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NPC Hirelings Coming To D&D Online

This weekend's GenCon saw Turbine release some new information about the upcoming Module 8 release for Dungeons and Dragons Online. Massively has a story with many of the new changes, which are focused on making the game more accessible to new and solo players. A big part of that will be the introduction of NPC hirelings, which will supplement individuals or smaller groups who want to play without waiting for a full party of player characters. Reader nicholsonb points out more coverage at Destructoid. "... you're able to hire an NPC character that's your level or below, and they come in Cleric, Fighter, Rogue, kind of a variety. Sorceror as well. ...So they take a place on your HUD. You can heal them, they can heal you. You can help them. They'll break boxes, they'll kill monsters without any instructions from you. But they won't zerg through the dungeon, they won't open gates. You can ask them, 'yeah, go ahead and open that gate, dude,' but you're able to control all their behavior, so they're working for you. And of course they cost money, right? So they actually are working for you in the fiction of the game."

50 comments

  1. Are they truly NPCs? by drapeau06 · · Score: 3, Funny

    NPC Hirelings? Or is this a new PC class option for those who want to earn some money as they play?

    1. Re:Are they truly NPCs? by Anonymous Coward · · Score: 0

      EXACTLY - the first to create this class will have some loyal players on their hands.

      For instance: I'm at work and I want my character to 'grow' - why not take a chance and hire my silly-self out to get along a little more without me being at the console?

      Is that too much to ask?

    2. Re:Are they truly NPCs? by Impy+the+Impiuos+Imp · · Score: 1

      Don't laugh.

      EverQuest toyed with the idea of letting you play a level 1-5 Orc running around in the newbie lands. On logging in, instead of picking a char to play, you'd click a special button and find yourself dumped into the body of a yard trash NPC.

      The idea was to give some player smarts to the yard trash to spice things up. It never went anywhere. Anyone know why? It seems like it would be a tremendously fun option.

      Some day a game will come along that will allow more stuff like that, it will turn out to be very popular, and will become part of the standard design of MMORPGs in the future, the way instancing, auction houses, and other newer developments have added to the "standard" game over the years.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    3. Re:Are they truly NPCs? by xappax · · Score: 1

      Early mmorpg Underlight allowed high-level players to control mobs and attack players in much the way you're suggesting. Of course, they weren't just run of the mill baddies, they were special "boss" mobs. The main exploit I see in a system like that is people playing mobs deliberately badly, to let their friends make easy kills.

    4. Re:Are they truly NPCs? by rcuhljr · · Score: 1

      You're talking about project M that they tried to implement and was live for probably all of a day. I believe the real problem with it was that mobs are relatively powerful compared to players, and packs of mobs in the newbie zones would start traveling together and kill anyone they saw, it was pretty harsh for the players playing their actual character.

    5. Re:Are they truly NPCs? by kcornia · · Score: 1

      It didn't go anywhere for two reasons. First, people playing orcs would strafe, attack wizards first, and all sorts of other things and own low level players/parties. Second, people abused it by finding their friends and letting themselves be killed with little fight, etc.

      The first one was quite entertaining. The second, meh.

    6. Re:Are they truly NPCs? by Impy+the+Impiuos+Imp · · Score: 1

      The second could be fixed by reducing or eliminating the XP and "drops".

      "But then nobody will want to fight them!"

      A. No. It's more exciting. Only sickening losers would run from this in favor of pointless leveling. What were you playing the game for again?

      B. That's what the first "problem" is for. :)

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  2. Old idea, but a good one. by AnonChef · · Score: 5, Informative
    GuildWars had this from the start.
    In Diablo 2 you could at least hire one (perhaps 2 my memory is hazy).

    It made the earlier-middle parts in GuildWars soloable. It's something more mmos should have.

    1. Re:Old idea, but a good one. by Anonymous Coward · · Score: 0

      You could also have hirelings in Neverwinter Nights (also Dungeons and Dragons based). IIRC in the core game you could have only one hireling, but in the expansion packs you had the ability to have atleast two-three party members.

      The biggest problem with npc hirelings is that they are in the end AI, that means out of your control. More often than not when I have NPC partymembers I am unable to control, my other characters have to keep an eye on them, heal them and protect them from fighting the the most powerful enemy when all the easy-kill critters are standing around them.

