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View Full Version : DDO Love Potion #9



nokowi
04-29-2014, 01:08 PM
DDO is the best game I have ever played. As I read through the forums about exploits, bugs, lag, and the end of DDO I can't help but notice how much potential this game still has.

Here is what I would like to see moving forward:

1. Give the players what they want, but make them work for it. Give them the option to spend $
2. There should always be something to do regardless of level/class
3. Player time, not player resources, should be the important commodity
4. All content should be useful (there is so much content that is rarely used). Add variety.
5. Each classes should useful, even if just for a month. Wipe that dust off your barbarian!
6. Promote a community of players that help each other

1. Players love the vale. Make this area epic with level 30 content. Make GS items upgradeable to tier IV and tier V using the current vale crafting model. Make Amrath epic with TOD set upgrades.

2-5. There might be many ways to accomplish 2-5. The idea is to reward gameplay while reducing the benefit of exploitation (raid timers and bag materials). XP should be the important commodity. Moving forward, DDO makes their $ though VIP status, buying XP potions, and yes Otto's Boxes.

Level 20-25 gear should be upgradeable but should require time spent questing. I would require finding and making the base item, with a number of quest/raid completions for each upgrade (run each GH quest ??? times and run FOT ??? times). Requiring non-raid completions with the raid reduces the importance of quest timers (which have been duped).

There is a huge opportunity in crafting. Epic crafting should cost XP. It should be powerful but expensive (XP cost + Questing Cost) to do. My preference is that not every class should be able to do epic crafting. Require magical training and make this an Intelligence based process (minimum Int to craft various effects) along with crafting level. Artificers should be the best (most efficient) at this. I would avoid specific magic creation feats, however. Examples would be adding an augment slot to an item, changing the color of an augment slot, adding +1 to weapon modifier, or adding +1 to a DC based effect. Each one of these might cost 5-10 million XP, and might also depend on the item level. Ideally the crafter has to quest for ingredients as well (How about using a counter similar to the quest completion counter (1 ingredient drops in each chain) so that there are not items that can be duped? Maybe you even need to complete your monster manual bat achievement before you can find that elusive bat dung)

End game (level) items should also exist. These items could require XP to improve their abilities. I would suggest a curve so that it gets harder and harder to improve an item, but it is always possible. I would think about a class requirement for certain abilities (6,12, or 18 levels in xxx class). This is a great chance to fix imbalance issues between classes (or make them worse).

Each month, something new and interesting should happen. These should not be announced. Maybe Harry learns a new feat, finds a new Artifact, or obtains an apprentice. This provides a built in mechanism for power creep and game balancing without nerfing actual player abilities, and some fun times for the players. Each server might have a different change. Some changes may stay after the month, some may disappear. It might be really fun to be a bard this month....

6. Lastly, guild amenities should be tied to guild accomplishments. Think of a Guild Compendium that is similar to the monster manual but also based on service to the community. Tasks might include training new DDO players, running raids with at least 3 of a given class, leveling so many of a given class from 1 to cap, etc. Achievements would result in new guild ship upgrades. Some of these should be cosmetic. The idea here is to encourage gameplay of all classes and a community of players rather than elitist or isolated guilds.

Let's all work to make this game better!

-Nokowi (Sarlona - High Lords of Malkier)

I joined this game when it became FTP. I played a rogue and solo'd almost all missions. Rogue is about the worst class you could ever pick for soloing as a new player. I made it to level 20 in a little less than a year, without ever using a hireling. I didn't buy anything from the store and I didn't have the gp (yes we used gp back then) to buy potions. I didn't have enough UMD to use scrolls (I couldn't afford them anyway). At times, I relied on my infinite cure minor wounds wands. Reflecting back, there was so little I knew about this game, but I also learned so much including tactics, controlling aggro, and positioning (this is actually important for a rogue).

After a year I joined my first guild. Now I had a fun group of people to quest with. By and large, we all still had no idea what we were doing. As my gear and resources improved, I learned how to heal/rez which came in handy with all of the soul stones carried around in those days. The heroic TR grind began and I learned about each new class. At some point DDO introduced Bravery Bonuses. I had about an 1100 elite bravery streak before I moved on to level 20+ content.

