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f13.net General Forums => MMOG Discussion => Topic started by: Calandryll on April 07, 2005, 10:51:04 AM



Title: DDO Alpha Signups
Post by: Calandryll on April 07, 2005, 10:51:04 AM
Figured ya'll might be interested in this. We opened up registrations for the DDO Alpha today.

http://www.ddo.com/index.php?page_id=66&pagebuilder[module]=article&pagebuilder[display_item]=43


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 07, 2005, 11:17:47 AM
Thanks, Cal; sign-up completed. :)

Bruce


Title: Re: DDO Alpha Signups
Post by: kaid on April 07, 2005, 12:34:32 PM
Ah cool. I am such a old school d&d geek I just have to sign up for this. I am very curious how this game will play out because it sounds like they are trying some really different things. It will be interesting to see how they really play out in game.


kaid


Title: Re: DDO Alpha Signups
Post by: Alkiera on April 07, 2005, 01:42:39 PM
Also signed up.  I like the direction they are taking the genre with DDO... no xp from kills, etc.  D&D 3/3.5 allows for a decent amount of tactics when fighting, I'm hoping these are translated at least somewhat to the MMO environment... but I'm not holding my breath.

Alkiera


Title: Re: DDO Alpha Signups
Post by: kaid on April 07, 2005, 01:44:48 PM
If clerics in DDO are like clerics in 3rd or 3.5 edition I am SOOOOO going to make a cleric. I really enjoyed the last 3rd edition cleric I made. Very tough decent melee and some fun spells to play with and I didn't have to worry so much about filling all my spell slots with heals.

kaid


Title: Re: DDO Alpha Signups
Post by: Alkiera on April 07, 2005, 01:57:18 PM
If clerics in DDO are like clerics in 3rd or 3.5 edition I am SOOOOO going to make a cleric. I really enjoyed the last 3rd edition cleric I made. Very tough decent melee and some fun spells to play with and I didn't have to worry so much about filling all my spell slots with heals.

kaid

Aye, 3.5 clerics rock.  The new domain abilities are pretty cool too... Magic domain gives you a nice group of typical wizzy spells, and the ability to use wands and scrolls as if you were a wizard 1/2 your cleric level.  Sweetness.

And then there's Divine Power... a.k.a. Warrior in a bottle.

Alkiera


Title: Re: DDO Alpha Signups
Post by: kaid on April 07, 2005, 02:23:38 PM
My priest was a cleric of a strenght deity so I got access to bulls strenght as one of my special powers. That buff I think lasted for something like 2 or 4 HOURS. During that time my clerics already high strenght was augmented up very nicely so I was hitting about as much as the warriors were and my damage was not much less.

I will be VERY curious to see what kind of deity choices you get in DDO or if you just get a generic cleric and don't get to choose your god.


kaid


Title: Re: DDO Alpha Signups
Post by: Samwise on April 07, 2005, 02:49:31 PM
3.5 nerfed all the stat buff spells down to reasonable levels - they're measured in minutes now, not hours.  At high levels they get ridiculous - my 3.0 D&D campaign has an average character level of 17, so the spellcasters can cast stat buffs on the rest of the party at the beginning of the day and have them last until bedtime.  Pretty ridiculous for a 2nd-level spell.


Title: Re: DDO Alpha Signups
Post by: Riggswolfe on April 07, 2005, 04:06:02 PM
I like 3.5 because it made fighters truly useful. The ability to have 15 feats or so to any other classes 7 or so is awesome.

I still wish they'd gone with another setting, but then again, steampunk could be a nice change in an MMO. I may have to go pick up the setting and read it, just in case.

And yes, I signed up. And yes, this could be the game I will drop either COH or WoW for.


Title: Re: DDO Alpha Signups
Post by: Fabricated on April 07, 2005, 04:10:55 PM
I'm very interested in seeing the combat/magic system. If the magic system is anything remotely close to DnD there's going to be a lot of pissed off kids who want instant gratification.

"WTF Y DONT I HAV MP? WHRE MY SPELS GO?"


Title: Re: DDO Alpha Signups
Post by: HRose on April 07, 2005, 04:22:52 PM
Signing for betas is so retro'.


Title: Re: DDO Alpha Signups
Post by: schild on April 07, 2005, 05:27:55 PM
Signing for betas is so retro'.

You're right. We and every other gaming related site should just IP Ban italy.

Trolling leech.


Title: Re: DDO Alpha Signups
Post by: Calandryll on April 07, 2005, 05:39:34 PM
I'm very interested in seeing the combat/magic system. If the magic system is anything remotely close to DnD there's going to be a lot of pissed off kids who want instant gratification.

"WTF Y DONT I HAV MP? WHRE MY SPELS GO?"
Our senior game designer actually wrote a dev. diary about the spell system back in early March.

http://www.ddo.com/index.php?page_id=84


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 07, 2005, 05:54:53 PM
Wow.  All I can say is -- disappointing decision.  Don't get me wrong; it might work for the game.  But it won't be D&D.

The problem of limited spellcasting at early levels should be addressed by the dungeon design, not by changing the character system.  To wit:

1. The standard system suggests resting every 4-5 fights and you have it every 20.  So, change it.  Make it every 4-5.  You claim that'll be a ridiculous amount of rest, but so long as resting *times* are short, it won't be a big deal.  Heck, in most MMOGs people spend some time "resting" (even if it's just catching their breath) after every fight.

2. If you're worried about too many rest periods, then make the dungeons shorter.  Make the dungeon 10 encounters instead of 20.

3. Spell-casters in general need several low-level encounters they can take out with their staff and robe, rather than their spells.  Later on, they'll have a variety of magic items to assist them.  But you can't go into your design thinking, "Okay, a fighter can swing his sword every battle, so the wizard should be casting spells every battle."  That's not D&D.

Hopefully, these points were argued in those same design meetings, and there were reasons you came up with why you couldn't do things that way.  I fear your solution has essentially made high-level wizards completely unbalanced, since they'll be able to cast way more spells than the rulebooks every envisioned.

Bruce


Title: Re: DDO Alpha Signups
Post by: Fabricated on April 07, 2005, 06:12:57 PM
Hopefully, these points were argued in those same design meetings, and there were reasons you came up with why you couldn't do things that way. I fear your solution has essentially made high-level wizards completely unbalanced, since they'll be able to cast way more spells than the rulebooks every envisioned.

If the spells are very close to their PnP counterparts, they'll be overpowered anyway, especially if there's PvP.

Imagine a high level wizard bumping into a large party of lower level characters. If there's open PvP, that party is one Wail of The Banshee away from a corpse run.


Title: Re: DDO Alpha Signups
Post by: Shockeye on April 07, 2005, 06:36:54 PM
I can't say spell points is a bad decision based on the direction things were going.

I guess we'll see how it plays out.


Title: Re: DDO Alpha Signups
Post by: Xerapis on April 07, 2005, 06:39:11 PM
It sounds like it could be a viable spellcasting solution...

Hopefully I will make it into the alpha or eventually beta and find out if DDO is crunchy fluffy goodness...

Or if I just became one of those people who slows down to stare at the traffic accident.

BTW, thanks for the notification, Calandryll. Much appreciated.


Title: Re: DDO Alpha Signups
Post by: Xilren's Twin on April 07, 2005, 08:12:35 PM
Wow.  All I can say is -- disappointing decision.  Don't get me wrong; it might work for the game.  But it won't be D&D.

The problem of limited spellcasting at early levels should be addressed by the dungeon design, not by changing the character system.  To wit.

Thing is, they already recognized the problem with any computerized version of D&D, the game pacing.  They flat out said it; combat it too fast for classic D&D magic systems (i.e. with the comp handling all the number crunching, combat takes seconds to resolve instead of minutes of intricate decisions and tactics).  This is the exact same problem NWN has with their magic system and game pace; the damn thing plays way too fast for magic users to truly shine in combat.   

If there goal was to make just another combat heavy, fantasy based mmorpg with the D&D name stuck on it, this is sadly the right way to go.  If the goal was to try and recapture the feel of pen and paper D&D, they had already blown that when they decided to make it combat centered and fast paced anyway...

Signed up, so we shall see.

Xilren


Title: Re: DDO Alpha Signups
Post by: Margalis on April 07, 2005, 09:09:45 PM
Wow.  All I can say is -- disappointing decision.  Don't get me wrong; it might work for the game.  But it won't be D&D.

That's why you aren't a game designer.

What works for PnP won't work on the computer, especially not in a MMORPG. (It may work in a slow paced tactical game like the old AD&D PC games)

In a PnP session you can say "we rest for 5 hours." In a MMORPG you actually have to do the resting, and you aren't eating pizza and clowning around during that time. A system where Wizards had to re-memorize spells every 4 or 5 fights would be utterly retarded.

The time in D&D has always been completely off with regards to turn lengths, battle lengths, etc. That would show up in a MMORPG. In one of the old D&D PC games an encounter might take 20 minutes to work out, in a MMORPG it will take 1-2 minutes. Nobody wants to rememorize spells every 10 minutes.

In a PnP game, 5 encounters might take of the entire playing time. In a MMORPG that's 15 minutes.


Title: Re: DDO Alpha Signups
Post by: Samwise on April 07, 2005, 10:35:00 PM
To be fair, the D&D spellcasting system was used pretty much as-is in NWN, and it worked pretty well there.  It doesn't seem like it would be that much of a stretch to do the same thing in a MMORPG.

Tangential question: has anyone done a MMORPG with turn-based combat?  (Other than Puzzle Pirates.)


Title: Re: DDO Alpha Signups
Post by: stray on April 07, 2005, 11:12:59 PM
Tangential question: has anyone done a MMORPG with turn-based combat?  (Other than Puzzle Pirates.)

