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Very Hot Topic (More than 75 Replies) What has Turbine done right with DDO? (Read 23332 times)
OnePercenter
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Re: What has Turbine done right with DDO?
Reply #25 - Nov 4th, 2012 at 4:36pm
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More whining Ranncore Sore shit here, same as the other forums. Just quit and stroke your beloved WoW pandas already.
  

Feynman wrote on Jan 20th, 2015 at 4:57pm:
One thing for everyone who is a "skeptic" on this issue: Insurance companies are basing their underwriting on the assumption that it is real. They are refusing to write policies on homes that are likely to be in danger from rising seas 20 years from now, even though the resale rate of the homes is so high that they could keep writing policies for another 10 years and still not have to pay out on 1 policy in 5, but that would be irresponsible. Unethical, as well, but that's never stopped anyone before.


IMARANGER wrote on Jan 11th, 2014 at 6:12pm:
It is fairly natural to assume that the fair price for the pot is the fair value of the resources I needed to make the pot plus the fair value of my labor.

IMARANGER wrote on Jan 15th, 2014 at 4:56pm:
You were right this time, OnePercenter. 


iliveyourdream13 wrote on May 14th, 2014 at 2:02pm:
#bringbackreadingcomprehension
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Re: What has Turbine done right with DDO?
Reply #26 - Nov 4th, 2012 at 4:54pm
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Only thing they have right is the quests.  The vast majority are fun and entertaining.

They've screwed up:
Mechanics (Attack Speed, AI, immunities, HP, etc basically everything)
Experience
Epic Levels
Weapons & spells
  
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Re: What has Turbine done right with DDO?
Reply #27 - Nov 4th, 2012 at 5:41pm
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My top three:

1. When Turbine finally addresses the soul crushing reincarnation bugs introduced in U14, this system provides amazing replayability.  While passive and active past life feats are often overshadowed by epic destinies, being able to TR into a different class while keeping your gear is really attractive.  I'm surprised Turbine never released racial past life feats (+1 to a specific save, +1 to a group of skills, +X spell power, etc..)  Also, Turbine really needs to add a reincarnation heart to swap races without having to TR.

2. Now that they've added the barter UI, DDO's crafting system is solid though it has room for improvements.  If ingredients must be bound, they should be BtA instead of BtC.  Eveningstar Challenge parts and Alchemical crafting I'm looking at you.  Three of Turbine's biggest crafting system success stories don't have bound components (with mostly negligible exceptions): Greensteel, Dragon Armor and Cannith crafting.  My two gripes about crafting: (1) The lack of consistency around parts being bound or tradeable (2) Not adding progression when MOTU was launched (Cannith challenge items are still capped at ML20, and Cannith crafting still lacks the ability to make +15 skill items, Archmagi, Smiting, Banishing and a pile of other random loot gen effects).

3. DDO's instanced quest system is better than EQ/WoW/GW2/Aion/Age of Conan (the MMOs I've played).  This includes minimal travel time required to get anywhere in the game (you can get anywhere within 5 minutes assuming you know where you're going).
  
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Re: What has Turbine done right with DDO?
Reply #28 - Nov 4th, 2012 at 7:01pm
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I loved the combat in ddo. more fps shooter style then most mmorpgs.

the grouping system was great compared with many other games. I still think the community is the best.

in game voice chat. sure its laggy and not the best, but it does have it built in.

character builds/customization was top notch, allowing a metric shitton of different combinations/builds. The visual customization is poor though.

graphics are pretty well done even though the game is over 6 years old now.

as carpone said, the replay "was" amazing.
  
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Re: What has Turbine done right with DDO?
Reply #29 - Nov 4th, 2012 at 8:56pm
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I still like DDO.  I think the combat is good because it is active.  I have plenty of options to deal with mobs.  I like options mostly.  Character creation is also pretty good. 

Overall the game itself isn't too bad, it is the stuttering when moving and bugs that I just can't stomach anymore.
  

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Re: What has Turbine done right with DDO?
Reply #30 - Nov 4th, 2012 at 10:39pm
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GreyMouser wrote on Nov 4th, 2012 at 9:32am:
This is the internet, people don't talk about positives.


This is why I love you.
  

JDollar wrote on Apr 10th, 2013 at 5:25pm:
she's Kmack's property


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JDollar wrote on Jul 10th, 2013 at 2:15am:
To put in DnD terms Grace is a CR 60 EE Ball Busting Bitch
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Re: What has Turbine done right with DDO?
Reply #31 - Nov 5th, 2012 at 12:08am
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mystafyi wrote on Nov 4th, 2012 at 7:01pm:
I loved the combat in ddo. more fps shooter style then most mmorpgs.

the grouping system was great compared with many other games.

