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?"
Do your job and clean up that summary. It's atrocious.
Besides the awkward and nearly unreadable sentence structures in the article, 'dodged the bullet', 'doctored' and 'inevitable conclusion' do not mean what the submitter seems to think they mean.
If the editors won't actually edit articles (to keep Slashdot "more real", apparently), how about just not posting articles that are incomprehensible gibberish?
The Warforged appears as a playable race in the Eberron sourcebook, published by Wizards of the Coast in 2004. I remember reading about the Warforged in promotional materials and on WotC's website before that. There's no need to even bother Keith Baker about this.
I apologize for the horrible summary (since I'm not native english, I sort of expected that). I guess that, or the editor has superpowers, or the summary is comprehensible (aside for the idiomatic fiascos). The point of the summary (and of the article) is: Turbine, one of the major sponsors of MMORPG.COM, tried more or less willingly to gain design credits on a campaign setting they are licensed to use. While many Eberron fans pointed the Warforged discrepancy to the editing staff of MMORPG, they basically ignored them with an official reply, not even bothering to sort things out. So I asked Baker for clarifications, that was kindly enough to work out my apparently poor english and write back an answer that straighten thing out: Turbine has no control over Baker's world. This not what DDO staff said at PAX and it's irritating that to make users believe they did some serious work for their pretty shallow and superficial (at least at start) D&D licensed game they have to steal another designer's work that should have to be the base for their own game setting (like Baker pointed out). End of story. Sorry again.
Matteo Anelli
.brain - http://www.dot-brain.com
This is a common problem with text that has been hand translated from another language (in this case, I would suspect either Java or Telugu). I have found that running it through BabbleFish (say, into German and back again) cleans up most the problems. What the article summary was trying to say was:
Hope that clarifies things. Feel free to use this trick on your own whenever you run accross text like this in the future.
--MarkusQ
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.