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  1. #1
    Hatchery Founder
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    Coldin's Avatar
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    Default Issues with Mod 5 and DDO in General

    I really enjoy Mod 5 myself. I like Fleshmakers, I like Inferno. I like how even though it's a mod based on undead, there's still a bunch of humans around to offset it. It's also well designed with some great static rewards.

    But there are issues I have with it, and I think other people do as well. First, the raid is still fairly unbeatable. It seems most people on our server have given up trying it, with the exception of a PUG and a few guilds. It's sad that a high level raid is essentially going unplayed, as it's wasted content right now. I won't go into the all details of it as it's been discussed every where, but I know a big resentment against Mod 5 is it's raid.

    Second, while the static rewards are nice, beyond the tapestries, they're very difficult to get. They require a vast amount of looting to get each piece, and with eight pieces to get for the shields and weapons, it's going to be months before you start seeing the more casual players having one of these. It's also slightly annoying, to me at least, that the helm designed for sneaky folks is rather lame both in stats and design.

    Third, Mod 5 didn't have any level cap raise, new playable race or class, or really anything other than a new set of quests, slight game mechanic changes and a few more spells and enhancements. There wasn't really much there to keep people playing once they beat the quests and got the loot they wanted. I know myself it's very disappointing that in nearly 2 years since DDO released, there has only been 1 new player race released, and it was drow, the easiest one of the bunch. Monks are still a module away (perpetually it seems), druids are on hold indefinitely due to their inherent problems of shapeshifting, and beyond a few murmurs, who knows where Gnomes, Half-Elves, Half-Orcs, or any Ebberon races or classes are?

    And that doesn't even mention a whole slew of other things that have been missing. Player Houses, Guild Houses, PvP leaderboards, Crafting (yes, I know it's coming soon(tm) ), Prestige Classes, new weapons, ect. Yes, many of it's all been commented on, and I appreciete the devs taking the time to discuss what's involved, but it doesn't make up for the fact that we still haven't seen anything like it yet, or have any clue at all when we might see it.

    Now, I still love the game. I love the Wilderness Areas that have breathed a fresh breath in the game and how to get to quests. Quest designs as a whole have improved greatly since Mod 1, and even rerunning them they still continue to impress. There's been many great additions, like the Favor System, In-game Mail, Auction House, Enhancement System remodel, and more. It's just been such a long time since the game as been released, and many core things are still missing, especially core things from PnP.

    That's all I really wanted to say. Thanks for reading my semi-rant, and please post your own feelings below.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
    Member of the DDO Player Council

    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
    Takai-
    Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer

  2. #2
    Community Member Yukiko's Avatar
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    I thought Mod 5 was ok.

    It introduced new lines of enhancements for bards and such giving us a prelude to a prestige class line of enhancements.
    Im really not crazy about undead, but i do like the orchered for loot running.

    I think they got a lot of little things out of they way that they really wanted to get done, but at the same time it really did change the way i play the game as far as looting, questing and giving us other options other then giant hold.

    I dont really do any of the new quests, but it makes hanging out in the necroplis a lot more fun because of the outside area.
    There seems to be a lot of the "Behind the sceen" changes

    Careful with the name of the thread though, might attract a lot of negitivity with a name like "Issues with Mod 5 and DDO"
    Although i think as we move onto Mod 6 we should have a thread where we can express our feelings about how Mod 5 effected us, we don't want to give people a head ach while doing it

  3. #3
    Hatchery Founder
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    Coldin's Avatar
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    Quote Originally Posted by Yukiko View Post
    I thought Mod 5 was ok.

    It introduced new lines of enhancements for bards and such giving us a prelude to a prestige class line of enhancements.
    Im really not crazy about undead, but i do like the orchered for loot running.

    I think they got a lot of little things out of they way that they really wanted to get done, but at the same time it really did change the way i play the game as far as looting, questing and giving us other options other then giant hold.

    I dont really do any of the new quests, but it makes hanging out in the necroplis a lot more fun because of the outside area.
    There seems to be a lot of the "Behind the sceen" changes

    Careful with the name of the thread though, might attract a lot of negitivity with a name like "Issues with Mod 5 and DDO"
    Although i think as we move onto Mod 6 we should have a thread where we can express our feelings about how Mod 5 effected us, we don't want to give people a head ach while doing it
    Thanks for responding Yukiko. Indeed Mod 5 had many small changes, but I know people only look to the big changes/additions, and we really didn't have any for Mod 5.

    The name of thread probably will attract some of the more negative posters, but generally my threads don't get much attention anyway, so I'm not too worried.

    I do like your idea of a feedback thread for each Mod. Maybe after each Mod release, there should be a few specific threads created. One for reporting bugs or game issues. Others can be to give feedback on what we think of the various features like quests, spell, feats, and enhancements. I guess similar to the Risia threads but for the live servers.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
    Member of the DDO Player Council

    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
    Takai-
    Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer

  4. #4

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    Quote Originally Posted by Coldin View Post
    Thanks for responding Yukiko. Indeed Mod 5 had many small changes, but I know people only look to the big changes/additions, and we really didn't have any for Mod 5.
    Actually, that is a false. There was a lot of neat changes in module 5, the problem is that the module was delayed for so long that we already passed the "oh shinny" step before it even came up. That, plus the frustration of the unbeatable raid made of module 5 a module that brang more frustration than anything else. On top of it, they also made Shadows in DToV immune to fire, which brang more frustration.
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  5. #5
    Founder Tyrande's Avatar
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    Quote Originally Posted by Borror0 View Post
    ...
    On top of it, they also made Shadows in DToV immune to fire, which brang more frustration.
    I have to agree that Vol Shadows in Desecrated Temple of Vol immune to fire is a bad idea while shadows in traditional D&D
    and other places in DDO are not immune to fire.

    What they should have done is to change the quest such that to make a few of the Vol Clerics in there cast Break Enchantment
    to put out the firewalls, and take out the solid fogs and dispel the buffs of the party, eh?

    This board already have "complains from melees" that they are "underpowered" because they cannot "farm" Vol like the casters and
    we don't want that, do we?

    With Great Power Comes Great Responsibility

  6. #6
    Hatchery Founder
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    Quote Originally Posted by Borror0 View Post
    Actually, that is a false. There was a lot of neat changes in module 5, the problem is that the module was delayed for so long that we already passed the "oh shinny" step before it even came up. That, plus the frustration of the unbeatable raid made of module 5 a module that brang more frustration than anything else. On top of it, they also made Shadows in DToV immune to fire, which brang more frustration.
    Yeah, you're right Borror, and that's a whole other problem. With content coming out so slowly, most things are already seen on Risia way before it ever reaches live servers. I like how the only thing we've seen on Risia so far is the level increase, wilderness area, town, and not the quests, crafting system or anything else. Stuff like that should be saved for release. But not putting that stuff on Risia does leave it open for more bugs to sneak through to Live Servers. It's a fine balance really. Personally, I think only game mechanic stuff should hit Risia, and any quests and areas should stay a closely guarded secret till a couple weeks before release.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
    Member of the DDO Player Council

    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
    Takai-
    Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer

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