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Author Topic: D&D Online Free to Play! Menace of the Underdark coming to menace you!  (Read 20967 times)
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CeeKay
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« on: June 09, 2009, 05:08:10 PM »

I might have to go back and check it out again.  I played awhile back but cannot remember if I did a trial account or actually bought the thing.
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« Reply #1 on: June 09, 2009, 05:12:10 PM »

Quote from: CeeKay on June 09, 2009, 05:08:10 PM

I might have to go back and check it out again.  I played awhile back but cannot remember if I did a trial account or actually bought the thing.

wow - thats crazy...

Its a little crude in some areas, but mostly a fun game - I cant see if it will completely free, but it sure looks like it

Signed up for the beta now  - thanks for the heads up!
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« Reply #2 on: June 09, 2009, 05:14:39 PM »

 icon_eek

Holy shit. Now this is something unexpected. As a former subscriber (at launch), I think I'll give this a whirl.
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« Reply #3 on: June 09, 2009, 05:18:54 PM »

D&D Online Free to Play!     With microtransactions...

forgot that part smile.  It says "DDO Unlimited will introduce an innovative new pricing model that allows players to download and play for free, purchasing adventure packs, items, and account services a la carte from the new DDO Store, or to subscribe to get unlimited access to all of the game’s content. "

So it will be interesting to see just how much of the orginal game will actually be 'free'/
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« Reply #4 on: June 09, 2009, 05:22:05 PM »

Sadly the microtransactions for free to play MMO's seems to go without saying nowadays.
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« Reply #5 on: June 09, 2009, 05:23:04 PM »

Quote from: morlac on June 09, 2009, 05:18:54 PM

So it will be interesting to see just how much of the orginal game will actually be 'free'/

Reading further into the fine print:

Quote
2. FREE? For Real?
Yes, for real. DDO Unlimited is free to play as long as you want without subscription and—most importantly—without your credit card digits. Just log in and start battling your way to elite status without so much as reaching for your wallet. Along the way, you'll even earn points equal to your level of success to spend in the DDO Store. It's like we're paying you to play!

Okay, that's good.

Quote
3. What's This DDO Store You Speak of?
Funny you should ask. The DDO Store is a vendor within DDO Unlimited, where you can spend your hard-fought points or real, hard-earned dollars (if you wish) to enhance your gaming experience. While the best gear can still only be found by adventuring in-game, the store offers a bevy of convenience items, in addition to premium adventure packs, extra character slots, hirelings, potions, unique character customization, and much more than this page will allow us to list! Items in the DDO Store are purchased with Turbine Points.

Hmmm...

Quote
5. What is a DDO VIP?
Sounds important, right? Well, it is. DDO VIPs are players who want unlimited access to all of the content DDO has to offer. This newly optional subscription program also allows its gamers to enjoy a number of other exclusive benefits, such as a monthly grant of Turbine Points, priority access to servers, the ability to play all classes and races, additional character slots, a shared bank slot, and much more. The cost of becoming a DDO VIP is only $14.99 per month.

So, unless you give them the standard subscription fee, you'll have a limited set of classes, races, and things like banks and auction houses while you play.

Quote
10. If I Don't Have a DDO Subscription, How Much Game Content Can I Access?
Frankly, that all depends on what kind of gamer you are. Free content is widely available for low-level characters and becomes sparser as a character's level increases. However, additional premium adventure packs are available for purchase through the DDO Store. Once the adventure pack has been added to your account, it will be permanently available to all your characters.

So in short, this sounds more of a 'totally free trial that'll last forever and allow you to hit max level', but you'll be heavily restricted to races, classes, and adventuring areas while you do it.

Still, it'll allow me to see how the game has progressed since it launched. Cool idea, Turbine.