Today I am in a level 100 guild (High Lords on Sarlona). We have a great mix of experienced players along with a stream of new players that are slowly added and trained. I think DDO has gotten better and better through the years I have played. I still play my Rogue exclusively. 56 lives and counting....

Forul
04-29-2014, 01:20 PM
DDO is the best game I have ever played. As I read through the forums about exploits, bugs, lag, and the end of DDO I can't help but notice how much potential this game still has.

Here is what I would like to see moving forward:

1. Give the players what they want, but make them work for it. Give them the option to spend $
2. There should always be something to do regardless of level/class
3. Player time, not player resources, should be the important commodity
4. All content should be useful (there is so much content that is rarely used). Add variety.
5. Each classes should useful, even if just for a month. Wipe that dust off your barbarian!
6. Promote a community of players that help each other

1. Players love the vale. Make this area epic with level 30 content. Make GS items upgradeable to tier IV and tier V using the current vale crafting model. Make Amrath epic with TOD set upgrades.

2-5. There might be many ways to accomplish 2-5. The idea is to reward gameplay while reducing the benefit of exploitation (raid timers and bag materials). XP should be the important commodity. Moving forward, DDO makes their $ though VIP status, buying XP potions, and yes Otto's Boxes.

Level 20-25 gear should be upgradeable but should require time spent questing. I would require finding and making the base item, with a number of quest/raid completions for each upgrade (run each GH quest ??? times and run FOT ??? times). Requiring non-raid completions with the raid reduces the importance of quest timers (which have been duped).

There is a huge opportunity in crafting. Epic crafting should cost XP. It should be powerful but expensive (XP cost + Questing Cost) to do. My preference is that not every class should be able to do epic crafting. Require magical training and make this an Intelligence based process (minimum Int to craft various effects) along with crafting level. Artificers should be the best (most efficient) at this. I would avoid specific magic creation feats, however. Examples would be adding an augment slot to an item, changing the color of an augment slot, adding +1 to weapon modifier, or adding +1 to a DC based effect. Each one of these might cost 5-10 million XP, and might also depend on the item level. Ideally the crafter has to quest for ingredients as well (How about using a counter similar to the quest completion counter (1 ingredient drops in each chain) so that there are not items that can be duped? Maybe you even need to complete your monster manual bat achievement before you can find that elusive bat dung)

End game (level) items should also exist. These items could require XP to improve their abilities. I would suggest a curve so that it gets harder and harder to improve an item, but it is always possible. I would think about a class requirement for certain abilities (6,12, or 18 levels in xxx class). This is a great chance to fix imbalance issues between classes (or make them worse).

Each month, something new and interesting should happen. These should not be announced. Maybe Harry learns a new feat, finds a new Artifact, or obtains an apprentice. This provides a built in mechanism for power creep and game balancing without nerfing actual player abilities, and some fun times for the players. Each server might have a different change. Some changes may stay after the month, some may disappear. It might be really fun to be a bard this month....

6. Lastly, guild amenities should be tied to guild accomplishments. Think of a Guild Compendium that is similar to the monster manual but also based on service to the community. Tasks might include training new DDO players, running raids with at least 3 of a given class, leveling so many of a given class from 1 to cap, etc. Achievements would result in new guild ship upgrades. Some of these should be cosmetic. The idea here is to encourage gameplay of all classes and a community of players rather than elitist or isolated guilds.

Let's all work to make this game better!

-Nokowi (Sarlona - High Lords of Malkier)

I joined this game when it became FTP. I played a rogue and solo'd almost all missions. Rogue is about the worst class you could ever pick for soloing as a new player. I made it to level 20 in a little less than a year, without ever using a hireling. I didn't buy anything from the store and I didn't have the gp (yes we used gp back then) to buy potions. I didn't have enough UMD to use scrolls (I couldn't afford them anyway). At times, I relied on my infinite cure minor wounds wands. Reflecting back, there was so little I knew about this game, but I also learned so much including tactics, controlling aggro, and positioning (this is actually important for a rogue).

