Dungeons and Dragons Online Beta Impressions
The NDA for the Dungeons and Dragons Online Beta is now a thing of the past. F13's piece prior to the lifting of the NDA is a good place to get started. They also have a lively discussion going, discussing all aspects of the upcoming game, which launches February 28th. From the f13 piece: "The most important thing to understand about DDO is Turbine is trying a different take on the genre. People looking strictly for a WoW clone in a D&D flavored wrapper won't find it. For some that may be a good thing, for others not so much. Oh to be sure, it has a lot of the same trappings as your previous favorite graphical-Diku-mud; after all, most fantasy computer role playing games owe a little or very large portion of their structure to the granddaddy of all pen and paper rpgs, Dungeon & Dragons. So it comes as no surprise to find this game with familiar fantasy races, defined character classes, and easily recognizable fantasy monsters, magic items and spells. But, as I have grown fond of saying these last several years, the devil's in the implementation. To that end, DDO is almost as easily defined by what it is NOT as by what it IS."
and the basic game itself is pretty impressive in implementation.
Unfortunately, making any real progress while soloing is completely impossible. This has gone back and forth throughout beta. At the present time, due to "diminishing returns" when you re-enter a dungeon, you can forget "leveling through perseverence".
I don't group with strangers, and my friends are only available occasionally (and the chat system is abysmal, which makes identifying competent players with which to group extremely difficult), so I'll be passing on this one.
"Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
Here's what I see happening:
When the game is released, the classes and creatures will feel a lot like they are described in the rulebooks. After a while, they'll nerf this and boost that until we are left with a game that is D&D in name only.
You'd think that after what, 25 years, the rules would be fairly well tweaked out. But once you move from 5 friends on a table to 5,000,000 on a server, some things will have to change.
I'd rather you do it wrong, than for me to have to do it at all.
I'm in the beta for DnD. This isn't anything like WoW. It's more like Guild Wars. You create a party and get an instanced dungeon for your party. It has a lot of the DnD "atmosphere" with text descriptions of the scene quickly popping up when you move through areas to replicate the DM feel. All in all the feeling of the game is actually cool. Pubs and inns have wonderful atmosphere, the music is catchy, and you feel like you're really almost there. I haven't progressed too far into higher levels though, so I can't say much about that. I will need to find more free time to play before it launches though, so I can see if it will be worth it to buy. (and help report bugs too of couse)
No sig for you!!
Combat : Here is where DDO shines. As a MMORPG, it blends click with dodge very nicely. I can backstab, jump, tumble, climb, and never feel like I'm doing "the WoW thing" (aggro-heal-tank repeat) by just standing there and pressing my combos. Firing my bow yields a satisfying woosh-thunk. Wielding my dagger from the shadows is a treat when I do it right. Its somewhat disappointing to hear there's no PvP in the game, but they promise it will come. In the end, the RPGs that are about fighting stuff should make sure that the task is fun. WoW is not. DDO most definitely is!
Gameplay : Aside from combat, the instances are very interesting. Even though the adventures I experienced were basically linear channels through a dungeon, I still felt like I was exploring and discovering. There are environment puzzles to solve and secret doors to find. Very different from every MMORPG that I've ever played, and I have to admit quite satisfying.
The World : The hub style of MMO really bums me out, for many reasons. Every aspect of the gameplay exists within private instances. Groups are found in the town areas, ala Guild Wars. Due to this, all open-ended gameplay disappears and is replaced by simple, directed instancing. Your mileage may vary, but I prefer plundering vast open plains and mountains. Worlds are fun. Boxes less so.
Story : Hrm. I saw very little "story" in the game. None of the NPCs even speak, so this generally bleeds away any characterization or drama from the experience. Perhaps there will be larger "world arcs" to follow in the actual game.. I'm hoping so.
And thats about all I have time to say. Will I get the game? Well, seeing as how I'm a fan of Dungeons and Dragons and RPGs I will definitely be there on opening night. Whether I see enough to justify the monthly fee remains to be seen. I have high hopes, and my experience thus far has been quite positive. Will it unseat WoW? Doubtful. But rest assured, its the best WoW alternative out there.
Just my humble opinion.
DO NOT PLAY MASSIVELY MULTIPLAYER ONLINE GAMES!
Please understand that this is not a troll, but there's nothing more infuriating than trying to talk to some running-around asshat who won't even acknowledge you. Totally ruins the atmosphere, dontcha think?
I mean, why log on to a server with well over thousands of players if it's only to do quests alone, play alone, and not even interact with other people? It's the basic premise of an MMORPG, roleplaying! Talking, drinking an ale at the inn while sharing stories, discussing current events, exchanging gossip, political information, creating ties between guilds/factions/whatnot, haggling for prices with a player craftsman, going in to feel how it would really be if you lived there! Not a chatroom with a fantasy backdrop! Not an FPS for people who can't aim, either.
Soapbox session over.
Designing an MMORPG must be a bitch. It doesn't matter wich choice you make it will always upset someone who will bitterly complain that your game wich they have no intention of really paying for anyway is not exactly like the game they are paying for.
Look at the reactions so far to DDO. It ain't WoW. Well no fucking shit sherlock. It never tried to be. In fact if you looked at the design docs it is very clear that they pretty much designed the game to be not WoW.