And I found this buried elsewhere:

Code:
Here are all the benefits you get as a DDO VIP.
Feature         DDO VIP                   Free Player
Turbine Points 500/month free           Buy
Classes         Free/Unlock         Basic free, pay to unlock Monk and others
Races         Free/Unlock         Basic free, pay to unlock Warforged & Drow
Geography  All included free Stormreach & vicinity
Adventure Packs All included free Some free, can purchase others
Character Slots 10                 2, can purchase more
Shared Bank Slot Included Free Can purchase
Login Queue Priority         Standard
Chat                 Unlimited      Limited
Auctions         Unlimited     Limited
Mail                 Unlimited        Limited
Gold Storage Unlimited      Limited
Customer Service Full            Self-service online
Beta Priority High                 Normal

Well, that turned out goofy. But you can read it.
« Last Edit: June 09, 2009, 05:28:11 PM by Destructor » Logged

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« Reply #6 on: June 09, 2009, 06:30:02 PM »

I never tried this game, even though it always interested me.

Can I be a Halfling?????
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« Reply #7 on: June 09, 2009, 06:33:13 PM »

Quote from: Lockdown on June 09, 2009, 06:30:02 PM

I never tried this game, even though it always interested me.

Can I be a Halfling?????

yup :-) The game IS fun, but the world looked kinda wrong to me for some reason, and the city was really dull...dungeons were rather fun though - try it out now, since its free :-)
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« Reply #8 on: June 09, 2009, 06:35:06 PM »

Cool, I think I may just do that.

Are they using the same graphics engine as LotRO by chance?

Also... was this the game that was designed specifically for group play, much like pen and paper D&D?

That could be fun.
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« Reply #9 on: June 09, 2009, 07:02:42 PM »

This was released before LOTRO, so the graphics are not as good but they're decent enough. Dungeons are pretty fun as they aren't the standard kill 1,000 mobs, kill boss. Each dungeon has a small story to follow and you'll encounter puzzles and what not. I remember their UI wasn't the best and took a bit of getting used to. Combat isn't as smooth as some other MMOs but tends to be a bit more involved.

The dungeons offer a unique experience as you get experience from completing them (not killing monsters)but its not always the best. Because of the D&D mechanic you have a limited number of spells/abilities you can use. There are "rechargers" in the dungeon but they have a limited reuse and are rare - often you need to fight several monsters just to get in those rooms. So you sometimes have to hold back on using spells/abilities while going through the dungeon. While that does add a new layer of strategic play its also quite fun to be able to let loose as you please. Often by the end of the dungeon all I could do was swing away at monsters with my basic attack.

I played in a 2 person group which didn't work so well in D&D Online. In most MMOs a 2 person group is fine for most stuff. In this game the dungeons tended to be either too difficult for 2 players or too easy. So the experience could range from being frustrating to boring. The game is definitely built around either soloing it (there are solo versions of the dungeons) or working with a 4-6 person group.

I should note I'm speaking from playing this thing about 2 years ago and I jumped back in to the game for a free weekend about a year ago. So they may have tweaked the dungeon experience to accommodate smaller groups better.

I might give it another shot with the free version. It sounds like its somewhat limited (free stuff I mean) but probably work checking out whats new.
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« Reply #10 on: June 09, 2009, 07:25:24 PM »

Was in beta. Pass.
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« Reply #11 on: June 09, 2009, 07:34:13 PM »

Quote from: Daehawk on June 09, 2009, 07:25:24 PM

Was in beta. Pass.

Yeah, because it's probably no different now than it was 3 years ago  Roll Eyes

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« Reply #12 on: June 09, 2009, 07:34:52 PM »

Do you still have to own the original DDO: Stormreach?

Ale
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« Reply #13 on: June 09, 2009, 08:03:01 PM »

I played at release, but remember being disappointed in the controls, and the content wasn't really solo-friendly.

I can group, I just don't like being forced/strongly urged towards it. smile

I'll be trying it again soon.

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« Reply #14 on: June 09, 2009, 08:22:42 PM »

Quote from: Alefroth on June 09, 2009, 07:34:52 PM

Do you still have to own the original DDO: Stormreach?