      I remember Fallout 2 had a couple of settings you could tweak for your NPC partymembers, for instance charge into combat or staying close to you, attacking strong/weak/whoever is attacking me/whoever you want etc. This was (imo) a step in the right direction; being offered larger control over npcs and giving them a set of rules to fit your playstyle. Anyone know of games that have had similar/better solutions?

    2. Re:Old idea, but a good one. by PC+and+Sony+Fanboy · · Score: 1

      GuildWars had this from the start.
      In Diablo 2 you could at least hire one (perhaps 2 my memory is hazy).

      yes, an old idea. But i have yet to see it implemented well. (the ad&d NPCs won't suck?).

    3. Re:Old idea, but a good one. by 0123456 · · Score: 1

      "yes, an old idea. But i have yet to see it implemented well."

      The original Guild Wars henchmen were a nightmare, but over time they've become fairly smart. The new heroes are often more effective than real human players, and much more so than henchmen because you can tell them which skills to memorise and use.

      The big problem is making them smart enough to be useful without making them so smart that no-one will join a pick-up group with a random selection of players of whose skill levels you know nothing.

      Didn't I read that Everquest was getting 'henchmen' in the next expansion? That would open up a lot of old content that's fun to do but not soloable and which has too low a risk to reward for pickup groups.

    4. Re:Old idea, but a good one. by gad_zuki! · · Score: 2, Interesting

      Yep, not only does GW have this feature, but in City of Heroes you can group with a friend with a new character, make them a sidekick and then he is one level below you for the duration. This solves a lot of grouping issues because the people who are online are not usually at your level. So you invite them, sidekick/lackey them, and off you go. Once you ungroup he's back to his original level. No need for robots.

    5. Re:Old idea, but a good one. by Anonymous Coward · · Score: 0

      In FFXI they've had it for a few years...

      You actually get an NPC that's level 1 and you can level it up to either 70. Depending upon what battle style you put it in (and you can change it whenever you are in town), it can be a healer, a heavy dd, a tank, etc. It will also do all the things that a player would usually do, so if it's a healer class it will cure you, keep haste on you, and if you get debuffed it will use the corresponding -na buff or erase to take it off. Party buffs work on them as well.

      The coolest thing I think is the fact that as you leveled them up, you could get Fellowship points that you could use to get items for yourself, items for your NPC, or bonuses for you NPC. The downside to this whole system is that you can only have your NPC out for a very limited amount of time per day, and they also take the place of a party member in a party (eg. 6 person party max you can have 4 people and 2 people can summon NPCs).

    6. Re:Old idea, but a good one. by Anonymous Coward · · Score: 0

      Not really, the FFXI NPC is extremely useless. It's only slightly useful in fighting mobs that are just outside your range of solo-able mobs. As far as putting an NPC in a party, they're not worth the spot that they take up. Worst thing is that the NPCs only stick around for a few fights before running off having reached their max XP limit for the day. If you look around the game today you'll see that almost nobody has an NPC or uses them since the time and effort it requires to get the NPC to a level where it's useful is something like several months of day after day work. It's just Square-Enix's way of getting people to waste more time on the game rather than any 'actual' content. The whole 'pokemon snap' mini game is another example of that.

    7. Re:Old idea, but a good one. by Chris+Mattern · · Score: 1

      Final Fantasy XI has "Adventuring Fellows". You have to quest to get one. The amount of time you get to keep it out is limited, and there are some other limitations. Also, it starts at level 30 and you have to level it up.

    8. Re:Old idea, but a good one. by NaishWS · · Score: 1

      Guild wars had it because it was instanced. I completed the original guild wars and the two expansions, it is a good game but the instancing for it stops you from being really immersed, it also stop you from meeting potential people who may be in another instance as you doing the same quest. It is almost impossible to find a group for the small quests you can get in the game, which is where those NPCs come in to play, but then it really doesnt feel like it is an MMO.

  3. Needs more capitalism. by Animats · · Score: 4, Interesting

    If you pay more money, you should be able to hire more hirelings.

