Along with their upcoming Lord of the Rings Online, Turbine also showed off upcoming changes to Dungeons and Dragons Online at PAX in Seattle. Carolyn Koh reports on the upcoming Module 3 and PvP additions.
Dungeons and Dragons Online (DDO) is a good looking game and one that taxes a gamers skills and grasp of strategy. It has sometimes been described as a cross between a twitch and an RPG game in that players are able to dodge, hide behind objects and use skills such as tumble to avoid damage from spells and sharp objects.
The fans at PAX were treated to a sneak peek at the new PvP module on the horizon, and Module 3 Demon Sands a desert themed update which will increase the current content by about 30% and introduce a new Favor Reward for about 1,000 points which will open up a 7th character slot and provide 4 bonus stat points that can be applied to a single character. A powerful reward if one enjoys PvP. |
You can read more here.
Dana Massey
Formerly of MMORPG.com
Currently Lead Designer for Bit Trap Studios
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A couple of errors here. First, its Xen'drik. Second, nothing Turbine has developed as went into the official books. The Warforged were around before Turbine started on the game. Just ask anyone who has ever played D&D. Warforged has been around at least since the Monster Manual 3.0 and were in the ECS before DDO began development.
A couple of errors here. First, its Xen'drik. Second, nothing Turbine has developed as went into the official books. The Warforged were around before Turbine started on the game. Just ask anyone who has ever played D&D. Warforged has been around at least since the Monster Manual 3.0 and were in the ECS before DDO began development.
Thanks for the spelling (fixed) and we've clarified what they said. Warforged of course debuted as a playable race, but had previously been invented.
As to the other notes (things going in official books), perhaps its something that is on the way, because that's what Carolyn was told.
Dana Massey
Formerly of MMORPG.com
Currently Lead Designer for Bit Trap Studios
I'm an RPGA official D&D Dungeon Master and I second what Shurijo said about the Warforged.
They were official Eberron Playable race since the beginning and, definitely, Eberron is not a D&D Online creature.
To clarify the matter I wrote to Keith Baker.
An additonal quip about this review.
The Y-axis is a horizontal direction...he meant the Z-axis for vertical. Being a Computaer aided draftsman this little "oops" bugs me.
Being a 23 year D&D Veteran, and HUGE Eberron fan, DDO bugs me. I was in beta, there were too many inconsistences. Now with PvP, they better not change the spells for PvE, that will be lame, Magic missiles, are always supposed to hit, that's why they do less dmg than other spells!!!
Notice: The views expressed in this post are solely those of the author and do not necessarily reflect the views of MMORPG.com or its management.
Apply lemon juice and candle flame here to reveal secret message.
Notice: The views expressed in this post are solely those of the author and do not necessarily reflect the views of MMORPG.com or its management.
But I would also be willing to believe that Turbine have screwed /that/ up too
As for the spells and abilities changing for PvP, Turbine has already said that they will *not* change the PvE game to balance out the PvP game. I would probably be right in guessing that some spells and abilities function differently when used in the PvP instances, meaning that the instances themselves have a new ruleset, not the entire server.
I'm waiting til they get the rest of the Core Eberron and Core Races in before I use the 7day free trial, to give it a second chance. I notice they put solo content back in...One of the Biggest inconsistences DDO has is it's XP system.
If a character can solo a dungeon they should be supremely rewarded, but they get the exact same XP whether they solo it, or go in with a full force...very UN-D&D.
Totally disagree. The principal focus of D&D in PnP has always been on party play. Not solo play. DDO seeks to replicate that by doing all they can to encourage party play, and grouping. Whilst solo play is essential for an online game, and they have recognised that, to reward it over grouping would be nonsensical. As it would encourage people not to group. Which would indeed be "very UN-D&D".
Cheers,
Sirac
The spells and abilities will be balanced for PvP in the PvP instances - similar to what was done for EverQuest, when you go into a PvP area, the spells and abilities will be different from what you are used to in PvE.
Yes, he dodged my magic missiles. We ran through several scenarios as well as the tavern brawl area. Unless I failed my roll *that* many times to hit, he succeeded in dodging my magic missiles. Ran behind pillars, tumbled, dodged. He even mentioned how it could be done because combat in DnD is "Real Time." I'll talk to Dana about getting some "in writing" clarification from
Turbine about PvP, but realise too that this is still in beta and
things will change as needed prior to release.
Characters used were both level 6. James chose a Warforged Ranger and I selected an Elven Sorceror.
As for "dodging" magic missles not being possible in DnD... well, isn't Enhancements also an DND Online thing?
Notice: The views expressed in this post are solely those of the author and do not necessarily reflect the views of MMORPG.com or its management.
If they make to many changes from PnP, changes that are not all necessary, then why call it D&D online? They can make a name up like all the others. In my opinion if any of the tweaks for PvP carry over into the PvE then the game will have a short lifespan as it will loose what little it has that makes it different right now. PvP is a mistake in this game in my opinion as it's never been widely accepted in PnP. They will loose true D&D fans and then PvP fans will just switch to better PvP games after a short visit in DDO.
Just my opinions on it.
Rather than stick to their guns - while improving and expanding and making worthwhile - they're going down the cookie-cutter route with soloing and PvP. Neither of which have any real place in a D&D game. Especially giving unique rewards to PvPers.
Sad.
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I for one hope that the spell is not changed for PvP. In my eyes PvP in d*d and indeed DDO should be as it is in fantasy books.. a fight pit in a pub, (either fight pit or side room for fights) where mercenaries and adventurers would go to relax and maybe earn some extra gold by wrestling or betting on their friends I am usually against PvP in MMORPG's due to the whole group of people who think that because they stole daddies credit card and bought items/gold/powerlevells, or just generally are silly individuals, that they have the right to attack players who have just stepped into the game. Then they usually start shouting things like ' LOL n00b I pwned y00z'. It's actually laughable when they do this as it shows that they are really just stupid individuals! They should try playing an FPS like css or bf2 where everyone is a pvp'er.. See how they cope with a proper fight
Saying that, the DDO system for PvP sounds as if it is actually a worthy endeavor, and one that is not compusory! Good job! A grown up approach for a grown up game! Now I just hope that they don't spoil it too much by altering spells and damage for PvP. For example, when the game was released we had a static party, mage, cleric, rogue, fighter.. At lvl8 we were all fairly powerful in our different ways. The fighter could do over 80dmg in one hit, the mage could kill in one hit, the rogue's sneak attack took 1/3 health from a lvl10 boss (finishing the quest as most of the party had died) and the cleric could heal and fight with equal efficiency!
So why change it for PvP? Say that the fighter and mage duelled. The fight would be fast and interesting, and either could win based on dice rolls (as d&d should be). The fighter charges the mage, who uses Powerword kill, or web, or a number of useful spells, the fighter saves, and swings his mighty axe, cleaving the mage in two.. Fighter wins in one hit. Now do the same fight again. Fighter fails to save against web, then fails to save Powerword Kill. Mage wins. Finally, lets 'nerf' everything "to make it fair" (IMHO a stupid idea) ok.. The fighter saves, swings his axe, which he is used to doing 80dmg with.. and low and behold the mage is still alive, due to the PvP nerfing the fighter only did 20dmg.. If that were to happen, I for one would gladly walk away laughing at the PvP and putting it down to a complete waste of time.
For those of you who read my essay, I thank you, and I hope that you enjoyed my opinions on the matter!
***Please note that I did think PvP should not be in DDO, as D&D was all about fighting monsters, not other players, but having it in a pit fight environment and not compulsory sounds kind of fun***