Why I play Dungeons and Dragons Online

sneakthief

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the antithesis said:
sneakthief said:
So what you are saying is that you dont like the combat system because it doesnt do all the work for you?
No.

What the hell is wrong with people that they can't take someone criticizing their favorite game/movie/whatever without leveling a borderline insult at the person offering the criticism?

"Oh, you thought the movie was confusing. So you're not smart enough to understand it?"

Bah!
Apologies if it read that way. It wasn't meant that way at all. A lot of people DO want the game to do it for them (run for them, follow people for them, target for them, attack for them, etc). Why would there be so many MMO's out there that do all the work if people didnt want it? It sounded like you came from one of those many MMO's and didnt like that DDO wasnt like that. Thats all, nothing more. IF that was the case, then no DDO wouldnt be any fun for you.
 

KVB

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Abedeus said:
1. The "kill 200 kobolds" quest. 20 of them at a time? Even if only 1/20 hits me every round, they are are going to massacre me.
Soloer's Hint: the Kobolds converge on the gate from somewhere.
 

sneakthief

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the antithesis said:
Combat I had been getting a better hang of, which will happen when you don't have three NPC's who can do that work for you, so why should I let my character get killed? I thought that the combat used an area attack system where any poor sap unlucky enough to get in the way of my battle ax's arch will get hurt, but what you said about chained attacks has me thinking that is not the case. Eh, the effect is roughly similar, I suppose. Area or multiple target attacks are one thing that I've found lacking in MMORPGs, and it's nice to see it here. But, well, combat is still not all that exciting.
As I said before: Combat is using the D&D rules. Single handed weapons attack one target, unless you have a feat that lets you attack multiple targets which is a tad more advanced as you have to 1) have the feat and 2) do a lot more button mashing. Two-handed weapons attack one main target but also damage anything nearby. Many spells are area effect, but you're sticking to melee.

the antithesis said:
This is probably more a matter of personal taste than anything else. I am an old school game player, so much of the appeal of modern gaming does not work on me. For fantasy adventure gaming, my personal gold standard is Legend of Zelda. And by that, I do not mean Ocarina of Time. I mean the original NES game. Part of the reason why is the combat, which require moving around the screen to dodge or approach enemies and there was the very satisfying knock back feature where an enemy would be flung in the opposite direction when you hit them.
Ah ... the physics of things flying backward when you hit them ... It happens to my character a lot in DDO when giants are hitting me. :D

the antithesis said:
If you can ignore the old-school trappings and glean the core concepts in that, then compare it to most MMO combat where you stand in one place and just swat whatever happens to be standing next to you until they fall down, then maybe you can see why I'm not all that happy with the combat, in Dungeons & Dragons Online, any other MMORPG or just plain RPG for that matter. I'm willing to bet my views are colored by nostalgia. But even past the rose tinted glasses, there seems to be some core gameplay issues here. The main difference being between standing in one place and just holding down the attack button and actually moving around and hitting the attack button at the proper time to hit the enemy while not getting hit yourself. (I should probably be care of what I wish for. While that sort of gameplay works on old school 2D games, since I have trouble just moving around in 3D games, perhaps that sort of thing just wouldn't work. I don't know)
See, I have a problem with that statment because it sounds like you saying in DDO you "stand in one place and just swat whatever happens to be standing next to you until they fall down". If you CHOOSE to do that, you can (though many things will run away from if you do). It's much more effective to NOT do that though. I tend to only do that when I know there is someone watching my health bar and something big and ugly needs to die quickly.

the antithesis said:
Incidentally, is there a way to quickly drink a healing potion? Nearly every other game I've tried has this feature, and it's usually easy to spot and figure out but it doesn't appear to be here. I've had to open my inventory and double click the potion there. And since they're cure light wounds potions, they fit neatly in the drawer marked "might as well not bother." But even so, there must be a means to do this. Otherwise, healing potions are a waste of time.
I believe others have covered this but you can put them in a Hotbar. Once in a hotbar, you can click on them with the mouse to drink them. You can also set up a hot key to specific location in a hot bar through the setup. If you put them in the active hotbar (they have numbers and 1 is the defualt active hotbar), you can use the number keys (1-0) on your keyboard to access them instead of mouse clicking.

the antithesis said:
Once you get past the above issues, real or imagined, what you have is a fairly typical MMORPG. Go here, do this, kill that, fetch that. Blah, blah, blah.
I'm curious. How is this different than say Zelda? I guess I would be considered an "old-school" gamer too since I played on everything from the original Atari console forward. And I too liked Zelda. But if you boil it down to the basic elements, Zelda was just: go here, do this, kill that/those, collect things, fetch that, etc. The same goes for almost any other game I can thing of. So when you say "fairly typical MMORPG", and then elaborate with "Go here, do this, kill that, fetch that", you are really just saying, "a computer game".

the antithesis said:
Maybe now that I'm out of the beginner's area and finally into the titular Stormreach area, there will be more interesting quests, but I donut have much hope for that. Particularly since the first quest I found upon was to clear out all the giant spiders in a family crypt.
Well ... any quest that has ONLY solo difficulty is going to be a "training" type quest. The spiders quest is to train you in targeting and collateral damage. The quest objectives in that one are two fold. 1) you have to kill all the spiders. 2) you have to NOT destroy the crpyts in the process. If you destroy too many crypts, you will fail the quest.
There is another similar quest where you have to clear a dungeon of some dogs without killing any of them. Again, a solo only quest. The point of that quest is to train you in getting things attention and pulling them away. In-game, people will refer to this as "pulling" and then "kiting". Its an essential skill later in the game.