    Having done work in both AI and game physics, I have the suspicion that the first true AI entity will be an NPC. There's ongoing demand for smarter NPCs, they have a world with which they can interact, they're physical within that world, not abstract intelligences, and they compete. That's the space in which we can make progress.

    Laugh now, but someday we'll be in charge - an NPC.

    1. Re:Needs more capitalism. by ILuvRamen · · Score: 1

      in SRO if you're crazy super rich, you can afford to buy scrolls that summon 8 mercenaries that can kill basically anyone and anything. Let's just say that doesn't go over real well with ANYONE EVER. I dunno how muchy pvp there is in this game if any but even if there's not, it'd be kinda unfair and encourage people to buy in game currency from people with real money.

      --
      Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
    2. Re:Needs more capitalism. by Simon+Brooke · · Score: 1

      If you pay more money, you should be able to hire more hirelings.

      Having done work in both AI and game physics, I have the suspicion that the first true AI entity will be an NPC. There's ongoing demand for smarter NPCs, they have a world with which they can interact, they're physical within that world, not abstract intelligences, and they compete. That's the space in which we can make progress.

      Laugh now, but someday we'll be in charge - an NPC.

      Sadly, I don't have any mod points. However, they'd be redundent because you've already (deservedly) maxed out your 'Interesting' score on that post.... As it happens, ten minutes before I read that I had written, in a design document I'm drafting:

      Bioware and CDPR both talk to some extent about 'Game AI', but in practice the characters in Aurora-based games have virtually no agency; they have tightly scripted behaviour. The appearance of agency is a consequence of tight scripting. I'm looking for an environment in which NPCs have a degree of real agency - where their behaviour is based on appetites, beliefs and attitudes, and is not tightly scripted. Obviously, 'Plot' characters may need tighter scripting so that they are in the right places and doing the right things at the right times.

      --
      I'm old enough to remember when discussions on Slashdot were well informed.
    3. Re:Needs more capitalism. by jbeaupre · · Score: 1

      What's needed is a way for independent programmers to lease their AI NPC's (assuming it's even possible). Let market forces accelerate AI development beyond what just the game developer decides to do. At a minimum, you'd certainly see new NPC "personalities".

      --
      The world is made by those who show up for the job.
  4. Re:Sign of a dying game by Original+Replica · · Score: 2, Interesting

    I just finished a 10 day free trial, and I have to agree. By level 3 it was too hard/slow to solo, but too sparse to find a decent group. You might say "10 days isn't enough to judge by" but why would I pay to play in the slight hopes that I would find a lively player community on day 11?

    --
    We are all just people.
  5. Coming next: autoplay! by Anonymous Coward · · Score: 4, Funny

    And now that you can enhance your party with hired npc's you shouldn't despair yet. For now the next development is almost done: making these npc's play fully on their own! And the next development to that will be the fully automated D&D RPG game!

    1. Re:Coming next: autoplay! by Wildclaw · · Score: 2, Funny

      You should try Progress Quest, the ultimate automated rpg. No more annoying time sinks. Just start it and watch your character gain in strength. Besides, where else can you play as an enchanted motorcycle!

    2. Re:Coming next: autoplay! by edremy · · Score: 1

      Enchanted motorcycle? No way. Ever since the nerfs when Pemptus went live, motorcycles are near useless. Roll a bastard lunatic instead. My Demicanadian bastard lunatic is busy executing 5 sick pit fiends even as I type this- motorcycles can't even manage 3 pulls...

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
  6. Re:Sign of a dying game by antirelic · · Score: 5, Interesting

    I'm not sure why the parent is modded down. I've played DDO for about a 1/2 year and I have to agree that the game has quiet a few problems that really dont keep players interested for very long.

    The focus on grouping I think is one of the major problems of the game. Its pretty impossible to do anything without a group. Solo adventurers have shitty XP and even shittier loot. While its understandable to make some instances for groups only, by a large amount the content sucks for solo.

    My second problem is the setting. I'm just not crazy about the world of "Eberon". I dont know why they cant use Forgotten Realms (like Zhentil Keep, or Shadow Dale, even Water Deep would have been nice). The "Punk Fantasy" look is pretty shitty IMHO and is certainly not the D&D that 80% of us old bastards started with and want to participate in today. Its sad too, because a large segment of DDO population are older people.

