Page 2 of 3 FirstFirst 123 LastLast
Results 21 to 40 of 53
  1. #21
    Community Member Vormaerin's Avatar
    Join Date
    Aug 2006
    Posts
    2,810

    Default

    I'm really looking forward to mod 7, actually. I don't give a rat's behind about "end game" as I have characters of all levels and I'm not the sort that plays so much that I have nothing to do but inflict grinds on myself. Personally, I don't care about monks but I don't begrudge their existence.

    I am quite looking forward to the new explorer zone version of Three Barrel Cove, which is supposed to be pretty big and right in the level range of my main alt at the moment. As are the three or four new quests going in there. I'm interested to see what they do with the revised low level stuff they mentioned. The new rogue stuff looks appealing, some of the new paladin stuff looks like it might be fun to mess around with even if not especially uber.

    The two raids I don't really care about... haven't done any of the others either (except Tempest Spine) since I play mainly in small groups, but the indoor/outdoor explorer zone sounds intriguing. I do expect there to be other quests and maybe some other things not yet mentioned as well.

    The lack of new spells mentioned so far is disappointing, I admit. I'm wondering if coding the monk's stuff soaked up the time of the spell scripters? I hope not, but we'll see.

  2. #22
    Community Member Demonfire's Avatar
    Join Date
    Apr 2007
    Posts
    105

    Default

    I`m not a huge fan at all of monks and when a player want to play some in MY pen & paper game i`m always thinking.. "haaaa god... why a freaking monk???" BUT.. i`ll still give it a chance and see by myself how it`s like.. who knows?

    I really wish thought that they would have fix some serious issues before even considering adding new stuff to the game.. like fixing the Abott!


    X DDO QUÉBEC X

  3. #23
    Bwest Fwiends Memnir's Avatar
    Join Date
    Jul 2006
    Posts
    0

    Default

    Will I be disappointed? I have no idea.
    Nor does anyone till they play it.


    However, it's something new... I gotta be happy about that.
    Exit, pursued by a bear. ~ William Shakespeare (stage direction from The Winter's Tale)

    .60284.

  4. #24
    Community Member jaitee's Avatar
    Join Date
    Feb 2007
    Posts
    0

    Default

    in my opinion, gaint hold was one of the best mod released

    this mod was the breaking point for high end gear, as we all know the quest before were too low lvl for these high end gear(i still dont understand why people say it ruined the game, these are the lvl quests where these kind of items can drop from with a good chance)


    as for necropolis, it would have been better if the raid wasnt changed? broke? what ever seems to be the issue now with it, it had alot of things going for it, till the raid was changed so badly, instead it made changes to the game itself


    as for the vale, its a complete failure in my opinion, i honestly am lead to believe this, i came back after a very long break, was excited to do some of the new stuff, but it was just disappointing, the raid is probably the worst part about the vale, and along side the method of crafting inside the shroud

    ive been here awhile, played many days and nights, love this game, i even came back just because i wanted to once again play in a real combat system again

    like ive told many friends and the guilds ive been in, which all have been disbanded due to a huge selection of members leaving for new games

    i say, i have everything i need, i dont need to be the best, but with what i have i feel like the best, what more is there to work on? i have too many capped characters, too much gear

    i hope mod 7 is new and exciting for awhile
    Quote Originally Posted by KindoRaber View Post
    - What bothers me about buffer types and patient characters can be summed up like this... Nothing. It's their style but I am usually on a strict time limit and need to complete as much in as little a time as possible. Don't hate me because I'm beautiful. Hate me because I am better than you.

