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View Full Version : Mandatory Flamebait Rant



Wren666
01-24-2010, 04:45 PM
No preface etc. I'll just jump right in:


Dungeons & Dragons has always been about questing for legendary treasure, not running around in circles gathering garbage. (I won't even bother adding "IMO" here.)


That "A Relic of a Sovereign Past" (http://ddowiki.com/page/A_Relic_of_a_Sovereign_Past) quest had a good idea: gather resources to turn in to a smith to craft for you. Made sense. Moreover, it was optional; you could miss it. You had to make a conscious decision to go for it.

There should've been [more] chains of quests which were explicitly about acquiring specific items as the ultimate, guaranteed reward in the end. Maybe if you had to collect optional "clues" about those treasures during other unrelated quests, for example, NPCs inside quests like that Forge-Master in Relic, who could refer you to some other NPC in different quests, or tell you about a secret location inside those quests..

AND/OR, DDO could allow you to collect "realistic" resources (such as various kinds of metals and so on) for use in crafting basic gear with your own character-based skills, anywhere, and you could take those "blanks" (nothing to do with Green Steel) to some master craftsmen NPCs inside various quests, maybe perform some tasks for them, to have them imbue those items with magic etc.

You know, just something to instill some grand sense of epic adventure, where your characters knew they were aiming for something awesome...


I'm just saying, coming from a long history of singe-player games, with DDO being my first (and more-or-less only) MMO, the whole "Altar"-based system just seems way too artificial and uninspired.. TACKED-ON, if you will.


..and I just lost my train of thought.



[Protection From Fire]

kaelis
01-24-2010, 04:49 PM
See's nothing but a decent suggestion here. No flaming intended.


As a note, shroud works in a *similar*(starred because while it may be similar in some respect I do know they are vastly different in others), abliet more complex manner. Crafting via collecting "raw" resources and after enough handing in, or crafting a reward.

Wren666
01-24-2010, 04:55 PM
As a note, shroud works in a *similar*(starred because while it may be similar in some respect I do know they are vastly different in others), abliet more complex manner. Crafting via collecting "raw" resources and after enough handing in, or crafting a reward.oh of course, but those resources and "recipes" are very random, with no rhyme or reason to them. Would've been nice if some NPCs in quests or towns told you some of the recipes in return for something.. some lore to justify a very opaque mechanic.

Shassa
01-24-2010, 05:04 PM
I'm with you 100%. But then...

To me Three-Barrel Cove is a ton of fun. The quests are varied, there's a lot of personality to the NPCs, some of the objectives are completely different and original to the rest of the game, and as a whole it really feels adventure-like and heroic to me.

Most people skip that place altogether, or only run it once for the favor.

Why? Because the xp and loot is slightly under par, and/or they don't like the non-fighting oriented challenges. To me, that's a shame. I'm all about the exploration and the journey. But who am I to criticize someone who gets the most enjoyment out powergaming?

I think Turbine does a generally good job at trying to please many different types of players.

Greydeath
01-24-2010, 05:12 PM
the whole "Altar"-based system just seems way too artificial and uninspired.. TACKED-ON, if you will.

And indeed even Kate said it was :rolleyes: