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Vordax
08-29-2007, 11:49 AM
Raid loot...

and now this:

http://forums.ddo.com/showthread.php?t=119587

Do you need to /death a lot while soloing? I don't think I have ever needed to do this while soloing.

Vordax

lostinjapan
08-29-2007, 11:50 AM
Raid loot...

and now this:

http://forums.ddo.com/showthread.php?t=119587

tihocan
08-29-2007, 11:59 AM
Well if you're hit by one of these nasty spells (feeblemind, blindness, tons of neg levels) and can't cure yourself... /death comes in handy.
My suggestion to "fix" this:
- find somewhere you can climb and lose some HPs in the fall
- equip some +con item and rage clicky
- fall until you get low enough
- run to shrine, unequip con item, and (if needed) wait for rage to wear off
- die ;)
A helpful monster (possibly charmed first, or created with create undead) may be willing to assist you too. Be careful however to lead it far enough from the shrine to let you rest.

BUpcott
08-29-2007, 01:03 PM
Raid loot...

and now this:

http://forums.ddo.com/showthread.php?t=119587

There are enough ways around needing to use (yes I'll say it) cheesy tactic.

Velorn
08-29-2007, 01:55 PM
There are enough ways around needing to use (yes I'll say it) cheesy tactic.

Just so I understand. If I go soloing in the desert and somehow get incapped, I have to invite someone into a group just to get my butt off the ground cause there is no other way out (other than failing to stabilize or logging out)...Maybe being incapped should get a workover.

You know how you fail the roll to stabilize and lose a HP point and die at -10. Maybe when you succeed and stabilize you start to gain back HP's to the point where you are no longer incapped. You get knocked unconscious by a blow...should this mean you never recover? I mean sure you're bleeding, but you eventually come around..don't you? Just a thought.

Hafeal
08-29-2007, 01:56 PM
Just so I understand. If I go soloing in the desert and somehow get incapped, I have to invite someone into a group just to get my butt off the ground cause there is no other way out (other than failing to stabilize or logging out)...Maybe being incapped should get a workover.

You know how you fail the roll to stabilize and lose a HP point and die at -10. Maybe when you succeed and stabilize you start to gain back HP's to the point where you are no longer incapped. You get knocked unconscious by a blow...should this mean you never recover? I mean sure you're bleeding, but you eventually come around..don't you? Just a thought.

I like this idea and I think it would be worth fleshing out a bit.:)

Sojourner
08-29-2007, 01:58 PM
Dev has posted saying that it is going to be fixed so that if you /death while incapped, it wont port you out of the mission.

So, the only real problems left for /death is
1) Get of someplace you're stuck in. Although DDoor or GM will do that.
2) Remove permanent effects. Right now the only permanent effect that you can't get rid of on your own is feeblemind, and they're looking at making a potion to get rid of that, giving you periodic saves, or letting shrines do it.


Don't really think this is going to have much impact on solo play.

Weedo
08-29-2007, 01:59 PM
personally i could go both ways on this new change.

for me i use /death most often to travel. its the non casters teleport. so the new change will not really affect me too much in that regard.

but in quest, i thought the purpose of /death was to do exactly what its currently doing. to get rid of certain circumstantial negative effects and to be able to help those that are less capable travel around the dungeon by being put in someones pocket. by no means do i feel that this is a cheesy tatic because its not like its penalty free, you still get hit with an xp debt...

but looking at the big picture i do think this new change might promote more intelligent game play...but not by too much. I wonder...did someone complain about /death?, has /death ever been an issue for anyone?, is /death not working as intended? has /death become some sort of exploit?.....if the answer to these questions is no, then all i have left to say is; why fix something thats not broken?

at this point in the game i strongly feel that turbines resources should be put into introducing new content to the game instead of fixing old content thats not even broken.

BUpcott
08-29-2007, 02:18 PM
Just so I understand. If I go soloing in the desert and somehow get incapped, I have to invite someone into a group just to get my butt off the ground cause there is no other way out (other than failing to stabilize or logging out)...Maybe being incapped should get a workover.

What Sojourner said.

Ghoste
08-29-2007, 02:24 PM
Lol, a little speed bump for soloers. Those discouraged by something so small have no place running solo to begin with. Go stick with your big secure parties, and make sure not to wander too far from your babysitter...er, I mean cleric.

Velorn
08-29-2007, 02:30 PM
Dev has posted saying that it is going to be fixed so that if you /death while incapped, it wont port you out of the mission.

So, the only real problems left for /death is
1) Get of someplace you're stuck in. Although DDoor or GM will do that.
2) Remove permanent effects. Right now the only permanent effect that you can't get rid of on your own is feeblemind, and they're looking at making a potion to get rid of that, giving you periodic saves, or letting shrines do it.


Don't really think this is going to have much impact on solo play.

Thanks for the clarification Bro:D

Oh...and Ghoste....actually NM

lostinjapan
08-29-2007, 07:00 PM
Do you need to /death a lot while soloing? I don't think I have ever needed to do this while soloing.

Vordax

If I'm soloing on <insert any character here> and get feebleminded...I don't "need" to but I do to save some time. Can't cast a spell to cure it, period. Only ways to fix it is to either /death at a shrine, invite someone into the dungeon with me who can heal it, or to recall out of the quest and get healed by someone (NPC/PC).

This tends to happen most frequently in the undead portion of the desert. I solo around the desert a LOT.


Lol, a little speed bump for soloers. Those discouraged by something so small have no place running solo to begin with. Go stick with your big secure parties, and make sure not to wander too far from your babysitter...er, I mean cleric.