  5. #25
    Community Member Wildseed's Avatar
    Join Date
    Feb 2006
    Posts
    243

    Default

    Quote Originally Posted by jaitee View Post
    in my opinion, gaint hold was one of the best mod released

    this mod was the breaking point for high end gear, as we all know the quest before were too low lvl for these high end gear(i still dont understand why people say it ruined the game, these are the lvl quests where these kind of items can drop from with a good chance)


    as for necropolis, it would have been better if the raid wasnt changed? broke? what ever seems to be the issue now with it, it had alot of things going for it, till the raid was changed so badly, instead it made changes to the game itself


    as for the vale, its a complete failure in my opinion, i honestly am lead to believe this, i came back after a very long break, was excited to do some of the new stuff, but it was just disappointing, the raid is probably the worst part about the vale, and along side the method of crafting inside the shroud

    ive been here awhile, played many days and nights, love this game, i even came back just because i wanted to once again play in a real combat system again

    like ive told many friends and the guilds ive been in, which all have been disbanded due to a huge selection of members leaving for new games

    i say, i have everything i need, i dont need to be the best, but with what i have i feel like the best, what more is there to work on? i have too many capped characters, too much gear

    i hope mod 7 is new and exciting for awhile
    Well actually what happened with the abbot was that it was bugged so you didn't have to do the puzzles... then they fixed it so that you have to do the puzzles. The puzzles some are twitch based and the worst part is it snaps up random people and throws them into the midst of puzzles they might or might not be equipped to do. If we could pick who does what puzzle it might be a little better (as someone who hates puzzles I don't go in the abbot since they "fixed" it.)

  6. #26
    Community Member Slapphappy's Avatar
    Join Date
    Feb 2007
    Posts
    103

    Smile Will be nice to have content to bicker about again

    One thing I think we can all agree on is that it will be nice to have actual content to bicker about. Meta-bickering about who decides the rules to determine what is actually bickering is only entertaining so long.

    But what I really want to say is that I am with Samehdi - I sure hope we get another slot (or 5) with the new mod.

    (Please Devs... Puuhhlllllleeeease.)

  7. #27
    Community Member debo's Avatar
    Join Date
    Sep 2006
    Posts
    565

    Default

    Don't really like monks. Of course I have to see how they actually play out but from what i can tell... seems like they are implementing an arcade style Street Fighter class. Will see.

    I liked mod 5 and mod 6. The abbot raid if it was implemented right would have made mod 5 much better. Other then the raid I actually liked the whole orchard etc... I think Mod 6 is great. I'm just ticked that horns still drop.

    I am hoping they spent as much time designing quests and the new content/raid as they seemed to have spent on the monk class. Have no interest in making a monk or seeing the thousand monks that will be rolled up. Just looking forward to the new raid and quests they add.

  8. #28
    Community Member Yshkabibble's Avatar
    Join Date
    Mar 2006
    Posts
    597

    Default

    I would hardly say that the Shroud raid is geared toward power gamers. Of ALL the raids it is by far the easiest one to get flagged for (don't need to repeat the flagging quests, and they are fun and easy). You just need to do five quests once each to be flagged for it, thats it. The Shroud quest now is becoming routinely beatable. I would venture to guess that most PUGs that are aiming for completion manage to finish more often than not. I really think that they learned their lesson from the Abbot and it's ridiculous flagging requirements and are looking to make raids a bit more accessible.
    Temuchin ~ Sindar ~ Majhik ~ Dragoslav ~Hanck ~ Cazador ~ Decipio ~ Drachenstein
    Proud Member of D.W.A.T.

  9. #29
    Community Member VonBek's Avatar
    Join Date
    May 2006
    Posts
    199

    Default

    Quote Originally Posted by Thame View Post
    Anyone else feel the same way?
    Partially. I will tinker with a Monk build, out of curiosity, but doubt it will suit me. I want to see how the "Monk Invasion" will really shape up. The new low level quests should give my lowbie something to do, even if he's not a monk.

    Between the WDA/dev comments and conjecture on the boards, I don't know how much it impacts me directly, as a player. I have plenty of content I've yet to reach (I'm pretty casual, if slightly obsessive) so it's not like I'm bored from running anything too much.

    Time will tell.
    So, I hear that one day we may get Familiars...
    ....I want a Velociraptor!