After a year I joined my first guild. Now I had a fun group of people to quest with. By and large, we all still had no idea what we were doing. As my gear and resources improved, I learned how to heal/rez which came in handy with all of the soul stones carried around in those days. The heroic TR grind began and I learned about each new class. At some point DDO introduced Bravery Bonuses. I had about an 1100 elite bravery streak before I moved on to level 20+ content.

Today I am in a level 100 guild (High Lords on Sarlona). We have a great mix of experienced players along with a stream of new players that are slowly added and trained. I think DDO has gotten better and better through the years I have played. I still play my Rogue exclusively. 56 lives and counting....


Im glad you wrote this. DDO is a great game with a good community sometimes we forget the beauty that is this game.

Seikojin
04-29-2014, 02:00 PM
I am glad there are still plenty of people who know that DDO is a for profit product and want to help the company improve their monetization of said product without sacrificing the quality they have grown to love.

patang01
04-29-2014, 02:51 PM
I love the game. Just wish Turbine wouldn't cut corners for a quick profit. A lot of my experience gets soiled by the 'gimme a shard for this service' type deals and I'm glad they didn't repeat that with the teleporting person by the new raids. Maybe they are learning that quick profits don't lead to longterm enjoyment.

Seikojin
04-29-2014, 03:46 PM
I love the game. Just wish Turbine wouldn't cut corners for a quick profit. A lot of my experience gets soiled by the 'gimme a shard for this service' type deals and I'm glad they didn't repeat that with the teleporting person by the new raids. Maybe they are learning that quick profits don't lead to longterm enjoyment.

All you have to do is look to EQ2 to see how bad it could be.

the_one_dwarfforged
04-29-2014, 06:44 PM
1: i want content. that is the only thing which directly affects which should be purchasable with money. remove astral shards.
2: more end game raids are the priority. there is plenty of heroic content already, though more could be added.
3: sort of. p2w is no good, but people also have lives so...
4: all the content in the game is used if you run it. it is useful if you get entertainment from doing it. fun/xp > xp/min.
5: class balance is an issue which needs to be looked at.
6: that is on the community. currently it is help yourself.

i like the random event idea...but once a month seems like too much and a bit unrealistic anyway.

Vargouille
04-29-2014, 07:42 PM
Thanks for your thoughts and feedback.

TheGardes
04-30-2014, 09:17 AM
Second best or so.. I loved Ultima Online, and to a lesser extent Darkfall. if they could somehow make the world similar to WoW or UO, with player housing others can walk by and view... for those who've never seen it, you should look at the player housing in UO. Some of the stuff people did with their house was amazing.. it helped that you could custom build your own house.

rest
04-30-2014, 09:47 AM
Thanks for your thoughts and feedback.

How come you never thank people for negative feedback?

Erdrique
04-30-2014, 09:57 AM
Ever since I landed in DDO back in 2006, I have loved and enjoyed the game. I think many of the ideas and suggestions, many are unique and sound pretty cool. Not sure I like the thoughts on the crafting possibilities/changes but the others definitely sounded interesting and worth while to explore.

PookaWitch
04-30-2014, 12:34 PM
I so wish that I could give reputation to this many times over, so just once will have to do. ^_^

This is all wonderfully and very well said, everything positive and great.

I think that sometimes people forget that DDO is a business, one that offers free options. The only way that they keep going is from VIP and PtP people, it's the reason that they 'can' offer FtP options. So the people who pay shouldn't be harassed but thanked... because they're the ones who let the FtP and Premium people play it without a membership. They're pretty much supporting our FtP options for us. (I'm in the premium category myself, I find that it suits my time for playing better. ^_^ So... 'Thank you VIPs, and people who buy things from the store. Because of you I can be a Premium account player, and you keep this wonderful game going!' )


Interestingly my husband and myself sort of started the game the same way that you did. We didn't so much 'solo' as 'duo' play, although at first he kept leveling above me when I was working and messing up my XP and had to slow it down.
We've been tabletop players for... well ages before DDO, and made some serious mistakes with our first characters. We had low Cons (not such a big deal in tabletop as in DDO), multiclassed for character flavour in a hindering way (ie. ranger, cleric, bard because it suited my character. XD ), and would take an average of an hour or more to finish most quests due to having to be careful, tactical and and our poor builds making fights take far longer then they should have. We didn't even really know about hirelings until we were medium level. XD
But, due to this we did learn a lot about being patient, careful and using tactics, so it was helpful in a way.