    The logical layout of the landscape is also problematic. While having a majority of content confined to certain "areas" there is no feeling of connectedness between any part of the game world (exception of the Dockside and the Bazzare). Even the attached "houses" seem pretty out of place. I know people from WoW and EQ tend to complain about the "filler" space that connects "useful" regions, but DDO is a MMO without "filler" space and it just feels absolutely wrong... with no other way to explain it.

    These problems are not immediately noticable and you can sink a lot of time into the game before these problems become an annoyance. After the graphics wear off and your left with just the game play, waiting for groups, popping in and out of "safe bubbles" and completing quests without having to really go anywhere becomes really boring.

    I highly doubt that adding an NPC is going to really improve anything. Because we all know for every + feature there are two more more - tweaks to accompany it.

    --
    20th century Marxism is not progress...
  7. D2:LOTD, not original D2. by antdude · · Score: 1

    In the expansion only, Lord of Destruction.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    1. Re:D2:LOTD, not original D2. by Gewalt · · Score: 1

      That's nto true. In D2 you could hire one henchman, but they could not travel between chapters, so you had to "unlock" the henchmen every time you got to a new chapter. In the x-pac, they made it so the henchman never left you. I always kept the archer from the first land. The only really useful one, imo.

      --
      Modding Trolls +1 inciteful since 1999
    2. Re:D2:LOTD, not original D2. by antdude · · Score: 1

      Good point. I was thinking of henchmen that could follow everywhere and you could buy.

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  8. Am I the only one? by SanityInAnarchy · · Score: 3, Funny

    Saw the headline, and my first thought is, "They're hiring people to play every NPC? Awesome!"

    --
    Don't thank God, thank a doctor!
  9. GW henchmen now improved with heroes by Morgaine · · Score: 3, Informative

    Others have pointed out that Guild Wars has had henchmen for hire from the start, but that idea gained an even more striking boost in the 3rd GW campaign, Nightfall --- Heroes.

    In the original two campaigns (Profecies, and Factions), you had a choice of one or two henchmen (both male and female) per profession in the game, which at that time had 8 different professions (now 10). Most professions offered only one henchman for hire per town, but the important professions of monk (healer/protection) and warrier provided two henchmen in most places. So, for example, in a town with a maximum teamsize of 8 members which can be either live players or henchmen, you might build a team with 7 henchmen of various kinds plus yourself, or 7 real people plus a henchman to fill the empty slot, or any other combination.

    However, those original henchmen had a fixed skill set and a standard AI behaviour which you could not alter, and you could not control their positions either. They simply followed the human team players around, and fought whatever you fought.

    When Nightfall came out, the original henchmen remained available, but to them were added customizable Heroes which you earned by completion of special storyline quests. When you complete such a quest, the corresponding Hero is "unlocked", which means that it is available to you in every town or campaign in the game, forever more, and the level of customization is extremely impressive. (Each human player can add up to 3 Heroes to a team, and the mix of players, Heroes and henchmen can be anything you like.)

    Not only can you set up the weapons and shields of each of each of your own Heroes, but you can also set up two properties on each of their 5 pieces of armor (insignias and runes, on each of head/chest/arms/legs/feet). Furthermore, while each Hero has a fixed primary profession, you can change the secondary profession of each one at will, and spread the Hero's available attribute points across any of the Hero's skill attributes. Typically you do this just before heading into a fight zone or dungeon, so that your Heroes are most effectively configured for the battle ahead.

    In addition to the above, you can configure up each Hero's skills bar with 8 active skills (the same as human players get), chosen from among any of the skills that any of the characters on your account have acquired, in other words thousands of skills once you've played the game for a while. The combination of skill attribute points allocation and set of skills on the skills bar is called a build in GW parlance, and you can can configure such a build in just a couple of seconds, simply by loading a skill template that you stored away earlier, or which another player has given you.

    And, the icing on the cake: each Hero recruited has a "control flag" button on the window decoration surrounding the mini-map/radar of its owner, and with a click of that button you can make the corresponding hero go to any spot on the map or terrain and remain there until the control button is unclicked. There is also a general team control flag which any henchmen in your team will obey, and this is also obeyed by your Heroes unless overridden by their individual flags.

