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Tolero
04-15-2008, 10:11 AM
It's that time again!

How it works:
I'll be asking you questions, and here in my thread, you tell me: What comes to mind; what you think; how you feel; etc, as it relates to the question(s) at hand. If you missed the previous week's questions, they'll be listed below and you can answer them here too. Thank you so much to everyone for offering their answers!


Ground Rules:
Before we get started, let's lay down three ground rules if you're going to participate in the thread. These ground rules also have a few samples to help clarify participation:


#1 - The single most important rule to remember while participating in this thread is:
No personal attacks.
If you disagree with the opinion of another participant, that's fine, but no one can make anyone agree to their opinion. Thus, please refrain from commenting on the personal qualities of others who offer their responses to the question(s). Personal attacks go against forum guidelines. Questions asked will be subjective, and some users will have a lot related to their opinion, while others may only define things in short phrases. All forms are acceptable.
Hypothetical Example:
Tolero "Do you like ice cream?"
Player 1 "I hate ice cream because it's too tough to scoop"
Acceptable "I like it. It's not that bad to scoop once you let it sit on the counter for a little bit before you try to dip it Player 1."
Acceptable "I like it but I have the same problem as Player 1. What brand is it Player 1?"
Acceptable "I don't think it's too hard, I never have any problem with it. I like ice cream."
Unacceptable "That's cause you're a noob..."
Unacceptable "You don't have enough experience with scooping to be talking about how difficult it is"
Unacceptable "How about you back that opinion up with some numbers. If you can't prove it don't bring it here"

Everyone has the right to offer their response to the question(s), whether they have scientific data to back up their feelings, or they simply just "feel" a certain way towards the question(s).


#2 - Participate as well as discuss.
If you would like to join in the discussion, please be sure to offer your response to the questions as well, in addition to your conversation with any other thread participants
Hypothetical Example:
Tolero "What's your favorite color?"
Player 1 "Blue"
Player 2 "Green"
Acceptable "Purple... hey Player 2, how come you like Green?"
Unacceptable "hey Player 2 how come you like Green?"

Please be sure to take the time to offer your own opinion of the question(s) before you engage in a discussion about other people's opinions in the thread.


#3 - Don't recycle the above hypothetical examples in your responses ;) as it spams the thread.
-------------------------- Let's Get Started! --------------------------

If you missed last week's questions, you're welcome to answer them now in addition to this week's:

Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Question 4
Pick one word...any word... but only one.


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Ministry
04-15-2008, 10:18 AM
My responses...




This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO - It is fair and random. Slay mobs and get their treasure, and the more prominent the name, the better the treasure. What could make more sense and be better?

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Almost everything. The introduction manual we received in the beginning was not so great. Honestly, it's difficult to know how much to put into an intro game manual, but the one for DDO was way to short and simple. It was almost like the basic rules in D&D vs. the Advanced D&D rules. So much had to be learned the hard way, which can be fun, but also a pain the *bleep*. A better upfront manual or a character planner, which we have now from outside Turbine, makes things much better. However, with all the people playing and the DDO.com site, the other resources, etc., things are much better for newer players.

Question 3
Rank these styles of content from most favorite to least:


1 Raid encounters (examples: Velah, The Titan, The Stormreaver)
2 Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
3 Chain/story quests (examples: The Catacombs, The Waterworks)
4 Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) - I would rank this #2 if there were more variables in the area - Many different mobs, named mobs, bosses, items, etc. - This was a great concept and had amazing potential, but in the end was just the same thing over and over again, too predictable.
5 Multi-level span quests (example: Devil Assault)
6 Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Altarboy
04-15-2008, 10:19 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
I like this one...no ninja looting

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Clerics aren't just healers

Question 3
Rank these styles of content from most favorite to least:
Multi-level span quests (example: Devil Assault)
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)NOT Proof tho I hate that quest!

Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Chain/story quests (examples: The Catacombs, The Waterworks)Only because of time limits in RL

Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)[/

Yaga_Nub
04-15-2008, 10:24 AM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Killing things and looting the bodies.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Skill points in perform, swim, jump (pass a certain point), etc are useless and that I wouldn't be able to exchange those points.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 5
Chain/story quests (examples: The Catacombs, The Waterworks) 4
Raid encounters (examples: Velah, The Titan, The Stormreaver) 1
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 2
Multi-level span quests (example: Devil Assault) 3
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 6


comments above

EDIT: Adding in comments per T's request later in the thread.

Non-questing activities aren't very interesting to me because:

1. Tavern brawls (I assume you mean pvp) - I don't like pvp. Not because I suck at it but because of the griefers that are in the pits. I've turned the tables on them before and found they are also the first ones that will submit griefing tickets in an attempt to get you banned.

2. Speed the stone of change up by 100,000% and I'd use it more. Plus give us basic recipes in advance. I'm not going to sit there for hours trying to learn the very first basic recipes. I think that's a waste of time and there's enough other people that will do that work for me.

3. The Gamble NPCs have boring game and they are interactive enough. Give us a true casino with a casino interface and I'd be there for hours. Allow multiple people to enter into a casino table "party" that includes chat and I'd love it.

4. I do use the AH but the interfaces just isn't quite right for me and there should be a much better search function. For instance, I should be able to search by RR restrictions, + restrictions (i.e. nothing below +4 str on an item) and time remaining on the post. Yes you can sort by time remaining but it sort the whole list, it only sorts each page as you click through them.

The_Phenx
04-15-2008, 10:25 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Chests + named loot + Crafting, Close to where we are now... think baldurs gate 2

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

That Superior TWF was going to be nuked, I wouldn't have put the stat points into dex had I know you were going to be taking it away. Stop changing things that effect our builds without leaving us the ability to re-spec to compensate.

2nd but equally important.. that there is almost no reason in this game not to multiclass... how about some pure class bonuses :) or at the minimum some upper level fighter feats... SIGH

Question 3
Rank these styles of content from most favorite to least:

1 * Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
3 * Chain/story quests (examples: The Catacombs, The Waterworks)
2 * Raid encounters (examples: Velah, The Titan, The Stormreaver)
5 * Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
4 * Multi-level span quests (example: Devil Assault)
6 * Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

QuixoticDan
04-15-2008, 10:34 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

I'd have to say DDO is probably the best...the balance between collectibles and chests is good stuff. My favorite game for loot was Asheron's Call...a huge variety of things to pull, and mobs tilted toward certain segments of the loot tables meant choosing enemies to engage was a meaningful process, rather than "what's on my quest log" or "what's on the shortest path between me and my objective." However, the way collectibles in DDO works is a great thing, especially when it comes to answering the age-old questions "how did a pig get a longsword?" and "I don't see any pockets or clothes...just WHERE did I get the longsword from?"


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Rangers can use wands! My learning curve for DDO may have been smaller than others, because reading PnP rulebooks is one of my favorite ways to pass the time offline. I'm pretty anxious to play through the new tutorial being introduced in Mod 7 (I did see that mentioned somewhere, didn't I?); with a game system this deep, it kinda requires some hands-on experience to piece it together well. Then again, most of what people wish they knew about things like character builds can be made up for with loot or player skill; DDO is actually a forgiving game for the most part.


Question 3
Rank these styles of content from most favorite to least:

[A]Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
[B]Chain/story quests (examples: The Catacombs, The Waterworks)
[C]Raid encounters (examples: Velah, The Titan, The Stormreaver)
[D]Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
[E]Multi-level span quests (example: Devil Assault)
[F]Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


D and A are tied for first; many times I don't have the chunk of hours to put in to play through an entire chain of quests. B can be fun and are usually popular. I felt E (specifically the Devil Assault) was brilliant, because you didn't have to complete it to gain at least some reward. I find myself attempting to solo quite a bit (sometimes due to preference, sometimes due to slow grouping), and getting any reward from an incomplete quest can be relaxing. Sometimes. C and F are at the bottom of my list, mostly because I haven't really participated in any. I suppose I'm missing out, but for now I gotta go with what I know.

Dailus
04-15-2008, 10:36 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot? Completely random loot drops.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started? I wish I would have realized that I could spend twice as many skill points for a cross-class skill on a multi-classed character rather than having to take a class skill. I have a few ranks in intimidate on my squishy bard/fighter that are totally wasted.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) #1
Chain/story quests (examples: The Catacombs, The Waterworks) #2
Raid encounters (examples: Velah, The Titan, The Stormreaver) #6
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) #3
Multi-level span quests (example: Devil Assault) #4
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) #5

Montoya
04-15-2008, 10:39 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
NWN

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
That a paladin or ranger is considered his level for spell casting from wands, i.e a ranger can cast from a CLW wand right away

Question 3
Rank these styles of content from most favorite to least:
1 - Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
2 - Chain/story quests (examples: The Catacombs, The Waterworks)
3 - Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
4 - Multi-level span quests (example: Devil Assault)
5 - Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
6 - Raid encounters (examples: Velah, The Titan, The Stormreaver)

DagazUlf
04-15-2008, 10:43 AM
This week's answer(s) are:

Answer 1
Current DDO mechanics are fine.

Answer 2
That stealth characters offer next to nothing for an adventuring party and seem to only be useful for soloing (if that even). :mad:

Answer 3
From most (top) favorite to least (bottom):
Multi-level span quests (example: Devil Assault)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Rameses
04-15-2008, 10:48 AM
-------------------------- Let's Get Started! --------------------------

If you missed last week's questions, you're welcome to answer them now in addition to this week's:[/center]

Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

scrolls and potions

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

Don't you know it's bad luck to be superstious?

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

The Penitent Rogue. (1 Cleric / 15 Rogue.)

Question 4
Pick one word...any word... but only one.

