinda new, other MMOs increased difficulty based on group size/level)
- limited dungeons to allow players to repeat the same dungeon until they have perfected it (kinda new)
i see..
but yea i was just wondering the commercials ive seen make it out to be like the best thing to ever be on this planet
I was wondering where you got the "changes everything" reference. I had forgotten about the commercials.
Well I'd say if the commercials make DDO out to be the best thing ever, then their marketing dept. must be doing a pretty good job.
As for whether DDO "changes everything"... not really. I'd say DDO focuses more on content than the other MMO*s I've played, but other than that, there isn't a whole lot that is new. The game will provide me with entertainment for a couple of months until something else comes along.
Two words: no time sinks... oh wait, that's three.
Three words: no timesinks... um.
Anyway... you get right to the good stuff. Adventuring, dungeon crawling, questing. No killing 100000 mobs to get to the endgame so you can start having fun.
Now if you only have a few hours here-and-there to play during the week, or you're meeting up with old gaming friends for a regular "old school games night", or you want to experiment with different character build, that's brilliant.
But it can be a weakness if you play it like a standard mmorpg. If you grind to cap, you'll discover that there is no endgame. (duh... its D&D, not a static MUD) AND if you "use up" all the instances once you ARE at cap, grinding for equipment, you'll discover that you wont be able get exp out of 'em when they do raise the cap. (Now if ya DON'T grind to 10.4, you'll still be level 8 or 9 when the first few modules are released and you'll get full benefit out of the new content. But don't let ME tell ya how to play... heh.)
The content is still narrow... deep. But narrow. That will change as Turbine releases more content patches.
In short, the biggest difference between this game and others on the market, is that this isn't based on MUDs that were created to simulate a D&D experience... this is based on the D&D experience. Good or bad, you'll have to decide for yourself, but it definitely IS different.
I was wondering where you got the "changes everything" reference. I had forgotten about the commercials.
Well I'd say if the commercials make DDO out to be the best thing ever, then their marketing dept. must be doing a pretty good job.
As for whether DDO "changes everything"... not really. I'd say DDO focuses more on content than the other MMO*s I've played, but other than that, there isn't a whole lot that is new. The game will provide me with entertainment for a couple of months until something else comes along.
I was just flipping through the channels and i cant remember what magazine said it but it said This is the MMO that changes everything.. something to that effect
and another magazine said that you would play until your fingers bleed.. and so on
The thing is, Guild Wars already did this, and Guild Wars actually HAS an endgame! Unlike DDO, which doesn't even have a mid game let alone an end game. Unless you like repeating missions over and over again.
And GW has no "kill x of y mobs" quests and most of its xp comes from missions/quests, so that's not new either. Also GW combat is almost as twitch as an fps, but with spell/skill choice skill thrown in as well, alot more than DDOs brand of twitch, which equates to right click till mob is dead (unless you're a wiz/sorc, where you just sit back with auto-crossbow attack on, till the mob is dead, unless it gets near you, in which case you cast a bomb-spell).
DDO is infinitely better then GW - there's just no comparison in my opinion.
This is Dungeons & Dragons - it uses the D&D rules and world of Eberron content from 3.5. That's important because it uses a widely understood rule-set that many players will understand intuitively from their pnp days. It also has access to nearly unlimited content infusions from the main D&D franchise... content that is time-tested. D&D also offers true dungeons with secret passage ways, puzzles, traps, optional objectives... no other franchise offers true dungeons.
Guild Wars is just some junk story arch that you can plow through in a weekend. Guild Wars had decent game mechanics but 30 minutes in general chat was about all it took for me to realize the game was populated by 14 year olds... kids who couldn't afford to pay a monthly subscription.
I own both games and I haven't opened up Guild Wars since September or so. It just bores me senseless.
When I played pen and paper D&D it was never about leveling up - it was about the adventure and getting it done with your friends. The people who want to grind this game out and speed-click through all the NPC quest convo are going to get bored quickly. The secret is in the content which is what the whole D&D franchise is based on.
Turbine has introduced a great gaming platform here and for those patient enough to take a wait-and-see approach over the next couple of months, I think there's going to be a real payoff. More levels eventually, sure - but more importantly, more and more content and better and more perilous dungeons to crawl.
Sounds like you haven't really played much of either game. Come back to me when you've played over 350 hours of DDO, and we'll see if we have a comparison. Most of the people I know in GW have played between 400 and 1000 hours (I've played 350, because I've alternated my time with a lot of other games and betas), and are still loving every minute of it.
If you judged the WHOLE of GW from 30 mins spent in general chat, then you're about as big a moron as those who spend their time in general chat. I rarely spend any time in general/local chat, and I usually have that channel turned off. Except when I need to find a PuG.
Anyway, come back and talk to me when you've actually played either game for more than a few hours and you might have something useful to say (I've played DDO for about 3 weeks myself, in beta, and probably spent about 60 to 100 hours in game, so I think I gave it enough comparison time). And if you ever play more than 350 hours of DDO then tell me and I'll eat my hat.
DnD Online is Guild Wars with a backwards concept. Guild Wars is a party based MMORPG, which requires groups to use teamwork to win PvP battles while DnD is the same, but applies to PvE instead of PvP.
DnD rules and mechanics are unique and equally irrevelant to gameplay. Gone are turn based mechanics and players rules that gave everyone a fair chance in PnP. (Or unfair chance to raise the stakes of gameplay.) The game is more player control then dice based and you can freely move or attack. The system is outdated and doesn't work with MMORPG standards. With that said, a lot of class feats didn't make it to the cut or have yet to be installed.
PnP mechanics and rules were made for situational occurences during Pencil and Paper gameplay. The rules fail to translate in this game because 1) There is no DM to create events for players encourage roleplay, 2) turn based would slow down gameplay and 3 the players cannot interact with others outside of NPC monsters. Player cannot roleplay with their environment and players are limited to mostly talk. You cannot give yourself the physical features you want as you would in PnP.
With that being said, like Guild Wars, DnD Online lacks a lot of content because it's going by old system, which made using one's imagination fun and again events situational bring the most out of both roleplay and PvE battles. With the world already created for you and your enemies running on a program, there isn't much to expect from the game after one has played it. It becomes repetitive quick and with the lack of epic levels as seen in other MMORPG, you will quickly become bored with the game in the same time frame it takes your average player on Guild Wars. (30 hours)