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Yes, It is another 'End Game' thread - this time with proposed solution.

Dev Posts - Fri, 02/06/2015 - 12:52
Some thoughts: ~ There are some things that are clear from our datamining in multiple games and here is one of them; if the game does not occasionally offer new challenges and new rewards then players leave. This isn't power creep, but rather a planned increase in power and challenge. We call it vertical progression; an update with vertical progression will offer greater loot and also offer up larger challenges. That doesn't mean there aren't lots of opportunities for horizontal progression as well for updates that are focused on that. ~ The harder the content, the more player organizers have to pay attention to the gearing of potential adventurers. Sometimes it is the elitism of an organizer that just feels like having an easy run with geared out companions, but as the challenge of content increases it can also become more and more an issue of just being practical. If we tune content to be really hard then there will be players who are excluded because of gear. I've been there and it sucks to be excluded because you aren't geared up enough; we are sensitive to this. On the other hand making all content easy enough where gearing doesn't matter creates a game that not only lacks challenge, but also lacks any practical motivation for gearing up. These are the types of discussions and decisions we work on all the time. The hardest part is that there is no one "correct" answer since a change that is good for one type of player could be bad for another group. ~ We talked about having a "Killer DM" difficulty level above elite that removed group scaling entirely, had an additional level of champion effects, and nudged up the damage and damage mitigation of enemies by, say, 10%. This has some challenges. ("Killer DM" is not serious, it's our internal joke way of referring to a higher difficulty.) 1.) We would now be spreading players over an additional difficulty. In the best scenario players who feel like grouping flock to this difficulty because it doesn't scale down with group size. In a worse scenario we now have players looking for groups split between Elite and Killer DM mode and it becomes harder to find groups. 2.) How do we reward players willing to run on Killer DM difficulty? Revamping all the loot in the game for a new difficulty is not an option. More loot boosts will just make items you can't use yet. We don't want to drastically increase the amount of XP players are getting as we already have players who don't feel they have enough to do. We could create a series of achievements based on completing Killer DM dungeons but would that really motivate players to participate? 3.) Would the game even be improved by a feature like this? As you can see, these discussions bring up a lot of difficult side questions and potential consequences. Sev~

Cloak of invisibility?

Recent Discussions - Fri, 02/06/2015 - 12:51
it's not that bad IIRC. are you farming the correct chest?...

sweeping strike..

Recent Discussions - Fri, 02/06/2015 - 12:43
Sweeping Strikes: Melee Quarterstaff Trip Attack: Deals...

20% off Select Stat Tomes, Learning Tomes, & More! Feb 6th - 12th

Dev Posts - Fri, 02/06/2015 - 11:53
Image: http://content.turbine.com/sites/edm/ddo/store/landing_page/improve-your-character_header.png (http://www.ddo.com/en/store?utm_source=Forum&utm_medium=Banner&utm_campaign=20131115) * 20% off Select Stat Tomes, Learning Tomes, & More! February 6th – 12th *

So I subbed for 3 months...

Dev Posts - Fri, 02/06/2015 - 11:50
Welcome! The current lag we are chasing seems to be a problem with guild ships loading and unloading. It is intermittent which means we can't reproduce the problem in house yet, but we see it happening on live servers. If a player happens to be on the server process with the misbehaving guild ship instance they can see server side lag. We are working on it. That said, a majority of players won't see this when it happens as it is limited to one specific instance. We are also working to reduce lag caused by some Wheloon dungeons that also seem to be problematic. Will that entirely stop lag? My pessimistic side thinks it's unlikely. When we fix these issues it is likely that other sources of lag will be revealed that are hidden/masked by these issues. This will be an ongoing battle for a bit as we track down and eliminate various problems that can hurt server performance. We appreciate that players have been patient while we work out these issues. Sev~

Cosmetic Helm Idea

Recent Discussions - Fri, 02/06/2015 - 11:08
---Quote (Originally by Xylathor)--- I would like to see a...

Are DDO weekly sales a thing of the past?

Recent Discussions - Fri, 02/06/2015 - 11:06
---Quote (Originally by Cordovan)--- This. ---End...

Are DDO weekly sales a thing of the past?

Dev Posts - Fri, 02/06/2015 - 10:56
---Quote (Originally by FuzzyDuck81)--- i'm guessing with the downtime they just delayed activating the weekly offers until a little later on today ---End Quote--- This.

DDOGamer: Sword Juggling

Recent Discussions - Fri, 02/06/2015 - 09:47
Some say it is a lost art. Others, a natural talent; either...

Warlock will change the completionist status?

Recent Discussions - Fri, 02/06/2015 - 09:31
---Quote (Originally by RD2play)--- If you still have that...

ESOS vs TForged

Recent Discussions - Fri, 02/06/2015 - 08:05
If they can't be critted, an un-enchanted thunderforged...

Hammer Ideas

Recent Discussions - Fri, 02/06/2015 - 03:09
I recently rolled up a Sun Elf paladin 14/1 cleric, who is...

Question about Fred

Recent Discussions - Fri, 02/06/2015 - 02:44
Sometimes, if you try to swap out a feat that another one...

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