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  1. #21
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    Quote Originally Posted by droid327 View Post
    I think IoD does it pretty well. Fast travel that's unlockable after you do the initial run-out

    I might have made it tied to discovering the location itself as opposed to completing quests (like Stormhorns waypoints), but other than that its a good system. Makes it far more convenient to access quests, but doesnt completely divorce questing from wilderness zones
    If that persisted through TR it would be a good system, but it doesn't.

  2. #22
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    Quote Originally Posted by Wizard1406 View Post
    If that persisted through TR it would be a good system, but it doesn't.
    Yeah that would be a nice tweak to the system, especially for non-endgame Wilderness Zones since you're likely to only do them once per life anyway, making unlocks pointless

    Quote Originally Posted by Valerianus View Post
    i agree.

    but if the price is to ruin the wilderness areas, for those who enjoy them, then just enable teleport to quest instead of putting in place useless ways to lower alert\detection\pathing that will happen anyway and leave normally functional wild for those that want to explore, do kills and rares and stuff.
    I dont think its just a question of lag reduction, though. I think its also trying to even the playing field for melee vs range, as far as doing slayers. Compare to Orchard, or running down from Amber Temple in Barovia, where a ranged char can basically just run around one-shotting packs of mobs without ever breaking stride, and racking up kills way faster than a melee that has to actually run from pack to pack.

    Now you'd expect that to mean they'd be able to increase mob density so that slayers are faster for everyone who's actually doing slayers - and so far we havent really seen that in SM or IoD - but the mechanic is there to allow it

  3. #23
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    Quote Originally Posted by Aelonwy View Post
    Agreed.




    But you would still have that choice. I have NEVER understood this argument. You would rather the choice to teleport be taken away rather than make the choice for yourself to run up to the quest entrance if you want?

    I love Wilderness zones and if I'm smelling the roses I will even make my meandering way to the quests in Ravenloft at times however if I'm with a group trying to get things done I will happily teleport to stay with them. Removing the choice of teleports just aggravates players of a particular play style and wastes store pots of various types for such players which may be the real goal.
    Yeah, for the same reason I don't want a list of quest givers in public areas that I can teleport to instead of running to. I think it's important that there's a world that you must travel through in order to get places. Even if you give people the option of still running instead of teleporting, many new players will never do it and miss out on the world - which takes something away from ddo in my opinion.

    Now, I suppose if they made sure all wilderness areas had good teleporters, and in addition to being able to use them to teleport after you've walked there once, if they added a past life feat that allowed these teleporters to be used without first running there once you've completed your first TR ( and maybe a favor unlock for those players that never intend to TR ) then I would support it more.

  4. #24
    Community Member ahpook's Avatar
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    Quote Originally Posted by Ereshkigal View Post
    ... I think it's important that there's a world that you must travel through in order to get places. Even if you give people the option of still running instead of teleporting, many new players will never do it and miss out on the world - which takes something away from ddo in my opinion.
    I used to think the same thing and then I thought why should they be enforcing the way I want it to play out over others preferences.

    As I thought about it, I realized it is better to use carrots rather than sticks. Have good stories and good wilderness areas that encourage people to play through the story. Many players don't mind running to the quests if there is reward for the effort. Perhaps some kind of bonus for playing it that way (explorers and slayers provide a bit of that). If they use the stick method, there will always be exceptions (players joining late, crashes, etc) that would benefit from not locking down to an enforced model.

    Players doing forced marches through wildernesses do not make them appreciate the world building. Players invis'ing and mounting up to get to the quest doesn't make the run valuable. It just irritates them. If you build it well people will come. It is harder work for the devs but I think it will pay off with happier players. Those that want stories are getting better ones. Those that want to skip and get to it are also happy.
    Last edited by ahpook; 01-11-2023 at 04:03 PM.

  5. #25
    The Hatchery Drekisen's Avatar
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    Wow, been saying it for what seems like forever now, make it xp on each kill in wilderness areas.

    At least you will get immediate gain, I think this is another reason people dislike wilderness areas. Game has enough grind, make the wilderness areas an adventure, not a quest. BTW, remove the slayer cap too, that way when you actually want to complete a slayer area and you are missing those 1-2 rares that refuse to spawn, you can still get xp on the way to them.

    Seriously, what's the big deal?

  6. #26
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    Would definitely be way better if you got XP-per-kill instead of at ridiculously separated tiers.

    Also teleports requiring unlocks are completely useless. I've literally never used one, because I only go out to the quest once before TR. Its just another example of the right hand not knowing what the left is doing. Like SSG design quests with no clue how players are actually playing.
    If I can read the dev tracker, you can too.

  7. #27
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    I have not experienced this at all.

    Love the IoD wilderness.

    It's like your talking about a different place.

  8. #28
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    Quote Originally Posted by MaeveTuohy View Post
    I have not experienced this at all.

    Love the IoD wilderness.

    It's like your talking about a different place.
    Are you playing ranged or melee?
    If I can read the dev tracker, you can too.