Halfling


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Looting dead bodies.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

I dislike Dwarfs

Question 3
Rank these styles of content from most favorite to least: 1 = most - 6 = least

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 1
Chain/story quests (examples: The Catacombs, The Waterworks) 3
Raid encounters (examples: Velah, The Titan, The Stormreaver) 2
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 6
Multi-level span quests (example: Devil Assault) 4
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 5


comments in red.

I am, Rameses!

Kalanth
04-15-2008, 10:55 AM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


1. Actually, I would say DDO's finding of treasure. It plays to my hearstrings as I have been playing D&D for 23 years, and still enjoy a good dungeon crawl laced with treasure.

2. The game has changed so much since I started playing that there is not much that I have not adapted to. But, I guess for something that I learned latter on that I wish I new at the start... Well, lets go with the synergy of enhancments and how they can make or break a character at times.

3. My rankings are as follows:

Chain/story quests (examples: The Catacombs, The Waterworks)
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Claver
04-15-2008, 11:00 AM
Thank you Turbine for giving us an opportunity for input



Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

I'm very pleased with how DDO handles treasure: no Ninja looting issues of other players stealing your rewards (assigned treasure in chests) and an opportunity to choose from a list of cool but random items at the end of the quests. Please keep these two pillars central to your loot mechanics



Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

I thought a high DEX would help me with ray based spells (ranged touch attacks). I sunk a lot of points into dex for my sorcerer



Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)

Big First


Chain/story quests (examples: The Catacombs, The Waterworks)

I prefer the immersion of a well crafted story but it can be difficult to get other players involved if they are not on the same part of the quest - take CO6. It seems like people are always rerunning a porting to get someone caught up and the quest itself never gets completed.

If more story quests were done like the necropolis series where you could do any 4 in any order at any time before completing the 5th quest then story quests would be my 1st choice


Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)

I spend more time in explorer zones than raids so explorers make my 3rd choice


Raid encounters (examples: Velah, The Titan, The Stormreaver)

4th place. Raid encounters are too big of a time committment for me to consistently play or organize - especially from start to finish.


Multi-level span quests (example: Devil Assault)

I'm not sure what you mean by this. If it's just the dungeon that has a 5th level, 10th level and 15th level settings it doesnt seem very different than a stand alone dungeon. If you are talking about the entire experience of a vortex opening in the sky, devils fighting in the city streets and the market tent being ripped away then I would make this my 3rd choice over more explorer zones.


Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Distant Last

Forceonature
04-15-2008, 11:03 AM
Question 1Of any game you've played, what is your favorite mechanic for obtaining loot?

I like the random loot drops, but I haven't tried crafting yet.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

The types of weapons/equipment, how to communicate, etc. An updated user manual would have been nice.

Question 3
Rank these styles of content from most favorite to least:

1) Raid encounters (examples: Velah, The Titan, The Stormreaver)
2) Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
3) Chain/story quests (examples: The Catacombs, The Waterworks)
4) Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
5) Multi-level span quests (example: Devil Assault)
6) Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Thanks!

Sem34
04-15-2008, 11:03 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
I really like DDO’s system of gaining loot… really do not like the Raid loot for the shroud wish there was some named items, on top of the raid crafting. I always hated EQ style of looting.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started? UMD, UMD, UMD… other than that I understood most of the rules (being a 3.5 RPGA DM) and learned to roll with the punches.

Question 3
Rank these styles of content from most favorite to least:
•2) Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
•3) Chain/story quests (examples: The Catacombs, The Waterworks)
•1) Raid encounters (examples: Velah, The Titan, The Stormreaver)
•6) Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
•4) Multi-level span quests (example: Devil Assault)
•5) Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

lostdrow
04-15-2008, 11:08 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

when you kill something,you get 15 sec. to loot it.



Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

"ctrl f1" I wish I new this from the start, when talking to npc press " ctrl f1 " or "ctrl f2" to bypath the talking.


Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 4
Chain/story quests (examples: The Catacombs, The Waterworks) 2
Raid encounters (examples: Velah, The Titan, The Stormreaver) 3
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 1
Multi-level span quests (example: Devil Assault) 5
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)6 least

Solmage
04-15-2008, 11:16 AM
Question 1 - Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Puppies!!

Ok, Erm, actually I would love to produce stuff to remove unwanted 'kickers' from items (say a holy axe of ...deceptive slicing of sneaking +1, or a vorpal of shattermantle... ), I'd love to get rid of the stuff that doesn't really help but just jacks up the level :))

But if we're doing pipe dreams.. custom researched spells, and scrolls of such to sell to people, and you'd probably need to craft the blank scrolls too, etc.

Question 2 - What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

That toggling the option so your end rewards aren't tied to your class affects all chests, and not just end rewards. Of course, I'd have an easier time dispelling the myth if I didn't fully believe it myself :) Ever since I toggled that, my casters pull GOOD stuff from normal chests, and not just junk.

Question 3 - What is your favorite class (or class combination for you multi-classers) and why?

Sorcerer - self sufficient, powerful, twitchy.
Tempest Ranger switching between high AC intimidate and high DPS - self sufficient, powerful, twitchy.

Question 4 - Pick one word...any word... but only one.

Spells.

Unless "Usefullevel8arcanespellspleaseohpleaseohplease" can be considered a valid reply too :)


This week's question(s) are:

Question 1 - Of any game you've played, what is your favorite mechanic for obtaining loot?

Static Rewards, back when they were static. Good way to set an achievable bar for casual play. As a logical next step, any reward list in which you need to obtain X of Y to get a fully static list. Incidentally, desert tokens could really benefit from this...

Don't get me wrong, I'm not unhappy I could possibly pull a +2 cha min lvl 3 from waterworks, but I would be happier if the reward list was trimmed down to the actually useful items which always popped and were static + a random selection.

Other than that, neat desert-like chest running for rare named loot. Great time killer for when you only have 20 minutes to play..

... Hmm.. which reminds me.. I have 20 minutes free right now ... do I finish this or try again for a bloodstone...

:cool:

Question 2 - What is something about DDO that you learned much later, but wish you would have known about when you started?

That it was not balanced according to traditional PnP: For example, a wizard that starts with 'only' 16 int is common in PnP, and here said wizard couldn't even hit the int runes in newbie quests. (Incidentally my first wizard had int 17)

Question 3 - Rank these styles of content from most favorite to least:

1) Raids you don't need to keep re-flagging (Reavers, Tempest Spine)

2) Story Quests Chains (von 1-4, although von3 makes no sense - I can kill the marut without blinking, and so can the elementals that are with him if I charm them, but 200 high level drow casters, elementals, and beholders can't ... ok...) but the rest is neat enough I just overlook that nonsensical bit)

3) Non-questing activities IF they get improved: I'd LOVE to see an expanded gambling system, where you could for example play blackjack with other players at a table, or throw darts, or something, with graphical cards and all, or a roulette... etc. Would move this right up there with #1. Also, AH needs better filtering.. if I'm looking for a wounding weapon, I'd rather not have to check 3000 items.

4) Explorer Zones (some - hate the orchard, hate tangleroot, love the desert, love the vale, love cerulean hills, love heights if I am higher level than what's indicated)

5) Stand alone single quests that are not somehow linked to an overall story (ie not the desert quests, which all are brilliantly linked through the demon queen saga in some way or another) : Ehh, something to do is something to do. And some can be a lot of fun.

6) Multi-level span quests (example: Devil Assault) . Not my type of quest, but I don't mind the multi-level span, so much as the quest itself. Multilevel itself could be kind of fun...

The_Ick
04-15-2008, 11:37 AM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
To be honest, i don't really have a favorite. I have never loved or hated a loot system. They usually just are what they are. I will say this though, the more ways you give a player to get loot, the happier they will be.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Getting into a good guild makes this game an entirely new experience

Question 3
Rank these styles of content from most favorite to least:
[1]Raid encounters (examples: Velah, The Titan, The Stormreaver)
[2]Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
[3]Chain/story quests (examples: The Catacombs, The Waterworks)
[4]Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
[6]Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
[5]Multi-level span quests (example: Devil Assault)



The word of Ick

GoldyGopher
04-15-2008, 11:47 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO Current system when it works. (Still want to know why I keep getting such lowbie vendor trash)

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Character Design

Question 3
Rank these styles of content from most favorite to least:
1 Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
2 Raid encounters (examples: Velah, The Titan, The Stormreaver) EXCLUDING FLAGGING
3 Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
5 Chain/story quests (examples: The Catacombs, The Waterworks)
9 Multi-level span quests (example: Devil Assault)
10 Auction House, Brokers
2,000,000 Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs)

Tanka
04-15-2008, 11:51 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
This one's is probably the best. Everyone gets something.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
HP matters! I've got an 8 Con Elf Rogue sitting at L11 that I've just regeared. I wish I had given him at least another 2 Con when I made him.


Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Stand Alone Single Quests
Raid Encounters
Chain/Story Quests
Explorer Zones
Multi-level Span Quests
Non-questing Activities

Davinna
04-15-2008, 11:53 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO is the only one I've played. There is a wide variety here available. I'm not sure what could be added.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Jump, balance, and haggle are very important skills.

Question 3
Rank these styles of content from most favorite to least:
1Raid encounters (examples: Velah, The Titan, The Stormreaver)
2Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
3Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
4Chain/story quests (examples: The Catacombs, The Waterworks)
5Multi-level span quests (example: Devil Assault)
6Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Shaamis
04-15-2008, 12:03 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

MMO? The non-ninja-looting version we have in DDO. Single Player game? picking up loot from corpses.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

That it would have taken so long to get core classes, races, feats, spells, magic items, and prestige classes in DDO.


