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DDO Goes Solo

Gamespot reports on efforts by Dungeons and Dragons Online creator Turbine to add soloable content to the gameworld. They have added a new difficulty level to the existing missions ('solo'), which will allow players unwilling or unable to form a group to successfully complete tasks. From the article: "Turbine has also adjusted the experience requirements for leveling up. The change heavily favors new players, cutting the necessary experience points to get to level two by half. However, the requirements for levels four and up will only be decreased by 10,000 points."

12 of 77 comments (clear)

  1. Dungeons and Dragons Offline? by scrabbleguy · · Score: 4, Funny

    I wonder if they'll be offering an offline version of their game for those who only want to play solo?

    1. Re:Dungeons and Dragons Offline? by SydShamino · · Score: 4, Funny

      What about us folks without a computer at home? Will they have a version for us, too?

      --
      It doesn't hurt to be nice.
    2. Re:Dungeons and Dragons Offline? by Gattman01 · · Score: 5, Funny

      I think its called "Dungeons and Dragons Online: Table Top Edition"

    3. Re:Dungeons and Dragons Offline? by I+Like+Pudding · · Score: 2, Funny

      That one is even harder to solo. In my first campaign I kept antagonizing the party against my wishes, so I had my char fall into a ditch and die from ditch poisoning. The power really went to my head.

  2. This helps by Dark+Paladin · · Score: 5, Insightful

    I was talking to a friend the other day about how I don't play WoW because a) I just don't have the time, and b) the later missions pretty much require that I always have to have a group with me.

    The problem with that is finding said group, organizing them, keeping them there long enough, before I decide I need to go to bed, blah, blah, blah.

    But when I was playing Oblivion, I actually thought it would be nice to have other people around to chat with or trade things with (like "I'll restore charges on your weapon for some potions"), or just chat about things in game or otherwise. Some really good discussions I've had came around through old MUD gaming while talking to guild members about Friends or religion or politics.

    What we decided is that the fun of MMRPG's isn't necessarily grouping together - it's just the shared experience. I'd be perfectly happy never having a group of people with me on a quest, but just being able to chat or trade with them as I chose.

    So, I'd love to see a MMRPG with mostly solo quests that can ramp themselves up if you have a group to provide a challenge - but don't *make* me try and herd these cats you call other gamers if I don't want to.

    1. Re:This helps by AviLazar · · Score: 3, Informative

      The problem with that is finding said group, organizing them, keeping them there long enough, before I decide I need to go to bed, blah, blah, blah.

      That is NOT the problem with end game instances. Once you are in a guild that is of sufficient quality to do an instance then you guys schedule time. For 20 man and 40 man instances - if you have a guild of 100 people it is easy (in fact people are begging to get on the teams).
      The problem with the end game instances is the sheer amount of time to finish them. I think MC, assuming you don't wipe, is about 4-6 hours. Usually MC is split into two night events.

      The only instance I have ever had problems with, that I generally do not get a guild for, is UBRS. PUG groups (pick-up groups) are nightmares and are almost NEVER done for 20-40 man raids. In fact, whenever someone tries to organize a PUG 20-40 man group everyone laughs.

      WoW has a TON of soloable quests, from level 1-60. Just a lot of the more rewarding quests (i.e. slaying the big huge dragon, or defeating the creature that is near god-like in power) requires a group of 20-40 people. You do not have to do it, but you will not get those rewards...and some of the best rewards in the game are soloable (battlegrounds ranks Marshal/Field Marshal/Grand Marshal gear, Cenarian Hold rewards, and more).

      --

      I mod down so you can mod up. Your welcome.
    2. Re:This helps by Kaa · · Score: 2, Interesting

      The end-game in WOW is all about raiding.

      On PvE servers, probably. Having never played on one, I can't say :-)

      On PvP servers the end-game includes raid dungeons but certainly isn't limited to them.

      So yes, its casual to 60 but all the end-game and most of the new content isn't available to casual players.

      Again, it depends on what you want from the game. For some people the end-game is raiding and fat loot. For others it's just using WoW as a pretty chat room. Some people treat world PvP as the end-game. It all varies.

      Don't try to extrapolate your own preferences onto all people who play WoW.

      --

      Kaa
      Kaa's Law: In any sufficiently large group of people most are idiots.
  3. Exploring new levels of geekyness by inio · · Score: 5, Funny

    Q: What's geekier than playing board games with friends?
    A: Playing Dungeons & Dragons with friend.

    Q: What's geekier than playing Dungeons & Dragons with friends?
    A: Playing Dungeons & Dragons with strangers.