What MMOs are you comparing DDO against? 

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I still think the community is the best.

Best in what ways?  While the forums are better moderated than other MMOs, the quality is mediocre.

Quote:
character builds/customization was top notch, allowing a metric shitton of different combinations/builds. The visual customization is poor though.

Agree with you on the visuals.  However, the level of build customization is more of a function of D&D rules rather than anything Turbine implemented for DDO.   
  
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JDollar
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Re: What has Turbine done right with DDO?
Reply #32 - Nov 5th, 2012 at 6:27am
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Dungeons and Dragons Character Creation (not offered in any other MMO to this point)

Random Loot (the new loot breathed much new life into the game much like it was in 2006)

The Combat (great blend of FPS real time and 3rd person action)

Stories and Lore (gets better as we go... its too bad they dont get to finish them all off as quickly as i'd like I.E. Abbot story line, Shavarath, Vault of Night)

Instances/ 1-6 person groups/only 12 person raids (no WoW style 80 person raids)

Solo Play is viable

Dungeons and Dragon Character Creation (it bears repeating... Turbine has done a good job on enhancements, Epic destinies, and PrC's (though PrC's are still unfinished after several years)

No other games on the market come close to offering all these things
« Last Edit: Nov 5th, 2012 at 6:31am by JDollar »  

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Re: What has Turbine done right with DDO?
Reply #33 - Nov 5th, 2012 at 8:42am
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Thins I like:

1)  It's D&D.  Yeah, at this point it's bastardized and altered D&D.  Much further away than it was when I started 4-5 years ago, but I understand why it has to change.  Even if I would rather it actually less MMO-ish and more D&Dish.

2)  The combat system.

3)  Character Generation, Enhancement, Multi-Classing system.  Just awesome the number of possible, viable build options.

4)  The quests.  So many are really fun and have a great story. 

5)  The gear progressions.  With a few exceptions (DT runes, Epic Shards/Seals are BtA, CiTW loot) the gear progressions are great.

6)  TR, LR system.  Added huge depth and replayability to the game.  Although I don't understand why you can't change your gender on a TR.  If I can go from a WF to a halfling, why can't I go from female to male and vice versa?
  
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Re: What has Turbine done right with DDO?
Reply #34 - Nov 5th, 2012 at 11:16am
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Bigjunk wrote on Nov 4th, 2012 at 1:19pm:
It's D&D.  If it wasn't nobody would bother with it or care.


I know this is why I started playing.  I was looking up some information on a PnP build I was making and stumbled across the DDO forums.  It seemed cool.

In general though the main thing I like about DDO that I find frustrating in other games is that it's very co-operative.  There's very little another player can do to grief or interrupt your gameplay.
  
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Re: What has Turbine done right with DDO?
Reply #35 - Nov 5th, 2012 at 11:44am
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Flav wrote on Nov 4th, 2012 at 2:07pm:
It used to be D&D...

Nowadays I'm just playing it because of friends, as the links left to D&D shrink with every update.
( any edition prior and including 3.5... 4th is a WoW thingie made PnP and doesn't deserve being called D&D  ) 


The catch is that D&D 3.5 doesn't really work to level 20 (ignore those like haxxors who feel that wizards should always win).  DDO got  levels 1-~12 right, and created something workable to 20.  They did paint themselves into a corner with d20, and seem to have a workable kludge.

Things done right:
D&D rules (1-~12) (especially multiclassing and wide-open character development).
Instances (see making it more like D&D)
DM Voice acting (see a pattern)
Kobold voice acting (you won't find much recent work on this side, but the kobold voices made me happy to play DDO).
Gameplay (shocking unlike D&D.  Who would have thought that a MMO that broke the mold (at least in 06) by letting players dodge would be based on a "roll d20 to hit" game?).
PVP almost entirely absent.  All they really need to do is separate lobster chat from the harbor chat.  Something that I noticed coming back from a break.
Lack of transparency:  While it would certainly help if the devs told us what they planned (and would listen to how stupid it was an why), they certainly don't need to hear the constant whining "buff me and nerf everyone else" and "give us more easy buttons".  Increasing dev contempt of players is a bad thing.