Ale

According to the press release you do not.
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« Reply #15 on: June 09, 2009, 08:39:34 PM »

Remember guys, a lot have happened over the last few years with the game, and its improved a lot.

As for solo vs group play - most dungeons can be played solo, but the game REALLY shines, when you get a group together and do your thing..

Just be sure to announce you'r a newbie and want to take it slow, otherwise they'll blast through, and 50 percent of the fun is the story in the dungeons

oh, and dont try and take on lvl 2 dungeons, when you'r only lvl 1...you'll get smashed...seriously...smashed...
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« Reply #16 on: June 09, 2009, 08:45:45 PM »

Mod 9 includes dungeon scaling based on group size. So solo and duo works fine after Mod 9. Of course Mod 9 isn't out and won't be out until the game goes free to play which will be in a few months.
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« Reply #17 on: June 09, 2009, 09:35:47 PM »

I had fun with DDO for awhile and it had some cool ideas that were unique at the time.  Traps were really well done in this game.  What was frustrating was that certain dungeons/instances could not be completed without a thief or wizard to unlock doors.  So the player base was limited to begin with and the problem was compounded by forcing you to find not only a group with a tank/healer but also a thief/wizard.  They mentioned hirelings which I am assuming means that they copied Guild Wars and are now allowing you take in a npc to make up for a lack of players.
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« Reply #18 on: June 09, 2009, 09:44:23 PM »

I did a trial early on but 100% forced-grouping in a game where there weren't that many people to group with turned me off.

I realize it's different now, but please repeat after me, folks...

"Just because an MMO 'becomes' free, doesn't mean it's any damn good. And by the same token, if it was designed to be free from the beginning, it doesn't mean it sux roxxors."

Thank you.  icon_razz
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« Reply #19 on: June 09, 2009, 09:45:31 PM »

Quote from: Daehawk on June 09, 2009, 07:25:24 PM

Was in beta. Pass.

installing it and then uninstalling it doesn't count as playing it  Tongue
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« Reply #20 on: June 09, 2009, 09:56:09 PM »

So... regarding the traps:

Are they always in the same spot in each dungeon?  If I play a thief character, will I have some grizzled veteran telling me where I need to search, and how to properly disarm it every single time I see a trap?  I can not imagine anything being more frustrating than that to me.

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« Reply #21 on: June 09, 2009, 10:17:03 PM »

Quote from: Lockdown on June 09, 2009, 09:56:09 PM

So... regarding the traps:

Are they always in the same spot in each dungeon?  If I play a thief character, will I have some grizzled veteran telling me where I need to search, and how to properly disarm it every single time I see a trap?  I can not imagine anything being more frustrating than that to me.



You hit on a sore point for me with this game.  The dungeon delving experience in DDO is the best you can find in a MMORPG the FIRST time you run through it.  Suddenly rogues have an actual purpose outside of damage dealing from behind.  I was hoping they would come up with a way to randomize the dungeon, and at least the traps, to provide an engrossing delving experience, but I don't think they've been able to do it.  So, yes, based on when I last played it (sometime last year), they have NOT randomized the dungeons so a grizzled vet might say "the trap box is right here -- search here until you see it).  Of course, you still need to make the rolls to disarm the trap which is random.
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« Reply #22 on: June 09, 2009, 11:54:08 PM »

Quote from: Scraper on June 09, 2009, 08:22:42 PM

Quote from: Alefroth on June 09, 2009, 07:34:52 PM

Do you still have to own the original DDO: Stormreach?

Ale

According to the press release you do not.

Awesome. I'm going to give it a try.

Ale
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« Reply #23 on: June 10, 2009, 12:14:28 AM »

Quote from: Aganazer on June 09, 2009, 08:45:45 PM

Mod 9 includes dungeon scaling based on group size. So solo and duo works fine after Mod 9. Of course Mod 9 isn't out and won't be out until the game goes free to play which will be in a few months.