One of the nice things in DDO, is the developers put in quests for many different play styles (causing some to not get run that often). If you can give me more of an idea what would be a FUN quest for you (I guess one where you dont "Go here, do this, kill that, fetch that"), I might be able to point you to some quests that might be more to your liking. At the least, I might be able to tell you wich ones to avoid outright.
 

Deacon Cole

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silverdraggie said:
DDO is active combat, not passive or turn based. This is not diablo, WoW, etc.

DDO is more of a 3rd person shooter. With Mod 9, it should have a first person also. Does this mean you have to play with mouse twitch skills such as in Team Fortress 2, Half-Life, Doom, etc.? Heck no. My twitch skill suck. I'm a keyboard player and more than able to hold my own.
Interestingly, the ads on start up that hawk the upcoming expansion extol something called a "smart combat system" which sounds like a fix for this particular point.
 

ntomlin63

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Sahuagin were in the very first Monster Manual back around 1980ish so yes they have been around a long time.
 

Deacon Cole

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silverdraggie said:
Actually they aren't called lizardmen (or troglodites) because they are not lizards. They are Sahuagin, an evil race of fish folk that has existed in DnD monster lore for years, if not decades.

http://www.d20srd.org/srd/monsters/sahuagin.htm

The lizardmen you want to see, you have to play the game longer. Then you'll see the trogs, and hate them like we do for their stench.
Similarly, I also refuse to argue Star Trek or Star Wars minutia.
 

ntomlin63

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the antithesis said:
silverdraggie said:
Actually they aren't called lizardmen (or troglodites) because they are not lizards. They are Sahuagin, an evil race of fish folk that has existed in DnD monster lore for years, if not decades.

http://www.d20srd.org/srd/monsters/sahuagin.htm

The lizardmen you want to see, you have to play the game longer. Then you'll see the trogs, and hate them like we do for their stench.
Similarly, I also refuse to argue Star Trek or Star Wars minutia.

Blasphamy!!!!! *ducks*
 

ntomlin63

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A lot of that has changed now Symbol, not all but a lot. There is a LOT of content now and more about to be added. The raid loot system got chnaged from that old party leader awards two items to everyone gets loot and has a chance for the uber raid loot. I am not sure how to answer the repetitive play as I am not sure how you mean it. LFG times can still be longish but I can usually find people to play with fairly quickly if i want to bother. I don't like Eberron either, heck i don't like 3.5 D&D but I have managed to set that aside and play and enjoy the game. You might want to give it another look especially in the near future as Mod 9 is about to be released. Level cap is going to 20, there will be an optional FPS view mode, more content, more spells, more enhancements etc etc etc
 

Rhob Anybody

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Symbol said:
I beta tested DDO, played it all the way through the first content release and quit after my spanking new Drow reached the level cap.

Chief among my reasons for leaving were:

1) Incredibly repetitive game play - essentially they brought in a system to reward/encourage you to do the same content over and over again as a stop-gap for new content.
2) AWFUL raid loot system. I've tested every major MMO on the market today (in the western world) and I can honestly say DDO had _the_ worst.
3) Incredibly repetitive game play
4) Staggeringly long LFG wait times if you weren't a Healer
5) My original assessment of "Ugh, I can't stand Eberron" proved to be overwhelming.

--

That being said, I did enjoy the game immensely for many months, enough to level a character to 10 in every slot on my server ;) I just didn't see enough re-playability after the fact and by the time the new content came out I had moved on to greener pastures.
Have to say here it really sounds like you ought to give the game another try as its changed a hell of a lot since you left. The best content didnt come in till mods 3 and 4 and as stated by ntomlin the raid loot system has completely changed since mod 4.1.

A lot of what made the game repetative early on has been modified and a lot of the newer content (anything post mod 4) is very different to what you would have experienced. My biggest problem early on was that 90% of the quests seemed to take place in sewers. I can honestly say now tho that the last sewer quest I did was at lvl 5. Huge sprawling explorer areas with caves, temples, ruins and ogre infested mines are pretty much the staple diet of adventurers now for well over 18 months.

Other changes include a complete overhaul of the enhancement system (came in mod 3.2 if I remember right), great new weapons and spells, self created raid loot (you can now get ingredients from the latest raid to create your own weapons and items far superior to anything that was even dreamed of when you were playing)and dozens of new monsters that behave very differently to those you can remember.Also throw into the mix that the lvl design from mod 3 till mod 6 is probably the best in the game and I think you would find a very different game to the one you left.

