noamineo wrote on Jul 7
th, 2020 at 12:14am:
Realistically? It is never going to happen
I'm very optimistic. Deep pockets can always walk in with new tech and the right vision. Writing Dungeons and Dragons Creators would be a good way to garner support.
noamineo wrote on Jul 7
th, 2020 at 12:14am:
The zerging speed-runs are the direct result of timered XP potions as a method of fast progression. How many times have you heard "I gotta finish this fast, I have a potion burning." It's a very toxic mechanic. Take that out, much of the zerging would go with it.
This might be giving away your date of DDO entry. Zerging with Firewall and webs on haste was way before they ever introduced xp potions. Infact, I never heard that statement because I left about the time they began hawking their wares in the DDO store. I've never purchased an xp potion. Zerging was culturally built into the game based on its design long before P2P and the DDO Store. Xp Potions are directly related to the culture, not the culture directly related to the initial product (xp potion).
There was a trinket.... Gygax Blessing maybe, some kind of necklace? It was the only thing that was important to don before completing a quest as it gave a bonus of 5% or 10%. Before XP potions, that was about it and zerging was alive and well.
noamineo wrote on Jul 7
th, 2020 at 12:14am:
It BECOMES a bad thing when you start to suggest that that's how everyone wants to play, or, worse, suggest that that's how everyone SHOULD play(to be clear, I am not saying you, Kistilan, specifically, do this, I'm just saying that that's the kind of toxic attitudes that pervade online gaming).
I've seen this argument before. Borror0 would be proud of you.

It's not toxic (this to me is a deflection to many contentious opinions these days), and it might disenfranchise some players, yes. Just like after the DDO Store and Reincarnation System, it disenfranchised others (like myself). But I guess until you're served what's cooked, you can't complain or walk away, right? It's just that a good development team should listen to their community but in the same token not give away what's under the chasity belt just because there's an easy button desired.
To quote the Dead Alewive's Watchtower, "For God's sake, this is Advanced, Mark!"
noamineo wrote on Jul 7
th, 2020 at 12:14am:
Let's say it was permadeath, with huge XP requirements(as in "takes 2 or 3 years to lvl to 20"),
Eh, there's a fine line. You can, if your GM could actually not be tired (ie PLATFORM for a game) get to level 20 in a month or two of nonstop play where you're not waiting on other people to show up, etc. At least certainly level 10-15. So this is a little too exaggerated. I agree permadeath and huge xp requirements are not exactly going to work, maybe a "Hardcore" server would work or Player vs Player-capable server where if a player kills you, there could be significant issues. Ultima Online PVP was serious if you played that -- all of the stuff on you was left on a lootable body and you were running as a ghost to get resurrected. It was very big stakes (which I played happily) but I also was very careful after awhile and limited the resources on my character, as well as house keys (could lose your house, yep!) and vast amounts of gold (put it in the bank as soon as you had a lot).
I would say lets not do permadeath unless it's a special server. I think XP Requirements need to be built around the content and long-range goals. If designed thoughtfully, this can be achieved. It takes a lot of planning and passion, but with the right engine and world development, this could be contagious in the right dev studio with right leaderhsip.
noamineo wrote on Jul 7
th, 2020 at 12:14am:
I did in fact play in a group that had no such house rule. "No, you died, you have to start over at lvl 5 when the rest of the party is lvl 15. You'll catch up eventually." That group did not last.
Every group IS different! I hope you've had other experiences. :-p But DDO was another reason to exist -- to replace the "bad gaming group" experience. I think most people that play table top do eventually experience this. I remember the bad group I stumped into by a very obese GM named Ed Remally. He was the son of a pastor of a local church and he was an absolute ass.
I was playing a Shadowrun Street Ninja in a Shadowrun game as one does and wanted to step away from the group in game and investigate the world (city). I was crossing the street during my exploration and Ed asked me, "Does your character like greyhounds?"
"Uh, I don't know, why?"
"Because you just got run over by a 12-ton bus." #instantDeath #everyoneElseLaughed #didNotGoBack
There's always that one experience.
noamineo wrote on Jul 7
th, 2020 at 12:14am:
If a game does not find a wide audience, its not going to stick around for it's core intended audience.
I think this is an absolute and there are games that prove life expectancy and a wide net to capture audience are not necessarily causation. A good game and solid world-building capability (sandbox) are typically the things that stay.