MxO.....Sort of.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 07, 2005, 11:36:21 PM
Wow.  All I can say is -- disappointing decision.  Don't get me wrong; it might work for the game.  But it won't be D&D.

That's why you aren't a game designer.

Hmm, I think you're confused.  I *am* a game designer, and you're the one who isn't.  However, this means little; there are lots of ideas by both designers and non-designers, and certainly no universal agreement.

What works for PnP won't work on the computer, especially not in a MMORPG. (It may work in a slow paced tactical game like the old AD&D PC games)

That's true, but somewhat irrelevant here.  There have been plenty of AD&D PC games made (Gold Box, NWN, RoMD, TToE, etc.), both slow and fast-paced.  Fast-paced really doesn't require any alteration to the spell system unless by fast-paced you mean, say, casting magic missile or fireball 10-20 times in a combat.  If that's your idea of fast paced, then you're not really making a D&D game... which I already pointed out.  It may be fine for WoW, or UO, but...

In a PnP session you can say "we rest for 5 hours." In a MMORPG you actually have to do the resting, and you aren't eating pizza and clowning around during that time. A system where Wizards had to re-memorize spells every 4 or 5 fights would be utterly retarded.

This is why I'm a game designer, and you're not.  In a MMORPG, we can use what is called "dramatic compression" and the 5 hours doesn't really take five hours.  DDO already does this, most notably in the travel system.  It's far less of a big deal to change the rest time than it is to change the game mechanics.

The time in D&D has always been completely off with regards to turn lengths, battle lengths, etc. That would show up in a MMORPG. In one of the old D&D PC games an encounter might take 20 minutes to work out, in a MMORPG it will take 1-2 minutes. Nobody wants to rememorize spells every 10 minutes.

This is largely irrelevant.  Appropriate times of things were already covered in my previous post.

In a PnP game, 5 encounters might take of the entire playing time. In a MMORPG that's 15 minutes.

Again, largely irrelevant to the topic at hand.  We're talking specifically about rest times as it relates to numbers of encounters, not length of play session.

Bruce


Title: Re: DDO Alpha Signups
Post by: MrHat on April 08, 2005, 01:18:19 AM
Signed up.  I put 5 on my familiarity ratings, but what I meant was 0.

I don't know anything about D&D, but DDO looks interesting.


Title: Re: DDO Alpha Signups
Post by: tar on April 08, 2005, 03:14:55 AM
Signed up too. Of DDO and MEO, DDO has always seemed the more interesting due to not being hampered by the setting.


Title: Re: DDO Alpha Signups
Post by: AOFanboi on April 08, 2005, 05:39:42 AM
To be fair, the D&D spellcasting system was used pretty much as-is in NWN, and it worked pretty well there.
Cannot be directly compared: In NWN you can rest at any time for eight speeded-up "hours" to restore spells and regain HP. While you do this, nothing at all happens elsewhere in the game: You're the centerpoint, the rest is triggered events.

This "rest when convenient" mechanism would not work in a MMORPG where there are a lot of players who are active during those eight hours.


Title: Re: DDO Alpha Signups
Post by: Murgos on April 08, 2005, 05:40:22 AM
4 or 5 fights in a PnP session is a WHOLE session.  So it should be no surprise that the game over time settled into the point where your average caster had enough magic for 4 or 5 fights.  4 or 5 fights doesn't even get you started in most MMOG's so it's pretty obvious something had to give.

I'd like to think that I wouldn't mind a slower paced more tactical/strategic game but who am I kidding, I rearely get more than 2 hours together to actually play a game anymore and it would have to be one hell of a rewarding combat system if I felt like I accomplished something worth while in 1 or 2 fights during my play time.  Last night I logged into WoW for the first time in a week and I finished 4 quests and got a whole levels worth of exp in just a touch more than 2 hours.  DDO is going have to compete with that for the big bucks and I am sure they are aware of it.


Title: Re: DDO Alpha Signups
Post by: Trippy on April 08, 2005, 06:24:46 AM
To be fair, the D&D spellcasting system was used pretty much as-is in NWN, and it worked pretty well there.
Cannot be directly compared: In NWN you can rest at any time for eight speeded-up "hours" to restore spells and regain HP. While you do this, nothing at all happens elsewhere in the game: You're the centerpoint, the rest is triggered events.
Things are happening around you when you are playing multiplayer. In that situation rest basically acts like an EQ-style meditate (without the spellbook staring).


Title: Re: DDO Alpha Signups
Post by: kaid on April 08, 2005, 06:33:42 AM
Hell just look at Never winter nights to find out the issues for casters. MMRPG tend to be ALOT more combat oriented than most P&P games. Hell in a campaign that lasted my group about 2 years we got into two maybe three fights in any given session.  The reason for this was if we tried much more the casters would be useless.

Now I have seen some modified D&D varient spell systems work pretty good in DIKU muds so there are ways of doing it that give you the planning and strategy of the pen and paper games with enough spells to actually be useful with.

We shall see how their spell point system plays out frankly it is probably for the best as default numbers of spells in a faster paced combat of mmrpg just wont work.


kaid


Title: Re: DDO Alpha Signups
Post by: Furiously on April 08, 2005, 07:33:28 AM
Look forward to seeing how it works. Thanks Cal.


Title: Re: DDO Alpha Signups
Post by: HaemishM on April 08, 2005, 08:20:49 AM
I'm very interested in seeing the combat/magic system. If the magic system is anything remotely close to DnD there's going to be a lot of pissed off kids who want instant gratification.

"WTF Y DONT I HAV MP? WHRE MY SPELS GO?"
Our senior game designer actually wrote a dev. diary about the spell system back in early March.

http://www.ddo.com/index.php?page_id=84

I don't think it was a bad decision. It was merely a realization and a admission that CRPG != PNP RPG. They are just paced differently, handle differently, and have to work off of different rules. The problem with most spellcasters in MMOG's is that people play a spellcaster because they usually have much more interesting things to do in combat than melee characters, and are more powerful. Taking away the ability of a spellcaster to cast something every fight in an MMOG would make them totally worthless. I can see the change as being that the instanced dungeons of DDO are going to be much more time-compressed than a PNP adventure would be. You probably won't have the random encounter issues of the travel to the dungeon, so you can do away with that time. Since the focus will be on the dungeon part of it, you can say "This takes a lot of days, so you get a lot of spells" and it makes sense.


Title: Re: DDO Alpha Signups
Post by: Calandryll on April 08, 2005, 08:31:26 AM
I'm very interested in seeing the combat/magic system. If the magic system is anything remotely close to DnD there's going to be a lot of pissed off kids who want instant gratification.

"WTF Y DONT I HAV MP? WHRE MY SPELS GO?"
Our senior game designer actually wrote a dev. diary about the spell system back in early March.

http://www.ddo.com/index.php?page_id=84

I don't think it was a bad decision. It was merely a realization and a admission that CRPG != PNP RPG. They are just paced differently, handle differently, and have to work off of different rules. The problem with most spellcasters in MMOG's is that people play a spellcaster because they usually have much more interesting things to do in combat than melee characters, and are more powerful. Taking away the ability of a spellcaster to cast something every fight in an MMOG would make them totally worthless. I can see the change as being that the instanced dungeons of DDO are going to be much more time-compressed than a PNP adventure would be. You probably won't have the random encounter issues of the travel to the dungeon, so you can do away with that time. Since the focus will be on the dungeon part of it, you can say "This takes a lot of days, so you get a lot of spells" and it makes sense.

Right.

Also keep in mind that we didn't make this system up out of thin air. It's taken from a D&D rulebook. I think it's very good example of finding a way to make something work within the license, rather than having the license straightjacket us into making a bad decision for the game.


Title: Re: DDO Alpha Signups
Post by: Signe on April 08, 2005, 08:32:51 AM
It looks like I already signed up for this, although I have no memory of it.  I was surprised!


Title: Re: DDO Alpha Signups
Post by: kaid on April 08, 2005, 08:40:26 AM
The D&D liscense at least contains so many rule books that there are a lot of "official by the book" ways to handle a number of different systems some of which may work better for the pacing of a MMRPG than the default rules. Also with all the material out there it is pretty ripe for expanding into all sorts of different directions as needed/wanted.


kaid


Title: Re: DDO Alpha Signups
Post by: Furiously on April 08, 2005, 09:11:05 AM
Was glad to see the first message I saw on the boards was from 
Raistlin_Majere
Community Member
        
Join Date: Oct 2004
Location: Nashville Tn, USA
New Population since Beta announcement
Beta Announcement made: 12 Noon CST
Current Time: 2pm CST
Registered Member: 11,645


Be interesting to see how fast it climbs. I was only 10k last week.


For some reason it didn't stop me from registering.


Title: Re: DDO Alpha Signups
Post by: Hoax on April 08, 2005, 09:43:21 AM
Bruce your an idiot if you think your avg player is going to put up with his wizard or mage running out of spells with any regularity.  We all know how much everyone in EQ loved playing Wizards with the whole nuke 3 mobs go afk for 20min fucking medition in early levels when you weren't gaurenteed to have crack at all times.

As long as your not really doing anything different (EQ clone) you have to compete with WoW, if you want to stand a chance the game better look great, have good atmosphere and move quickly.  Fast paced combat will make bad combat systems seem more skill-based and interesting for your avg gamer who doesn't look too deep beneath the surface and see he's still only using 4 skills just he has to hit the buttons faster.



Title: Re: DDO Alpha Signups
Post by: El Gallo on April 08, 2005, 09:46:09 AM
Anyone know how they are handling AI/aggro control in this game?  How does a mob decide who to attack, and how can players change that? 

