Right now here's the most our roleplaying in DDO gets:
1. A tired out DM's voice tells us obvious things that could be said in a much more interesting way (who the heck doesn't notice the tracks in the collaborater? And the spot and wisdom checks in the phiarlan carnival final quest, the ballroom, was just boring!)
2. We can pay Turbine money to change our alignment
3. We can be good, neutral, lawful, and chaotic...
This just isn't enough. D&D is a Roleplaying Game! Role-playing. Turning it into an MMO is a great, but that doesn't mean you should lose out on roleplaying.
I'm no developer, though I do write plotlines and the like for games and MMO's as a hobby :P, but I'll try my best to make a few suggestions instead of just voice my complaints.
1. Revamp the DM, there should be more interesting ways to tell us that a Spot Check let us notice a poisoned drink being slipped to a public official. Make the character talk in a class/race specific voice perhaps, I'd rather hear my character say "hey I found something" rather than a DM say "you feel a weird air, maybe there is a secret door somewhere here" (that's just a suspense killer >> I don't wanna know what I'm finding until I've actually searched!).
Sure we need DM input in some places, who's gonna tell us the plotline of the dungeon we're enterring otherwise. It just needs a little restraint and management.
2. Let-us-be-evil! Honestly, is Ebberon a weak enough campaign that only non-evil players can actually join in the adventure? A good DM can find a way to make a Paladin work with a Chaotic Evil Blackguard, we shouldn't be tethered down to being just goodie goodie heroes in some blind campaign. What's wrong with being a little evil every now and then?
3. More choices in quests and dungeons...and the game in general. We need them, badly. Incorperating more dialogue in some quests and dungeons would be a nice step foreward, though not too much! I don't want to spend 2 hours talking and 1 minute fighting, but spending more than 5 seconds talking in some plot-based dungeons wouldn't be bad at all.
4.We also need some interesting things to do in town, random events where the outcome can let you roleplay as good or evil.
Here's an example of a random event:
*You spot a group of thugs harrassing a young woman, what do you do?
**Rush at the thugs (enter levelled combat)
**Try to talk the thugs out of their deeds (Diplomacy, bluff, etc.)
**Leave them alone (no action)
And if you chose number 1 or 2:
*Thank you, you saved me, how can I repay you?
**Just trying to help, please take this 10 copper pieces (good action)
**No reward is needed (good action)
**Well I am a little strapped for cash...(neutral)
**You can repay me with a handsome reward woman! (evil)
**You can repay me with your life and all your possessions! (combat and really evil :3)
5. We really need an alignment system that isn't based around our wallets. Do you really expect me to pay 395 to change my alignment? That's 5 bucks -.- and it's almost useless. Make some of those actions I suggested in 3-4 affect our alignment either good or bad. Obviously, following the example, killing the woman is an act of chaos and pure evil so a few points shifted towards chaos and evil. Helping her and even giving her money is an act of extreme goodness so a few points towards good (not law though since you aren't really supporting a law by giving away money).
By all means keep the alignment changes in the cash shop but make them more reasonable to fit in with an alignment system. I can guarentee I'd be more willing to spend 100-200 TP to let my chaotic evil sorcerer fit in a few paladin levels since changing my alignment that much would require a lot of roleplay. But why would I bother in this system? I don't even get to roleplay based on my alignment, all that changes is the equipment I can use, there is no difference in a quest if I'm neutral, chaotic, lawful, or good, so why would I waste the TP when I can just make my sorcerer lawful good without giving up anything?
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Comments, Critiques, more ideas? Honestly I'm sure there are a thousand viable ways to make Roleplaying work in something that was based on a roleplaying game >>
Edit
Turbine markets DDO as an MMORPG (it's why I started playing it :P), so I don't think I'm crazy to expect some RPG elements.