Question 3
Rank these styles of content from most favorite to least: (Fav= #1, Worst = #6)


Chain/story quests 1
Stand alone single quests 2
Non-questing activities 3
Raid encounters 4
Explorer zones 5
Multi-level span 6

narizue
04-15-2008, 12:06 PM
Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?
Potions/Scrolls/Wands

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)
Deathblock protecting from negative energy effects(shadows and wraiths, enervation)
Question 3
What is your favorite class (or class combination for you multi-classers) and why?
Bard or Ranger
Question 4
Pick one word...any word... but only one.
Loot


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
I like the regular chest mechanic as is in DDO.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
How easy it is to make plat with a sorc.

Question 3
Rank these styles of content from most favorite to least:

1) Stand alone single quests
2) Explorer Zones
3) Raid encounters
4) Chain/Story Quests
5) Multi-level span quests
6) Non-questing activities


There is my 2cp

ShadesofGreen
04-15-2008, 12:11 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

I'd have to say a successful sale of something I crafted to another player.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Not much really, I knew from the start it would be a dynamic MMO and there would be changes and improvements. It's just a little hard for a casual gamer to keep up with the new stuff.


Question 3
Rank these styles of content from most favorite (#1) to least (#6):

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) #3
Chain/story quests (examples: The Catacombs, The Waterworks) #2
Raid encounters (examples: Velah, The Titan, The Stormreaver) #4
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) #1
Multi-level span quests (example: Devil Assault)#6
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) #5

...sorry casual gamer's view.

Thanks for the chance to voice my thoughts Turbie!

DrAwkward
04-15-2008, 12:22 PM
Q: Of any game you've played, what is your favorite mechanic for obtaining loot?

A: DDO's pre-divvied chest is by far the fairest and most convenient I've seen.
It certainly beats having to run from corpse to corpse to gather a pittance off of each. Especially when it only gives loot to the first to click.

Q: What is something about DDO that you learned much later, but wish you would have known about when you started?

A: I wish I would have known that you were going to introduce a favor system that makes all my intial characters obsolete.

A: Rank these styles of content from most favorite to least

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Multi-level span quests (example: Devil Assault)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


Right now, I'm leaning towards *fast* stuff. Easy to find a group, and if they are idiots you aren't married to them for another half dozen quests in a series.

Your favor system really clashes with your "bound loot" system, and I'm loathe to invest a lot of effort accumulating bound items for characters I'm probably going to have to re-roll when the next total favor reward obsoletes them.

I'd like to see more non-questing activities that can be done while waiting for a group to fill. They'd need to:
* Not involve inventory clutter
* Be readily available from most gathering points
* Be something you can drop at a moment's notice to hop into the quest.

moorewr
04-15-2008, 12:38 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
Toss-up between the standard DDO chest and the fixed end-reward mechanic at the end of quest chains like Delera's.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Turn on Mouselook and leave it on. I spent way too much time on my first character trying to make moving with the arrows work.

Question 3
Rank these styles of content from most favorite to least:

Most...
* Chain/story quests (examples: The Catacombs, The Waterworks)
* Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
* Raid encounters (examples: Velah, The Titan, The Stormreaver)
* Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
* Multi-level span quests (example: Devil Assault)
* Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
Least...

nabrendel
04-15-2008, 12:49 PM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
[/QUOTE]

i would say

1) questing for rewards.. i.e. let me do a grand quest and obtain that nice piece of loot .. i just like the unique items personally
and equally I like being able to craft really nice and custom items.. I know my play style is different than others and I want items that reflect that

2) I wish I knew how important constitution and hit points would be so I would have created my wizard differently.. I had pictured a Bladesinger style character and well he can fit just doesn't last but 2 seconds at lvl 16 now.. kinda sad

3)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Multi-level span quests (example: Devil Assault)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Hence
04-15-2008, 12:53 PM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
Corpse Looting.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Skills and skill changes. Let us Respec them!!!

Question 3
Rank these styles of content from most favorite to least:

[3]Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
[2]Chain/story quests (examples: The Catacombs, The Waterworks)
[1]Raid encounters (examples: Velah, The Titan, The Stormreaver)
[5]Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
[4]Multi-level span quests (example: Devil Assault)
[6]Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


My 2 coppers.

Orbin
04-15-2008, 01:03 PM
If you missed last week's questions, you're welcome to answer them now in addition to this week's:[/center]

Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?
Wands and Scrolls. I mainly play clerics and it would worth it to me to spend a feat to be able to create my own consumables.

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

Question 3
What is your favorite class (or class combination for you multi-classers) and why?
Cleric. I enjoy the role of healer / fixer. Keeping a group alive through a tough fight is fun!

Question 4
Pick one word...any word... but only one.
Monkey


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
Of all the MMOs I've played, in my opinion, DDO has the best questing loot mechanic. I like the fact that everyone gets their own loot.

That being said, I really enjoyed Dark Age of Camelot's crafting system. If DDO would implement a more comprehensive / non-raid crafting system I would be excited!

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
The Min/Max requirements of some quests (ie VON5). I had built a WF paladin with 14 str and was bumping charisma, when I found out about the STR lever and WIS rune I was a little disappointed

Question 3
Rank these styles of content from most favorite to least:

#1 Raid encounters (examples: Velah, The Titan, The Stormreaver)
#2 Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
#3 Chain/story quests (examples: The Catacombs, The Waterworks)
#4 Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
#5 Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) If more crafting got introduced this would go higher in my list
#6 Multi-level span quests (example: Devil Assault)


Above are my answers

Rkik_Dnec
04-15-2008, 01:14 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

This game. Chests are more fun than pulling random stuff off of everything you kill.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

That you can put individual options from spells like Resist Elements onto the hotbar for quick access.


Question 3
Rank these styles of content from most favorite to least:

1. Chain/story quests (examples: The Catacombs, The Waterworks)
2. Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
3. Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
4. Raid encounters (examples: Velah, The Titan, The Stormreaver)
5. Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
6. Multi-level span quests (example: Devil Assault)

One caveat to this is that the only raid I have done is the Tempest Spire, which I enjoyed quite a bit. I have not run the Devil's Assault quest, and as for non-questing activities, I don't really care about tavern brawls, but I do like the auction house and have enjoyed crafting in other games, but only as a side focus to the questing.

HumanJHawkins
04-15-2008, 01:20 PM
Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

It depends on the quality of the quests... I love Tangleroot Gorge, but hate the Catacombs. I love the Orchard, but not so thrilled about Sorrowdusk Isle. Love Stormcleave, but iffy on Scoundrel's Run.

If done well, I far prefer chain quests. Mainly because it is difficult to build a party, and it is easier to hold a party together through a chain quest than through multiple stand-alone quests. I.e. I can run Tangleroot in an hour or two. But to run seven stand alone quests might take 3 hours because of rebuilding the party and haggling over what quest to run next between them.

Here's what makes each of these quest types good:

Stand-alone quests:

Frequent encounters
Straightforward path... Not realistic maybe, but it is just a pain to have to (for example) search all over The Pit after each encounter to find the next place you are supposed to be.
A Map that at least generally works... This is a main reason that people hate the Tomb of the Shadow Guard (the water one).
Flexible ways of solving the quest... Maybe our party couldn't get a Rogue... Maybe we couldn't get a Cleric... So anything like a roadblock trap (The Scoundrel's Run) that requires a particular build can ruin a quest for many parties.
NO Auto-failure for things that are somewhat out of your control. My hour should not be wasted because Joe fell off in Von 2. My hour should not be wasted because of one small mistake at the end of a quest (Faithful Departed). Parties need to be able to fail and try again without total loss of the quest.
Chain Quests (All of the above plus):

Easy and foolproof quest advancement. Tangleroot is good... One guy to advance all stages... the same guy... right near the front... etc. The Catacombs is a failure in this regard... You spend 30 minutes building a party because everyone hates the thing, and half-way through you find that you can't advance because you forgot to talk to the guy a second time. HIPS is also bad here... You talk to Inqiusitor and advance the quest.. Then do the quest... Then find that you are hosed because you didn't talk to Cartamon.
NOTE: You should either prevent players from entering a quest while they are not at the right stage, or auto-advance them. It is just mean to let people go in without warning and do a whole quest, and then not give them the reward.

Wilderness Areas:

LOTS of mobs! Please don't make me search all over creation to get a few kills (Like Sorrodusk. Grrr).
Level appropriate... A solo of any class at the highest end of the level range should be able to handle it. A party of 4 at the lowest end of the level range should be ok. (Gianthold fails in this regard... Only safe for many classes at the highest levels and then only if their build is really good.)I think that covers the basics...

tihocan
04-15-2008, 01:28 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
Completing epic adventures.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
That combat expertise cancelled casting for 30s, and that halflings had a -4 penalty to intimidate.


Question 3
Rank these styles of content from most favorite to least:
Reordered:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Multi-level span quests (example: Devil Assault)
Chain/story quests (examples: The Catacombs, The Waterworks)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)

Kisaragi
04-15-2008, 01:31 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
A.) Hard choice to make. I think it comes down to 2.

1.) The first was in the game Gemstone IV. When you defeated some monsters you got Chests (referred to boxes). You would then have to haul your boxes back to town and either pay a npc to open for you, a fighter to bash it for you (risk destroying your loot), or have on the player rogues pick it open. Some boxes were trapped and the rogues had to learn how to disarm it. Some of the boxes had very deadly traps, scarabs which could kill the entire room if not deactivated in time. Loot inside the chest (ie Value versus Risk) was always based on the level of the creature. So if you were hunting level 15 creatures, you got level 15 loot, everytime.

2.) The second are ideas for my game; When you completed quests you earned reward points. When you had enough points you could exchange them for a reward. I think that system could work here.

This has 3 options;
A.) Select a base (weapons/armor/etc) or a specific quest item. Chaosgarde would be a nice example. When you complete the quest you get so many reward points. You change exchange these 'points' for the item in question. The list of available items/powers should be based on the faction of the npc (Coin Lords as example, make very valuable [money wise] items). You run a quest enough, boom you can select appropriate rewards based on what you want/need for that character.

