Originally Posted by
Angelus_dead
Problem #1: No character respec. That is something that anyone who has worked on or even played an MMORPG before should have known. Game rules are hard, the developers are unlikely to get the rules perfect on their first try, so the rules will have to be changed. But rules cannot be changed if they would invalidate existing characters, unless those characters are permitted to adjust their build for the new rules.
By failing to do this, Turbine hobbled their ability to improve their game design.
Problem #1b: No item replacement. DDO lacks the ability for an existing magic item to change properties overnight if it turns out the original was imbalanced.
Problem #2: Inadequate customer-developer interaction. Many of DDO's problems would have been prevented or mitigated if they had properly harnessed the ability of customers to give early feedback and suggestions. For a simple example, there is still no good list of known bugs, which should be provided when someone goes to input a bug, so they can tell if it's already listed, or if they're the first player to report it. In addition, all evidence suggests that the beta-testing preview servers are poorly-managed one way or another.
Problem #3: Black Abbot. The true problem there is not the fact that they badly misjudged and screwed it up (which is excusable), but that they didn't care enough to fix it, or even try hard to fix it. A problem of that magnitude should have been a "drop everything else until it works" situation.
Problem #4: Nearsighted game design. Too many of the expansion missions added to DDO after release were wasted because they were developed as an isolated unit, and not by properly considering how they'd interact in the game as a whole. In particular, a quest interacts with the rest of the game world by the resources it provides that characters can bring to other missions (either XP or loot, or maybe also favor). A dungeon that's fun when you look at it individually may still fail to contribute to gameplay if all the appropriate-level characters are off doing profitable quests until they've advanced past the quest's level.
For a good example of that problem, look at the quests in the Necropolis. 5 at level 5-6, 5 at level 8-9, and 5 at level 11-12... all of them culminating their loot rewards with the Silver Flame Necklace, which every non-warforged should have. But to actually get that necklace, you only need find an opener and run the Cursed Crypt 3 times. All those other quests are actually not needed for the loot reward of that series. Other good examples are Enemy Within, Dead Shall Rise, Whisperdoom's Spawn, Dreams of Insanity... and I could go on and on.
Problem #5: Nonscaling raid quests. This is a special important case of nearsighted design. The timed raids in DDO were all designed for characters at or above the maximum experience level. But as the level cap went up after their release, those raids were left behind. Some aspects of the quest design (like the 3 day lockout timer, the large group size, and superior quality of certain named loot) are inherently aimed at capped characters. For example, the Chattering Ring from Warforged Titan is a valuable item for a level 16 high-AC character, but the monsters inhabiting that raid area aren't even speed-bumps for someone of that level. The disparity between the level of loot and the monsters guarding it damages gameplay.
Problem #6: Attendance-based Raid-loot System change. Modules 1-4 of DDO had a problem: the capstone raids of each module allowed 12 players to join the party, but only really 2-4 players had anything interesting to do during the raid, so there was a tendency to often play them with smaller groups. To change this, Module 5 retroactively changed those quests so that you could only get the full chance for loot if the party was packed to 12 characters.
The most obvious proof that this was a mistake is to look at the Reaver's Fate quest, which is essentially a 15-minute wait for 10 players to stand in the corner and chat, while 2 guys actually move the mission along.