That is really good news.  I played at beta and launch for a month or two then revisted it about a year ago.  My biggest hangup was not having a regular group of folk to play with.  Pickup groups while generally more mature than most games were still way to eager to blow through stuff I had never experienced.  I think that if they had implemented some form of Dungeon Master concept that this would have been awesome and unique.  Sort of like the Architect missions in COH now but with some real time elements able to be thrown in on the fly.
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« Reply #24 on: June 10, 2009, 04:24:21 PM »

If they can just come up with a way to randomize some elements of the dungeon (not just the rolls), this game would have been awesome.  The first time you get stuck with a group just zerging through a dungeon is when you first start to feel the magic of the game peel away.  Not that it's necessarily all bad, but it's just not what D&D is all about.
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« Reply #25 on: June 10, 2009, 04:37:10 PM »

Well this is interesting. Downloading it tonight.
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« Reply #26 on: June 10, 2009, 05:53:23 PM »

Quote from: Fez on June 10, 2009, 04:24:21 PM

If they can just come up with a way to randomize some elements of the dungeon (not just the rolls), this game would have been awesome.  The first time you get stuck with a group just zerging through a dungeon is when you first start to feel the magic of the game peel away.  Not that it's necessarily all bad, but it's just not what D&D is all about.

The idea is to play with new players instead of veterans who are only interesting in leveling up a new toon. If you can take a close group of friends through the game as a static group, there really is no better online play experience.

There is also enough content to play the game without repeating dungeons anymore. This may only apply to the first 13 out of 20 levels, but we still don't know about these 12 new dungeons they are promising either. My guess is that within a year there will be more than enough content to play the entire game from level 1-20 without repeating a single dungeon.

Also, the newer content (level 10+) does have more randomized traps. They aren't completely random, but they aren't always exactly the same. In fact, throughout the whole game there are lots of small random parts.
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« Reply #27 on: June 10, 2009, 06:17:02 PM »

Quote from: Aganazer on June 10, 2009, 05:53:23 PM

Quote from: Fez on June 10, 2009, 04:24:21 PM

If they can just come up with a way to randomize some elements of the dungeon (not just the rolls), this game would have been awesome.  The first time you get stuck with a group just zerging through a dungeon is when you first start to feel the magic of the game peel away.  Not that it's necessarily all bad, but it's just not what D&D is all about.


The idea is to play with new players instead of veterans who are only interesting in leveling up a new toon. If you can take a close group of friends through the game as a static group, there really is no better online play experience.


That sounds great on paper.  But how does it translate into the game itself?  I'm assuming you've played recently?  Is there a mechanic in the LFG system that indicates you are trying a dungeon for the first time, and you want to group with others who are as well?  If not, do people utilize the chat/lfg channels by way of making it clear they are looking for a set of players who are trying the 'Tomb of Horrors' for the first time, and want to experience it with a bunch of new people who are in the same boat?  Because short of that, I'm not sure how many people are going to magically have a group of 3 close friends starting the game the exact same time as them to experience all this stuff together.  Although I agree that it sounds like the way the game was "meant" to be played, it's not exactly scoring 10's on the realistic scale.
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« Reply #28 on: June 10, 2009, 07:31:55 PM »

Quote from: Lockdown on June 10, 2009, 06:17:02 PM

That sounds great on paper.  But how does it translate into the game itself?  I'm assuming you've played recently?  Is there a mechanic in the LFG system that indicates you are trying a dungeon for the first time, and you want to group with others who are as well?  If not, do people utilize the chat/lfg channels by way of making it clear they are looking for a set of players who are trying the 'Tomb of Horrors' for the first time, and want to experience it with a bunch of new people who are in the same boat?  Because short of that, I'm not sure how many people are going to magically have a group of 3 close friends starting the game the exact same time as them to experience all this stuff together.  Although I agree that it sounds like the way the game was "meant" to be played, it's not exactly scoring 10's on the realistic scale.