  10. #30
    Community Member In_Like_Flynn's Avatar
    Join Date
    Mar 2006
    Posts
    607

    Default

    Success with the monk will lead to further classes being added. Druids anyone?
    H A R A H A R A - H A R A M A K I - H A R A S E K U
    <°))))>< S A R L O N A ><((((°>

  11. #31
    Community Member Talon_Moonshadow's Avatar
    Join Date
    Apr 2006
    Posts
    9,033

    Default

    I disagree.

    The direction the game is going in is just fine.

    I'm not a fan of Monks either.....I want Druids.
    But we needed Monks too. And a lot of people like them.

    We don't need lower lvl content, because no one plays it.

    People will just run the same high xp quests over and over again to lvl their Monks.
    I don't like it, but that's the way it is.

    The current trend toward crafting and Uber-powered raid on Elite....is really the only way for them to go.
    They can't produce new content very fast, so the only alternative is to create over powered raids and grinding for uber loot.
    Again, not the way I like it, but that's just the way it is.

    The game is getting better all the time. New problems appear, but it is improving.

    I predict that with D&D 4.0 being released that the game will need a restart eventually, but they should be able to take us to lvl 20 without any real flaws coming into the game. (this is a Monte-hall overpowered game...esp the monsters, but the chewing gum currently holding the balance together should be good for a few more lvls)
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  12. #32
    Community Member Thame's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by DasLurch View Post
    I find myelf agreeing with alot of this post. Especially the part about hoping it will be their best yet. The thing is, most of the Mods that have been added have managed to improve the game in some way. That said, Mod 5 is still the low point of all of these releases for me because it has not really stood up well over the last year and of how slowly certain "collectables" seem to show up. Even with how manty things came out of Mod 5 that bothered me, I still think that parts of that mod were spectacular additions to the game. Coillectable bags being added were a wonderful bonus. The Orchard is still the best outdoor area that has been added. 2 of the quests were pretty fun as well. The problem that Mod 5 and 6 have contributed to is the small amount of high level quests or really any quests that have been added in the past year. I would love to see a really BIG Mod for once come out of these entirely too long developmental cycles. I'm hoping that one of the new raids has at least 3-5 "prereq" quests just for some new content. I am also hoping that the other raid is a Tempest style raid that can just be run over and over. Now I find myself wandering away from topic though...

    To the OP, I am also disappointed that it has taken this long to add another class or race to our game. I'm sorry that you are not enthusiastic about the Monk class, but many others are. I'm not certain myself as of yet about how excited I am, but I am pleased to see some mmre variety enter the game. It would be fantastic if they could have had something else big (1/2 Orcs or 1/2 Elves for example...*sigh) to add in. That leaves us all hoping that there will be a significant amount of new quests added to the game. I'm guessing here, but I am envisioning around 15-18 new ones. Mind you, most of those (say 10 or so) will be the new begining quests that the Devs have mentioned that will probably fall in that level 2-4 range. 2 of them will be raid type quests, a new-ish low level "adventure zone" (probably better than searing hieghts was, but not going to be great.), and hopefully some high level prereqs for one of the raids. There is some more crafting stuff going in, and with some luck, a new character slot or 2. With what I hope will be some new or renewwed sub's coming along with it, making a new character (be it a monk or something else) that you have never played before will be something that will most likely keep you busy. I get your frustration over the "Monk fixation" that seems to have grabbed on to some people around here, but it does seem that there is going to be more than just fists and feet flying around after it's inception. Let's all hope that this new Mod will stand up better than Mod 5 and most of the Necropolis stuff has is all I can say.
    I agree with you totally on more variety, my complaint was why they didnt add another class such as druid or such for those that dont like monks. LOL I know what Im trying to say just dont think Im saying it right hopefully you all know what I mean

  13. #33
    Community Member
    Join Date
    May 2006
    Posts
    388

    Default

    Quote Originally Posted by dragnmoon View Post
    There is one thing I do know about Mod 7... It is the last Mod I am giving them the chance to prove that going to the new dev cycle was a good idea.