Also, 1st edition in the hizzy.  WTF is with this unlimited multiclassing, fancy feats and crap?  Back in my day, my warrior had a +1 shortsword, some banded mail and a THACO number.  And I was damn thankful...


Title: Re: DDO Alpha Signups
Post by: Xilren's Twin on April 08, 2005, 09:51:52 AM
Anyone know how they are handling AI/aggro control in this game?  How does a mob decide who to attack, and how can players change that? 

Also, 1st edition in the hizzy.  WTF is with this unlimited multiclassing, fancy feats and crap?  Back in my day, my warrior had a +1 shortsword, some banded mail and a THACO number.  And I was damn thankful...

Yep, and elves were a friggin class, not a race. Pointy eared tank mages ho!
Heh, was moving stuff in the basement last week and came across my box of old D&D stuff.  Keep on the Borderlands, Isle of Dread, Original Tomb of Horros, etc etc.  Ah memories.

Damn, I think Im offically old now.

Xilren


Title: Re: DDO Alpha Signups
Post by: Shockeye on April 08, 2005, 10:18:13 AM
Also, 1st edition in the hizzy.  WTF is with this unlimited multiclassing, fancy feats and crap?  Back in my day, my warrior had a +1 shortsword, some banded mail and a THACO number.  And I was damn thankful...

That's THAC0, n00bler.

If there's ever an Oriental Adventures expansion for DDO I will cry.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 08, 2005, 01:56:18 PM
To be fair, the D&D spellcasting system was used pretty much as-is in NWN, and it worked pretty well there.
Cannot be directly compared: In NWN you can rest at any time for eight speeded-up "hours" to restore spells and regain HP. While you do this, nothing at all happens elsewhere in the game: You're the centerpoint, the rest is triggered events.

This "rest when convenient" mechanism would not work in a MMORPG where there are a lot of players who are active during those eight hours.

Wrong.  There's nothing wrong with saying your 8 hours only takes 60 seconds.  This is a game, not a virtual reality simulation.

Bruce
PS - If you prefer, you can just say the rest times are changed in the rules from 8 hours to 60 seconds.  Far better rule change than reworking the whole spellcasting system so you can cast 10 times more spells and then rest 8 hours.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 08, 2005, 01:57:58 PM
4 or 5 fights in a PnP session is a WHOLE session.  So it should be no surprise that the game over time settled into the point where your average caster had enough magic for 4 or 5 fights.  4 or 5 fights doesn't even get you started in most MMOG's so it's pretty obvious something had to give.

That's most MMOG's.  That's what should give -- most MMOG's.  Because if you're just going to make a game like most MMOG's, your chance of success is lessened.

Again, I'm not saying that fast-paced combat isn't the way to go.  Just that you can do that with faster rest times, without compromising the integrity of the PnP system.

Bruce


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 08, 2005, 02:05:26 PM
Bruce your an idiot if you think your avg player is going to put up with his wizard or mage running out of spells with any regularity.

You can't make a DDO game for the average player -- you're starting with a license that's already a lose.  Rather, you make a DDO game for the average D&D/CRPG/MMOG player, and those player will put up with a wizard or mage running out of spells with regularity.

We all know how much everyone in EQ loved playing Wizards with the whole nuke 3 mobs go afk for 20min fucking medition in early levels when you weren't gaurenteed to have crack at all times.

That's EQ's problem.  You identified the problem yourself - 20 min meditation.  If the meditation were 20 seconds, it wouldn't be such a big deal.  You people keep bringing up this straw man obviously aren't listening to what I said.  If frequent resting is the problem, then you change the dungeons so you don't have to rest as often, and you shorten the time it takes to rest.  You don't give spellcasters an N-fold increase in their number of spells they can cast before resting, because that just upsets the rest of the game system.

As long as your not really doing anything different (EQ clone) you have to compete with WoW, if you want to stand a chance the game better look great, have good atmosphere and move quickly.  Fast paced combat will make bad combat systems seem more skill-based and interesting for your avg gamer who doesn't look too deep beneath the surface and see he's still only using 4 skills just he has to hit the buttons faster.

1. DDO is doing something different.
2. Fast-paced combat is not orthogonal to spellcasters resting for 20 seconds every 4-5 fights and, in some fights, not casting spells at all.

I'll have to play with it in beta, but if changes are not made to the system described then I predict DDO will within 6 months be forced to massively nerf spellcasters.

Bruce


Title: Re: DDO Alpha Signups
Post by: Murgos on April 08, 2005, 04:18:00 PM
That's most MMOG's.  That's what should give -- most MMOG's.  Because if you're just going to make a game like most MMOG's, your chance of success is lessened.

Again, I'm not saying that fast-paced combat isn't the way to go.  Just that you can do that with faster rest times, without compromising the integrity of the PnP system.

Bruce

I addressed those points obliquely in my second paragraph.  You want 1.5 million subscribers?  You gotta have a game flexible enough for both the casual and catass.

Anyway, they addressed that (rest times) in that diary, and what happened was it turned out that stopping to rest for even a few moments every couple of fights was too tedious, while upping the number of spells significantly was too cumbersome.

If the solution was a simple and obvious as lowering the rest time I really hope they would have explored that earlier in the process.


Title: Re: DDO Alpha Signups
Post by: Hoax on April 08, 2005, 04:21:48 PM
It is an EQ clone in my mind.  

Classes w/ specific sets of spells / abilities:  check
Abilities gained through killing for xp to gain level ups: check
Constant search for the better item: check -hell they keep it simple +1, +2, +3 none of this prefix/suffix stuff.
Killing more boring monsters, then eventually dragons and other amazing foes:  check
Dungeon crawls:  check.

EQ is based off D&D, but from what I've read here (I'm not interested enough to go to the site and read-through it yet and I doubt there is a ton of info available at this point) it doesn't sound like DDO is trying to break the EQmmog-mold in any way.

Anyways, I think I'm only involved in this because Bruce comes off as such a cocky asshat in some posts I really couldn't care less about this game at the moment, wake me up if they announce some really badass sounding complex combat system that would make for cool/strategic/challenging pvp.



Title: Re: DDO Alpha Signups
Post by: SirBruce on April 08, 2005, 04:29:04 PM
I addressed those points obliquely in my second paragraph.  You want 1.5 million subscribers?  You gotta have a game flexible enough for both the casual and catass.

You can make the game flexible enough for both. But it's still D&D.  If you want to make WoW, you can't with the D&D license.

Anyway, they addressed that (rest times) in that diary, and what happened was it turned out that stopping to rest for even a few moments every couple of fights was too tedious, while upping the number of spells significantly was too cumbersome.

No, they didn't really address that.  They claimed it *would* be too tedious, but there was no indication they actually tried it.  Moreover, no discussion was made of adjusting the rest times or the encounter schedule so it WASN'T too tedious.

I don't think anyone expects they were going to have 8 hour rests between every 20 encounters, either.  It seems obvious the rest period every 20 encounters was already going to be short.  They simply needed to make it shorter so it was acceptable every 5 encounters, and adjust the encounters so wizards don't have to cast spells every encounter, and maybe even reduce the overall total number of encounters.  Again, all of these are far easier to implement and adjust to taste than changing the entire spellcasting system.

If the solution was a simple and obvious as lowering the rest time I really hope they would have explored that earlier in the process.

I do too.  Sadly, they don't mention it at all.  As I said in my original post, I hope someone was as smart as I was to at least discuss these ideas, and someone else on the team was even smarter still to find reasons why they weren't worth trying.

Bruce


Title: Re: DDO Alpha Signups
Post by: e_bortion on April 08, 2005, 11:23:10 PM
Figured ya'll might be interested in this. We opened up registrations for the DDO Alpha today.

http://www.ddo.com/index.php?page_id=66&pagebuilder[module]=article&pagebuilder[display_item]=43

Sweet! All signed up. Thanks Cal  :-D


Title: Re: DDO Alpha Signups
Post by: AOFanboi on April 09, 2005, 02:59:16 AM
Wrong.  There's nothing wrong with saying your 8 hours only takes 60 seconds.  This is a game, not a virtual reality simulation.
There is nothing wrong with it in a single-player game: Nothing else happens during those eight virtual hours when you rest, so they are speeded up.

In a multiplayer game, someone somewhere are doing something else than resting. The game needs to cater for them. The game is no longer centered around your (party's) actions. You cannot accelerate those eight hours for everyone, unless you make time irrelevant. And you can not because effects have durations and whatnot.

Hey, look, I was right and you were wrong! How did that happen?

The only way the "8 hours in sixty seconds" of NWN can be implemented in a MMORPG is in a hub+instance model like Guild Wars, because then the "game" is centered around your party again.

Quote
If you prefer, you can just say the rest times are changed in the rules from 8 hours to 60 seconds.  Far better rule change than reworking the whole spellcasting system so you can cast 10 times more spells and then rest 8 hours.

Yes, you can throw out the one thing that balances D&D wizards. 60 second rest period? Yes please. Very fine for making a traditional MMO, very bad for trying to implement D&D.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 09, 2005, 03:27:12 AM
Wrong.  There's nothing wrong with saying your 8 hours only takes 60 seconds.  This is a game, not a virtual reality simulation.
There is nothing wrong with it in a single-player game: Nothing else happens during those eight virtual hours when you rest, so they are speeded up.

In a multiplayer game, someone somewhere are doing something else than resting. The game needs to cater for them. The game is no longer centered around your (party's) actions. You cannot accelerate those eight hours for everyone, unless you make time irrelevant. And you can not because effects have durations and whatnot.

Hey, look, I was right and you were wrong! How did that happen?