    Finally, the UI allows the behavioural AI of heroes to be varied a bit as well, by giving them individual attack targets, and also by setting their fight mode to Fight, Guard, or Avoid Combat. And, for the most part, they will each use their 8 chosen skills quite intelligently, often better than players. :-)

    This level of customization and control is very powerful, and the balance between control and complexity is quite good. It sounds complex at first, but it takes only a few hours to become quite expert at using the control interface at high speed during the mayhem of battle. And, since the skills deployed by Heroes are ordinary player skills, the competence you acquire with skills on your own characters i

    --
    "The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
    1. Re:GW henchmen now improved with heroes by Anonymous Coward · · Score: 0

      Most. Boring. Post. Ever.

    2. Re:GW henchmen now improved with heroes by Shadyman · · Score: 1

      you had a choice of one or two henchmen (both male and female) per profession in the game

      As opposed to?

      Actually... Nevermind.

    3. Re:GW henchmen now improved with heroes by geminidomino · · Score: 1

      .
      And, for the most part, they will each use their 8 chosen skills quite intelligently, often better than players. :-)

      That says more about the players than the henchmen. Zenmai and Anton can't go 2 seconds without buggering up an attack chain. None of the monks can prot without so much micromanagement that you might as well be dualboxing, so they're only good as semi-useful healbots... Even on "guard", Koss' idea of target selection makes GWB look rational. None of them has any idea how to use a rez skill in a non-mentally-deficient fashion.

      The biggest advantages to the H/H approach is Zho and the Ranger heroes. A nice part about being a computer is that you have reflexes like a mutant and there's no lag. Unfortunately, they also tend to be twitchy. Zho would Dshot a sneeze instead of waiting for the res signet.

    4. Re:GW henchmen now improved with heroes by Anonymous Coward · · Score: 0

      Zenmai and Anton can't go 2 seconds without buggering up an attack chain.

      The AI varies a lot in quality, depending on the professions and especially on the selection of skills. You learn what works and what doesn't, and create builds within the limitations of the AI. It's not really much different to configuring players' own skills bars, because those too are at the mercy of each player's intelligence and adroitness, so a perfect build can still be a total failure for many people (their fault of course).

      None of the monks can prot without so much micromanagement that you might as well be dualboxing, so they're only good as semi-useful healbots

      I thought that too, until I monitored the GvG prot monks in Observer Mode recently and put the same skills on Tahlkora. She now works beautifully, both in appropriate protection casting and in good energy management! (I bet the monk AI programmers tested prot heros using a similar build, hence it works.)

      So really, it's all about human skill in Hero configuration. No surprise there, when you think about it.

    5. Re:GW henchmen now improved with heroes by geminidomino · · Score: 1

      Since we're already way offtopic, mind sharing that build? Is it any good for PvE? (GvG and PvE builds often vary widely in effectiveness when used in the other)

  10. Re:Sign of a dying game by Walkingshark · · Score: 1

    D&D Online was fun for me for a while, but their house rules for D&D sucked so bad that the endgame was unplayable for me. My first character, a halfling 4 fighter/6 ranger specialized in bows, was great fun up until I got to the end game stuff, when I figured out that without fighter "action point" powers to boost my hit, I could never do any kind of damage to most of the endgame mobs, who all had rediculously high armor class that was basically unhittable. That and the insane saving throws of the dark elves in that big end-game raid thing (not the dragon, the big mountain) which made my wizard equally worthless. The golem player race was pointless, stupid, and a chore to heal... ug, the whole thing was a clusterfuck. Why they ever chose Ebberon over Forgotten Realms I'll never understand. I'm sure some douche in marketing thought it would have a "broader appeal" or some crap, and he was probably the guy who convinced the developers of Star Trek: Elite Force 2 to turn their game into a Soldier of Fortune with a star trek skin. I don't know what is with all the fail in some of these franchises. At least Neverwinter Nights was fun, sadly NWN 2 sucked balls (or at least, it did when it came out, and I couldn't even drag myself past the first hour or so of gameplay, especially when the goddamn first NPC you have to rescue would just kind of wander off on his own, stop following, or whatever).