Done wrong (what is the point about asking for positives if you ignore the negatives):
Contempt of players.  Pretty much every problem in Turbine is simply due to the overwhelming contempt of the playerbase.
Customer service:  A load of epic elite fail.  Largely set from on high that turbine will literally not lift a finger (when not destroying what a player put years into takes little more) to fix the problems they cause.
Basic game design:  Devs and other Turbine employees shouldn't be expected to play the game.  They already put in a full day's work ther, and shouldn't be expected to spend the rest of their life there.  On the other hand, once they understand that god-moding ultra grindy loot isn't "playing DDO" then they have to actually listen to what players have to say about Turbine's idiotic ideas.  They have the whole Mournlands server, why don't they listen to anybody.
Testing:  Turbine policy is that bugs aren't a problem, they are happy to have as many bugs as the devs can inflict on the codebase.  The "lets change everything" effort of the expansion was proof of this.  Want to make a pointless change for changes' sake?  Best time is when a creaky old codebase that breaks when the slightest bit is changed, then don't fix the bugs (we have a hard release day to hit).  I was amazed that the system could even boot after U14, but don't expect fixing the bugs to ever be put on the dev's job description.
  
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Re: What has Turbine done right with DDO?
Reply #36 - Nov 5th, 2012 at 11:57am
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Bigjunk wrote on Nov 4th, 2012 at 1:32pm:
The first part.

The more "MMO" they add to D&D the worse the game gets.


I happen to agree.  I would prefer more D&D, less MMO.  As for things I think DDO does really well:

1. The adventures are really a lot of fun and generally well designed.  The overall setup of "everything is an adventure" and none of the crap grindy "collect X" and "kill Y" generic adventures from other MMOs is a big draw.

2.  Character design is very flexible and there are a tremendous number of ways to build a viable character.  I think that ranged combat is the one glaring weakness, though.  There is essentially only one really good way to build a ranged character at the moment.  More tactical options instead of just MOAR DPS and MOAR HP would be nice.

3.  Active combat is great.  I have a strong FPS background, so it's fun to feel like I'm in a D&D FPS.

4.  I like the variety of challenge levels for different skill levels of players.  There are some cases where the risk vs. reward needs to be tweaked, but overall it's pretty good.  Elite should NOT scale, though.

5. Free to play.  Groundbreaking for a major MMO, and I think it has mostly been done right.  Recently it's begun to feel like it is trending toward pay-to-win, but so far I've been happy.

6.  PvE focus.  It was a good design decision and helps so that the complaints of "broken! unfair! gimped!" don't predominate game discussion.  There are always some complaints, but this helps keep it in check.

  

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Leaving only charcoal to defend -
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Ashes and diamonds, foe and friend, we were all equal in the end."

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Re: What has Turbine done right with DDO?
Reply #37 - Nov 5th, 2012 at 12:00pm
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wumpus wrote on Nov 5th, 2012 at 11:44am:
Gameplay (shocking unlike D&D.  Who would have thought that a MMO that broke the mold (at least in 06) by letting players dodge would be based on a "roll d20 to hit" game?).


People keep claiming this - but in my experience a mob will hit you even if you are a mile away from it.

You never had an ogre triple hit you after you saw it wind up and ran 200 yard away?

really?

"active dodging" may work - but it' snot as "active" as you think - the mob rolls an attack roll before you even see it start to swing - if that roll hits - you get hit, regardless of where your client moved your toon to.

It's all an illusion Smiley
  

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Re: What has Turbine done right with DDO?
Reply #38 - Nov 5th, 2012 at 12:05pm
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I know I have a lot of fun as an artificer.
  
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Re: What has Turbine done right with DDO?
Reply #39 - Nov 5th, 2012 at 12:27pm
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Schmoe, you forgot:

7. Kormor's belt

I will always love DDO for giving me stainer.  /crony
  
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Re: What has Turbine done right with DDO?
Reply #40 - Nov 5th, 2012 at 12:48pm
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Positives.  Pretty much everything done from FTP to 2012 was positive.

  

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Re: What has Turbine done right with DDO?
Reply #41 - Nov 5th, 2012 at 2:13pm
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Schmoe, you forgot:

7. Kormor's belt

I will always love DDO for giving me stainer.  /crony


It's only right because it's so wrong.
  

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Re: What has Turbine done right with DDO?
Reply #42 - Nov 5th, 2012 at 2:29pm
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wumpus wrote on Nov 5th, 2012 at 11:44am:
The catch is that D&D 3.5 doesn't really work to level 20 (ignore those like haxxors who feel that wizards should always win).  DDO got  levels 1-~12 right, and created something workable to 20.  They did paint themselves into a corner with d20, and seem to have a workable kludge.