Because you are confused.  You can, indeed, "make time irrelevant" in the sense that it can go faster for one person and not another and it's all okay.  Again, this is called "dramatic compression" and MMOGs already have and will do this.  There's nothing wrong with DDO doing it; I believe it's been said before it will do this with regards to travel time, but that might have been another game.

But this is really a side-issue.  There's very little wrong with saying that wizards don't take 8 hours of rest, period, but rather a shorter time to recover their spells.  I admit, it's a change, but not as vast a one as the spell point system.  It preserves the underlying principle of the system -- that spells are limited and can run out and you'll need to be outside of combat to recover them -- while adjusting the time required to do so to fit the needs of the game player.

The only way the "8 hours in sixty seconds" of NWN can be implemented in a MMORPG is in a hub+instance model like Guild Wars, because then the "game" is centered around your party again.

That's certainly one way, but not the only one.  Then again, DDO might have a similar model.

Quote
If you prefer, you can just say the rest times are changed in the rules from 8 hours to 60 seconds.  Far better rule change than reworking the whole spellcasting system so you can cast 10 times more spells and then rest 8 hours.

Yes, you can throw out the one thing that balances D&D wizards. 60 second rest period? Yes please. Very fine for making a traditional MMO, very bad for trying to implement D&D.

Er, what?  But you're already throwing out the one thing that balances D&D wizards via the spell point system, which will allow wizards to cast vastly more spells.  And you don't honestly believe that, whatever the rest time ACTUALLY is in DDO, that it's akin to 8 hours?  The developer mentioned the 20-encounter mark in DDO as opposed to the 4-5 encounter mark for the PnP game.  Do you really think every 20 encounters in DDO (which spellcasters can now reach thanks to the spell point system) is really going to be followed by an 8 hour rest period?  Please.  It's going to be a far shorter period of time.  Now, why not take that period of time, divide it by 4, and make that the rest period for every 4-5 encounters?  Or, as I said, shorten the number of encounters, and not require the spellcaster to cast a spell every encounter, etc.  You balance all these together and you come up with a very workable and flexible system.

Bruce


Title: Re: DDO Alpha Signups
Post by: Trippy on April 09, 2005, 04:55:10 AM
In a multiplayer game, someone somewhere are doing something else than resting. The game needs to cater for them. The game is no longer centered around your (party's) actions. You cannot accelerate those eight hours for everyone, unless you make time irrelevant. And you can not because effects have durations and whatnot.

Hey, look, I was right and you were wrong! How did that happen?
You really need to try NWN in multiplayer mode to see what Bruce and others are talking about. It's really not rocket science, seriously. It's not that time is "accelerated" while you are resting to regain spells in MP NWN, it's just that the rest times needed to regain spells are very short (on the order of seconds).

Quote
Quote
If you prefer, you can just say the rest times are changed in the rules from 8 hours to 60 seconds.  Far better rule change than reworking the whole spellcasting system so you can cast 10 times more spells and then rest 8 hours.
Yes, you can throw out the one thing that balances D&D wizards. 60 second rest period? Yes please. Very fine for making a traditional MMO, very bad for trying to implement D&D.
Again there are successful games that have done what you are saying is a very bad thing to do. Yes the PnP DnD purists probably look down on games like NWN but that model has proven itself as something that works in a multiplayer environment, though there certainly are issues with it. For example in the default MP NWN setup, you don't get the kind of tension you had when resting like in Baldur's Gate where random encounters might wake you up and you would have to fight them with a reduced number of spells. A NWN scripter could add that sort of behavior into their module but that's not in there by default, and it would look kind of weird for mobs to suddenly pop up around the resting player.

But even with these sorts of issues, what NWN did is arguably much closer to the "spirit" of the PnP DnD spellcasting system than what Turbine seems to be proposing for DDO, so what Bruce and others like myself are wondering is why Turbine is making such a radical change when games like NWN have shown that it's possible to design a MP spellcasting system closer to the way the PnP system works. I read the dev diary linked above and I can understand the UI issues involved with multiplying spells but it doesn't say whether or not they tried simply making the rest times relatively short. If they did try it, what were the problems with the gameplay?


Title: Re: DDO Alpha Signups
Post by: Margalis on April 09, 2005, 10:27:16 AM
I like how everyone is just ignoring the points made in the blog (or whatever it was). It's like hens clucking.

Let's go over some of the points you guys are ignoring:

1: Even if it only takes 5 seconds to rest, you have to re-memorize spells, and changing what spells you are going to memorize is going to take much longer than five seconds.

2: Once you get a lot of spells remembering how many of each you have left is going to be a pain in the ass in real-time combat.

And I would add:

3: If resting only takes 5 seconds then it's totally different than D&D anyway and you've missed your original goal of being true to D&D, which is the whole reason this argument is occuring. Making the rest time insignificant makes it not D&D.


Title: Re: DDO Alpha Signups
Post by: Riggswolfe on April 09, 2005, 11:44:52 AM
I like how everyone is just ignoring the points made in the blog (or whatever it was). It's like hens clucking.

Let's go over some of the points you guys are ignoring:

1: Even if it only takes 5 seconds to rest, you have to re-memorize spells, and changing what spells you are going to memorize is going to take much longer than five seconds.

Most wizards and other spell casting classes rarely change their spell lineups. At most they might have a "combat" lineup and a "utility" lineup. Games like BG handle this very simply. You select your spells once. The game has you rememorize those same spells unless you decide to manually change one for some reason.

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2: Once you get a lot of spells remembering how many of each you have left is going to be a pain in the ass in real-time combat.

BG combat was real time and I never had an issue with it. You have a little counter in the corner of your spell icon which counts down each time you cast. When it hits zero you're out of that spell.

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And I would add:

3: If resting only takes 5 seconds then it's totally different than D&D anyway and you've missed your original goal of being true to D&D, which is the whole reason this argument is occuring. Making the rest time insignificant makes it not D&D.

It still maintains the flavor of the dnd wizard though. They've basically changed them to the same wizard every other mmo has.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 09, 2005, 01:13:17 PM
Riggswolfe basically said everything I had to say.  No one is saying it's not a change, but I think it's pretty self-evident that modifying the rest times, and the frequency with which an adventure would require you to rest, are far less radical than changing the way spellcasting works.

It's also important to note that if players don't want to re-select their spells every time (even from a pre-set theme list that is saved so it only takes a click or two), they are free to play a Sorcerer....

Bruce


Title: Re: DDO Alpha Signups
Post by: AOFanboi on April 09, 2005, 01:50:34 PM
BG combat was real time and I never had an issue with it. You have a little counter in the corner of your spell icon which counts down each time you cast. When it hits zero you're out of that spell.
What, you never pressed the spacebar to pause/unpause the continous turn (not "real time") combat? Of course in a MMO pausing is right out the window.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 09, 2005, 01:57:08 PM
BG combat was real time and I never had an issue with it. You have a little counter in the corner of your spell icon which counts down each time you cast. When it hits zero you're out of that spell.
What, you never pressed the spacebar to pause/unpause the continous turn (not "real time") combat? Of course in a MMO pausing is right out the window.

This has nothing to do with "Once you get a lot of spells remembering how many of each you have left is going to be a pain in the ass in real-time combat." which is what he was responding to.  You don't have to pause the game to find out how many spells you have left.

Bruce


Title: Re: DDO Alpha Signups
Post by: Strazos on April 09, 2005, 03:04:16 PM
Well, the real-time aspect should be balenced against the fact that you're controlling only 1 character, as opposed to (at max) 6 in the BG series.


Title: Re: DDO Alpha Signups
Post by: WayAbvPar on April 10, 2005, 01:20:11 PM
Thanks for the heads up, Cal. Finally got around to signing up.


Title: Re: DDO Alpha Signups
Post by: Riggswolfe on April 10, 2005, 01:51:52 PM

What, you never pressed the spacebar to pause/unpause the continous turn (not "real time") combat? Of course in a MMO pausing is right out the window.

Rarely. Only in huge battles where I couldn't win by brute force. But, I was controlling 6 PCs. Had it only been 1 I would probably have never paused.


Title: Re: DDO Alpha Signups
Post by: Strazos on April 10, 2005, 02:37:07 PM
Bwahaha, my Cavalier wielding a +6 Carsomyr could probably have won most of my battles by himself....I kept 5 other PC's around for comic relief...and inventory storage I suppose.


Title: Re: DDO Alpha Signups
Post by: Riggswolfe on April 10, 2005, 03:21:28 PM
I needed help killing the dragon to get the sword in the first place. That, and, like most truly geeky guys, I had a script that let me romance all the women at once, so I had to have them in my party.

Sadly, my first video game scripting was figuring out how to bring one of the girls back to life who'd been killed in such a way that she could never be rezzed. (IE a nice glitch I didn't notice until after I'd quick saved.)


Title: Re: DDO Alpha Signups
Post by: Strazos on April 10, 2005, 04:14:50 PM
Shoot, it's an automatic quick-load for me if someone dies in battle. Also, I too needed the help of my party to get my Holy Avenger. My post underrated the value my party members had:

Main PC Cavalier
Jahiera
Minsk
Imoen
Aerie
(The Royal chick who was a thief/mage dual-class)

Most of my battles were simply me and Minsk, and occassionaly Jahiera, beating the mobs in the face. Most of that spellcasting went unused, especially later in the game.

I need to go through that game again, with an Evil Sorcerer or something.


Title: Re: DDO Alpha Signups
Post by: Riggswolfe on April 10, 2005, 07:26:55 PM
It wasn't a battle perse. Remember the vampire chick who will kidnap one of your lovers? Well, when she did, for some reason the drow babe stepped forward and ganked the lover when she turned to an undead. So, when I did the whole cure quest what I got back was a body. And since she wasn't in my party I had no way to res her.