B.) When you complete quests for favor, you can exchange your favor for items with the npcs but then lose the favor. Items might include items from quests that faction is responsible for giving. House P might offer 1 item from Tempest Spine, 1 from Xorian Cipher, 1 from Dreams of Insanity, etc. These would be random but based on named loot from within quests. You might even be able to exchange favor for titles or access to special areas, making you closely aligned with the faction. Say the Silver Flame. Once you spend the favor, it drops down based on what you spent. It doesn't drop down past the last reward you earned though. This gives people the options of spending it for items they might really want for helping a faction.

C.) When you complete quests, the named monsters abilities are added to a vault. You pay a 'soul trader' to build new items based on the powers of that monster. You defeat kobolds? You might be able to add that bomb effect to a weapon, or spells they use, or even turn into a kobold for a short period of time. The main aspect is that you can take the abilities of some of the named creatures to become more unique, or build items that allow you to become unique.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
A.) Hmmm, that doing quests on elite didn't always earn you elite rewards. Sometimes running a quest on normal got you better rewards.


Question 3
Rank these styles of content from most favorite to least:
A.)
1. Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

2. Raid encounters (examples: Velah, The Titan, The Stormreaver) [Especially if the raid doesn't rely on player skills, but character skills instead. No hopping, timing, puzzle solving, etc. Just killing is good.]

3. Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)

Akhad_Durn
04-15-2008, 01:47 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?


Kill the PvE guys, take their loot, and kill more of them with it. :-)



Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?


Turning undead isn’t as cool as it sounds.
Hit point, and hit dice limited spells are very limited since mobs have such high stats.
Player alignment rarely maters.
Killing everything that moves isn’t always a quest objective.
Not all skills are of equal usablity. (Needed to learn how each skill worked to know which I should take.)



Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)



On a scale of 1 - 20 where 1 is best, and 20 is worst.


(01) Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
(04) Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
(07) Chain/story quests (examples: The Catacombs, The Waterworks)
(08) Raid encounters (examples: Velah, The Titan, The Stormreaver)
(13) Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
(18) Multi-level span quests (example: Devil Assault)


Notes:

Stand alone single quests:
Jumping into a group and going is great!
Explorer zones:
I wish that more explorer zones had named loot, I still the around in the desert looking for it, even the stuff I have no use for.

Chain/story quests:
I both love and hate quest chains. They're great since it gives me a sense of immersion, and that I'm accomplishing something. I hate them since I usually don't have time to do them, or can't get a group when I do. Maybe some more "chains" where the chain isn't sequentially linked, like with the LotD series Tomb quests, but without the annoying quests, and all the undead. :-P

Raid encounters:
These can be fairly boring if you aren't involved in doing them. This is getting better with the recent raids.

Non-questing activities:
I'd rather be questing, but sometimes the group just isn't ready, or I can’t find something that I want to do, so this is what I fill this time with.



Tavern brawls
I don't brawl with strangers, it just isn't fun. I don't talk smack, so it gets old when someone else is. If I have friends on, we're going to go run some quests, not PvP. There are rare instances where the guild as a whole has done some CTF, or team death match, but thats very rare (twice ever).

Stone of Change
These things have very little entertainment value for me. The sound effect for using the stone is really annoying, and it takes too long for it to process a single set of whatever I'm doing (making dragon shards, or the other black ones). I have no intention of binding anything, so I don't use it for that either.

Gambler NPCs
This isn't even worth thinking about. These "games" are just sequences of dialog that end with the equivalent of "better luck next time". I just trying to say that some dialog isn't too intresting. Maybe make some random puzzles games, maybe some master mind, or lights out... I don't need a reward, I really just want something intresting to do while in game watching the quest listing, or chating with the guild.

Auction Houses
I rarely spend more than ten minutes looking at the auction house. Its either junk (weird property mix items, i.e. ghost touch X of of vertigo) that someone is trying to sell, or way over valued items which I can't afford anyway.

It also takes too long to look for anything, the level range restriction helps, but I'd really rather get a list with a particular property I'm after. A more advanced search is needed; max price, by property, level ranges, and must be able to do a full auction house search (not just by section).

Multi-level span quests:
Meh. Not really sure of the point with this. If I want a challenge I can go run quests on elite with under level groups, or solo some stuff. If you want to add high level content, make a high level quests, rather than trying to make something that fits everyone. Another possiblity would be to make a seprate quest which uses the same map, like Invaders (one of my favorite quests still).

Tyrande
04-15-2008, 02:03 PM
It's that time again!

[center]This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

I like GuildWars way of obtaining random dropped assigned loot for people that participated in the party.
DDO's way is cool too of assigning random loot to party members, and I like the raid mechanic of better chances for acquiring named raid loot if more people or the quest is at a higher difficulty. I would hope that the Eberron loot goddess know what we all want, correct? i.e. good loot for the class that is looting the item.



Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?


Rogues and stealth are not wanted in a PUG because people have short attention spans and are impatient.
Dwarven barbarians are overpowered because of toughness feats/enhancements stacking and critical rage II.



Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


1. Chain/story quests if I have time, Stand alone single quests if I only have a couple of hours on that day.
2. Raid encounters. e.g. The Stormreaver has to be done with 30 minutes; and the Shroud usually within 3 hours.
I love the new shroud raid where as you can leave at the end of any part.
3. Multi-level span quests like Devil Assault has some neat concepts like temporary shrines and different monsters for different difficulty level. However, I would prefer the temporary shrines to stay up a little longer, like 20 seconds more. The clerics haven't finish buffing and resting yet at the current level.
4. Explorer Zones I like the landscape concept that a wider range of levels are allowed to participate, and you can join and leave at any time. Somehow, something is still missing: perhaps a little more un-predictability and randomness to the monsters, bosses and loot.
5. Non-questing activities. Stone of Change: the fragments merged too slow.
Auction Houses: Need "advance" search. e.g. Give me a list of martial weapons which are piercing and banishing, levels 11 through 16 and costs less than 1 million gold.
Gambling NPCs: They need to show us the dices and cards and serve drinks while playing besides saying, "You loose". There got to be some reward (like free house P/J buffs) for not spending time in quests.
PVP: These can not be done one on one as some races or classes are overpowering others. Also, it depends heavily on the items, especially raid items. If everyone is fighting with only level 1 items and armor, then the fights may be can be more fair. I would say that team based PVP like in GuildWars would be better.

JayDubya
04-15-2008, 02:25 PM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot? - Rifling through the personal effects of my fallen adversaries.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started? Paladins are a lot of fun in the mid-level range, but are not tanks at high levels because they lack both the staying power and the DPS to be meaningful.

This isn't to say that they should be changed - it just should be made clear that they will eventually be relegated to the role of support warrior, not a front-line combatant.

Question 3
Rank these styles of content from most favorite to least:


Chain/story quests (highest)

Standalone Single
Raids
Explorer Zones
Multi-level span
Non questing activites


2c

cdbd3rd
04-15-2008, 02:37 PM
If you missed last week's questions, you're welcome to answer them now in addition to this week's:[/center]

Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Ummm... what else *is* there? Maybe the ability to craft 'eternal wands'?

Question 2
What is one in-game "myth" that you find you frequently have to dispell?

Heh. That either valve will spawn Muck. ;)

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Whatever I play, I am usually trying to find a way to splash rogue. There are too many locked doors/chests that knock just can't touch.

Question 4
Pick one word...any word... but only one.

Roflmao :) (Check YouTube - it can be a word... ) ... or a character name. ;)


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Stealing it out off store shelves in Morrowind. You said *any* game. :rolleyes: HATE the drop and everyone grab for it method of other games.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

That not all PnP class skills/abilities are useful here. My concept of what things a rogue should be capable of just aren't possible here.


Question 3
Rank these styles of content from most favorite to least:
.......With 1 as favorite, 6 as least:......

[2]Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
[3]Chain/story quests (examples: The Catacombs, The Waterworks)
[6]Raid encounters (examples: Velah, The Titan, The Stormreaver)
[1]Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
[5]Multi-level span quests (example: Devil Assault)
[4]Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

....The non-quest items are a bit broad in scope. love auction house, have no use at all for tavern brawling.





Greened. :)

VonBek
04-15-2008, 02:40 PM
MOST

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) (RL time issues)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) (I suspect adding stand alone quests within Explorer Zones is a good strategy. And MysticTheurge's DDO Quest Creator seems like a good way to supply a "hook".)
Chain/story quests (examples: The Catacombs, The Waterworks)
(Auction Houses)
Raid encounters (examples: Velah, The Titan, The Stormreaver) (I might like these, if I ever tried them.)
Multi-level span quests (example: Devil Assault) (I might like these, if I ever tried them.)
.
.
.
.
I'm trying to be clear, here
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, )

LEAST


... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

Aside from the AH, the rest just don't hook my interest. The time spent brawling, could get me loot or XP, instead. Gambling just never interested me, in any setting.

The Stone of Change - Prevents me from passing gear to my alts and friends. Requires byzantine combinations of hard to find bits and pieces mined in an area I cannot access. Neither sounds like fun to me. Make it plain, make it useful, and make it readily available from level one. An idea like this would interest me more:

I should be able to insert items of my choice (+1 Ghost Touch Mace & +1 Dagger of Lesser Undead Bane & a Masterwork Sickle) and pull out a single item tailored to my specs (+1 Ghost Touch Sickle of Lesser Undead Bane). I should be able to continue adding properties to it from other items: (+1 Ghost Touch Sickle of Lesser Undead Bane) & (+3 Light Hammer) = (+3 Ghost Touch Sickle of Lesser Undead Bane).