A few that come to mind are GTA5, Minecraft, Fortnite, Eve Online, Counter Strike and to an extent WoW because the engine is pretty good. These games are anywhere from a few years old to as old or older than DDO but appeal to a wide variety, moreso by design and world-building architecture features than by adding grinding mechanics to keep players logged in, And I'm very well aware of Eve Online's "grindiness" in a way, but at least the two trainable skills are off-line timers. I've a Master Shipbuilder capable of building the largest Warships in Eve. Ironically, I'm not the only player that did it. I designed the character, my guild and I kept Kepper roll'n along fir about 18 months until he finally was maxed and could build anything to order. That world is amazing still though -- flying around in space, limitless. It's something I'd like to experience on Gryphon or Dragonback with the same high resolution and auditory experience on the Elemental Plane of Air, Smoke, or Ash in a new D&D game.
noamineo wrote on Jul 7
th, 2020 at 12:14am:
They did this. Its called "fucking astral shards". Sorry, every time I try to write the name without the word "fucking" in the middle, it just... sort of magically appears in there. Yes, fucking astral shards are a currency you can buy with real money and then pay for things in-game with.
Hah hah. I've seen this in lots of games in the last few years. I meant, do it from day 1 of a launch of a new game with the standard earnable in-game currency and get ahead of the Chinese and Russians because this has been a priority for those markets with every new release. Ultima Online it was the Russians doing gold farming and selling to my Guild (I forbid all of them except for a well-to-do veteran and ISP owner in McHenry IL from buying because it was such a waste of money and time). I think my players respected this and in turn I worked harder for them with earning gold to help keep things humming along, making crafters, etc to keep our Castle self-sufficient.
Anyway, I mean from Day 1. Russians got UO, Chinese got DDO, I'm sure EverQuest and SWG had gold and credit sellers as well. Get ahead of that with the first meaningful currency. Don't enable this to be farmed when the game producer sells for slightly cheaper. Sure, they won't get all those plat farmer subs, but they'll get lots of legit accounts buying currency to make it easier to start out while they figure out how to play effectively or explore.
noamineo wrote on Jul 7
th, 2020 at 12:14am:
Its definitely not the game you want it to be anymore(if it ever was). That's not neccessarilly a bad thing, but it does sound like you have desires so specific its unlikely any game will fulfill all of them. You may need to jsut settle for one with enjoyable combat and self-impose whatever other rules you need.
Eh, I game on roll20.net with my friends in MI, play Hearthstone and apparently sound like a popular youTuber on Fortnite -- am pretty good mobile player there. That's enough until I get tapped to work with Joe or Matt Mercer on an Advanced Dungeons and Dragons Project. I'll do that nonstop and put my heart into it if that came to be an opportunity and reality. I've had the vision since high school -- Elder Scrolls came real close, but it's not D&D.

No need to play a self-imposed death match tactical in-character immersive RPG at this time.
noamineo wrote on Jul 7
th, 2020 at 12:14am:
They are not making "DDO2" or "LOTRO2". Maybe. Just maybe. After they have ran SSG into the ground and extracted every conceivable cent out of it, they will form a new studio and make something new; but much more likely they'll split up and go ruin other game developers.
Well, that's bleak. But if they're not visionary, it's best to fizzle out. I really hope there's never a LOTRO-2. To what point? They got it right and it covers Middle Earth.
But a Unified Dungeons and Dragons with the entire Multiverse linked and the best Classes available, Races, and potentially Classes and Races continually pushed out? That would be great.
Also, in an open-box, and non-pvp, balancing isn't as necessary, so unbalanced classes would be fair as long as there were reasons to play any particular class. Artificer for example won't be great in combat, but that's not the point of playing an Artificer -- it's to build and invent, wield some magic, possibly use firearms. It can serve support, but it won't tank. Nothing new.
I guess DDO really slipped up by inflating MOBs attributes and ability scores. Don't do that. A few HD more, sure. Toughness feats, etc. But don't make it a slug fest -- missing more often due to requiring a natural 20 strike on a very high AC is how D&D works. I think that's where they got it wrong to begin with and it snowballed from there by changing that core mechanic in a normal D&D pen and paper game.
I appreciate the discussion however and well, maybe someone will acquire the license. I'm not sure how that will work -- does SSG have to go out of business? Does it go back to WotC then and is up for resale? Can SSG sell the property in order to advanced an ADDO/UDDO game? I guess I could bug Jerry about this and hope to get some information -- do they even have those other folks running the DDO Cast and have they ever asked Jerry or another Dev those questions?