    --
    The world you experience is only a close approximation of reality.
  11. Re:Sign of a dying game by SL+Baur · · Score: 2, Interesting

    I did the 10-day trial thing (December 2006) and found it a bit different with respect to grouping.

    Leveling up was painful, in the extreme. Unlocking the inner city (market place?) was painful and required groups to get through the waterworks, etc.

    I had gained entry to a guild by the end of the trial and had some friends to play with when I found I had made an uber noobish mistake. I was playing on a European server in the US. It took some days of phone calls (after I had bought a full account) to discover that I had lost all that effort.

    When I tried going through the same steps on a US server, it was just too tedious and I gave up pretty quickly.

    At the same time, I got World of Warcraft - it had none of the same difficulties. And, since WoW plays on computers I *like* to use, as versus being something MIcrosoft Windows only, I've kept playing it.

    Besides being solo friendly (and increasingly so in the year and a half I have played it), it is family friendly in that one can keep playing even with severely restricted family/job time commitments.

    I love these sort of RPG games and have been playing them on computer for almost 30 years. It's a pity that D & D Online was done so poorly. The graphics were very cool, but the gameplay sucked, big time.

  12. Re:Sign of a dying game by Anonymous Coward · · Score: 0

    They created it in Eberron because they were told to, my guess. It was right around the time the setting was released, and Wizards was pushing it.

  13. Re:Sign of a dying game by StrahdVZ · · Score: 1
    This has always been a major gripe for me with multiclassing in 3rd and 3.5ed, particularly when it comes to caster classes.

    Consider a group of character-level 15s coming across your everyday 18CR demon. A level 15 wizard tossing around chain lightning and a level 15 fighter getting 6 attacks will wipe the floor with the demon.

    A 7/8 fighter/wizard in this group will be doing less than half the damage per round, tossing around low powered (5d6?) fireballs, trying (poorly) to beat the demon's spell resistance, or making 3 piss-damage melee attacks per around, whilst trying to beat the demon's damage reduction.

    Your best bet in any original-rules 3.5ed D&D game is single class, or, at the very most, take 1-2 levels of some class whose abilities scale well with character level. Unless you are a munchiken.

  14. Minions of Mirth: Heroes = Other Player Characters by CyberNigma · · Score: 1

    Minions of Mirth (http://en.wikipedia.org/wiki/Minions_of_Mirth) went another route, though somewhat similar to Heroes. There aren't henchmen or heroes in the game. Whenever you log on, you select from your list of characters who comprises your party. In otherwords, if you have 3 different characters that you play, you can group them together and control them all as a party (like the old single-player RPGs where you build your party up).

  15. Re:Sign of a dying game by Deadfyre_Deadsoul · · Score: 1

    To think, I started out to mod this thread. But....

    Wizards of the Coast has been trying to half kill the Forgotten realms for years now.
    Such a shame too.

    --
    ~DF
  16. Great Idea by mmalove · · Score: 1

    This is a great idea, and one I hope to see them port to other MMOs as well. Even WOW with 11 million subscribers suffers that sometimes, some places you just cannot find a person online that wants to run a particular dungeon playing a particular role/class that you need. The fact that this can prevent you from advancing in the game is one of the most frustrating aspects of an MMORPG.

    --
    You can get 15 minutes of fame, but you can go down in history for infamy.
    1. Re:Great Idea by Anonymous Coward · · Score: 0

      This is a great idea, and one I hope to see them port to other MMOs as well. Even WOW with 11 million subscribers suffers that sometimes, some places you just cannot find a person online that wants to run a particular dungeon playing a particular role/class that you need. The fact that this can prevent you from advancing in the game is one of the most frustrating aspects of an MMORPG.

      I remember reading about some MMO (can't remember which it was) who either had implemented or planned to implement a similar idea. When recieving a quest the game would check if you were in a group or solo. If you were solo, you would be offered a small side-quest which, if completed, would reward you with a couple of NPC allies to help out. This was of course voluntary, so most of the quest could be done by a single player as well as a in a group.