    Q: What's geekier than playing Dungeons & Dragons with strangers?
    A: Playing Dungeons & Dragons with strangers, online.

    Q: What's geekier than playing Dungeons & Dragons with strangers, online?
    A: Playing Dungeons & Dragons alone, online.

    Though thankfully, LARPing still has all that beat hands down.

  4. Being a former D&D junkie by steveo777 · · Score: 2, Funny

    I'm willing to bet, from personal experience, that most D&D players already have at least a few proficiency slots used up in going it "solo."

    --
    This sig isn't original enough, it's time to come up with something witty...
  5. What this really means to me... by Programmer_In_Traini · · Score: 4, Insightful

    What this really means to me is that unfortunately, Turbine's got a bad product on its hands (again) and now they're entering survival mode by just giving up and altering the game they made. You know, when game gets old, its normal that it receives an overhaul to give it some fresh air but...at the beginning like that ? hum...scary...

    In fact, im pretty sure DDO can be quite a cool game with various strategies..meant for the true D&D fan at heart. The cold hard fact is that people dont play online to play the way they do on the table with P&P. They just wanna bash stuff, get loot and fat xp :)

    I said it when turbine came up with AC2 and I'll say it again, they need a game that offer an immersive solo player experience and not only for the beginning of game, for the WHOLE game. You know, another poster said the same thing in this thread. When i go online, what i like to do is chat with my guild, trade with people and go hunting on my merry own or maybe with two or three personal friends. I rarely have more than two hours in a row so I cant afford big groups with lots of coordination, nature calls, laundry breaks and knockings at the door, not that its bad, but on the large scale, thats very time consuming.

    playing a mmo for me means interacting with people not being forced to be with a big bunch of PUGs just because my quests forces me to group. That is immensely why wow is so successful. Sure for high end instances you are forced to group for the majority of the quests, you can solo them if feel like so.

    People keep saying that soloing quests defeats the purpose of playing a mmo but i disagree, I like to play alone or with close friend but I like mmos because I can interact with people. that is what mmo means to me.

    --
    If you look like your passport photo, you're too ill to travel. - Will Kommen
  6. Turbine finally coming to terms by Shivetya · · Score: 2, Insightful

    with the fact they have another failed game on their hands.

    The one constant in Turbines two games since the original Asheron's Call is that they fail to acknowledge the warnings of their fans. Turbine has many loyal fans from their Asheron's Call game and most are willing to try anything new Turbine comes out with. Yet at the same time Turbine fails to exploit this valuable commodity and instead ignores them and even at times insults them.

    I remember quite well Turbine representatives dismssing the claims that D&DO did not have enough content to launch, was not friendly to players who may want to solo or find themselves in that position. Combine this with a game world which is player unfriendly, meaning all areas are instance, with no real activity other than the dungeon crawl, and it exaggerates the games inherent limitations. Simply put, there is nothing to do other than group.

    Yes I know the idea of D&D is to play with others but that ignores the reality of gaming today. If players want to game together there are many other ways they can do so and most of them allow for much more player interaction than an internet MMORPG. The best way to have a successful MMORPG is to appeal to the broadest possible number of players. Purposely excluding potential players is always a road to disaster and Turbine went down the road full speed.

    Hopes for LOTR (MEO or whatever its current name is) dimmed significantly when Turbine emphasized the group play as a focus. The classes provided are meant to support each other but not necessarily be soloable. Some classes don't appear to have any real potential outside of groups. If this makes it to production it will yet be another game with limited appeal and a short life.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  7. Re:Let's turn it into WoW, it worked for SWG, righ by TomRC · · Score: 2, Interesting

    I can understand the attitude "I just want to play, don't make me work". In essence this is a call to eliminate the concept of character advancement. You start at some level of capability - and never get any more powerful. Developers would have to focus on making new and interesting quests. So you could be a 10th level fighter, or a 10th level thief, or any combination of 10 levels - but that's as far as you ever advance.

    Or you might start out with the highest level of skill in one category - but if you want to have skill in more than one thing, you have to earn it. So for DDO, you might start as a 10th level sorceror if you want. (Or a 3/3/4 fighter/wizard/rogue if you prefer.) You could reach 20th or 30th level by training in a second and 3rd class - but 10th is the highest you could ever go in any single class.

    Hmm - that actually sounds like it would be the simplest way for DDO to do to quickly expand their game - it doesn't require any additions to skills - just add some harder quests for the higher level characters. Then they could experiment with a server that allows people to start with 10 levels, and exceed the 10th level limit via multi-classing. See how people like the idea.