To keep it from getting out of hand, make the resulting item bound. Have it's creation governed by the same rules that generate random loot, including ML. Perhaps require vendor trash or shards as sacrifice. Perhaps use favor to control the number of these "signature" items (One a t 100, 300, 900?). Limit it to One each of weapon, armor or shield, jewelry or clothing
That Potency I Mage Staff Arcanes get at first level would be an Heirloom item by level 20.
Right now, it presents itself as more work than fun.

Vormaerin
04-15-2008, 02:56 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Question 3
Rank these styles of content from most favorite to least:

* Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
* Chain/story quests (examples: The Catacombs, The Waterworks)
* Raid encounters (examples: Velah, The Titan, The Stormreaver)
* Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
* Multi-level span quests (example: Devil Assault)
* Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


1) Individually assigned chest loot like DDO. I hate having to run around clicking on a bazillion bodies and I even more hate having to compete with others over who is looting what.

2) How to use mouselook properly. This is my first game that uses it..always been an WASD player. A lot of things became much easier once I got the hang of mouselook.

3) From favorite to least favorite: Multi level span quests, Stand alone Quests, Chain quests, Explorer zones, Non questing activities, Raid encounters.

I'm assuming by multilevel span quests, you mean a stand alone quest that can be played at a wide range of levels (ie the 6, 12, 18 thing). Non questing stuff moves ahead of raids since I'm including non questing RP activities in that. If it was just AH vs Raids, then raids would win even though I use the AH more. Raids would still be my least favorite kind of quest.

Inkblack
04-15-2008, 03:09 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
DDO's hands down. I hate racing someone to loot and mobs.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Turning is significantly less effective than PnP. Ranged combat is significantly less effective than PnP. Min/Maxing is significantly more effective than PnP. Skills are significantly less important than PnP (except UMD of course).

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Raid Encounters
Chain/Story Quests
Stand Alone Single Quests
Multi-Level Span Quests
Explorer Zones
Non-Questing Activities


Ink

amysrevenge
04-15-2008, 03:24 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

This is my only game. As far as bound raid loot, I prefer the current % chance to the two stones mechanic from before.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

You can make chat/guild windows transparent by clicking that little eyeball icon in the corner.


Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

1 Stand alone single quests
2 Explorer zones
3 Raid encounters
4 Chain/story quests
5 Multi-level span quests
6 Non-questing activities


Big Mike

Bladedge
04-15-2008, 03:56 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot? Looting the dead

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Which skills would be useful and which are not usefull. A lot of skills have change since released

Question 3
Rank these styles of content from most favorite to least:

[1]Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
[3]Chain/story quests (examples: The Catacombs, The Waterworks)
[4]Raid encounters (examples: Velah, The Titan, The Stormreaver) Raids still dont have the Tempest Spine Raid feel (TS still best raid even if its not considered a Raid encounter)
[5]Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) Add more name loot or collectables (Desert, Orchard)
[2]Multi-level span quests (example: Devil Assault)
[6]Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Like the Auction House. Dislike Tavern brawls. Not much that can be done with the Stone of Change at the moment. If Gambler NPC was more like the card game from KTOR then I would like it , but I dont.

Cinwulf
04-15-2008, 04:22 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot? DDO

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
The huge gap between ranged and melee combat at higher levels.

Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 1
Chain/story quests (examples: The Catacombs, The Waterworks) 2
Raid encounters (examples: Velah, The Titan, The Stormreaver) 3
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 5
Multi-level span quests (example: Devil Assault) 4
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 6

Lost_Leader
04-15-2008, 04:36 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
Without a doubt, DDO on this one. I like a bit of randomness, and love the assigned loot. It prevents all sorts of grief.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Remove Fear potions work while you are skeered. I would have lived a few times when I didn't, had I known that lil tidbit.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)



1st- Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
2nd- Raid encounters (examples: Velah, The Titan, The Stormreaver)
3rd- Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
4th- Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
5th- Chain/story quests (examples: The Catacombs, The Waterworks)
6th- Multi-level span quests (example: Devil Assault)

geoffhanna
04-15-2008, 04:54 PM
DDO's chest-based system. I don't like killing hundreds of little duckies for gil.
I'm sorry I like to answer every question but ... I learned things gradually, and I am okay with that. No epiphany.

Raid
Chain
Multi-Level
Stand alone
Explorer
Non-quest


I could imagine non-quest activity that I would rank higher, but the stuff available today isn't an activity (well I suppose unless you are a PvP type). I mean, who logs on hoping to spend some quality time with the Stone of Change?

Sertrynus
04-15-2008, 05:01 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

The current standard loot system in DDO

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Character Planning and Development, it's not always easy to see which Enhancements / Feats will work best.

Question 3
Rank these styles of content from most favorite to least:

Chain/story quests (examples: The Catacombs, The Waterworks) 1
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 2
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 3
Raid encounters (examples: Velah, The Titan, The Stormreaver) 4
Multi-level span quests (example: Devil Assault) 5
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 6

feynman
04-15-2008, 05:09 PM
LAst week's questions:


Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

potions, wands, food and drink, dye (to change appearance of clothing/armor/etc)


Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

I don't like to get involved...


Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Fighter/rogue/sorcerer, because I hate bard; alternatively, fighter/rogue/ranger with tempest, for pure munchkin power!


Question 4
Pick one word...any word... but only one.

a


This week's questions:


Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Original everquest ninja loot ftw; it was also nice to be able to loot your friends' corpses :)


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

I wish I'd known about weapon proficiency abilities (e.g. Dol Dorran's champion); would've saved me a feat


Question 3
Rank these styles of content from most favorite to least:

* Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
* Chain/story quests (examples: The Catacombs, The Waterworks)
* Raid encounters (examples: Velah, The Titan, The Stormreaver)
* Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
* Multi-level span quests (example: Devil Assault)
* Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Raids, chains, explorer, stand alone

Paragon
04-15-2008, 05:14 PM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
I like DDO's system--everyone gets random loot assigned to them in a chest. It prevents fighting, disagreements, and makes sure everyone gets their share....a least until someone thinks their entitled to something pulled by someone else.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Set up starting ability scores right. Usually this means min/maxing. Seriously, screwing up str/dex/con/int/wis/cha is the only unforgivable sin in DDO. Almost everything else can be changed later, but these REALLY have to be done right from the start.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) NUMBER TWO
Chain/story quests (examples: The Catacombs, The Waterworks) NUMBER FIVE
Raid encounters (examples: Velah, The Titan, The Stormreaver) NUMBER ONE
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)NUMBER THREE
Multi-level span quests (example: Devil Assault)NUMBER FOUR
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)NUMBER SIX


In red.

Andora
04-15-2008, 05:26 PM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
DDO, I love the chests. Less reason to be unhappy with fellow players.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
What was a waste of skill points.

Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
Favorite to least favorite

Stand alone quests
Chain, story quests
Explorer wilderness areas
Auction house
Multi level quests
Raids

Kistilan
04-15-2008, 05:42 PM
Responses in Red
It's that time again!



This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Salvaging in Asheron's Call & Enhancing through Magic/Armor/Weapon Crafting Creation Skills.
Tied only with the very very complex system of SWG Pre-CU/Pre-NGE (which would never work in DDO).

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

That Use Magical Device Skills bypass every requirement except level and class. Many-a-weapon would not have been sold earlier on had this knowledge been known.

Question 3
Rank these styles of content from most favorite to least:

1. Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
3. Chain/story quests (examples: The Catacombs, The Waterworks)
4. Raid encounters (examples: Velah, The Titan, The Stormreaver)
5. Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
2. Multi-level span quests (example: Devil Assault)
6. Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Lorien_the_First_One
04-15-2008, 06:30 PM
Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Any weapon type in the game should be craftable, armor/shields should be craftable.

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

That clerics are supposed to just be healers

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Hmm...can't go there, variety is what I like about D&D....

Question 4
Pick one word...any word... but only one.

Sex


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

The DDO chest mechanic. It would be a slight improvement if we could loot the body, but only if the body acted like a chest and had the loot assigned there. "first to grab" loot options such as some of the ones recently introduced in mod 6 are really evil.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

How many D&D rules you broke and how many spells/feats are missing and what that did to traditional D&D builds. For example my 1pali/xxcleric just isn't what she would be in D&D.

Question 3
Rank these styles of content from most favorite to least:


Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Multi-level span quests (example: Devil Assault)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


I should say that Chains and stand alone both have their place. The biggest problem with chains is if they are too long it can be hard to get a group all the way through them. Where possible it would be nice to have the option to complete out of order... for example von1-4 should all be done before von5 but what's it matter if you recruit Haywire first instead of last? (kind of like the way goodblade works...). For things like WW where completing out of order makes no story sense, the RPers and first timers can still choose to do it in order....

On raids I dislike the flagging mechanisms in most cases, and more importantly while they often have good loot, and while the quests are stupid. Von6 for example has most ppl standing around bored for 15+ minutes. Shroud 6 is a boring beatdown that seems to be about chugging pots/using scrolls and autoattaching 1million hitpoints, no strategy. And purple names, blanket immunities are pointless.

salmag
04-15-2008, 07:39 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
DDO - Defeat bad guys, get named loot in their chest.
Asherons Call - their ability to craft items and change them through salvaging and crafting.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
That Gnomes may, or may not, be included. They should have been in the first mod, travesty that they are not.


Question 3
Rank these styles of content from most favorite to least:

Raid encounters (examples: Velah, The Titan, The Stormreaver)
Chain/story quests (examples: The Catacombs, The Waterworks)
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
I like all these together as my most favorite.


Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
After the main three, I like the explorer areas.


Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
Multi-level span quests (example: Devil Assault)
Need more of these for me to consider judging them.

Deriaz
04-15-2008, 07:48 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

I might look like a suck-up, but I like DDO's system.

Final Fantasy XI? It was just random loot, and it rarely dropped, and if it did, it sucked. If you actually needed it, you had to go to the vault item list, roll on it, and then people started yelling at you.