  9. #29
    Community Member thegreatcthulhu's Avatar
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    The monster loading in these areas annoys me a bit, but it isn't the biggest problem that I have with the new areas. Well... really just one of them. I hope Isle of Dread's music is not an indication of future expansions soundtracks. I didn't really enjoy the "Classic Iconic Overused Legendary Mythic Supernatural King Kong Lizard Fight Island of The Mysterious Copy Pasta Temple Generic Moving Picture Cinematic Movie" songs. It just felt... uninspiring after what I thought was a fun, but heroic take on sea-side music in Salt Marsh.
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  10. #30
    Community Member SoVeryBelgian's Avatar
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    Why have high draw distance and the ability to crossmap with handy headshots ifn the only way to engage as ranged is to be in the Monsters armpit in order to accost them? I'M SQUISHY!


    But yeah, the ultimate beast in DDO remains the dreaded Lag Monster... how will we ever overcome this CRInfinite threat?
    NONVIOLENCE IS MY NAME. LORE IS MY GAME!


  11. #31
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Wizard1406 View Post
    If that persisted through TR it would be a good system, but it doesn't.
    Thanks you +1

    By the time teleportation is unlocked it’s not needed then reset

    A lot of the systems are designed for a game where you sit at cap and farm til cap is raised Those systems don’t mesh with Reincarnation
    Last edited by Oxarhamar; 01-12-2023 at 12:22 AM.

  12. #32
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Drekisen View Post
    Wow, been saying it for what seems like forever now, make it xp on each kill in wilderness areas.

    At least you will get immediate gain, I think this is another reason people dislike wilderness areas. Game has enough grind, make the wilderness areas an adventure, not a quest. BTW, remove the slayer cap too, that way when you actually want to complete a slayer area and you are missing those 1-2 rares that refuse to spawn, you can still get xp on the way to them.

    Seriously, what's the big deal?
    Take the total do given for each tier & division easy enough

    Also if we didn’t have to run thro to get to quests ala teleport then it wouldn’t be a lag issue because only slay slay would enter slayer

  13. #33
    Community Member Seph1roth5's Avatar
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    I hate saltmarsh as well. The whole reasoning is stupid too, because there's plenty of wildernesses that don't behave that way and aren't laggy messes. If it were really an issue wouldn't they go back and make all those sucktastic as well? Really seems more that they just want to slow down wilderness XP.

    My group only runs a few (and those've been nerfed mobsize), but there are people that run tons of epic slayers. And it seems they just don't like that. Remember when feywild came out and had a cap of 1500?
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  14. #34
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    Quote Originally Posted by Eantarus View Post
    Are you playing ranged or melee?
    Played all kinds since it was released.

    Currently one caster and one monk.

    I have experiences no problems in IoD, except for the odd behaviour of the ceolophysis.

  15. #35
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    Quote Originally Posted by MaeveTuohy View Post
    Played all kinds since it was released.

    Currently one caster and one monk.

    I have experiences no problems in IoD, except for the odd behaviour of the ceolophysis.

    So you're claiming you can tab target mobs in IOD wilderness from far away without first runnng up to them in melee range to trigger them.

  16. #36
    Community Member Jomee's Avatar
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    Quote Originally Posted by Ereshkigal View Post
    Ah, Maybe it's just nostalgia, but I really think being able to port directly to quests would be a big loss. I would not like to see this change.

    I'd much rather they make those areas work more smoothly and keep the running intact.
    If they adopted the raven loft style teleport then those who wanted to "run" could still choose to do so.

  17. #37
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    Quote Originally Posted by Drunkendex View Post
    So you're claiming you can tab target mobs in IOD wilderness from far away without first runnng up to them in melee range to trigger them.
    No.

    I am claiming it is a great wilderness area (my second favourite, as it happens) and that I really enjoy running around in it.

    I am claiming I don't experience aggro issues riding through it to get to a quest.

    Though since you ask, my experience is that most of the mobs are targetable when I get to near-melee range. Some require you to actually hit them (the large triceratops bulls, for example) while other activate well out of melee range (the griffons, for example).

    That's my experience, and it seems very foreign to the hard core ranting I have seen in this thread. Lucky me, I guess.

  18. #38
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    Quote Originally Posted by Jomee View Post
    If they adopted the raven loft style teleport then those who wanted to "run" could still choose to do so.
    This not only needs to become 100% standard on all new content going forward but retroactively added to all previous content. Single best QOL in the entire game and easily 50% of why Ravenloft is still so beloved compared to other content.
    If I can read the dev tracker, you can too.

  19. #39
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    Quote Originally Posted by MaeveTuohy View Post
    Though since you ask, my experience is that most of the mobs are targetable when I get to near-melee range. Some require you to actually hit them (the large triceratops bulls, for example) while other activate well out of melee range (the griffons, for example).
    So in other words you're seeing exactly the behavior Drunk is talking about, but because you have some weird super-human tolerance for poor game design, that means everyone else is wrong?

    Yeah. That sounds reasonable.

    /Sarcasm
    If I can read the dev tracker, you can too.

  20. #40
    The Hatchery Drekisen's Avatar
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    Quote Originally Posted by Oxarhamar View Post
    Take the total do given for each tier & division easy enough

    Also if we didn’t have to run thro to get to quests ala teleport then it wouldn’t be a lag issue because only slay slay would enter slayer
    Yeah I totally agree, I love slayer areas, but really, not being able to directly port when you just want to do the quest wastes both slayer pot timer and xp pot timer, and guild renown as well!

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