The world doesn't need another WoW or EQ or Guild Wars or Age of Camelot or Lineage because all these games already exist.
We get countless articles bemoaning that games are just endless sequels with no originilaty but beware the company that actually tries to do something different.
So DDO does not have PvP. Must every MMORPG game have PvP? It reminds me of a few years ago when every game had to have a multiplayer mode no matter how silly. Or the days of the bubble when even the local bakery had to have a website.
DDO also seems to want to get rid of the level grind. Levels are the bane of MMORPG games. Why? How much trouble do you have in forming a team for Capture the Flag in quake? Oh none? Just join and your in a group? Might this because there is no level in quake and anyone can group with anyone else?
Now imagine quake where the longer you have had the game the more damage you do with your weapons. How attractive would it be to buy the game 3 months after launch? Yet this is exactly what happens in games like EQ1/2 and SWG NGE has added it as well. If your a real newbie then good luck. You will maybe wonder where the hell everyone is. Well they are in the high level areas wondering why there are no new players. Grouping up with a high level was added to EQ2 with the high level then lowering his level to yours but it is a pain. You got to find a really nice person who is willing to help you level up and that is exactly what they will be doing, trying to get you to level up as fast as possible. You even get more XP when being mentored to make the grind faster. The notion that its is the journey that matters not arriving seems not to exist in MMORPG land. Perhaps I am just a weirdo who likes to quest and doesn't care if it is at level 1 or level 1000th.
Levels create yet more problems. If you have crafting then high levels usually have no need for low level crafters items. Low level crafters can only gain XP by grinding low level items. CUE SWG and its "bought" crafter levels where a player would get money being a combat class to then pay for grinding to master crafter. No new player wanted to be a pure crafter could make it work. You would simply go bankrupt.
DDO seems to have dropped crafting altogether. Bad news for those who like a player run economy but at least it saves them a lot of problems. Since no game has ever gotten it right before.
PvP is yet another Level nightmare. Obviously a level 10 is goint to beat a level 1. Great fun for the level 10 especially if the level 1 was AFK because noobs just deserve it you know (there may be nice PvP fans but I never seen one). PvP fans want to race to the highest level and then wack their e-penis at lower level players. Nothing a PvPer enjoys more then challenging players in the starter area to duels.
DDO so far has 10 levels. Or does it? With 4 mini levels it could be said to have 40 levels. What of course really matters is how much difference there is between levels. Lets just say that a level 1 ddo player will get his ass handed back to him by a level 10 in the same way as a level 1 EQ player will get his ass handed to him by a level 60 EQ player. Oh and the ruleset for DDO allows for far higher classes. If they come you will have peasant players and virtual gods trying to exist in the same world.
Will it avoid the level grinding trap of other MMORPG games or will it to have endless walktrhoughs for levelling up the fastest and then complaining there is not enough high level content and there just don't seem to be new players
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Here's a suggestion for soloers... DO NOT PLAY MASSIVELY MULTIPLAYER ONLINE GAMES!
Wrong. A better suggestion is to find a MMOG that supports soloing. They do exist.
Guild Wars supports solo and casual play fantastically well, because henchmen are available in towns for you to recruit into your team in place of other players. This eliminates at a stroke the "LFG downtime" problem that is so common in traditional MMOGs.
And what's more, the AI of henchies in GW is extremely good, often better then the natural intelligence of players, and certainly more responsive to your demands and direction. It makes playing a pleasure.
Sadly, that's a universal truth.
After suffering the trials and tribulations of pickup groups in various MMOGs for some years now, I've finally found a solution that avoids the problems of pickup groups entirely: henchmen in Guild Wars:
Henchmen are a wonderful answer to the many problems of building and playing with teams in MMOGs. It's sad to see that DDO doesn't provide their own version of GW's henchies, and therefore suffers all the old problems that player teams bring with them.
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
Trust me, if it followed 3.5 rules to a letter, the world would be made up of squares, And even though tehre would be open space to the side of a mob, you wouldnt be able to pass because his square of space is too big.
Right. So once it goes live, they're going to introduce a bunch of untested stuff? I find that hard to believe.
Now maybe it's just me, but when I think of "Dungeons & Dragons," I primarily think of settings such as Greyhawk, Dragonlance and Forgotten Realms. When I think of an MMORPG which uses the D&D brand, I'd expect it to use one of these iconic D&D settings (probably Forgotten Realms due to the higher magical content) rather than a newish pseudo-pulp fantasy setting.
Unfortunately, they've decided the latter, and are using Eberron. Not that there's anything wrong with Eberron: If they marketed it as "Eberron Online," I'd be all over it. But D&D Online? Gimme something classic. Something with staying power. Something that D&D fans from five, ten, fifteen years ago will still be familiar with.
Of course, I'd kill for a Planescape MMORPG, but that's neither here nor there.
Soylens viridis homines es
Combat is fun, but there is very little content. You'll pay your 50$ then your 15$ for subscribing, and you'll 'beat the game' in under 4 weeks. What I mean to say is you'll have a near max level character with awesome equipment... When you have +5 weapons and max level, what else is there to do? Its not like you can marry the princess and raise children. Your goal in the game was lewt and power. When you got all the power and played all the missions, there is no motivation to play on. I think the game will be a success, but there will be few long time subscribers.
God spoke to me.