The LFG tool has a place for a description. You always see people adding things like "First time run", "Taking is slow", "No zerging". There are ways to get into slow moving groups or like minded gamers. Most of the veterans will take it slow if you ask them. I think the vets assume people know the dungeon and zerg by default, but I haven't met a DDO player yet that isn't really cool, patient, and willing to do whatever. I think they get a kick out of watching someone get nailed by traps or miss a secret.  icon_twisted

I played for a few months lately. I started the game with my wife and two best friends. If one of us could not play then none of us would play. Instead we would go play an alt. It worked out great. I never even got to see what its like being in a group of veteran players who want to zerg the whole dungeon. It was probably the best time I've had in a MMORPG.

Starting when the free option goes live would be the best time to start. There should be a lot of new players. The game is getting some publicity right now as well so I would imagine that it would be a good time to check out the free trial if you don't want to wait.

Right now the first 4-5 levels is relatively solo friendly if you play a class that can solo well like a Cleric. The whole game will be solo friendly once the free option goes live since the dungeons will scale their difficulty based on group size.

For anyone that is just starting, know that the entire newbie island is very easy with some classes. Most MOB's can be killed in one shot. This changes once you get past the newbie content. The combat is quite a bit more complex and difficult than most MMORPG's even if it seems simple at first. Each MOB type will have vulnerabilities and resistances along with specific AI behavior and other important things to know.

For example, an Ooze will split into two if you use a slashing weapon. Even the split pieces will continue to split until you're overwhelmed with little Ooze bits.

The Kobold Shamans will cast an AOE blind spell if you're on the harder difficulties. When you're blind, its not just some debuff that makes you miss more, you really can't see anything.

Some skeletons jump around a lot and are very hard to hit. They are also vulnerable to bludgeoning weapons so pack a mace.

A rust monster will wear out your metal weapons so you need a wooden or glass weapon or you'll break all your gear.

A vorpal weapon can behead a MOB, but only if its a MOB type that has a head. Some MOB's don't need a head like a zombie so it doesn't work on them either.

You're character's skills will determine what you can see or notice in the game world. If you don't have a good Listen skill you may not even see a MOB until its already hitting you. MOB's also react at realistic distances. They react to sight and sound. Break a box and then hide and you may notice a MOB come check out the box. Stealth is handled better than any game I have seen. Rogue classes are just as important as DPS and Healing because they can detect and disarm traps, find secrets, and lockpick doors and chests.

Man, I have no idea why more games don't copy some of DDO's game mechanics! Its a very complex and realistic game.
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« Reply #29 on: June 10, 2009, 08:17:54 PM »

Well this is very good news indeed. I played the game for about 3 months a year after it's release and took a dorf cleric-fighter up to level 10. For anyone worried about not being able to get groups, I highly recommend a cleric; if you don't turn off the LFG channel you'll be swarmed by invites. slywink Although I had my share of zerger parties rushing dungeons, they were really more the exception than the norm. And a number of times I got into groups that had excellent leaders who were very patient, informative and equipped with good voicechat setups. I probably learned about a 1/5th I knew about the game from one such a leader who was very patient and a long time D&D player.

I think your group experience will depend somewhat on the server you play on and I know I chose Sorlonica -think that's the correct name- because it was know to have some RP'ers on it. Something else that was unique about the game for me was that there were guilds, such as mine, where whole families played because the parents had been D&D'ers back in the day. I remember doing dungeons in guild parties with young girls playing healer toons and I was almost always blown away by just how well they played that class. I heard they did some server consolidation since I played, so hopefully that server survived.

