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  1. #1
    Community Member Aranel12's Avatar
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    Default Things i like to see in the future of DDO

    There are a few things i would like to see in the future of DDO and in the upcoming mods. Being a player for quite a long time i was just thinking of some ideas that would be fun and enjoyable for the players in DDO.

    1. Open Instance. (This one is being from the marketplace where that world event was at.) Take that and add a ever ending Open instance wild place with no slayer and rare xp. Put in some Name monsters that are never in the same spot always randomized and that other players can come along to. Also players can attack other players that are 3 lvls between. Almost a free for all terrian there.

    2. New classes (just got to wait for the monk to come out)

    3. New crafting,echancments,races (again waiting nicely for it to come out soon)

    4. Here comes some flaming. Moving the alters out of the shroud raid. The reason why is for most people to get that final third teir without ever wiping in a pug group and don't have time to do the shroud again. Making three new quest out in the vale in which each quest houses the shroud alters and the quest would be the same lvl and difficulty as the shroud. having 12 people and take 45 mins and more to complete it. and these quest can be repeated over and over. (no timer like the Tempest Spine raid.) Ingredients can still drop from the shroud and the new quests but if not moving the alters in the shroud input them in the quests. So people can craft their item with time and also won't have to worry about a party wipe in part 3 and or part 5. Also have the alters do the same thing as the shroud so they don't have to charge a en cell in the shroud and can't in the quest.

    5. We have a export and import friends list why not a inventory page. what this would do is make a word document that will say character has this in inv bag 1- 6 and what is in the gem, ingredient and collectable bags and also in the storage bank.

    6 more fixes in glitches can never catch them all.

    7. Some weird idea is a portal where players could come to different servers and play with other players.

    8. Randomize the quest a bit. Just keep the layout of the map of the quest but randomize the traps, monsters and such to give it more of a challege and not having to memorize it and then master it.

    Would like any feedback to see if the ideas are eh or good and just to start a little talk
    Last edited by Aranel12; 04-30-2008 at 11:03 PM. Reason: another idea

  2. #2
    Community Member Rambin's Avatar
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    Quote Originally Posted by Aranel12 View Post
    There are a few things i would like to see in the future of DDO and in the upcoming mods. Being a player for quite a long time i was just thinking of some ideas that would be fun and enjoyable for the players in DDO.

    Here is my opinion about your requests.

    1. Open Instance. (This one is being from the marketplace where that world event was at.) Take that and add a ever ending Open instance wild place with no slayer and rare xp. Put in some Name monsters that are never in the same spot always randomized and that other players can come along to. Also players can attack other players that are 3 lvls between. Almost a free for all terrian there.

    2. New classes (just got to wait for the monk to come out)

    3. New crafting,echancments,races (again waiting nicely for it to come out soon)

    4. Here comes some flaming. Moving the alters out of the shroud raid. The reason why is for most people to get that final third teir without ever wiping in a pug group and don't have time to do the shroud again. Making three new quest out in the vale in which each quest houses the shroud alters and the quest would be the same lvl and difficulty as the shroud. having 12 people and take 45 mins and more to complete it. and these quest can be repeated over and over. (no timer like the Tempest Spine raid.) Ingredients can still drop from the shroud and the new quests but if not moving the alters in the shroud input them in the quests. So people can craft their item with time and also won't have to worry about a party wipe in part 3 and or part 5. Also have the alters do the same thing as the shroud so they don't have to charge a en cell in the shroud and can't in the quest.

    5. We have a export and import friends list why not a inventory page. what this would do is make a word document that will say character has this in inv bag 1- 6 and what is in the gem, ingredient and collectable bags and also in the storage bank.

    6 more fixes in glitches can never catch them all.

    7. Some weird idea is a portal where players could come to different servers and play with other players.

    8. Randomize the quest a bit. Just keep the layout of the map of the quest but randomize the traps, monsters and such to give it more of a challege and not having to memorize it and then master it.

    Would like any feedback to see if the ideas are eh or good and just to start a little talk
    1. This type of zone would only appeal to a limited number of players and would lead to a lot of players constantly complaining about kill stealing and spawn camping. Too many negative things can come from this type of zone. Also, they would have to write new scripts for chests so everyone in the zone won't be able to loot every chest that is opened. Overall, it would be way too much work to get this zone working where it is not unbalancing and not a large enough interest from players to justify spending the time to create it.

    2. New classes are always good . . . as long as they fit in the D&D universe. I am anxiously awaiting the monk and praying that druid will follow fairly soon.

    3. There is already a lot of new crafting recipies in the works for the next few mods, Half-Orc is being planned although no specific date has been announced. New enhancements have been comming steadily for a while now and more have been announced for mod 7.

