D&D Online? [Archive] - Wizards Community

Post/Author/DateTimePost
Sanguinous Rex

08-20-05, 01:35 AM
Who's planning on playing Dungeons & Dragons Online (set in the Eberron universe)? My Guild is going in full throttle and we're very excited about both the setting and the game! D&D Online is the next evolution from tabletop (though you can never get rid of the feeling of being in a group rolling dice and swearing under your breath lol), and should be a lot of fun.
Ringmereth

08-20-05, 01:45 AM
I looked through the big developer's thread today, and I must say that I'm very impressed with what they're doing. While I don't think that Xen'drik really captures the feel of Eberron, it does give a good traditional dungeon-crawl feel. While I'd like to have more content at release-druids, artificers, and monks, gnomes, the other Eberron races-I respect their decision to try and stay focused on what they know they can do well, and not add mediocre features just for the sake of saying they have 'em. Having everything instanced and using quest rewards is a cool idea as well. The only problem I see is abusing D&D's incredible potential for min/maxing. While the CO board regulars keep their game-breaking math out of actual games (well, mostly), there's nothing stopping a reasonably intelligent player from building a character that would make any sane DM cry or resort to violence. It should be interesting.
Sanguinous Rex

08-20-05, 01:46 AM
Plus, its being done by Turbine, who did Asheron's Call... AC may be old today (graphically, etc.), but what it did when it first came out was fantastic, and I still remember playing it. I think they're going to do great with the D&D license.
Manyfist

08-20-05, 02:15 AM
I am not too happy with it. It's taking alot out of what makes D&D, what it is. They don't have Monks, or Druids at the Start, nor do they have Shifters or Changelings. If it was free like Guild Wars, I would buy it, but WOW seems alot better.
Tek

08-20-05, 04:44 AM
I'm looking forward to giving it a try. I like what they're promising - Quest XP instead of single monster XP, and Rogues being more then backstabbing damage dealers like they are in most MMORPG's. I want to be with the party, deep in the dungeon, when the rogue says he'll scout ahead and he disappears into the shadows, only to return just as silently and tells us whats up ahead. I want that party interaction that you get in normal D&D. Sure, it might not be full of RP, but it all depends on who you hang around with.

I'll give the game a chance, even though its missing Shifters and Changelings (no big loss on the changelings. ;) ) If it turns to be another slaughter fest where you build up a train of enemies and run around while your buddies slowly get the argo off of you, then I'll back away slowly. If it turns out to be a party coordinated hack and slash version of D&D, where you can raid dungeons as a tactical party, then I think I'll purchase it.

I'm not looking for the God of Roleplay when I play DDO. I know I'm getting Hack and Slash, and I'll take it - as long as they do it right.
lugnut71

08-20-05, 08:24 PM
I am not too happy with it. It's taking alot out of what makes D&D, what it is. They don't have Monks, or Druids at the Start, nor do they have Shifters or Changelings. If it was free like Guild Wars, I would buy it, but WOW seems alot better.

Well I can see why they didn't do Changelings that would be uber hard and require way to much work. Druids for much of the same reason. Although monks and shifters confuse me why they wouldn't do them.
Joni-san

08-20-05, 08:55 PM
Shifter: Separate shifting animations, amongst other reasons.
Monks: Do you have any idea how many combat and non-combat animations the monk needs? Add in the funky special abilities and the monk becomes a dev nightmare...

Most of the issues with DDO can be considered Houserules (many of them are there out of neccesity however).

There are a few things that make me sceptical about DDO, but for the most part it sounds good. :)
Beleriphon

08-20-05, 09:09 PM
Shifter: Separate shifting animations, amongst other reasons.
Monks: Do you have any idea how many combat and non-combat animations the monk needs? Add in the funky special abilities and the monk becomes a dev nightmare...

Most of the issues with DDO can be considered Houserules (many of them are there out of neccesity however).

There are a few things that make me sceptical about DDO, but for the most part it sounds good. :)

They are only missing at release, nothing says that they can't be added in over time.
Joni-san

08-20-05, 09:15 PM
Yah, I know. :)

Here's hoping that they add them for free later on :) (I've heard from Asherons Call players that Turbine has added content after launch for free, but new classes, races and levels? That remains to be seen)
Pax

08-21-05, 07:31 PM
My g/f and I will soon be leaving the Dark Ages of the 1990's behind, computer-technology-wise (I'm writing this on a P3-600 with 128MB of ram, no DVD drive, and a 56.6 non-accelerated dialup connection ... *shudder*). When that happens, yes, I will probably at least try D&DO.

I am alreay isappointed, however, that item creation - and, thus, artificers - won't be present in the initial release. I ust on't see what is so impossible to coe, as far as putting item creation into the game. I suspect they're going to ludicrously over-complicate the affair, by specifying X ingredients, make it at Y place-and-time, complete Z quest, etc, etc, etc - even for such trivialities as a simple +1 weapon.

Whereas a "store" approach would probably make the entire task infinitely simpler. Especially if that "store" was presented as "the local Cannith workshops", where you (IC) rent space in which to make your item.

Put two options for each item - one is to buy one directly from House Cannith (with the price in GP along, and possibly a time-delay for delivery, if they don't have them in stock) ... the other is to make it yourself (with the price in GP and XP). A simpel check, per item, to see if you meet the prerequisites ... and voila, an easy and intuitive interface is born!

... but, no. I expect it to be infinitely an inanely more complicated (and less useful) than that. Bah.
Edymnion

08-21-05, 10:10 PM
Monks: Do you have any idea how many combat and non-combat animations the monk needs? Add in the funky special abilities and the monk becomes a dev nightmare...Funny, Neverwinter Nights had no problems doing Monks :P
Manyfist

08-21-05, 10:43 PM
Funny, Neverwinter Nights had no problems doing Monks :P
That's what I said. It's funny that Bioware had no problem making D&D into a Online game, out dated graphics but no less fun. :D
Edymnion

08-21-05, 11:08 PM
That's what I said. It's funny that Bioware had no problem making D&D into a Online game, out dated graphics but no less fun. :DHey now, those were... well no, they weren't great graphics when the game came out either, but they were acceptable, dagnabit! :P
Hammith

08-22-05, 12:14 PM
Well, from what I've heard (granted I haven't looked in a while, so this might have changed) DDO is supposed to be more Real-time than Neverwinter Nights was with rolling and dodging and stuff. While NWN had to deal with what was essentially a turn-based system under the hood.

I think with druids they should just have a set ammount of things you can turn into, or maybe a certain amount and you pick one or two.

They did say they were going to add druids and monks later, by the way.