So my advice to you would be grab another run on the free trial and see what you think of these changes. I for one would be interested to see how an ex player thats been gone for over 18 months would find the game now.
 

clem

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the antithesis said:
silverdraggie said:
DDO is active combat, not passive or turn based. This is not diablo, WoW, etc.

DDO is more of a 3rd person shooter. With Mod 9, it should have a first person also. Does this mean you have to play with mouse twitch skills such as in Team Fortress 2, Half-Life, Doom, etc.? Heck no. My twitch skill suck. I'm a keyboard player and more than able to hold my own.
Interestingly, the ads on start up that hawk the upcoming expansion extol something called a "smart combat system" which sounds like a fix for this particular point.

This may refer to an optional change in the targeting system. It has been that you can click on an enemy to target it, or tab to select next enemy in a field. Or, if you're shooting or casting at a moving target you would not necessarily target it but lead it with a shot.

I believe the new mod release notes said that you would automatically target the nearest enemy. This has an impact becuase there is also an auto-attack option for melee, that will cause you to attack any mob you have targeted.

So as I understand it you could put fighting on auto-pilot if you're able to automatically target nearest enemy and walk away to freshen your beverage. BUT, you'd be standing still, facing one direction and swinging at one enemy. For this to be successful you'd have to A) be on a mission that was relatively easy with respect to your level, because mobs at your level could stand toe-to-toe at decent odds for killing you, B) put your back in a corner, because mobs will actively and sometimes maddeningly jump around or fly to flank you, and you generally need to move, even if it's just before planting your feet to get a good whack at them. (Which you would often do anyway, as moving attacks incur a penalty to-hit, unless you have taken special training for it).

I believe the change is meant to make targeting and melee more realistic, as you would normally select the nearest foe to fight, even if you're running by several grunts to get to a caster, in which case the auto-targetting would probably change as you move.

edit: ...or it may refer to something else! I'll have to reread the release notes.
 

Rhob Anybody

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Just to clarify this a bit for you.

As of mod 9 you will automatically target whatever is closest as a soft target. This means it will keep changing as mobs move about and different mobs get closer or further away. To specify a target as a hard target you will need to click on the focus orb or the target itself (or just use tab if you want the nearest). This will keep the specified target in the focus orb regardless of where it is in respect to you annd other mobs. The good news is that this is optional so if anyone doesnt like this method you will be able to turn it off and go back to manual targeting as it is now. Until it comes into effect I'm keeping an open mind on how useful it will be but personally can see myself turning it off fairly quick lol.
 

ntomlin63

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Another thing that has changed since the early days for those of you that played in the beginning and left is the AI of the game has been hugely tweaked since the early days. In some ways it annoys me. All monsters now will almost always attempt to attack the casters first. Now we as players do the same and it makes sense in the case of monsters intelligent enough to know the difference. But when oozes and undead do it then I go what the heck.

I would be interested, if you have started DDO based on this posting or the MM contest, could you maybe post how you are liking it and what if any probems you are having? I know a couple of people have done so already but if any lurkers are in this situation I would love to hear from you.
 

silverdraggie

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the antithesis said:
Interestingly, the ads on start up that hawk the upcoming expansion extol something called a "smart combat system" which sounds like a fix for this particular point.
I really don't have a clue as to what it could be other than a change to the current targeting system, as Rhob described.

http://compendium.ddo.com/wiki/Release_Notes_Lamannia_Update_9.0_Official

The current release notes if you wish to read.
 

silverdraggie

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the antithesis said:
silverdraggie said:
Actually they aren't called lizardmen (or troglodites) because they are not lizards. They are Sahuagin, an evil race of fish folk that has existed in DnD monster lore for years, if not decades.

http://www.d20srd.org/srd/monsters/sahuagin.htm

The lizardmen you want to see, you have to play the game longer. Then you'll see the trogs, and hate them like we do for their stench.
Similarly, I also refuse to argue Star Trek or Star Wars minutia.
Your choice. If you want to speak wrong about subject matter after being informed, go ahead. You will only confuse others who may be trying to help you.
 

Deacon Cole

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silverdraggie said:
the antithesis said:
silverdraggie said:
Actually they aren't called lizardmen (or troglodites) because they are not lizards. They are Sahuagin, an evil race of fish folk that has existed in DnD monster lore for years, if not decades.

http://www.d20srd.org/srd/monsters/sahuagin.htm

The lizardmen you want to see, you have to play the game longer. Then you'll see the trogs, and hate them like we do for their stench.
Similarly, I also refuse to argue Star Trek or Star Wars minutia.
Your choice. If you want to speak wrong about subject matter after being informed, go ahead. You will only confuse others who may be trying to help you.
I doubt if it would confuse very many because it's pointless trivia. It's a pointless matter.

I am reminded of the part in Religulous where Bill Maher notes how every time he brings up Jonah and the whale, he is corrected that it was a fish. So in a similar vein; Oh, they're not lizard men but fish men? Oh, that changes everything. No wait. That changes nothing.