Is it going to be impossible to solo now? No. Is it annoying? Yes. Will it consume additional time to achieve the same condition (feeblemind free)? Yes. Do I have additional time? No. Do I have the right to complain about anything I **** well feel like - especially if it is going to cost me time I don't have? Yes.

Yes, the devs have said they are looking at 'possibly' making a potion for just this sort of situation, but seriously...they should implement the potion before implementing the change causing problems.

Sojourner
08-29-2007, 07:24 PM
/death is just too convenient right now. When the change is implemented, I'm going to shed a little tear because I use it just like everyone else. But, I also believe that it is a good change.



If I'm soloing on <insert any character here> and get feebleminded...I don't "need" to but I do to save some time. Can't cast a spell to cure it, period. Only ways to fix it is to either /death at a shrine, invite someone into the dungeon with me who can heal it, or to recall out of the quest and get healed by someone (NPC/PC).


Look at it like this - If you were actually out in some desert on your own, and some caster feebleminded you before you were able to kill him -- Would you really commit suicide just to make yourself feel smarter?

The only real semi-legit use for /death is because DDO hasn't implemented a /stuck command (not sure why, but here we are). Every other use is just a secondary effect from the fact that death and xp loss is trivial in this game. The majority of the complaints about the change really boil down to someone saying "I would rather use /death to get out of an inconvenient situation than lose 20% from a re-entry penalty". (Again, I've done it too, so not pointing fingers, just speaking the truth). Aren't you supposed to lose a level in PnP when you die? If they implemented that in DDO - would you use /death to get rid of a level drain or feeblemind?


(Also cross posted this onto the Development forum thread (http://forums.ddo.com/showthread.php?t=119587))


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sigtrent
08-29-2007, 09:08 PM
I prefer recalling to /death anyhow... well except perhaps for blindness, that can be a pain but its not to hard to be prepared with a potion and fix both.

Scarsgaard
08-29-2007, 09:22 PM
bah...

yer all chickenpoo...

I'll still solo... and I won't care about the /death... why?

Because if
I'm soloing... I've got a reason... and regardless of the impact of my decision.. I'm going to do it anyhow..

Memnir
08-30-2007, 03:05 AM
/death is just too convenient right now. When the change is implemented, I'm going to shed a little tear because I use it just like everyone else. But, I also believe that it is a good change.
My feelings exactly.

While I think many other aspects of the game needed fixing before they got around to messing with /death - I think it's a change that will be a positive one once we break our addiction to the feature. It made many aspects of many quests too easy. This single action will solve a good deal of exploits - even if it shoots some "legit*" strats in the foot.

That said, I'd like to see a Stormcleave that I don't have to hope in the back of my mind that it won't bug out on this run. I'd like summoned pet AI to work as it ought to. I'd like to see monsters that used to hit alarms in low level quests hit them again instead of zerging at us. And on, and on, and on...

* I think Lost has a point with the feeblemind tactic. It's one of the few ways a soloist can self-cure such an afliction. This will suck, since so many critters in places like the dunes love that spell.

Wotansdottir
08-30-2007, 06:52 AM
/
Look at it like this - If you were actually out in some desert on your own, and some caster feebleminded you before you were able to kill him -- Would you really commit suicide just to make yourself feel smarter?

.

hey there!

I'm not sure what this portion of your post was actually referring to? If the difference is, while soling, /death, rez yourself and keep on moving,

because... well... if I'm feeble minded... and I'm on my caster... Soloing... there's really no point in staying out in the instance if I can't DO anything...

So the alternative is to recall (for me, it takes 5 mins to load in and out of an instance)

recharging (2 mins)

Re-running out to the instance (1-5 mins)

That's not "feeling smarter..." It's time management :p

Uamhas
08-30-2007, 07:57 AM
Erda SO rocks!
hey there!

I'm not sure what this portion of your post was actually referring to? If the difference is, while soling, /death, rez yourself and keep on moving,

because... well... if I'm feeble minded... and I'm on my caster... Soloing... there's really no point in staying out in the instance if I can't DO anything...

So the alternative is to recall (for me, it takes 5 mins to load in and out of an instance)

recharging (2 mins)

Re-running out to the instance (1-5 mins)

That's not "feeling smarter..." It's time management :p

Dariun
08-30-2007, 08:07 AM
Lol, a little speed bump for soloers. Those discouraged by something so small have no place running solo to begin with. Go stick with your big secure parties, and make sure not to wander too far from your babysitter...er, I mean cleric.

I think this ... uh ... let's call it "reality" of DDO gameplay is responsible for turning off 15-30% of potential players.

But, hey, it's cool to sneer, right?

Sojourner
08-30-2007, 02:15 PM
hey there!

I'm not sure what this portion of your post was actually referring to? If the difference is, while soling, /death, rez yourself and keep on moving,

Hmm, perhaps I didn't write so clearly. Was trying to put it in context of the character's point of view, just to put a small amount of R in the RPG. Maybe this is closer? -

"If your character had been made stupid by a shaman's spell, would your character commit suicide with the hope that they would come back to life not so stupid anymore"





because... well... if I'm feeble minded... and I'm on my caster... Soloing... there's really no point in staying out in the instance if I can't DO anything...

So the alternative is to recall (for me, it takes 5 mins to load in and out of an instance)

recharging (2 mins)

Re-running out to the instance (1-5 mins)

That's not "feeling smarter..." It's time management :p

Yeah, and that's why we all do it. Doesn't mean it is right. Just that it is easy and efficient.

* I agree that there are more important things, IM(NS)HO, that they should have fixed before /death
* I agree that some things are going to be less convenient once this change goes it.
* I still think it is the proper thing to do.


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