    Thier whole idea to going to the new dev cycle was to put out 1 Big mod instead of 1 smaller main mod and little add on until the next small main mod..

    well Mod 6 was not like that at all... if anything Mod 6 was one of the smallest Mods ever.

    If I don't see this "one Big Mod" thing for Mod 7, I will start complaining about it.

    Crafting was no excuse for Mod 6 for being so small, Not everyone was working on that part for Mod 6.

    And Monks is not a excuse for Mod 7 if it ends up being small to.. for the same reason.

    I am still hoping they prove that the new Dev Cycle was a good idea.
    QFT. Six new quests every 3-4 months is not enough.

  14. #34
    Community Member Irked's Avatar
    Join Date
    Aug 2006
    Posts
    53

    Default

    I'm completly dissapointed with the fact that a new mod is coming out. There are a huge number of problems in the game that are still not fixed. If turbine has the time to develop an entirly new mod, why cant the existing issues be fixed? eg. the lag, getting stuck on ladders, mobs shooting bows over mountains thorugh doors 10x farther then i can even target with unerring accuracy, casters being able to cast through doors, latency of graphics( while running and attacking i must be infront of a mob to hit it, but they can hit me even if they look 4 body lengths behind me), and im sure many others could add much to this.

    I agree that ever since the abbot raid came out the game has been geared twords power gamers. Casual players cannot keep up with the more fanatic players. I play an extesive bit myself but i feel as if the "crafting" system is so flawed in the fact that its completly based off of one single mission. I prefer to solo or stay in small groups, but with the modifications to the way raid loot falls and the need for full groups to even attempt to aquire any decent gear is a massive turn off. No i dont need things from the raids, but as always gaining new eq. and items is what an adventurer does. The idea of crafting is great, im tired of pulling greatswords of spell penetration and other equally worthless items. It would be great to be able to make what i want, but the raid is a grind, and the items i would like to craft are not even available as options and i have heard nothing about the item selection being expanded. I have 4 capped characters all focusing around weapon types i cant even craft, so i feel like my characters are getting left behind just because i didnt create them around the shroud raid loot. Couldnt it be more generalized, like not focused on a single mind numbing mission? Or a seperate crafting that makes items maybe not so overpowered but could be done elsewhere where i dont need the help of 11 puggers and a whole bunch of prayers that these guys know what to do?
    Last edited by Irked; 05-23-2008 at 06:07 PM.

  15. #35
    Community Member WeaselKing's Avatar
    Join Date
    Feb 2007
    Posts
    397

    Default

    Quote Originally Posted by Thame View Post
    Next mod is a few weeks away. I was just thinking about it with almost no anticipation. The MONK will make its debut but I dont like monks, never have never will. I dont know why they didnt throw a second class in there for people who dont like monks. Weird....


    Then a new raid, Since the ABBOTT mod it seems that all the raids are being geared towards POWER GAMERS only. So whats the point of me playing the raid? No point. Does each mod HAVE to include a raid? Why not 20 new quests or something ALL can enjoty even if ur not a POWER gamer?


    Few things on the new mod will be good, +1 to shields and armor from crafting, some bugs fixed but I dont understand why they didnt give us more choices with this new mod.

    Anyone else feel the same way?


    I think very few people liked the abbot mod. People begged the devs not to make it a mod as to waste the time and effort. Now look at the raid, its never played.

    All were excited about the Meridia mod, the quests were good but the raid is a 24/7 grind for ingredients that ull never get unless ur a power gamer.......
    Did you know that there will be more than just monks and the new raids added? I have been to Risia and there are a multitude of UI changes that are excellent. New types of quests have been added (at least at low levels) that give players xp for some collectables these are optional however if that is not what you are into. There is two new explorer areas, underground and the newly expanded three barrel cove. More weapon sets have been added outfits are here for those that hate to wear robes. Quests now warn you if you are not on the correct part of the quest chain or have not picked up a quest. you can now buy back anything that you sold in the last 24 hrs and you do not have to go to who you sold it to even. I, for one, was very impressed with how comprehensive these changes are. If you don't want to play a monk there is plenty more for you to d in the new mod.