      This might have been Lord Of The Rings Online, but I just don't remember, so it might aswell be any other random MMO.

  17. Henchmen by IdeaMan · · Score: 1

    I always kept the archer from the first land. The only really useful one, imo.

    As I usually played Sorceress I found the A2 mercs with their auras more helpful. In one of the very recent expansions they added many polearm runewords (a2 mercs use polearms) that give auras, including one with an easy to acquire very very handy mana regen aura.
    The biggest problem was that it was very difficult keeping one alive when fighting bosses because Blizzard set it up so that they take something like 4x the damage from bosses. As a sorceress I can keep it alive by constantly teleporting it away and healing it. Having the option to change their AI to one that is more defensive (like the A1 merc) for bosses and then switching back to aggressive for normal fighting would be a godsend.
    On a sorceress usually my merc goes down first, but if I see my merc go down that means "Get the heck outta here!!!".

    --
    They ARE out to get you simply because They are in it for themselves and they don't care about you.
  18. Player run NPCs by IdeaMan · · Score: 1

    That would be awesome. With as much money as they're making in most MMOs, why not?

    Similar to the ARK program in Anarchy Online, you could train advanced players to run NPCs also. You can reward them with in-game perks worth a pittance.

    The difficult part would be to give them enough leeway in the things they can say and quests they can give to keep both them and the players interesting. The nice thing is that a player run quest character could inspect the party that is asking for the quest and give them a quest tailored for their party, i.e. right difficulty given their armor, rewards that they can get based on their class, etc. What they do to unlock the quest can be interesting too. A player run quest giving character could give out quests as whimsical as "Get four other players to feel pity on you and give you one credit" to as serious as "Given your excellent service in holding up your side of the battle in the war against the other side, I've decided to reward you with a quest for ..."

    --
    They ARE out to get you simply because They are in it for themselves and they don't care about you.
  19. Re:Sign of a dying game by Walkingshark · · Score: 1

    Yeah, considering it is their best setting, I don't know wtf their problem is. Maybe they're still having to pay royalties on it or something.

    --
    The world you experience is only a close approximation of reality.
  20. Re:Sign of a dying game by MarkAyen · · Score: 1

    It's hard to see Dungeons & Dragons Online as a going concern, at least in its present form. If nothing else, the lack of responses to this topic illustrates how far removed it is from the typical Shashdotter's radar.

    Wizards has abandoned the 3.X rules which comprise the core of DDO. All new material being published by Wizards is for the new 4.0 rules and -- consequently -- third-party publishers are likewise focusing on materials for the new version.

    Also, while the Eberron setting is still supported, it's not the "core" world. In fact, the new core setting is about as removed from Eberron as you can get. Whereas Eberron is a world of long-established kingdoms and empires, the new setting (does it even have a name?) is described as being numerous petty kingdoms separated by gulfs of uncharted (and extremely hazardous) wilderness.

    What would not surprise me is a sequel to DDO using the 4th edition rules, either in addition to DDO or as a successor to it. 4th Edition already plays a great deal like a MMO converted to PNP form: classes are simplified, have MMO-style roles and have neatly-defined progression trees. Making a MMO based on the new rules would be substantially simpler than what they've already accomplished and (presumably) they could reuse a huge quantity of existing assets, depending on how flexible the core game engine is and whether Turbine/Atari can swing the 4th edition license.

  21. DDO and Hirelings by johnbr · · Score: 1
    I'm a long-time DDO player. The combat is so much more exciting than every other MMO that it's not funny (like Quake 3 vs. Duck Hunter).

    This is an interesting move by Turbine - I think it says that they do believe in DDO, and still want to attract new players to it. The early game stuff is definitely frustrating when you don't know how to group (it takes about 3 weeks to get the hang of grouping, IMO).

  22. Re:Sign of a dying game by Anonymous Coward · · Score: 0

    How about the fact that FR is licensed out to someone else already so there is no way that Turbine could have gotten a hold of FR.

    Second, who holds ALL of the rights? Hasbro/WotC. Who determines who will be allowed to do what? Hasbro/WotC.

    WotC wanted to push Eberron big a few years back so that is what they licensed out. Talk about people still bitching about really old things and never thinking before opening their mouth.