Had to hack the damn game basically.

I later chocked it up to the drow figuring it was the perfect way to get rid of a rival.


Title: Re: DDO Alpha Signups
Post by: El Gallo on April 11, 2005, 07:29:31 AM

1: Even if it only takes 5 seconds to rest, you have to re-memorize spells, and changing what spells you are going to memorize is going to take much longer than five seconds.

They could let you save spell sets like EQ did (after Luclin, I think).  Basically, you memorized a set of spells and saved them with whatever name you wanted.  You could do this a bunch of times, so you could memorize an entire spellset with just one click thereafter.  The magic system would then became "you can refresh your spells any time you are out of combat by clicking the rest button" a la NWN.  Not really D&D, but does anyone really enjoy being a low level D&D wizard, who is essentially a one-charge magic item?


Title: Re: DDO Alpha Signups
Post by: HaemishM on April 11, 2005, 10:09:24 AM
Not really D&D, but does anyone really enjoy being a low level D&D wizard, who is essentially a one-charge magic item?

And that's the problem with using the D&D rest system in an MMOG. In D&D, the wizard/caster type is someone who tosses a spell or two, then runs in with the pigsticker and tries not to get hit. MMOG's are completely different. You can't make a class that essentially stands up, does one thing every minute or so, then tries to avoid getting the monster's attention for the rest of the fight. That's boring, and it's one of the reasons EQ's clerics were such an underplayed (yet vitally needed) class for so long. MMOG players want to be involved. People who like to play casters DON'T WANT TO MELEE. That's why they chose casters in the first place. Say what you will about spoiled MMOG gamers, or what have you, they want to be tossing spells and seeing those spells have an effect.

The fact that the sytem they are using is based on another "official" alternate spell system should mean it's still closer to D&D than say, WoW.

Time compression could work, since as I understand it, most(all?) of the D&D combat is instanced, a la Guild Wars style hubs. But I really think it plays more to the tastes of MMOG casters to use a spell point system.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 11, 2005, 04:21:47 PM
MMOG's are completely different.

No they aren't.

You can't make a class that essentially stands up, does one thing every minute or so, then tries to avoid getting the monster's attention for the rest of the fight.

Yes you can.  Moreover, there's nothing wrong with getting the monster's attention, since you want the wizard to do some melee.  Yes, it's very tricky at the early levels, but later on, magic-users and sorcs will have tons of magical items at their disposal that make them potent.  They'll also have enough items to keep casting spells, if that's their wish, by using up charges on stuff.  And they'll have items to help them in melee combat as well.

That's boring, and it's one of the reasons EQ's clerics were such an underplayed (yet vitally needed) class for so long. MMOG players want to be involved. People who like to play casters DON'T WANT TO MELEE.  That's why they chose casters in the first place

You're projecting.  There is no evidence to support your claim, either.  I accept you're offering your learned and experienced opinion, so okay, but my experience say you're wrong -- most people who play casters will accept they will melee at times, ESPECIALLY IF THEY KNOW IT'S D&D AND THEREFORE EXPECTED.

Time compression could work, since as I understand it, most(all?) of the D&D combat is instanced, a la Guild Wars style hubs. But I really think it plays more to the tastes of MMOG casters to use a spell point system.

Oh, come on, people have different tastes and are a lot more complex than that.  They expect different games to provide different experiences.  2001: A Space Odyssey was a great sci-fi movie.  But if it had explosions and space battles and laser guns, it would play more to the tastes of sci-fi movie-goers, right?  Yeah, maybe, but then it wouldn't be the same movie.  If you want to make as broadly appealing MMOG to the existing MMOG player as possible, you shoudln't be using D&D.  But if you want to make a game with a particular angle that other games currently don't satisfy, with a strong hook that can appeal to some existing players AND appeal to some D&D players who maybe don't play MMOGs, then it makes sense to stick to the spirit of the game as much as possible.

Bruce


Title: Re: DDO Alpha Signups
Post by: Margalis on April 11, 2005, 04:34:31 PM
So far in this thread, nobody has advocated a system that keeps the feel of D&D any more than the way the game is going to work. A 5 second rest period you can take at any time as often as you want is really nothing like D&D.


Title: Re: DDO Alpha Signups
Post by: Samwise on April 11, 2005, 05:16:40 PM
I disagree there.  In a tabletop game, you can at any point leave the dungeon, go back to town, say 'time passes', and then go back to the dungeon fully healed and with a fresh complement of spells.  You just can't rest in the middle of the dungeon or in a monster-infested wilderness, because presumably some wandering monster will ravage you and make the time counterproductive.

In game terms, you'd just say that you can't rest while you're in the instance, or whatever, but once you leave and get to a 'safe' area, or possibly even once you've cleared out an area that you can easily fortify while you rest, you can take your 5 seconds and everyone's refreshed.  Of course, your 5 seconds of real time represents a day of game time, so when you go back into the adventure area, the monster population has refreshed itself as well to some extent, just like will happen in a tabletop game if the GM is on top of things and wants to make sure you don't just go back to town after every piddling encounter.

Of course, every dungeon/instance/adventure should be planned in such a way that a group that manages its resources effectively won't have to break the flow by dashing out and resting after every encounter.  The D&D system handles that pretty well already since you can theoretically calculate what percentage of the group's resources (e.g. prepared spells) a given encounter will take up, based on its level and the party's level.  All you have to do is plan your adventure so that the party is ready to go back to town at about the time that the adventure ends.


Title: Re: DDO Alpha Signups
Post by: Signe on April 11, 2005, 06:09:18 PM
I never played D&D.  I just want to kill some stuff. 


Title: Re: DDO Alpha Signups
Post by: Hoax on April 11, 2005, 07:20:10 PM
Quote
"Oh, come on, people have different tastes and are a lot more complex than that.  They expect different games to provide different experiences.  2001: A Space Odyssey was a great sci-fi movie.  But if it had explosions and space battles and laser guns, it would play more to the tastes of sci-fi movie-goers, right?  Yeah, maybe, but then it wouldn't be the same movie.  If you want to make as broadly appealing MMOG to the existing MMOG player as possible, you shoudln't be using D&D.  But if you want to make a game with a particular angle that other games currently don't satisfy, with a strong hook that can appeal to some existing players AND appeal to some D&D players who maybe don't play MMOGs, then it makes sense to stick to the spirit of the game as much as possible."

Where does it say that they are trying to make anything but a broadly appealing MMOG?

-No PvP?
-Instead of auto-attack you have to get clicky w/ it ala Diablo?  (sorry I'm going to go out on a limb and guess this is what "super dynamic action combat of DOOM" really means).
-Almost 0 solo content
-Instance everything?
-Quests???

Admittedly I just now quickly read the FAQ but please show me where it says they are going to do anything outside the box, that would make me very happy frankly.  The sooner we grow out of everyone with lots of $$$ making the next version of EQ the better.

*edit*
I apologize to everyone, I dont mean to get all anti-fanboi, frankly I hope the game kicks ass.  I really want MMOG's to stop sucking but they just keep failing me time and again.  I just dont see anything in the limited documentation I've looked at that points at this being anything but another "look we've got an established name!  BUYBUYBUY". 

Also, I blame Bruce.       For everything.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 11, 2005, 07:34:41 PM
Where does it say that they are trying to make anything but a broadly appealing MMOG?

D&D and "broadly appealing" are not totally orthogonal.  You can have elements of both.  But when there's a conflict, you don't want to stray too far from "the vision", which is D&D, simply to create a broadly appealing game.  Of course, people have different opinion on what constitutes the integrity of the game.

Bruce


Title: Re: DDO Alpha Signups
Post by: Roac on April 11, 2005, 10:25:27 PM
So far in this thread, nobody has advocated a system that keeps the feel of D&D any more than the way the game is going to work.

That's because in tabletop D&D, a GvG encounter can take 30 min to an hour to finish up.  When you throw it online, the pacing will by neccessity change, and it's no longer D&D.  That was pointed out.  Few people are crying about how DDO isn't like tabletop.  They're not ones who need to do their own taxes.


Title: Re: DDO Alpha Signups
Post by: kaid on April 12, 2005, 06:41:08 AM
I find it kind of funny that everybody is pointing at NWN's casting system as a good reason to keep the memed spells frequent rest mechanic. Honestly it is NWN that convinced me that such a system just does not work very well in a faster paced game. My friend who I played NWN was always mocking my wizard for taking 2 to 3 years to finish a dungeon due to having to rest after every fight or every other fight. At low levels a wizard with only 1 maybe 2 spells would be seriously boring to play. Also since you cannot simply grind up xp wacking the foozle and only get xp for finishing quests I am thinking leveling will likely be quite a lot slower in DDO. This would mean you would be at the very limited ability phase for a longer period of time. I am not sure how many people would play where they were stuck with only using 3 or 4 spells for a long period of time.

Sure it would be more accurate but I am thinking the play style would either be A) dull or B) cumbersom.

The other downside of being able to rest all the time which would be the only way to make that system work is that it would eliminate alot of the strategy of wizards. Being able to change your spell load out every couple of minutes would render the bonus of the sorc meaningless.  The spell point system still slants this in favor of the wizard a bit but they still have to pick which spells they want memed and can only swap them out at specific rest points which does preserve some of the strategy.

Kaid


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 12, 2005, 07:00:05 AM
Wow, that's just... wrong.  There is a LOT more different between a Sorc and a Wizard than just that.  But getting to your point, it doesn't matter how long the rest period is... Wizards won't be able to do it in the middle of combat to switch spells, whereas Sorcs will.  That's the main benefit of the Sorc.