WoW? Yes, because I want to roll on every. Single. Enchanted. Item. That. The. Group. Finds. . . And then get ninja'd and frustrated by the Rogue who wanted the Priest Tier II pants that I'd been wanting.

Neverwinter Nights/Mass Effect/whatever? Meh. Couldn't care less, really.

I love DDO's chest generator, and how it spawns loot for you, and only you. If you want to give it away, you've got that option--no annoying rolls involved. It's very nice and slick.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

DEX armor cap. I'm a Pen and Paper newb, so I never knew about that. My character, Deriaz, has un-needed stat points there. Also, I didn't know anything about how items stacking worked, but that was kinda easy to learn.

Question 3
Rank these styles of content from most favorite to least:


Ranked:

* Chain/story quests (examples: The Catacombs, The Waterworks) - But please, make it a great story! :3!
* Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
* Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
* Raid encounters (examples: Velah, The Titan, The Stormreaver)
* Multi-level span quests (example: Devil Assault)
* Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

The last three (Raid, Multi-level, Non-questing) are tied, mind you. Basically, though, I like any content that allows me and a group of friends to get together and just quest and have a good time. It doesn't have to be this epic storyline. It doesn't have to be about saving Stormreach. It could be about a little girl who lost her dog in the sewers.

Just make it fun. Which, to me, every single quest you've made. . . You've nailed that. ;)

-D

Affront
04-15-2008, 11:38 PM
Answer 1 I'm happy to find a chest in a dungeon and be able to loot it.

Answer 2 That I might really stay around for longer than six months. I might have spent more time specifying those first two characters.

Answer 3 "most favorite to least"

* Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
* Chain/story quests (examples: The Catacombs, The Waterworks)
* Raid encounters (examples: Velah, The Titan, The Stormreaver)
* Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
* Multi-level span quests (example: Devil Assault) [I've only run this twice]
* Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

- Tavern brawls: spells that work in dungeons don't work in PvP (or didn't when I tried it). Brawling can be a lot like soloing and for wizards that usually involves a slower movement/attack mechanism. This doesn't work so well. Also, I don't see this game as a PvP sort of thing; first person shooters like Rainbow Vegas et al make more sense for that sort of game (to me, obviously).
- Stone of change: ingredients gathering can be troublesome. To make something for my wizard it looks like I need some particular components. Gathering them is proving difficult as I'm getting bored with running quests with a pick up group (I guess this is really more about the state of my guild than the mechanics of the stone of change; bad timing then).
- there are gambler NPCs? If I want to give away money I can go to the harbor and twink other people's junior characters ...
- Auction NPCs ... ok so I do check out what is up for auction pretty much every time I'm on. And I do post items that I think others might find useful, or that might fetch a nice price, for sale.

Oh and I wanted to add that while I don't find making things in game enough fun that I would dedicate a character to it or any real time to it I do understand that others really do seem to like that sort of thing. For some it seems to be a gratification thing and for others it seems to be a mechanism for 'winning' the coin part of the game.

[I did too reorder them]

Invalid_86
04-16-2008, 12:08 AM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


1. Loot chests like DDO. Loot dropping on the ground just encourages ninja looting and greed.

2. How little DnD there is in DDO.

3. In order:
Chain/story quests
Stand alones
Explorer zones
Raids
Multi level span quests
At the bottom, the non-quest activities.
That's based on what I've seen so far. That could very well change with the next mod or two.

TheCrow
04-16-2008, 12:21 AM
If you missed last week's questions, you're welcome to answer them now in addition to this week's:[/center]

Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

if we had guild housing I would say items to put in those houses, furniture, statues, paintings etc.

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

None yet

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Sorceror, I love seeing the destruction wrought by my spells.

Question 4
Pick one word...any word... but only one.

Fireball


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

nothing is as satisfying as smashing a big boss then looting its body or chest.

I love the way DDO chests assign loot per player so you avoid the rediculously selfish looting practices of many players in many other MMORPG's. Infact several friends I have brought over to DDO absolutely love this feature.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

hmm Cant think of anything realy, I suppose to some extent knowing that the person with highest heal/repair skill standing next to a rest shrine when people rest governs how many hit points are recovered during rest.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
[/QUOTE]


[3]Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
[1]Chain/story quests (examples: The Catacombs, The Waterworks)
[4]Raid encounters (examples: Velah, The Titan, The Stormreaver)
[2]Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
[5]Multi-level span quests (example: Devil Assault)
[6]Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Hakushi
04-16-2008, 01:08 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

The DDO loot mechanic is my favorite so far, it still needs some improvement, but it's fair and fun. The Diablo (ninja loot) is by far the worst.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

The usefulness of some skills and uselessness of some, I would have spent my skill points differently knowing that from the start.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


1.Raid encounters (examples: Velah, The Titan, The Stormreaver)
2.Chain/story quests (examples: The Catacombs, The Waterworks)
3.Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
4.Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
5.Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
6.Multi-level span quests (example: Devil Assault)

sirgog
04-16-2008, 05:27 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO's ninja-proof loot (i.e. chests where every item is randomly assigned to a party member and they can trade later).
A second method I like is obtaining significant numbers of relatively easy-to-obtain collectibles (think Orchard tapestries, or the Gianthold Relic armor collections, leaving aside the fact that those particular armors suck)


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

That certain decisions in character creation/design are irrevocable - in particular skill point allocation and starting stat point allocation. Kinda wrecked my first toon this way, haven't played them in months.

Question 3
Rank these styles of content from most favorite to least:

1. Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) The bread and butter of what makes this game great - go and run a quest with 5 or 11 others, fight monsters, solve puzzles, zerg through traps, and what really brings the D&D into DDO. Every one of my favorite in-game things to run (currently Let Sleeping Dust Lie, Running With the Devils, Tempest's Spine and Inferno of the Damned) fits this category - it's simply the most fun part of the game.
6. Chain/story quests (examples: The Catacombs, The Waterworks) due to the ease of messing up the progression
4. Raid encounters (examples: Velah, The Titan, The Stormreaver) 50% of the time is spent making a group of 12 for a very short quest. I'd rate the general idea of the Shroud higher, as it's a long quest with 12 people, my favorite type :). Some of these raid encounters are fun to play, but they still feel like half a quest.
3. Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) These would be better if they were somehow made more small-group friendly (to make them a good option when you cannot get a group of 6/12 together). I'd rate them higher, for instance, if you got double credit for all Slayer points when you have a party of 3, which would make these places ideal for running while you create a group. On the other hand, tho, I'd like to see a 12-player Explorer raid zone for an interesting change to the feel of endgame play.
2. Multi-level span quests (example: Devil Assault) The Devs came across a brilliant idea here - a quest you can have fun on with a lowbie or your capped toons. Unfortunately the one example of this style of quest we have in game suffers from a badly misassigned quest level on normal or hard, which has given it a bad name. Were Devil Assault to have been added as-is, but assigned levels 8/13/18, it would probably have been recieved better.
I'd love to see a LOT more quests like this, however.
5. Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) Some of these are OK, like the AH, but I'd rather have more quests.

FluffyCalico
04-16-2008, 05:42 AM
#2

That DDO would drop the cost of all meta magics by a huge amount making so that all casters must take alot of them or be underpowered as the other classes all got bosts due to how overpowering this was. Now it is manditory so any sorc out there has xyz feats to be useful and now they just stacked on spell pen and greater spell pen due to rediculous spell resistance. Basically that my sorc would have 1 feat slot that isn't predetermined by DDO changes.

Ustice
04-16-2008, 08:19 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
There are several.

Summoning (normal) items was very useful in Vampire the Masquerade.
Feat-based crafting in D&D (especially artificers) is great for its balance vs. utility.
The crafting in Ultima Online is great for its realism (crafting parts and then assembling them) also how you loot the corpses, and you actually get the items that the creature uses (along with things like stale bread).
Mage the Ascension has great mechanics balancing flexibility with power.
Diablo with its item SETS (gotta collect them all!)
Rifts (technowizards) for the zaniness of the creations.
Final Fantasy was great about hiding loot in interesting places (it would be a lot of fun to have random hidden chests that you have to use the search skill to find).
God of War was nice how you upgrade your weapons with experience (among many other games).
Zelda, is just cool because Link gets so excited any time that he finds an item that he has to hold it up with an expression of great satisfaction.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
That you can have more than 10 hotbars.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Please note, that the non-questing activities is only at the bottom because those areas still need work. Tavern brawls are fun, but it gets old fast. Stone of Change is too limited, and the items are difficult to attain. Gambler NPCs are cute, but ultimately pointless since there is LITTLE chance of actually getting anything significant, and you can only make small bets. The Auction House is not developed enough to be useful to the casual player. (I can not get sales history on items, so I can't know the going rates when I am selling, and since there is no auto-bid, like eBay, I can ONLY buy on but-out since I am likely to not be on when someone out bids me. I either have to Buyout, or WAY over-bid.)

Also, given that the Devil Assault is the ONLY multi-level span quest in the game, its tough to rank. I do like that quest though.

ahpook
04-16-2008, 09:45 AM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
The only MMO i haev played is DDO and that's because of the reserved loot system. So I guess that's my favorite. And randomness. Reserved random loot. Things that are not reservered like the previous raid system or collectables in Whisperdoom are not appealing.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Not sure.