I'm so happy seeing such a positive thread. I think that people are too quick to complain on here sometimes.

DakDeFrosted
04-30-2014, 01:07 PM
How come you never thank people for negative feedback?

I like to think of it as constructive criticism, and a lot of people don't take it well.

Some people prefer to be brown nosed.

BlueSilence
04-30-2014, 04:55 PM
How come you never thank people for negative feedback?

Generally, when people give negative feedback they don't want to get any "thanks" at all. That said, there are some devs posts around showing appreciattion in advance for any kind of feedback.

rest
04-30-2014, 05:25 PM
Generally, when people give negative feedback they don't want to get any "thanks" at all. That said, there are some devs posts around showing appreciattion in advance for any kind of feedback.

Quite the contrary. If I bring up well-articulated and thought out points that spotlight some of the things that I find lacking I think it would be AWESOME if someone came in and said "Those are good points, thank you for sharing them with us." Maybe it would make me feel like I wasn't just spitting in the wind.



I mean not that anyone would ever accuse me of being articulate or particularly thoughtful, but you know.. if I were to ever do that.

LuKaSu
04-30-2014, 05:38 PM
Quite the contrary. If I bring up well-articulated and thought out points that spotlight some of the things that I find lacking I think it would be AWESOME if someone came in and said "Those are good points, thank you for sharing them with us." Maybe it would make me feel like I wasn't just spitting in the wind.



I mean not that anyone would ever accuse me of being articulate or particularly thoughtful, but you know.. if I were to ever do that.

1) I love the original concept for this thread, thanks for it.

2) The constructive criticism people -- There are some forumites who give good solid constructive criticism. That should be rewarded. There are others who every single post I read are saying, "This proposed idea is so terrible. Other people play differently an I do and they are terrible people." Comments like the second group don't -- in my opinnion -- deserve the same recognition.

Well thought out responses that happen to oppose an idea can bring fantastic points to the discussion. I hope I can be like those people when I disagree with things. Just complaining doesn't add anything.

rest
04-30-2014, 07:23 PM
1) I love the original concept for this thread, thanks for it.

2) The constructive criticism people -- There are some forumites who give good solid constructive criticism. That should be rewarded. There are others who every single post I read are saying, "This proposed idea is so terrible. Other people play differently an I do and they are terrible people." Comments like the second group don't -- in my opinnion -- deserve the same recognition.

Well thought out responses that happen to oppose an idea can bring fantastic points to the discussion. I hope I can be like those people when I disagree with things. Just complaining doesn't add anything.

Well now you're acting like this alleged second group of complainers ABOUT said alleged complainers. ;)

the_one_dwarfforged
05-01-2014, 09:14 AM
Quite the contrary. If I bring up well-articulated and thought out points that spotlight some of the things that I find lacking I think it would be AWESOME if someone came in and said "Those are good points, thank you for sharing them with us." Maybe it would make me feel like I wasn't just spitting in the wind.



I mean not that anyone would ever accuse me of being articulate or particularly thoughtful, but you know.. if I were to ever do that.

assuming you ever were thoughtful or articulate with any constructive criticism and the points were valid and you did not get that response, perhaps you were not talking to reasonable people. personally i dont think turbine is particularly reasonable. it is a business, and in business reason goes out the window in favor of the bottom line. its a black and white universe they live in, and the people there believe in a higher power, dollars.

BlueSilence
05-01-2014, 05:33 PM
Quite the contrary. If I bring up well-articulated and thought out points that spotlight some of the things that I find lacking I think it would be AWESOME if someone came in and said "Those are good points, thank you for sharing them with us." Maybe it would make me feel like I wasn't just spitting in the wind.



I mean not that anyone would ever accuse me of being articulate or particularly thoughtful, but you know.. if I were to ever do that.


My interpretation of negative feedback was feedback that is not articulated and thoughtful enough to be of any use. If you point out areas of improvement in a well articulated manner then it is natural to expect acknowledgement (I agree with you there) but a prompt resolution usually feels better and that's what I meant before.

I am certainly not good at that whole articulate or thoughtful thing... but I try.