As for your NWN problem with your friend mocking you for taking so long to finish the dungeon, hey, that's the price you pay for eventually being able to cast megaspells that far outstrip the abilities of meleers in later levels.  Given that this is hardly "real time", any downside is 99% psychological.  (The 1% is if they actually are going to make character aging an issue.)

And I think you answer your own question regarding the "limited ability" phase of a low-level character.  Since they give out experience for doing the quest, they can easily make the early quests give out lots of experience to level you quickly during that stretch.   And you won't have to waste boring stretches of time wacking foozles.

Finally, I agree that at low levels having 1-2 spells would be seriously boring to play... that's why in 3.5E Wizards start with all 0-level spells and 3 1st-level spells, plus bonus spells.

Bruce


Title: Re: DDO Alpha Signups
Post by: El Gallo on April 12, 2005, 07:17:09 AM

As for your NWN problem with your friend mocking you for taking so long to finish the dungeon, hey, that's the price you pay for eventually being able to cast megaspells that far outstrip the abilities of meleers in later levels. 

"Some classes start out shitty and end up uber, while other classes start out uber and end up shitty" is an awful idea for a game like this, where everyone ends up a high level.  Like several other awful ideas in classic D&D, it was workable only because good DMs worked around it.  In a MMOG (or Diablo2/Guildwars game, whatever the hell DDO is going to be) it is a one way ticket to pain.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 12, 2005, 07:54:28 AM
Well, I think you've presented a straw man.  It's not such a simple dichotomy.  I'd put it more like "Some classes start weaker and end stronger; other classes start good and remain good."  Keep in mind, too, that different classes are good at different things.

I agree that isn't necessarily the best paradigm for an MMOG, but that's the price you have to pay to have a D&D license.  The good news here is that 3E and 3.5E did a lot to make meleers rock at higher levels via feats and such, so there's no longer the big disparity that there used to be.  Still, yes, there are going to be times when you're tired of casting magic missile and fireball over and over.  Guess what?  I'm tired of swinging my sword over and over, too.

Bruce


Title: Re: DDO Alpha Signups
Post by: Riggswolfe on April 12, 2005, 11:43:11 AM
Here is my worry:

We've all seen a game that has a license, and ends up having so little to do with that license in the end that we all disliked it. SWG anyone? (Though admittedly, it has alot of mechanics problems, alot of people also felt it wasn't Star Wars either.)

I think this is why Bruce is so against the wizard spell change. Me too. That, and I'm so sick and tired of devs thinkings spell slingers need to totally dominate an MMO.


Title: Re: DDO Alpha Signups
Post by: HaemishM on April 12, 2005, 12:16:27 PM
Of course, people have different opinion on what constitutes the integrity of the game.

Gameplay first, licensing bullshit second. Yes, it's Dungeons and Dragons Online, but that should not mean they are stuck so slavishly to the written ruleset that the gameplay suffers. Pen and paper mechanics do not translate to online, massively multiplayer play. NWN proved that, and it wasn't even massively multiplayer. I could just as easily argue that by making combat real-time or quasi-real-time instead of turn-based, they have taken it far enough away from Dungeons and Dragons mechanics as to render it an entirely different game. And yes, they have done just that. Why would you shackle the game developers with a license that doesn't allow them to make the best kind of game they want to make?

The dynamics of pen and paper D&D, or any other style of PNP RPG, are completely suited to that style of play. The time compression works in reverse too. In MMOG's, who use quasi-real-time combat, a combat can take a few minutes; fights lasting longer than 10 minutes are rare, usually relegated to raid-style encounters. In a PNP RPG, those same fights, whether trivial or not, will often take no less than 20-30 minutes, often more, because of all the calcuating, hemming and hawing, chart-looking, dice-rolling and movement tracking that such a thing requires. MMOG's handle it differently, even when they emulate exactly the turn-based mechanics of the PNP games, such as in the Gold Box series of D&D games.

If Turbine wanted to piss away $10-20 million on a literal translation of D&D, they'd seriously be limiting their audience to only people who like D&D. Considering how much the license probably costs them, I'd imagine they'd want to make a more broadly appealing game than just to D&D geektards. Ergo, ditch the shit that won't translate well, such as the rest system.


Title: Re: DDO Alpha Signups
Post by: Furiously on April 12, 2005, 12:40:26 PM
 
If Turbine wanted to piss away $10-20 million on a literal translation of D&D, they'd seriously be limiting their audience to only people who like D&D. Considering how much the license probably costs them, I'd imagine they'd want to make a more broadly appealing game than just to D&D geektards. Ergo, ditch the shit that won't translate well, such as the rest system.
If you name your product D&D online, I would think your primary target would be people who like D&D. The further you get from the D&D rules the more I would think you would risk losing your target audience. Then again - as long as they make it fun it probably doesnt matter.


Title: Re: DDO Alpha Signups
Post by: Roac on April 12, 2005, 01:58:58 PM
If you name your product D&D online, I would think your primary target would be people who like D&D.

The specific lore, rulesets, and so forth for any IP are purchased for MMOG (movie, etc) development *because* people who are fans of that IP will look favorably on the new version of their old favorite.  Predictably, it is useful to come pretty close to the IP or else you get piss reviews written by irate fans, which defeated the point.  It's seen as misadvertisement.However, if you computerized the rulebook, you would hit on a revelation:

Quote
as long as they make it fun it probably doesnt matter.

That one.  Have to have priorities in order; when fun and IP come into conflict, fun must win.  You don't get the public to spend hundreds of millions on a boring duplicate.  If it's a break from tradition, but fun, they'll forgive you (well enough).  If it's a break and boring, you'll be flayed alive.  If it's boring, but technically correct, you'll still be flayed alive, because only the most stern fanbois can tolerate it, and the five of them won't pay your rent.


Title: Re: DDO Alpha Signups
Post by: Bunk on April 12, 2005, 02:44:01 PM
Why would you shackle the game developers with a license that doesn't allow them to make the best kind of game they want to make?

Well, because without a license or IP to start - you end up with Asheron's Call. An absolutely f'in wonderful game, that almost no one played.

Honestly, i fully agree with you Haemish, but you know the answer to your own questions. Insert Penny-Arcade link to comic of guy in money hat here:_____



Title: Re: DDO Alpha Signups
Post by: El Gallo on April 12, 2005, 03:07:55 PM
Or Everquest, which was close enough to the familiar D&D archetype to resonate with players yet not shackled by a license that leads people to scream bloody murder when you make obvious MMO design decisions like using a time/mana spell system rather than a rest/charges spell system.

AC had a lot of charm and I will always have a soft spot in my heart for it, but its relative lack of success had nothing to do with its lack of a license and everything to do with the fact that it just was not as good as its competitors in the eyes of most potential customers.


Title: Re: DDO Alpha Signups
Post by: Margalis on April 12, 2005, 05:15:54 PM
I would argue that Star Wars has a lot more identifiable elements than D&D. What about D&D is all that distinctive? It has fairly generic classes, fairly generic enemies, and a fairly generic feel. I think it's a weak license to begin with because it doesn't convey a whole lot. I mean, D&D is fighting Trolls and Dragons and shit, same as every other fantasy game out there. I mean I don't think you're going to see a Troll and say to yourself "wow, now this is really D&D!"

I would also say there is a LOT of danger in trying to port a PnP rule system to the computer. In a PnP game you have 4-8 guys playing once a week. In a MMORPG you have thousands of players spending thousands of hours banging away on every available spell, every available class, special item, etc, with no DM to police things. I'm sure using the D&D ruleset as is people would quickly discover game-breaking elements that really don't matter in the PnP version. Within days some classes will fall by the wayside and some will be considered super-powered, due to the incredible increase in available data.

I would put it like this: If you play poker once a week casually, the difference between AA and AK probably isn't too noticeable. If you have thousands of hand histories to look at it's plain as day that AA is way better. I would expect the same in any PnP to MMORPG conversion.


Title: Re: DDO Alpha Signups
Post by: Murgos on April 12, 2005, 05:37:51 PM
In a MMORPG you have thousands of players spending thousands of hours banging away on every available spell, every available class, special item, etc, with no DM to police things. I'm sure using the D&D ruleset as is people would quickly discover game-breaking elements that really don't matter in the PnP version.

Heh, trust me every concievable weakness in the D&D ruleset has been exploited to an infinite degree by some watery-eyed munchkin in some basement somewhere while DM'ing his own solo campaign.  The exploiters in MMOG's are like grade-schoolers when it comes to the number crunching D&D geeks will do to get an advantage.

I'm not even going to chime in on your D&D is generic fantasy thing other than to say you've got your chickens and eggs confused.


Title: Re: DDO Alpha Signups
Post by: Margalis on April 12, 2005, 08:23:53 PM
Heh, trust me every concievable weakness in the D&D ruleset has been exploited to an infinite degree by some watery-eyed munchkin in some basement somewhere while DM'ing his own solo campaign.  The exploiters in MMOG's are like grade-schoolers when it comes to the number crunching D&D geeks will do to get an advantage.

I'm not even going to chime in on your D&D is generic fantasy thing other than to say you've got your chickens and eggs confused.

Yes, but in a basement the brokeness *doesn't matter.* People roleplay. People have fun with lesser characters. Playing a dim-witted sloth can be a good time, and it isn't really a competitive environment. And the DM always has discretion. MMORPGs are competitions, even if they don't have PvP they are still competitions of the passive-aggressive variety. And don't forget people will play a MMORPG for hours a day, and an hour of MMORPG time is going to equal a day of PnP time. In one day you might take place in 50 different encounters. With that many people banging away trends are going to emerge, and they are going to be shared using the power of the internets.

That's not a knock on D&D rules. It's a knock on trying to translate them directly to another environment and expecting it to work seemlessly. There will be problems, and hopefully adherence to the rules won't superscede solving them.

