Who created the Warforged?
d.3.l.t.r.3.3 writes "James Jones (Turbine), declared on an interview at MMORPG.COM that D&D Online and Turbine basically built the world of Eberron introducing and inventing many elements that, in reality, were already present in the Campaign Settings since early design, like the Warforged race. Since MMORPG dodged the bullet when a well informed Eberron fan pointed out the glaring errors, I asked Keith Baker (Eberron Game Designer) to clarify the matter. He promptly gave his own opinion, confirming that Warforged were his own original creation and that the words of James Jones were a poor choice. He also doctored the Turbine staff about what a Campaign Setting really is.
The inevitable conclusion of the article is: how much can online gaming sites be trusted, when they are protecting their
own sponsor's image?"
The simple problem? Health. As you no doubt know not all classes are equal in D&D especially at the first few levels. D&D makes up for the weakness of some classes in combat by being by nature a multiplayer game. The warrior, the mage and the healer, one player to take the hits, one player to do the damage and one player to rule^H^H^H^Hheal them all.
CRPG's typically are one-player affairs, so they have to adjust themselves to allow this single player to survive even if they have choosen a class that isn't survivable. One way is too be liberal with health potions. Just keep chucking them back and hope that eventually your pathetic rogue will actually kill the enemy.
So what does DDO do? Put all the health potion vendors BEYOND the beginner area. This lead to a lot of players choosing the lesser combat/healing classes getting stuck. If you used the 2/3 potions you got at the start to early you just couldn't survive later dungeons.
No you couldn't group with a healer or tank either, a D&D MMORPG game with NO early grouping. Says it all really.
I was in the late beta and for this design decision to be implemented still tells me everytbing about the game I need to know. Neither am I alone. DDO commercial success is severely lacking. There is a reason WoW sells so well. Not because it is so good or so original, in many ways it is just a cheap Everquest 2 clone but with a shit load of style and class added. WoW is if you like an iPod, not a better music player, not a more capable one but one that looks good and just fucking works.
DDO is not. Play it, but be sure you know you are playing a D&D game designed by people who forbid low levels to group. A MMORPG, with no grouping.
A MMORPG where I had more cash at level 3 then at level 30 in WoW but nothing to spend it on.
Oh and the warforged are a created race that is very very ugly so I didn't play one since I only play pretty girls. Basically they are a strong warrior race that is healed by mages instead of priests.
But no, an old D&D fan probably won't like DDO. It just ain't anything like it. Neverwinter Nights might be more up your ally. D&D Pen&Paper is to me all about the dungeon master who is a human and who can improvise on the spot. No good dungeon master is going to allow the party to be wiped out in the first dungeon or force all the players to play the first few levels all alone.
A human dungeon master is like a writer, he puts the actors of his play in constant peril but also makes sure the cavalery arrives just in the nick of time. A great dungeon master makes you feel like you escaped by the skin of your nose but not actually get killed. That is the difference between computer and human controlled RPG's. Humans care.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.