    4. The shroud is where the alters belong. To get raid loot you have to do the raids, so in turn you should have to do the shroud to make the customized raid items. I think they did it perfectly by adding the portals to the end of the shroud raid to take you to the different alters. Under no circumstance should they have the raid ingredients to drop from quests other than the raid. This would make it highly unballanced and would make creating your weapon less of an achievement. The Greensteel weapons and items are the best in the game by far so it is worth the extra effort to make them.

    5. This would be an interesting, but nearly useless feature. In my opinion this would not be worth the time of the developers. I would preffer they work on things that more players can enjoy and make use of.

    6. Bug fixes are always good. Bugs and glitches ruin the immersion of the game.

    7. Absolutely not. Each server has it's own economy and this could be exploited by many players in a way that will be devastating to the server economies. Also, this could cause massive lag issues from too many people switching back and forth from servers all the time. I can guarentee that you will not see this feature in DDO or any other MMO.

    8. This would be a great addition that would add a lot of replayability. This has been done in a few quests, but I think a lot of older quests should be updated with this feature as well.

  3. #3
    Community Member Invalid_86's Avatar
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    Quote Originally Posted by Aranel12 View Post
    1. Open Instance. (This one is being from the marketplace where that world event was at.) Take that and add a ever ending Open instance wild place with no slayer and rare xp. Put in some Name monsters that are never in the same spot always randomized and that other players can come along to. Also players can attack other players that are 3 lvls between. Almost a free for all terrian there.
    A very big no here.

    Quote Originally Posted by Aranel12 View Post
    4. Here comes some flaming. Moving the alters out of the shroud raid. The reason why is for most people to get that final third teir without ever wiping in a pug group and don't have time to do the shroud again. Making three new quest out in the vale in which each quest houses the shroud alters and the quest would be the same lvl and difficulty as the shroud. having 12 people and take 45 mins and more to complete it. and these quest can be repeated over and over. (no timer like the Tempest Spine raid.) Ingredients can still drop from the shroud and the new quests but if not moving the alters in the shroud input them in the quests. So people can craft their item with time and also won't have to worry about a party wipe in part 3 and or part 5. Also have the alters do the same thing as the shroud so they don't have to charge a en cell in the shroud and can't in the quest.
    Or even better if they are going to do anything with the altars- get rid of them and put in raid loot for the Shroud. Wait for real crafting to come along that isn't a total mess.

  4. #4
    Community Member DasLurch's Avatar
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    Resonses to the OP:

    1.- I beg you, please no. Really please, please, please no. The open area where a baddie can pop is a sort of fun idea, but a free for all combat zone? Please read the first two sentences again for my feelings on that.

    2.- Yes, more is good. I'll take druids, artificers, 1/2 orcs and elves, Kalashtars, and Tieflings. Even gnomes, just more stuff is all we really want

    3.- It seems to be on the way. Now we get the sad part. The wait

    4.- Meh, whatever. In a few more months, the shroud will feel like tempest did after 6-8 months. There won't be a terrible price to pay for going in compared to what it was like a few months ago. Thus crafting at those alters will be easier soon.

    5.- Don't think this one will ever come about. Just a hunch though

    6.- So say we all...

    7.- This is already here. It's called a character transfer, and it can be yours for the low low price of just $19.95!!!!! or there about anyway...

    8.- in a perfect world, this is what they all would be like. In this one? I'd actually think wishing for so many quests that you actually forgot what each was like or became confused with a placement in another would do for me, and probably be easier on the dev teams compared to completely randomizing quests. More quests= more yay!!!
    Keris-20Rogue Rahm-19Fighter Bodi-18Bard Uke Lele-20Bard Willoughby-17Rogue Ivey-20Sorc Efric-20Ranger Glaude-20FvS Hania-20Cleric Crezida-16Sorc Gespar-20Wizard Yorgo-11Barb Yurric-16Monk

  5. #5
    Community Member Aranel12's Avatar
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    The programming for the open instance is there and it isn't hard to say party A gets this chest when the name dies. Could even make it a distance for the chest to open. Not hard and in that instance is it always live and you will never know what is going to happen. You still have the die roll for attacking and also save roll so use it

    As for the shroud you could keep the alters in there but make the three new quests for which you can craft. The ingredients won't drop there but the alters will be. Quest 1: alter of invasion. Quest 2: alter of Subjugation. Quest 3 Alter of "Devastation" for people that are just unlucky with groups and they have a time issue. Ingredients will drop in the shroud and such but if you needed that alter of Devastation and you keep wiping in part 5.

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