That's cool IMO.
I see a lot of posts about new players wanting to solo this game.
In fact, a friend of mine gave up (without tell me he was even playing) because he did not like having to group with people to do quests.
I've never thought this should be a solo game, but if it helps with new players and keep the game going, I'm all for it.
The Teen rating is sort of an recommendation, its not enforced, its more of a guideline for the parents what can happen in the game.
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To add to the topic:
I love it! New players miss one thing - experience. With the new mode, even a group of new players can try quests like madstone and not be destined to fail/recall over and over for the first few times. Afterwards they know how the quest works and can try the higher difficulties.
Last edited by Anneliese; 01-07-2010 at 07:00 PM.
I feel compelled to reply here:
Going into a new quest is somewhat intimidating
you don't know how hard/complex the quest is (difficulty of quest widely varies dependin on your build)
si you may be reluctant to go into famous quests
(ie i never set a foot in the Xorian cypher althought i m level 12, maybe it will be piece of cake, maybe not)
I do think Easy Mode is a good thing:
- it allows us to see the quest in easy mode before going to the real deal
- for those who don't care much on loot/xp/favor we can still enjoy the story
- it may allow us to flag faster
- if a specific quest in an arc is too difficult, a easy mode is nice
I think i mostly use this feature to preview quests before bringing my GF toon on normal/hard
However i'd gladly admit that with Dungeon Scaling (best feature ever IMHO) and Hirelings, easy mode is an overkill
Be Gimp Be Proud
underpowered, understuffed, unoptimized, but still doing the job !
*sigh*
Excuse me while I check www.jumptheshark.com for its newest entry on DDO.
It's the way the brain works. I'm working on a thread that explains it in length so you can wait for that (or read A Theory of Fun for Game Design), but here is the short version.
"Fun" is learning at a degree of difficulty that is neither so hard you want to give up nor so easy that you're barely learning in a context where you don't feel pressured by the outcome (ie no one really dies, you won't get yelled at for failing, etc.). This is a definition of fun that is agreed upon that by the vast majority of game designers and is supported by a fair deal of neuroscience. For example, cognitive neuroscientist Edward A Vessel says the following:
Basically, without new information to chew on (ie new challenges), games become dull.Originally Posted by Edward A Vessel
This is vastly supported by many anecdotal fact ("I complete the game, so I don't need to play it another time") and studies (games that are constantly updated, multiplayer elements, great randomization preventing memorization or have user-generated content tend to have a much longer lifespan than games that don't), too.
Thing is, if games are learning tools, what they teach is how to beat them. Beating them is what is fun, so it is to expect that players will players will strive for the most optimal strategies and beat them. This is how "exploits" arise: people think laterally and find ways to beat the challenge that was unintended. As game designer Raph Koster says, the destiny of a game is to eventually become boring.
When you look at MMOs in specific, there are two common "challenges' to overcome:
- The obstacle: a monster, a quest or a puzzle you have beat
- The goal: flagging or grinding
In the case of the former, attempting a greater difficulty is fun: you're facing something new and stronger that you have to grok. However, in the case of the latter, attempting a greater difficulty is not necessarily fun as it depends on what the optimal strategy is. After all, beating the challenge is getting there as fast as possible. It makes no sense to lengthen yourself for no reason.
This is what lead a few MUD designer to say, "The journey is the reward is a f--ing lie. (People who much rather have the princess.)"
Anyway, that's the short version. I'll post the longer version whenever it's done. Oh, and you should really buy A Theory of Fun for Game Design by Raph Koster. Easily the best book I read in years and it changed how I view games, probably forever.
DDOwiki.com, #1 source for DDO information.
I like this option, at least new players will be able to try quests "more safely" before ruining other players in harder difficulty quests, though it doesn't mean that they won't do it anyway.
Some details on Casual Mode
Went and tried some of the House D quests.
On Casual the EXP is under 50% of that on Normal.
Depths of Discord (Landslide) Normal = 856 EXP, Casual = 401 EXP
Level of Quest is auto dropped by 1, so the level 5 quest now counts as a level 4, I assume this is how they reduce Treasure since the chest contents are tied to Quest level.
Landslide had only one helper elemental and had between 62 and 72 Hit Points on Casual.
The Side Passages with the Trolls and Undead only had one of each.
Depths of Darkness Normal = 802 EXP, Casual = 374 EXP....
Test was with a level 20 Cleric (who just did one of the new higher level quests on normal...reports elsewhere)
Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more
I like (the idea of) this change.
For example, The Pit. That's a complex quest, in a big dungeon. I've been on it with a group a couple of times, but I always feel somewhat lost as the group runs around doing the various steps.
I don't feel that I am ready to solo it on Normal - untwinked level 13 Favored Soul, just not enough DPS to beat-down the MOB's when they swarm.
On Casual, I would try solo'ing it, to better understand just what is involved in solving the quest. Once I understand the quest better, I would consider trying to organize and lead parties on n/h/e.
--DownClan
This difficulty setting isn't aimed at a player like me, but I can really get behind it. Really good for newer players, particularly when they get to content that's unforgiving even on Normal (example: Enter the Kobold, Amrath quests).
Let them try out a bunch of tactics on Casual, then once they find something they feel works and build up some confidence in their play ability, they can try the same thing in Normal.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
I hope to see it as a solo-enabling option.
My 20th brd/rog is not able to solo 'Running with the Devils' only because of the self-healing paladin. It's a red-named, so Glitterdust, Holds, Dance, deception/radiance, etc. do not help me win. A lot of my character's damage comes from sneak attack. The dungeon scaling code did not significantly (if at all) lessen his healing abilities. Perhaps that scaling should be fixed for a solo player, but failing that it is my hope that the "Casual" difficulty will let me solo-aquire the crafting item from this adventure.
Last edited by winsom; 01-07-2010 at 08:26 PM.
This would be one of the main purposes, if i'm not mistaken the "casual" players is being mentioned on web reviews of the game.
I have seen at least a couple listing DDO as highly time consuming and "not friendly to casual players" and these reviews may be where the term casual comes from.
Personally i did read reviews before going vip and isn't the first game i see where the in-game economy is altered in some way to cater to this market.
As for solo/easy, well, you are right that easy may not relate to the "casual players" even when it will indeed be easy.
And solo isn't supposed to be easy just for the sake of it but because you can and want to do it without other players, which can be a hard task without being of enough level, equipment and skill.
So the casual label will be just right and implicitly includes being easy and generally soloable.
It seems to me that you should take out dungeon scaling, now that you have a solo-ish option for dungeons that scaling applied to.
Maybe leave it in place for outdoor areas.