I recently had a friend go back to WoW. He had only been playing for about 3 weeks after an 8 month break from all MMO's due to health issues (and burnout, I'm sure). He had leveled his character to 10 and purchased a 3 month subscription. After speaking to him, I started taking notes. I dont think that Turbine and the community frequently get this kind of feedback on DDO and that I wanted to share it.
Before I begin, I have never played WoW, and I am not very familiar with gameplay there. Fatal Errors's comments are in blue. All things written in Blue are opinions belonging to Fatal Errors. I put my feedback and comments in Green. Fatal Errors is a min/maxer type player, if that helps you understand him a little more.
____________________________________________ Interview:
The conversation didnt begin as an interview, just me talking to my friend. After a few moments, I had the idea to post this in the forums, and I took some notes. I had been speaking with him about why he left DDO so the story begins with the things he found negative in DDO. They are summarized from my notes below:
They need to do something to make the learning curve easier for new players. One of my reasons for leaving was the complications my Girlfriend had in learning the game. I didnt struggle too much as I am a veteran MMO player and the Dice system in D&D is similar to many random number generators in other games.
I agreed that Korthos could use a little tweeking for new players. After a brief discussion about how he was lucky to have a GF to play MMO's with (instead of wife aggro) we moved on to the quest flow.
Ok so what I mean by no quest flow is, after Korthos you hit the harbor and see a billion golden goblets. As a new player you have no way of knowing the recommend level, the hardness of the dungeon, or if it is a chain unless you go to each one and open the dialogue. They need to have a way better flow and direction. Such as, say, you arrive to the Harbor from Korthos and there is a single person on map with a golden goblet you talk to them they welcome you to the harbor and tell you to go speak with "so and so" in the Leaky Dinghy, you then go there speak with him/her they advise you to talk to someone else. Then when you are done with say Harbor the last quest there need to direct you to say, take a letter to so and so in House J where you start your next branching set of quests level appropriate. Not having quests for that same level range in 4 dif houses and a new player not knowing where they are.
At this point I told him that the devs were working on creating an overall story for the game, but it wasnt really in place yet. You can kinda see it, but only if you know where too look. They tried the bulletin boards, but they were not well received by older players. He didnt seem to think that was the right solution.
They should have a color coding for the goblets such as golden for at your level, orange for one level above you, purple for 2 levels above you etc... and a set color for group/chain quests.
I told him I thought that was a very good idea. I dont think I have heard that suggested before. After that, we kinda moved into monsters.
There needs to be way more non instance content. It seems only the cities are non instance there needs to be large open space with baddies. The number 1 thing I would change about DDO if I had to pick one thing would be that monsters gave experience and dropped freaking loot especially in the wilderness zones so a casual or soloer can just farm them for exp and money. Even if the loot is vendor trash.
I had explained to him before (when he was still playing) about collectibles, but after more questioning I got the impression he wanted monsters to drop loot like the breakables do. He then spent a little time talking about player Mods to the game, and I told him those were mentioned as desirable by the devs as well. He also said that being able to lvl to 20 with any class/build solo would help attract new players. I gave him the speech about D&D inherently being a cooperative game, but he didnt seem that impressed, lol. I asked him how it works in WoW (since I have never played) and why getting to lvl 20 solo was so important and he said.
Well in WoW the game doesn't really begin until max level, at that point you start grouping to get the good dungeon gear, then start raiding to get the GREAT dungeon gear.
I told him I didnt think the current player base would like WoW like emphasis on solo play. We kinda slipped back into quest talk as he remembered something.
For me the only thing that was super frustrating was wasting 20 minutes on high frustration trying to find a switch for a door in another room. They need to put a way to find levers and such way easier or a guide system to the lever if you have already spent a set amount of time since discovering the locked door
I tried to convince him about the glories of ALT+Enter and DDOWiki, but what can you do? He wanted it ingame. lol
He wasnt fond of microtransaction systems, though he does add that DDO has the best one. He dosent like that not every class/race was included with VIP, though he likes that you dont have to buy new content with VIP ($40.00 for Cataclysm).
He used to be a big Everquest player (I think I have that right, I didnt write it down) and he didint like how they wouldnt listen to the player base. He liked how Blizzard listened to the player base and credited that to WoW success. I commented that WoW has a team of developers that focus on the one game while DDO has only gone F2P recently and Turbine has three titles. They simply dont have the manpower to implement them all at the same time. Talking about Guild Airships and other player ideas already in the game lead into what he liked about DDO.
What do I like? First off, the graphics are awesome. The class mechanics and being able to multiclass/splash is really awesome. Being able to TR is awesome. Guild ship buffs and guild vendors are awesome, and I do like the originality and feel of the quests.
After speaking a little while about how great a tree looked in DDO compared to WoW, I asked him what it would take for him to come back.
For me to come back, they would need a WAY WAY WAY better starting tutorial for new players, something optional to skip
which does one move/spell at a time and then like points at the dice and says, so here is your 28 sided dice, you rolled a 3 your skill check is 5 so that is why you failed. Also i would only come back if they made soloing much more viable.
That basically ended our conversation about DDO. It had been a few hours of intermittent IMing at this point, and we both had work to pretend to do.
_____________________________End
I hope my conversation with my friend is helpful to someone. I'm somewhat confident he will come back to DDO, but I dont know when that will be.