As far as the chickens and eggs, it doesn't matter. D&D may have gotten a lot of those balls rolling, but at this point it's not very distinguishable from a bunch of other things. A dragon is a dragon is a dragon, it doesn't matter that D&D had the first dragon or whatever, the point is now everybody has it. There have been enough knockoffs that at this point there isn't much to distinguish a knockoff from the original. Again that's not a knock on D&D, in some ways they are victims of their own success. But the fact remains there aren't a lot of classes or spells or monsters in D&D that say "wow, now THAT'S D&D!" (Rock on!) Whereas Star Wars has the glow sticks and AT-ATs.

When I think of D&D I think of Wizards and Clerics and such bonking Owlbears and Displacer Beasts or whatever. Which is almost exactly the same thing I think of when I think of any other fantasy game. What are the major distinguishing characteristics?

Again I'm not trying to be a dick. But I don't see a huge difference between the world of EQ, the World of D&D, and the old King of the Dragons arcade game.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 12, 2005, 08:49:17 PM
The fact YOU don't see a difference doesn't mean there ISN'T a difference.  And when we try to point out the stuff that is D&D, you complain that it isn't compatible with your idea of what a MMOG should be.  I submit that DDO simply may not be the game for you.

Bruce


Title: Re: DDO Alpha Signups
Post by: Shockeye on April 12, 2005, 09:16:56 PM
The fact YOU don't see a difference doesn't mean there ISN'T a difference.

The fact YOU think there's a difference doesn't mean there IS a difference.

Move on.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 12, 2005, 10:09:38 PM
The fact YOU don't see a difference doesn't mean there ISN'T a difference.

The fact YOU think there's a difference doesn't mean there IS a difference.

Actually, it pretty much does - it means it makes a difference TO ME.  That's part of the beauty that underlies personal taste -- someone else can disagree with it, but they can't invalidate your perception, because in this case the perception is what's at stake.

But that's beside the point.  What matters is whether or not enough other people see a difference for it to matter in the marketplace.  Well, I've actually provided some facts that explain what the differences are.  The other side has basically said those particulars are not important to them, but that doesn't mean they are not important to others.

Move on.

Nothing to see here.

Bruce


Title: Re: DDO Alpha Signups
Post by: AOFanboi on April 13, 2005, 02:28:14 AM
The big problem is probably the setting: When D&D fans think of the IP associated with it, they think Dragonlance, Forgotten Realms, Ravenloft, Planescape. Hell, even Dark Sun or the world described in the old Gazeteer publications. Any of those and people will be willing to accept the ruleset.

They do not think of a steampunk world created for the 3.5 edition.

It smells like SW:G all over again: A license strip-mined for names and looks, applied to a game that will not satisfy the licensed property's fan base.


Title: Re: DDO Alpha Signups
Post by: Hoax on April 13, 2005, 07:29:50 AM
Bruce you are so wrong on this one...

He's absolutely right there is almost nothing special about a DnD mmog at this point.  Yes it should feel a little more DnD and things should be very familiar to PnP players (feat names, spell names, ect) but the look/feel/effects of the spells and abilities are not going to be outside the box.  The character development system wont take us anywhere new, nor will the item system really.

The monsters?  Well as others have pointed out they are using this "new" world but yeah I would expecet certain monsters to be more familiar to DnD players but its still mostly going to be the same old fantasy lineup.  Just because they invented it, doesn't make it NOT the same old same old.


Title: Re: DDO Alpha Signups
Post by: Signe on April 13, 2005, 08:10:50 AM
Will there be crafting in this game?  :evil:


Title: Re: DDO Alpha Signups
Post by: Jamiko on April 13, 2005, 08:54:38 AM
Every PnP session of D&D I have been involved in had the DM changing rules on the fly to make the session more fun. Not every fan of D&D is a hardcore rulemonger. We played to get together and have fun. The same goes for DDO, if it is fun we will play. I don't give a crap if it follows the PnP rules to the letter or not. We changed the rules to make it more fun, I would expect them to do the same.

Besides, they claim the change is even in the rules so why the bitching? And Bruce said they did not appear to have tested the original system, but of course they did: "Still, our first implementation with any system for DDO has been to be as loyal as possible to the D&D rules, and so we started out using the exact numbers from the PHB for spells per day. And while we predicted the problem of spell shortage, our playtesting showed that we had underestimated its severity. Clearly, something needed to be done."

http://www.ddo.com/index.php?page_id=84


Title: Re: DDO Alpha Signups
Post by: Margalis on April 13, 2005, 10:36:00 AM
So what is the major difference between D&D and any other fantasy thing, setting and flavor wise? Owlbears? It's a serious question. You can say the same about MEO to some degree, although MEO allows for some more plot and name-dropping.


Title: Re: DDO Alpha Signups
Post by: Jamiko on April 13, 2005, 11:03:32 AM
So what is the major difference between D&D and any other fantasy thing, setting and flavor wise? Owlbears? It's a serious question. You can say the same about MEO to some degree, although MEO allows for some more plot and name-dropping.

For me, there isn't anything unique and special about D&D setting and flavor wise. When I think of D&D, I think of getting together at someone's house eating pizza and staying up all night. Oftentimes spending 30 minutes debating on whether we should open the locked door or perhaps go down the stairs. Having a person as a DM, was a big part of it for me. D&D was merely a set of rules and guidelines that helped us have a fun time. I fail to see how this can translate well into an MMO in any way shape or form.

Most every MMO I have played has felt like what I imagined D&D online would feel like.


Title: Re: DDO Alpha Signups
Post by: MaceVanHoffen on April 13, 2005, 11:25:54 AM
So what is the major difference between D&D and any other fantasy thing, setting and flavor wise?

That was the whole point of D&D:  it was generic, so that you could put any milieu on top of the game mechanics.  It was a skeleton on which you hung the flesh of a story, be it Middle Earth, a store-bought module, or something the DM came up with.  All the books I remember had Greek, Persian, Chinese, Japanese, etc mythologies mixed together in a melange that you could pick and choose from for your particular campaign.

D&D was never a fantasy setting at all; rather, it was a fantasy ruleset.


Title: Re: DDO Alpha Signups
Post by: SirBruce on April 13, 2005, 11:35:45 AM
Exactly.  The point of D&D is not the setting, it's the game design and mechanics.

Bruce


Title: Re: DDO Alpha Signups
Post by: Signe on April 13, 2005, 02:07:04 PM
I never played D&D so I have little idea what anyone's talking about. 

Is there phat loot?


Title: Re: DDO Alpha Signups
Post by: Margalis on April 13, 2005, 02:17:14 PM
The problem is a lot of the design and mechanics are going to change in the translation. That's why I think it's a weal license, and why Star Wars is a strong one. (Ignoring SWG suckage)


Title: Re: DDO Alpha Signups
Post by: Bunk on April 13, 2005, 02:22:44 PM
I never played D&D so I have little idea what anyone's talking about. 

Is there phat loot?

phat lewts - check
crafting - check
level treadmill - check

See, everything you need for the perfect MMoG.

Honestly though, I just hope the instancing will give it more of an NWN type of feel. I'll likely give it a chance, but I don't expect much. I loved the Baldur's Gate stuff because of the strong stories and the interesting NPCs. I have yet to see an MMoG convey a good story in an interesting or engaging way. Who knows though.


Title: Re: DDO Alpha Signups
Post by: Signe on April 13, 2005, 02:58:16 PM

phat lewts - check
crafting - check
level treadmill - check

See, everything you need for the perfect MMoG.


Woo hoo!  I'm in, baby!


Title: Re: DDO Alpha Signups
Post by: Der Helm on April 13, 2005, 04:34:12 PM
Just signed in, but they won't let germans (europeans) non americans in, right ?


Title: Re: DDO Alpha Signups
Post by: Cheddar on April 13, 2005, 05:55:13 PM
Not sure if this is the place, and please do not think this a flame/troll post, but is there a way to completely block Bruce from my internet?  Can I block his posts from appearing as I read?  Thanks!


Title: Re: DDO Alpha Signups
Post by: Signe on April 13, 2005, 07:39:40 PM
I know someone who knows someone.  I'll ask if they can send Bruce to a different internet. 


Title: Re: DDO Alpha Signups
Post by: Trippy on April 13, 2005, 07:46:34 PM
Can I block his posts from appearing as I read?  Thanks!
The lack of Usenet newsreader-style killfiles is something I definitely miss in these newfangled Web boards.


Title: Re: DDO Alpha Signups
Post by: Velorath on April 13, 2005, 07:47:23 PM
Exactly.  The point of D&D is not the setting, it's the game design and mechanics.

Even the mechanics have changed a lot over the years though.  If most PnP players can accept editions 2, 3, and 3.5, do you think they'd really object to a handful of changes to the rules for DDO?  Speaking for myself, 3 and 3.5 don't really have the same D&D feel to me that 1st and 2nd edition have.  I can't really get too worked up if DDO doesn't come out as an exact translation of 3.5


Title: Re: DDO Alpha Signups
Post by: Murgos on April 14, 2005, 05:39:00 AM
It probably wouldn't take a lot of effort to put a 'kill Bruce' button on the bottom of the page that sets a variable to 1 when clicked then you could put a little bit of code in the part where it spits out the db field for the post to something like if user==384 and killbruce==1 then print nothing.  His posts would still be there, people who want to see them still could but those who didn't would just have a nice black box.  If the page is properly formatted it probably wouldn't break any of the layout.

There is obviously more to think about, like preserving state and what do you do about quoted text?  But it would work in a half assed way.


