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]
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]