Question 3
Rank these styles of content from most favorite to least: (1 is most favorite)

2 * Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
1 * Chain/story quests (examples: The Catacombs, The Waterworks)
7 * Raid encounters (examples: Velah, The Titan, The Stormreaver)
3 * Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
4 * Multi-level span quests (example: Devil Assault)
8 * Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Bradik_Losdar
04-16-2008, 11:03 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO in my opinion has one of the best looting systems out there. Next to no ninja looting (wish there were NONE), no spawn camping, rewards based on class (or not, at players desire), even, random distribution of loot in chests with the option of giving others rare bound items before they are removed - all this make DDO tops in my book for looting.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

That Sorcerors were going to to be put head and shoulders above wizards as DDO casters. (2x spell points items, instant castings, insanely good UMD usage, AND the ability to swap spells (albeit 3 days - but still flexable). Pretty much comes down to "Hey wizard, we don't have a rogue so pick up Knock at the next shrine after the sorc clears the way. And make sure we stay hasted!!" :mad:)

Question 3
Rank these styles of content from most favorite to least:
[LIST]

[1]Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)

I love exploring and finding new areas and enemies. All the explorer zones so far have been beautiful. They are a very nice respite from crawling around in Stormreach's sewers all day. My only wish is that the entire continent of Xen'drik were opened into a vast "explorer zone". This would keep people busy for a long, long, LONG time. I have posted on this subject a couple of times in the past in these "Tell the DDO Community" threads with a simple way this could be implemented (just click my name and look them over) providing players countless hours of exploration and challenges with surprisingly little work for the devs for such a vast area (huge areas of general terrain can be generated quickly with any number of world building engines and the random encounter system removes the mindnumbing work of placing encounters individually while keeping things fresh everytime someone sets out overland through the wilderness).

[2]Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)

What can I say here - the bread and butter of DDO. More is always better. :D

[3]Raid encounters (examples: Velah, The Titan, The Stormreaver)

Always fun (well except for the hugely broken Abbot). The best thing about these quests is twice the number of lunatics to interact with (12)! The only downside is the reflagging for some of the older raids. Reflagging is just tediuous. And tediuous = unfun. :(

[4]Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

I actually put this above chain/story quests because I spend way more time doing these activities than I do going through say, Waterworks for the umpteenth time. Not PvP so much (brawls), but shopping the vendors and AH, improving items on the stone of change (and the pursuit to get ingredients - adamantine ore, etc) and so forth. Can't wait for real crafting to get here!

[5]Chain/story quests (examples: The Catacombs, The Waterworks)

While I like questing, most chain quests in DDO just bug me for some reason. The storylines are good, and the quests themselves are layed out very well. But they seem seem overly long (yes that is the whole point of a chain story I know!) and disjointed or forced on you. You are pretty much required to do one (i.e. Waterworks) with EACH character you have to make things run smoothly later in the game. It wouldn't be too bad if this one worked with the favor system (kind of like unlocking Drow). Reach X amount of general favor and you no longer need to do waterworks to get past the gates for free and so forth. The Catacombs are annoying because the level requirement for the individual parts varies so much. You pretty much have to stop in mid-story, do some other quests, come back and do another part (good luck finding a group to do YOUR specific part!), leave, level up, do another part or two, stop, do other quests to level again, then come back, etc. Splinterskull is probably the funnest one of this kind, but even it has its problems.

[6]Multi-level span quests (example: Devil Assault)

This one is too new a concept to really comment on. (hehe - would be nice if it showed up on your quest journal though so you could get favor for it) ;)

kruggar
04-16-2008, 02:12 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO Chest/Reward Method

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

How skills work and wich one is usefull or not in DDO

Question 3
Rank these styles of content from most favorite to least:

Raid encounters (examples: Velah, The Titan, The Stormreaver)
Chain/story quests (examples: The Catacombs, The Waterworks)
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Multi-level span quests (example: Devil Assault)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

MrWizard
04-16-2008, 04:35 PM
.


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Chests are cool and the fairest as far as I can tell.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Understanding how skills worked so I could have had better built toons. Understanding that building multiclass is not what I thought it would be, so I had to kill my 5 ftr/5 sorc due to he suq-ed.

Question 3
Rank these styles of content from most favorite to least:

[*********]Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
[*********]Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)


Honestly the rest do not interest me. The chains are horrible to complete for favor, if that was changed then it might be cool.
Raid encounters...well, they just seem kinda hokey to me. I would rather it be a cool and well thought out quest than some weird end fight or odd puzzle walk through that makes no sense.
Multi level span quests...not so bad, just like a regular quest and that is okay. But as with chains, getting elite favor is a bummer.
I would like to see explorer zones with cooler little dungeons and not just encounter dungeons.
The npc gambler, auction, etc does not really interest me. I persoanlly like to ge a group and run an adventure. I just wish one store sold everything I need and be done with it so my time could be spent conquering and saving things, not runnning back and forth buying or selling stuff.



For me, the games about having a charater I can control well in combat (which is pretty much an A+ here) and bringing him into the heroic last battle or savior role and taking on a dungeon. Good graphics and music are cool.

I would really really really really really like to see an option where we could log in and have an option to be 'enemy' in certain quests instead of just characters. I would love to be an evil caster in a dungeon to try to kill the party. Or a fighter or a rogue. Or allow a whole party to take control of a party of enemies ina dungeon. Sure would make some things different and more random that is for sure...lol

Would be great to be able to be an emnemy party on a landscape trying to prevent loot runs...lol

Jaywade
04-17-2008, 09:16 AM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
not sure what ylur trying to say here but you quest/kill to get loot xp...sounds pretty simple to me

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
IMO biggest problem w/ game in that reguards is you guys keep changing the game like I had to reroll my tatics fighter 3 different time to make him work and then you make red named immune...not cool now unhappy with that toon or game... while it is "neat" for the power gamers that the game and the toon's in it are always changing I think it might kill it for the more casual player...

Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 2
Chain/story quests (examples: The Catacombs, The Waterworks) 3
Raid encounters (examples: Velah, The Titan, The Stormreaver) 1.
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 4
Multi-level span quests (example: Devil Assault) 5
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 6

Gennerik
04-17-2008, 11:32 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

I'm a fan of DnD loot tables, with a forgiving DM. I like the randomization, which DDO captures, but I also like when a DM rolls something and says "That makes no sense what-so-ever," and changes it or rerolls. I've never been a big fan of just pure randomization, because often times you end up with items that are ridiculous or just wastes of time. (Like in 2nd Edition, honestly... How many wizards were willing to sacrifice a point of Constitution to make a +1 Dagger?) I've also never been a fan of pure static drops, because they quickly become farms that you end up running over and over again just for the chance to get something (or in other games, spawn-campers).

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

I really can't think of anything. There are changes that occured to the game system as it matured that I would have loved to have known about when I first started playing, but if I could read into the future that accurately....

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)Definitely first. Especially since you lead of with Tempest Spine. Mmmmmm. Single quest raid zones. Other than that, single quests take first because you don't have to go through a lot of preparation to get ready, you don't have to worry about everyone being on the same quest, you don't have to worry about someone needing to leave and then getting someone that joins up only if you redo the same quests that you just did so they can get the completion as well.

Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)Second. It's nice to just be able to go and explore. It's especially nice because that's the whole point. Though sometimes it's annoying that you may have to cover the whole thing more than 5 times in order to get all the named monsters to spawn, it's nice to have a place to get XP that can be solo'd by most classes, especially when Mod 7 comes out and you just get penalized instead of getting nothing for being outside the level range. These definitely added more life to the game, though I think it should be mandatory that when new areas come out there should be some shortcut to locations encountered in the area, especially given the intentions of having a Greater Teleport Spell. I'm not a fan of having to keep myself bound to one location just so I don't have to run through the Vale every time I want to do something.

Chain/story quests (examples: The Catacombs, The Waterworks)Just edges out Raid Encounters for third, and I'll get to that below. I like the continuation of the story, but I hate that you can't effectively jump in near the end and effectively get "caught up" by your fellow members. Nothing like running all but the first quest of Tangleroot to be told by Chief Ungurz "I know you killed 1500 hobgoblins and got me my chiefdom back and really pulled my butt out of the fire, but you know, you didn't help kill those first 20 hobgoblins, and those were really the ones that I was interested in, so no reward for you." There should be a better mechanic for running multiple quest chains and getting rewards at the end than having to run (or rerun) all the quests. Life interferes sometimes, and when it does, it tends to be a downward spiral of rerunning the same quests 10 times because after the first person left you reran the quest to get the new person caught up, but then because that took extra time, someone else has to leave, so you run the quests AGAIN to get someone else caught up, and so on and so on, eventually ending in you having to leave, and all you've done for the past 3 hours is run the first two parts of a six part quest multiple times.

Raid encounters (examples: Velah, The Titan, The Stormreaver)Edged out to fourth, I love the idea of the raid. It's fun to have a couple quests that need a larger group to deal with the amount of challenges you'll face. It's also fun to be able to get that group together in very short time and run the quest. Unfortunately, that rarely happens. Tempest Spine doesn't count, since it's not a real Raid Encounter, it's just a raid dungeon. But Raid Encounters require running chain quests before being able to get to them, and then the encounter is so rules-breaking, it comes down to a 10 minute click-fest or a "everybody stay out of the way because you'll just waste resources dying over and over" affair. In DnD, what would be a raid encounter probably last all of 4 rounds longer. That's 24 seconds longer than normal. A lot happens in that 24 seconds, but it's hardly 10 minutes (though actual time, it probably takes about 2 hours). First off, the shear number of HP that raid encounters have is mind-blowing. You might as well just have signs stuck to the monster saying "You'll be clicking on me, when you can catch me because I move around like a maniac, for the next X minutes."