    Edit: And BTW, saying that the Shroud is geared toward power gamers is not true, sure it takes a strong experienced party to finish that raid but it was pruposefully made so that you could get something out of it without even facing the Pit Fiend. Parts 1-3 will give up tier II equipment without too much work, sure you have to repeat it a few times but you would run out of quests pretty fast if you didn't repeat at least some and you might as well get something out of the repitition.
    Last edited by WeaselKing; 05-23-2008 at 06:48 PM.
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  16. #36
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by Thame View Post
    The MONK will make its debut but I dont like monks, never have never will. I dont know why they didnt throw a second class in there for people who dont like monks. Weird....
    I agree they should've added another class at the same time. That would've been useful, because it would mean that immediately after the release we wouldn't have all parties of 6 monks. We'd have 3 monks and 3 OTHER. But it's understandable why they only added one class: because the only PHB classes not yet included are Monks and Druids, and Druids would be too much work to get right. Their Shapeshifting abilities would take a lot of programming, artwork, and design.

    Instead Turbine could've added an easy class like Favored Soul or Archivist, or even Artificer. But they wanted to stay close to the PHB foremost, because that's what customers will expect when they see the D&D brand.

    Quote Originally Posted by Thame View Post
    Then a new raid, Since the ABBOTT mod it seems that all the raids are being geared towards POWER GAMERS only.
    No, the Abbot is not geared to power gamers, or any kind of gamer in fact. It's geared to nobody.

    Quote Originally Posted by Thame View Post
    So whats the point of me playing the raid? No point. Does each mod HAVE to include a raid? Why not 20 new quests or something ALL can enjoty even if ur not a POWER gamer?
    There are a few new quests, but they are low-level, which understandably will not be something you can enjoy with the characters you already have.

    I'm hopeful, however, that the Subterane zone and attached raids will be something entertaining for high level characters to do.

    Quote Originally Posted by Thame View Post
    I think very few people liked the abbot mod. People begged the devs not to make it a mod as to waste the time and effort. Now look at the raid, its never played.
    Parts of it were liked, but you are correct that many players disliked it, and that there was a lot of misplaced effort in that module, including some global changes that worsened gameplay overall.

  17. #37
    Community Member Shadowblizmasta's Avatar
    Join Date
    Jul 2007
    Posts
    9

    Default

    I'm excited for this mod to go live. Having played the monk on Risia I find it a fun new class. I've yet to do the three barrel cove content as I'm taking my time and don't want to just zerg through everything if I can help it. The UI improvements are also a big help.

  18. #38

    Default

    I'm currently quite enjoying monks and the possibilities they bring, the new indirect changes like chat channels, and the three-barrel cove area. Also, I tend to be about 1 module behind the "top players" anyways, so it will give me some time to catch up while still having time to update the DDO Catalog. I doubt I will be disappointed.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  19. #39
    Community Member GlassCannon's Avatar
    Join Date
    Jul 2006
    Posts
    448

    Default I am on Risia

    I like my monk. I do.

    I just wish he had more stable DPS. Right now my Ranger can outperform him.



    Then again, 99.9&#37; of the characters level 1-9 on Risia are...

    Monks.

    I can't wait to run with Bards and such!
    Last edited by GlassCannon; 05-24-2008 at 01:20 AM.

  20. #40
    The Hatchery GeneralDiomedes's Avatar
    Join Date
    Oct 2006
    Posts
    2,915

    Default

    Like they can just 'throw in' another class to keep people happy. lol
    Server Sarlona / MST / Guild Enslaved / Characters Ionos, Cydekik, Xalavan, Rodessa, Hethrow, Ramsteen

Page 2 of 3 FirstFirst 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload