Bug template! QA is here for you.
How random DD is
how to handle this random, anywhere
Sarlona: Seikojin, Toy
So is ToEE definitely going to be "free" to VIPs Cordovan?
Also, is this a raid? Will it include a town? Can you give us a bit more detail? We need something more to get our guildies excited (Actually they ARE excited, thing is I don't want them to have false hope/expectations. Whatever this is, lets get the facts out and promote the hell out of it)
Last edited by LeslieWest_GuitarGod; 11-17-2014 at 05:21 PM.
TYRS PALADIUM - A Premier Dungeons & Dragons Online Guild
No Drama. Cameraderie. TEAM Focus. That's the TYRS way. If that's your style, come join us!
Research our Guild here: Read our official Recruitment thread | Sign up here: Tyrs Guild Website! | GHALLANDA GUILD LEADERS: Join the Fellowship!
I am on Heroic and really enjoy my stay, but the lack of is starting to nag on me and mine. I will get to Epic son enough, but I really want to run the fullest of Heroic. I am a solo player and run by myself most of the time, and It is taking me a long time to level up! Which is perfectly fine with me, NO COMPLAINTS! but I would love to have more areas to run around in between 9th and 12th or 13th to have fun in on HEROIC not Epic! Is that to much to ask for?
Kheldur
KheldurDefenders of Mysteria
Unless you plan on setting this in the World of Greyhawk, it's never going to truly be the Temple of Elemental Evil. The backstory for everything surrounding the events and setting of Temple of Elemental Evil comes straight out of the history for the World of Greyhawk. That's right in the module. I mean hell, it even includes St. Cuthbert and Iuz the Old, both Greyhawk deities.
Banegrivm Shadowblight
Sovereign Lord of the 1st Fist of Light
It is not too much to ask for at all.
However, if you compare the amount of heroic quests to epic quests, and if/when you play them both you would see EPIC is the area that is really lacking much more then heroic, unless you like repeating things a million times.
Epic play needs to catch up to what we have available in heroics. It is not a matter of elitists being elite. Fact is, there is a need for content in Epic play to become close to what you have in heroics variety. And that needs to be addressed now and most certainly before the level cap is increased.
Also, fact is you can run every quest in heroic once and cap. You cannot do the same in Epic. Once that playing field has been equaled I am more than willing to entertain more and new heroic questing, but lets at least let Epic play have a chance to catch up, ok?
Git off mah lawn!
If, If's and But's was Candies and Nuts, we'd all have a Merry Christmas.
Hi DDO Community,
I'd just like to chime in on the content/end-game discussion here.
As I've been reading the thread, there has been a lot of back and forth about the needs/wants of different player groups.
Is it impossible that they can be reconciled?
As I see it, "end-game" is a character build state, not a content problem. That is, you get to cap and then you sit there and grind or you TR and start the leveling process over again.
By definition, you cannot have an end-game that rewards players with further power (no matter where it comes from, be it items or feats) without effectively diminishing the challenge of that content from whence it came.
So, the answer to everyone's problems is not to make a quest linearly more challenging, but to create new quests that are:
a) not repetitive;
b) provide challenge unrelated to enemy CR;
c) rewards players in an indirect way that contributes to their gear grind (think CoVs, I think those are great), but;
d) does not provide loot that (completely) outdates older loot;
e) are fun!
My suggestion is to create more quests that involve quest mechanics other than just the linear zerg.
See the Xorian Cipher as a great example of this. Lot of quest mechanics in there (also hard mobs, but the biggest challenges were elsewhere, in my experience); not the least of which is the party split! Required 2 different tasks to be completed at effectively the same time.
In the future I'd like to see more quests like Haunted Halls, but with some additional quest mechanics to make it more unpredictable.
Dungeons where the instance locks off certain parts randomly and opens other parts, with each open section randomly selecting encounters and the loot that goes with (i.e., rares) would be awesome for reducing repetitiveness.
More puzzles (NOT only tile puzzles) would be great for increasing challenge not determined by enemy CR. See Temple of the Deathwyrm.
I'm hoping the new Xoriat content and ToEE will deliver content like this.
Anyway, just my 2 cp!
I wonder if there are any plans to pursue Iconics. While they may not have been a huge seller for Turbine, "completing the set" might go a long way towards encouraging players to experiment with them.
Reducing challenge sounds like a deal-breaker on paper, but in practice it's not at all. The whole point of pre-MotU endgame -- which by all accounts was a pretty good endgame -- was to farm up epic gear that reduced the challenge of running epics.
If you can't farm gear to make running endgame easier, there's no point in repeating endgame content. Endgame lives or dies with the incentive to repeat the highest level content on the hardest difficulty. (EE)
Last edited by EllisDee37; 11-18-2014 at 07:20 AM.
I am not fully aware of all of the ins and outs of the layers of quest and adventures, but now that you have schooled me in this, I see what higher level players are getting at and would concede to your needs over mine. Thanks for the further information.
Sitting on the side waiting my turn, Keldur
KheldurDefenders of Mysteria
I see what you mean by this, and it is intuitive; but it creates the constant problem of power-creep; which is cyclical.
Step 1) Level to cap; everything is challenging.
Step 2) Grind out uber gear.
Step 3) Become bored (because now everything is easy, both from familiarity and said uber gear) and demand newer, more challenging content with even uberer gear.
Rinse, repeat.
In this model, there is never a satisfactory end-game.
Yes, currently some are claiming the old pre-MotU end-game was great... CURRENTLY. This might be nostalgia. I recall that at the time when end-game was level 20 and people were grinding away at it there was a lot of call to increase the level cap and make getting epic items easier.
Thus, I suggest a way to break and divert this cycle (which is not that far from the old end-game system, actually).
Namely, I suggest that it isn't that we need more linear challenge (i.e., enemies with higher and higher CR), but that we need more diversity of challenge type. I suggest that it isn't that we need more uber and uberer items, but that we need more diversity of item types and effects. I suggest that it isn't that we need our characters to become more powerful, but that we need more diversity of powers available to choose from.
(Note: not more powers to have all at one time!)
I'm pretty jazzed about ToEE, a very classic module that is well overdue for a translation to this medium.
Selfishly, I am very into soloing so I would hope that it is mechanically possible to complete the quest with just myself and hirelings. That is to say, I hope there is nothing that requires one to be in several places at once.
You may know me as: Gannot, Gonnet, Gunnet, Ginnet, Gaxxat, Gennot, Gannut, Gxnnxt, Horseface, Izzayhay, Pailmaster, Artifactual, Gynnet and/or Barred. What? I like alts.
The announcement that the AD&D module The Temple of Elemental Evil is coming to DDO is really awesome and exciting news. Further proof that DDO is the original and most authentic computer game rendition of the Pen and Paper game. Good work Turbine!![]()
So in everything, do unto others as you would have them do unto you.
Cannith: Arqa - Celduin - Gnossos - and others.
Do it!
For that price you will not be let down!
I am playing it again and it is really getting me jazzed up for DDO ToEE.
I just have to be careful not to go further in the PC version then I have with my d20 virtual tabletop group.