Title: Re: DDO Alpha Signups
Post by: Calandryll on April 14, 2005, 07:57:29 AM
I think the issue with the setting would be true if the setting for DDO was Forgotten Realms, Dragon Lance, etc. But the fact that it's Eberron really sets it apart. The Eberron setting is really different than any other fantasy MMO I've ever played. It's very apparent when you walk around Stormreach and explore the dungeons that you aren't in a vanilla fantasy MMO at all while still maintaining the feel for what one would expect in a D&D based game.


Title: Re: DDO Alpha Signups
Post by: Zane0 on April 19, 2005, 09:55:59 AM
Well, I myself would drop my WoW character for a forgotten realms MMO- I'm stupidly addicted to that setting from all the Baldur's Gate and IWD.

The posters who maintain that the setting and tone is more important than the ruleset when it comes to attracting initial MMO interest are likely correct.  This doesn't mean that D&D is doomed per se, but a random MMO would probably have about the same chances as this would.  I doubt there are many PnP players who have been holding out from the online RPG market in hopes for a true online interpretation of their ruleset.  Those PnP fans who have been playing online obviously aren't too attached to the license.


Title: Re: DDO Alpha Signups
Post by: WayAbvPar on April 19, 2005, 10:00:03 AM
I, OTOH, would avoid a FR world if at all possible, simply because of the existence of Drizz't and Elminster, two of the biggest munchkin wet dreams to ever foul the genre. Hate isn't nearly a strong enough word.


Title: Re: DDO Alpha Signups
Post by: Zane0 on April 19, 2005, 12:14:01 PM
Ooh, good point.  That's like a punch in the face.

Still, it would be successful!


Title: Re: DDO Alpha Signups
Post by: Astorax on April 19, 2005, 12:24:32 PM
Hopped on the bandwagon and signed up as well...


Title: Re: DDO Alpha Signups
Post by: Fargull on April 19, 2005, 12:39:41 PM
I, OTOH, would avoid a FR world if at all possible, simply because of the existence of Drizz't and Elminster, two of the biggest munchkin wet dreams to ever foul the genre. Hate isn't nearly a strong enough word.

I would rather see Drizzit's than Rand's...



Title: Re: DDO Alpha Signups
Post by: ajax34i on May 04, 2005, 03:19:00 PM
Honestly, my opinion, it's either a spell timer system or the mana point system they want.  Because, taking the rest system from PnP DnD and reducing it to fit MMO gameplay speed is basically turning it into a spells-on-timers system, like CoH's.  More or less (all spells on the same timer).  You enter combat with your spells available, you use some, and at the end of combat they recycle.


Title: Re: DDO Alpha Signups
Post by: schild on May 11, 2005, 02:58:03 AM
From the other thread. Meant to put it here, but it sorta belongs in both (http://forums.f13.net/index.php?topic=3064.msg80868#msg80868)

Quote
I sent Turbine a question regarding some videos on IGN (http://media.pc.ign.com/media/619/619908/vids_1.html).

Quote
Twitch: Obviously there's some elements. When the little wizard girl is running away from the golem, as soon as she gets out of reach, he misses - seems like he had no chance of hitting. Wizards aren't that dextrous. Do you have to be in range? Also, you can obviously dodge traps. In addition, it seems you HAD to aim with the longbow, can you actually miss? Is it based more on a dice roll? Are you all actually doing the right thing before anyone else?

The Response:
Quote
Basically, there are two components to each attack in DDO's combat system:

Making the attack connect -- if an attack doesn't physically connect, nothing's going to happen. So if a hill giant's about to attack you, and you back off or tumble away in time, the giant won't even get a to-hit roll against you. We will rarely if ever be moving your avatar for you, but some skills, like Tumble, will help you get out of the way faster. Also, some attacks are impossible to dodge, like magic missile.
Resolving the attack -- when an attack connects, we go to the D&D rules and figure out whether any damage was actually done. This is more-or-less by the books -- if your attack connects with a monster, you'll get your d20 roll, add your attack bonus, and compare it to the monster's AC. If your number comes out on top, you'll do some damage. If not, you won't.

Note that getting the attack to connect, or getting out of the way of an incoming attack, is basically the "player skill," while resolving the attack is where the "character skill" component comes into play.

Also note that we can adjust the player skill/character skill balance by making it easier or harder to connect attacks. In fact, we did just that recently by slowing our monsters down somewhat; character skill has a little more weight in our combat system right now. We'll continue to make adjustments and tweaks throughout alpha and beta, but this base system should remain.

It's, at the very least, a step in the right direction. Having to be in range means running away is a reasonable form of escape and there's some player skill in simply getting close. It's a better translation of the AD&D rules than I expected.


Title: Re: DDO Alpha Signups
Post by: kaid on May 11, 2005, 08:09:21 AM
One thing that I am curious about in DDO and their combat engine is if every swing you do you see animated. In Most mmrpg after a time you start swinging so fast that for each swing you do graphically you are probably doing 5 or 10 auto attack rounds.

If you can dodge out of range of a critter it would be very nice if for once every attack you do is animated. I am sure there would still be a few issues with lag and not being quite where you think you are but it would indeed add a good bit to the feel of combat.

kaid


Title: Re: DDO Alpha Signups
Post by: Murgos on May 11, 2005, 08:39:51 AM
Good question for DDO since it's a staple that advanced fighters do multiple attacks per round.


Title: Re: DDO Alpha Signups
Post by: Hoax on May 11, 2005, 09:07:14 AM
Interesting, too bad the rest of the game is cookie-cutter vanilla fantasy garbage...  right?  Or did they decide to make an actual online world, with like player interaction and stuff?  (last I was reading it was all instanced quests?)


Title: Re: DDO Alpha Signups
Post by: angry.bob on May 11, 2005, 09:09:30 AM
I signed up as well. Since bruce sucks and needs to be quiet, I think giving me the hook-up would really teach him a lesson - registered under "angrybob".

edit: Wow, this thread is a month old... I must have been asleep.


Title: Re: DDO Alpha Signups
Post by: Daeven on May 11, 2005, 12:39:30 PM
Can I block his posts from appearing as I read?  Thanks!
The lack of Usenet newsreader-style killfiles is something I definitely miss in these newfangled Web boards.

Hmmm. I wonder with Firefox/Greasemonkey if I could create a runtime script to change certain authors posts to Bla bla bla. Bla? blaBLAbla blabla!

hmmm...


Title: Re: DDO Alpha Signups
Post by: kaid on May 11, 2005, 02:32:47 PM
Hurm interesting it looks like they are trying to do combat very much like it is in the pen and paper game.

Quote

Currently, the controls for two-weapon fighting are the same as they are for one-weapon fighting -- you click the mouse to attack.

The mechanics are where it gets interesting.

First, a little bit of background for our melee system in general: when you attack something in melee, you start a progression, or chain, of attacks. The number of attacks in your sequence depends on your base attack bonus (BAB), which is determined by your class and level.

This system is our way of handling the multiple attacks you get in PnP D&D as your BAB increases. So, for instance, a character with a +1 BAB might have a two-swing attack progression, while a character with a +10 BAB might have a four-swing attack progression.

Now, when you're wielding two weapons, your attack animations are obviously different, but the attack progression system is still the same. The difference, of course, is that you're wielding two weapons, so on some of your attacks, you'll get an off-hand attack on the monster. As you get better at two-weapon fighting (with feats like Improved Two-Weapon Fighting), you'll get the off-hand attack more often.

All of the other PnP rules for two-weapon fighting -- the to-hit penalties, the reduction in penalties if your off hand weapon is a light weapon, having only 1/2 of your Str bonus to damage in your off hand, etc. -- should apply in DDO.

Of course, keep in mind that this is our current system, and is subject to change based on alpha and beta results. But this is what we're doing right now.
Reply With Quote

Yet more answers (and unfortunately, the answer people are starting to get cranky!):

    * If you're wielding two weapons, you'll be attacking with both of them if you're attacking, or blocking with both of them if you're blocking. No options for anything too fancy like attacking with one weapon while blocking with the other.

    * Yes, you do need to block in order to get your shield bonus right now. To compensate for this, shields in DDO give much more of a defensive bonus than they do in PnP D&D. If you're not using a shield, you can still block, but you don't get as much of a bonus for doing so. Note that it is definitely still possible to be hit while blocking though.

    * Blocking's pretty much instantaneous --you hold down Shift, and you go into a blocking pose. You let go of Shift, and you switch back to a regular pose. As you get used to the system and to monsters' attack patterns, it becomes fairly easy to anticipate an attack and hit the block key before it lands. The trick is to not be in the middle of an attack when the monster attacks you, because you can't cancel out of an attack in order to block.

    * The individual attacks in a chain are faster than separate, single attacks, but you can't move or change targets in the middle of a chain. However, if you stop clicking during your attack chain, you'll stop attacking after you finish your current animation. (I'm not sure if you automatically stop attacking if your target dies, but this would make sense too.)


Sounds pretty interesting I would like to see how this plays out in game but it so far sounds pretty faithful to the pen and paper combat.

kaid


Title: Re: DDO Alpha Signups
Post by: Samwise on May 11, 2005, 02:50:10 PM
Sounds pretty twitchy.  Which might be a good thing as long as you don't have to do it for hours on end.


Title: Re: DDO Alpha Signups
Post by: Cheddar on May 11, 2005, 03:52:07 PM
Can I block his posts from appearing as I read?  Thanks!
The lack of Usenet newsreader-style killfiles is something I definitely miss in these newfangled Web boards.

Hmmm. I wonder with Firefox/Greasemonkey if I could create a runtime script to change certain authors posts to Bla bla bla. Bla? blaBLAbla blabla!

hmmm...

I do believe said issue has been resolved as said user is no longer on my intarweb.  <3 F13!