For those who think the dungeons are lack lustre in this game, I'm thinking you only played it to a low level -so mostly sewers- or didn't know where to find the good ones, because without a doubt this has some of the, if not the best, dungeons I've ever played in a MMORPG. Some of the dungeons -particularly the one in the Pirate town and the Crypts- were huge and quite spectacular IMO. I also really liked the audio narration that accompanied the dungeon missions and playing one narrated by Gary Gyrax was cool.

If anyones interested in getting a GT guild together, I'm more than game.
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« Reply #30 on: June 10, 2009, 10:20:37 PM »

Hmmm... you two did a pretty good job, there.  I definately want to try it now.  Definately.

I am curious if they handle the game like pen & paper modules: 

Group gets together, meets in the pub at hub-town "Pipersville".
Talks to the bartender and hears about a cemetary being haunted.
Group of 4 get together to go check it out.
The cemetary + Pipersville is roughly equivalent to a module which will level the group from 1 to 3 by the time it's over.

Module 2:
Group meets up in hub-town "Fairville".
Talks to hermit and hears about strange creatures being seen by the ruins, and farmer Smith's daughter goes missing.
Group of 4 get together to check out ruins.
Ruins + Fairville will take characters from level 3 to 5.

That might be cool.  Of course, one could make a case that MMORPG's are already like that, only more transparent in the way they organize.  I'm not sure.


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« Reply #31 on: June 11, 2009, 05:16:29 PM »

Quote from: Lockdown on June 10, 2009, 10:20:37 PM

Hmmm... you two did a pretty good job, there.  I definately want to try it now.  Definately.

I am curious if they handle the game like pen & paper modules: 

Group gets together, meets in the pub at hub-town "Pipersville".
Talks to the bartender and hears about a cemetary being haunted.
Group of 4 get together to go check it out.
The cemetary + Pipersville is roughly equivalent to a module which will level the group from 1 to 3 by the time it's over.

Module 2:
Group meets up in hub-town "Fairville".
Talks to hermit and hears about strange creatures being seen by the ruins, and farmer Smith's daughter goes missing.
Group of 4 get together to check out ruins.
Ruins + Fairville will take characters from level 3 to 5.

That might be cool.  Of course, one could make a case that MMORPG's are already like that, only more transparent in the way they organize.  I'm not sure.

What you describe here is exactly -almost to a 't'- the way you start many missions. IMO DDO captured the feel of PnP modules quite well, the narration really seals the deal in that category. Of course if you get stuck in a zerger party you miss much of that or can't hear it over the killing.
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« Reply #32 on: June 11, 2009, 05:34:03 PM »

Quote from: Lockdown on June 10, 2009, 10:20:37 PM

Group gets together, meets in the pub at hub-town "Pipersville".
Talks to the bartender and hears about a cemetary being haunted.
Group of 4 get together to go check it out.
The cemetary + Pipersville is roughly equivalent to a module which will level the group from 1 to 3 by the time it's over.

Not only do you do almost exactly that, but the entire quest chain is narrated by Gary Gygax himself. There is even a memorial to him off to the side of the graveyard. Players gather there on the anniversary of his death.

Quote from: Lockdown on June 10, 2009, 10:20:37 PM

Module 2:
Group meets up in hub-town "Fairville".
Talks to hermit and hears about strange creatures being seen by the ruins, and farmer Smith's daughter goes missing.
Group of 4 get together to check out ruins.
Ruins + Fairville will take characters from level 3 to 5.

Close, but its an excavation site and there are people missing in some ruins taken over by strange creatures.

There are some really good quest themes and they are fleshed out in a way that no other MMOG does. There are lots of standalone quests that can be finished in an hour or two and there are some big quest chains that can take a few evenings. Some, like the Necropolis, you'll end up revisiting as your character levels up to continue the story.

The game's narration and scripted events immerse you in the story without having to read a wall of text. All the narration is spoken and in the free to play patch (or Mod 9) almost all the NPC dialog is spoken as well.
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« Reply #33 on: June 11, 2009, 06:05:28 PM »

Do we know why the game didn't do so well?  Was it a lack of content thing when it launched?
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« Reply #34 on: June 11, 2009, 07:22:16 PM »

Quote from: Lockdown on June 11, 2009, 06:05:28 PM

Do we know why the game didn't do so well?  Was it a lack of content thing when it launched?