Oh I agree with that and as a guy that spent lots of hours coding for a NWN PW I saw the writings on the wall at the time the cap was 10. ( and as a long time PnP Player it is obvious the D&D 3.5 rules starts unravelling after level 12 )

The big problem ( and Turbine failed to overcome it like a lot of NWN PW ) is the power creep caused by the fact that we are all carrying artifact level items in all our slots.  In PnP if you receive a +5 item by LVL 20 ( any +5 item, you just don't care ) you're a lucky bastard... In DDO at LVL 20 if you don't wear the full shebang of +6 items ( from stats to armor going through weapons ) you're a looser and a gimp.
But the loot level from PnP is not viable in an MMO, unless you are very careful from the start about it. ( and it will piss off a lot of people )
  

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Re: What has Turbine done right with DDO?
Reply #43 - Nov 5th, 2012 at 2:35pm
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Flav wrote on Nov 5th, 2012 at 2:29pm:
Oh I agree with that and as a guy that spent lots of hours coding for a NWN PW I saw the writings on the wall at the time the cap was 10. ( and as a long time PnP Player it is obvious the D&D 3.5 rules starts unravelling after level 12 )

The big problem ( and Turbine failed to overcome it like a lot of NWN PW ) is the power creep caused by the fact that we are all carrying artifact level items in all our slots.  In PnP if you receive a +5 item by LVL 20 ( any +5 item, you just don't care ) you're a lucky bastard... In DDO at LVL 20 if you don't wear the full shebang of +6 items ( from stats to armor going through weapons ) you're a looser and a gimp.
But the loot level from PnP is not viable in an MMO, unless you are very careful from the start about it. ( and it will piss off a lot of people )


Didn't play PnP 3.5 but DM'd a shitload of 2nd edition. 

Unless you cheated as a DM and/or robbed your players it was all but impossible for them not to be filthy rich by level 12-14 if you used ANY pre-made content or the random loot tables.

But same thing with the older editions, game definitely changed after level 12.

One thing that DDO did right until MoTU was not make all your junk from the last pack obsolete.  MoTU ass-fucked that.
  
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Re: What has Turbine done right with DDO?
Reply #44 - Nov 5th, 2012 at 3:10pm
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Quote:
1) It has the D&D, and if you play casual, lvls 1 to 10 are a lot of fun.
2) It is f2p
3) I really like the enhancement system.
4) ...
5) Turbine Profits


Fixed
  

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Re: What has Turbine done right with DDO?
Reply #45 - Nov 5th, 2012 at 3:20pm
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wumpus wrote on Nov 5th, 2012 at 11:44am:
Things done right:
DM Voice acting

You must be playing a different game than I am.  Voice acting in DDO is horrendously done.  Gianthold falsetto voices make my ears bleed.  The only voice acting Turbine did well is getting the actor for Deckard CainEliminster, but he's got very little dialogue so far.
  
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Re: What has Turbine done right with DDO?
Reply #46 - Nov 5th, 2012 at 3:27pm
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Carpone wrote on Nov 5th, 2012 at 3:20pm:
You must be playing a different game than I am.  Voice acting in DDO is horrendously done.  Gianthold falsetto voices make my ears bleed.  The only voice acting Turbine did well is getting the actor for Deckard CainEliminster, but he's got very little dialogue so far.


Depends on if their intent was to immerse, or deliberately break the fourth wall for the humor value.

But then, that's also one of those good/bad things: They really are creative as hell some days, but getting them to acknowledge rolling in new tech to released content to keep it fresh and consistent seems like pulling teeth.
  
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Re: What has Turbine done right with DDO?
Reply #47 - Nov 5th, 2012 at 3:45pm
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Bigjunk wrote on Nov 5th, 2012 at 2:35pm:
rob your players


This should happen often, and generally by the same NPC.  It is REALLY nice when that rogue NPC starts hiring assassins by the hundreds to kill them with the players money, using their old weapons & magic items, wearing their clothes lol.
  
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Re: What has Turbine done right with DDO?
Reply #48 - Nov 5th, 2012 at 3:52pm
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Depends on if their intent was to immerse, or deliberately break the fourth wall for the humor value.

Gianthold voice acting isn't bad humor; it's slipshod on a shoestring budget.

Quote:
But then, that's also one of those good/bad things: They really are creative as hell some days, but getting them to acknowledge rolling in new tech to released content to keep it fresh and consistent seems like pulling teeth.

Examples?
  
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Re: What has Turbine done right with DDO?
Reply #49 - Nov 5th, 2012 at 4:02pm
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Carpone wrote on Nov 5th, 2012 at 3:52pm:
Examples?

Quest flagging like the Crypts & using the flagging mechanic from say Red Fens.
  
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