Lack of content was one of the big problems and most of the content was focused around 1 major city; to the best of my knowledge it still is. That meant many of the dungeons were those that you'd expect to find in a medieval city; sewers, catacombs, storage houses, cellars, etc. For a die hard PnP DnD fan it was all good as much of what was there was what you'd expect to find in many PnP modules. They addressed a fair amount of that about 2 years ago when they added more outdoor areas. Another problem for some long time DnD fans is that it's set in the newer Eberron world and not Forgotten Realms or Greyhawk and to worsen that it wasn't set on the main Eberron continent of Korvaire where many new DnD novels are focused.

Probably the biggest problem was that there was almost no ability to solo in the original game, so many dungeon parties were created out of necessity/convenience; zerger parties. Again about 2 years ago that was addressed by adding a solo option to dungeons that were suitable for levels 1-7. You're also locked out of the main city market place until your a few levels and originally the dungeons that were in the outer city for lower levels weren't so good. Again much of that was addressed about 2 years ago when they added some decent outdoor areas for those early levels.

Then perhaps the biggest problem was that there was -still are- a number of classes and races missing. Since I played they've added the Monk and are about to add the Druid, both of which are significant classes not to have in a DnD game day 1 IMO. I'm not sure if they've added Orcs, but they were missing too. And of course being a DnD game it's really easy to pooch your toon if you do attributes wrong and make poor skill and feat choices, and it's not like there was a lot of in game help with making wise selections.
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« Reply #35 on: June 11, 2009, 07:28:13 PM »

Quote from: kronovan on June 11, 2009, 07:22:16 PM

are about to add the Druid

Nope, but without spoiling it, I'll say that it is a healing class, just not a Druid.
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« Reply #36 on: June 11, 2009, 07:57:06 PM »

Quote from: Aganazer on June 11, 2009, 07:28:13 PM

Quote from: kronovan on June 11, 2009, 07:22:16 PM

are about to add the Druid

Nope, but without spoiling it, I'll say that it is a healing class, just not a Druid.

Hmm....sounds interesting; didn't know it was going to be a non-standard DnD druid class. If I play again I think I'll still go with my favorite Dwarf Cleric-Fighter combo. Complete with my hefty hammer/axe and tendency to find spiritual enlightenment in a tankard of ale. slywink
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« Reply #37 on: June 11, 2009, 08:00:45 PM »

So there IS multiclassing then?
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« Reply #38 on: June 11, 2009, 08:07:59 PM »

Quote from: Lockdown on June 11, 2009, 08:00:45 PM

So there IS multiclassing then?

Yup, and you can jump back and forth between the 2 classes at different levels. IIRC there were some restrictions on the combos allowed much as there is in PnP DnD.
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« Reply #39 on: June 12, 2009, 12:16:08 AM »

Quote from: kronovan on June 11, 2009, 07:57:06 PM

Quote from: Aganazer on June 11, 2009, 07:28:13 PM

Quote from: kronovan on June 11, 2009, 07:22:16 PM

are about to add the Druid
Nope, but without spoiling it, I'll say that it is a healing class, just not a Druid.
Hmm....sounds interesting; didn't know it was going to be a non-standard DnD druid class. If I play again I think I'll still go with my favorite Dwarf Cleric-Fighter combo. Complete with my hefty hammer/axe and tendency to find spiritual enlightenment in a tankard of ale. slywink

Now that's odd. I guess Shapeshifting was just a bit too difficult to plop into the current game rules.

And I went wandering through some of my 3.5 books, and I came up empty as to what prestige classes they could put in that wouldn't overlap the Paladin or Ranger classes too much. Unless DDO is missing one of those classes right now.
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