Second off, DISPEL MAGIC! Ok, it's annoying having part of the Raid Encounter automatically dispel effects on players every 10 seconds or so, but it's MORE annoying to have permanent effects on monsters that my caster sitting back there on his hands trying to limit his aggro can't do anything about. It limits the tactical use of spells to, oh, all of damage production and buffing (over and over). Raids break the "For anything you do, if I'm prepared, and maybe even have to roll well, I can counter it." Raid encounters become nothing but prolonged damage dealing contests, unless they have some puzzle that has to be done at the same time. Then you have to do that first, then get to the damage dealing-portion. This is DDO, not every other stupid MMO out there. You have a great system in place, so why does every raid encounter seem almost like every other MMO raid encounter, except maybe with puzzles added. DnD is about choices, DDO should be about choices. Right now, for raid encounters, my choices seem to be "Swing or Stand There And Get Yelled At For Not Swinging", "Damage Spell or Buff Spell", or "Damage Spell or Heal Spell". So many great spells, and they all do absolutely nothing during a Raid Encounter. And that's why Raid Encounters get fourth.

Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)Not a big PvP person, just because it's unbalanced. I'm not saying that it should be balanced, since even in DnD, certain classes beat others in the Paper-Rock-Scissors matchup. Just the way it is. Though it does annoy me having to chase down a backwards-running, Hasted, Jumping caster while being pelted with some spell or another. If one of my players did that, I would literally smack them. Crafting sounds neat, and is a welcome addition, but it also involves one of my least favorite things: Running quests over and over farming materials (or even items). It quickly kills the enjoyment of the quests. If you are seriously going to do crafting, materials should be something that you can pick up most places just from running most quests. That way you don't have people stuck in a single quest or two running over and over to get materials. Gambler NPCs would be fun if... well, if there seemed to be a point. Nice flair, but even when I win, I feel like I lost. Auction Houses: useful, but still difficult to wade through, though it has gotten better.

Multi-level span quests (example: Devil Assault)I missed this event, though it sounded interesting. As such, it's not necessarily my least favorite, I just don't know enough to make an educated rating of it. Hopefully there will be another one.

jkm
04-17-2008, 12:04 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

ddo is fine, wish they would fix the whole, not in the dungeon thing though

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

switching instances for less lag

Question 3
Rank these styles of content from most favorite to least:
1. Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)

loves
random spawn points (not a fan of the way they did rares in the vail - you get 1/2 the chests in the vail that you do out of the orchard).
attack encounters - oh how i love the wagons, talk about fun.
assault encounters - the gnoll villages are AWESOME (desert and vail). using that mechanic for a castle would be make it something that i did over and over.

dislikes
5 minute reset timer
rare rare spawns - especially in the vale, i can go 40 runs between sightings of rochussen or the hiena.
lack of giant cave like areas
easy encounters - i'd like the rares to be beefed up more. take pukru in the vail as an example - his saves are insane (has to have a 30+ fort and will save) and it makes the encounter challenging. compare that to the devil and orthon on the shavy side who have like 15 will saves.
kill counter stops - i'd like to see the 18000 gnolls that i've butchered :D
xp gaps - i've put this elsewhere, but it would be nice to change this mechanic.

2. Raid encounters (examples: Velah, The Titan, The Stormreaver)
3. Multi-level span quests (example: Devil Assault)
4. Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
5. Chain/story quests (examples: The Catacombs, The Waterworks)
6. Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

DasLurch
04-17-2008, 08:22 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Eveytime that a chest is opened, I get 1st choice. No matter what. Sadly I can find very few groups that want to run a system like this for some reason.:)
The one we have now works ok, but I'd like to see the options for repeated raids expanded or times run reduced from 20 to 10 or 15

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Selling to the correct brokers gets you more money.

Question 3
Rank these styles of content from most favorite to least:

1) - Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
2) - Chain/story quests (examples: The Catacombs, The Waterworks)
3) - Raid encounters (examples: Velah, The Titan, The Stormreaver)
4) If it has named loots/ 5) otherwise - Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
5) I'm going 5 with this because we haven't seen enough of these to see it's value or lack ther of - Multi-level span quests (example: Devil Assault)
6) - Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Strangely enough you ranked them the way I would have.

sigtrent
04-17-2008, 10:36 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Chocobo Hot/Cold :P

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

What the skills are actualy used for while playing the game.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (This is mostly what I like to play)
Non-questing activities (I like virtual shopping)
Raid encounters (I don't run them a lot but I like them)
Explorer zones (Great game addition, not usualy exciting though, more like good filler)
Chain/story quests (Good but sometimes quite monotonous if you do them all at once)
Multi-level span quests (Havn't done them)

Venar
04-18-2008, 06:41 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
Oriented Random chest. By oriented, it mean that the list is influenced by the mob, like more caster stuff in caster mob chest, etc...

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Memno Potion cure feeblemind

Question 3
Rank these styles of content from most favorite to least:
1 - Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
3- Chain/story quests (examples: The Catacombs, The Waterworks)
2- Raid encounters (examples: Velah, The Titan, The Stormreaver)
5- Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
4- Multi-level span quests (example: Devil Assault)
6- Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Tolero
04-18-2008, 10:28 AM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

moorewr
04-18-2008, 10:37 AM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

I just don't find what we have that engaging. I think that if we had "Danger Rooms" to practice skills in, if there was player-generated music like Lotro, and a wider range of emotes, I would use them more. I think I will never be a Roleplayer in DDO, but I might do a bit more if you could do more to your appearance and with your emotes.

Games of chance in the pubs - should be visual.. actually have the NPC (or other players if it is, ahem, PvP) roll dice or hold cards, etc. Give us flair and visual interest.

Auction House is fine, although I want to search for prefixes and suffixes. The stone of change is just an occasional chore - it wont be fun until you can have it make custom clothing, musical instruments, fireworks displays, etc.

Inkblack
04-18-2008, 10:44 AM
... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

Tavern brawls: I don't care much for PvP. It just isn't interesting to me. I prefer to build my characters to fit well in groups.

Stone of Change: I didn't know this was supposed to be fun. It's more like work, and it's boring sitting there for 20 minutes crafting siberys dragon shards to replenish my supplies.

Gambler NPCs: No thanks, I'm good enough at math to figure out those odds. This says it well too:
http://www.ddo1liners.co.uk/archives/132.jpg
(from DDO 1 Liners (http://www.ddo1liners.co.uk/archives/132.htm))

Auction Houses: I do spend some time here, but questing is more fun. This is something I see as work -- and a better method for searching would be welcome. I don't want to search forever in multiple categories for a transmuting finessable melee weapon.

Ink

kailus
04-18-2008, 10:54 AM
Question 1
Crafting it from other loot.

Question 2
MIN/MAX quest requirements.

Question 3
Rank these styles of content from most favorite to least:

1. Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
2. Chain/story quests (examples: The Catacombs, The Waterworks)
6. Raid encounters (examples: Velah, The Titan, The Stormreaver) EXCLUSIVE CONTENT SUCKS
4. Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
5. Multi-level span quests (example: Devil Assault)
3. Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
Game desperately needs crafting/harvesting/gather to create items of greater use to the population.

Borror0
04-18-2008, 11:10 AM
But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

Personnaly, it's more that DDO is about questing, all the action.

The rest outside isn't that interesting. It'd be nice to have some stuff to do in-between groups, but I rather time spent on more quests, or classes, or races, or spells, etc. than on non-questing activities. And if you do, make it something where we have to move, not only standing there and click... we play DDO, not WoW. We're not big fans of Click 'n Wait.;)

EDIT: Don't add more PvP though, DDO simply isn't a PvP friendly game.

amysrevenge
04-18-2008, 11:12 AM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^


For me it is because under "non-questing activities" you have bunched together things I do all the time (AH) with things I do sometimes but rarely (crafting) and things I would never do in a million years (PvP, gambling). My dislike of PvP is so great that, by averaging these all together, it drops them below anything else on the list.

Dailus
04-18-2008, 11:13 AM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

edit : misread the question. Honestly I have no desire to pvp and the auction house it just an easy way to get better equipment for more questing. Crafting ..meh looks to me like a high level time sink for ingredience. If crafting was done by taking crafting feats and such like in PnP and you could actually sell the items I'd proablly get into it. I have no desire to run an area 200 times to get crafting materials.

-Dailus

Turial
04-18-2008, 11:17 AM
Of any game you've played, what is your favorite mechanic for obtaining loot?
The Balance between Chest and Collectable loot is nice. A few more collectable turn ins here and there would be nice in the form of the taps in the orchard.

What is something about DDO that you learned much later, but wish you would have known about when you started?
That numbers are as inflated as they are from time to time.

Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 3
Chain/story quests (examples: The Catacombs, The Waterworks) 2
Raid encounters (examples: Velah, The Titan, The Stormreaver) 1
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 4
Multi-level span quests (example: Devil Assault) 5
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 6

ahpook
04-18-2008, 11:18 AM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?


A little of both. I am interested in questing. Non-questing stuff is merely filler while I wait for others to get ready or a party to form.

If I am waiting on guildies, I find explorer areas far more interesting than any of the non-quest stuff. But perhaps if the non-quest stuff was more interesting, that might change. Maybe if the games of chance were more than a line of text that says, "you lose" it would be interesting (i.e. actually playing a game of chance and not just being given the result). Maybe if taverns were better for socializing that could be interesting. But none of that matters if the quests are not there.

Turial
04-18-2008, 11:20 AM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

I personally like the raids and questing more. I use the non-questing things and do such things quite often but its not what causes me to log into the game. Epic adventures rarely dwell to much on the players white washing their house, general maintanance, and training so to speak.

Borror0
04-18-2008, 11:23 AM
[Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

I'll answer that one, because it's very important to me.

There are tons and tons of things unexplained in DDO. What's SR? AC?

What are glancing blows? How much damage do they do? How much does Two-Handed Fighting will increase the chances of glancing blows to proc?

Does Rapid Shjot affects Crossbows? Repeaters?

What are Red named immune to?

The real dices used on spells, etc.

I've learned quick, I knew a lot of these from my PnP background, but still. It's hard for a newbie to understand everything and, unless they find their way to the DDOwiki (http://ddo.enterwiki.net/page/Home), they're probably not going to understand it. The in-game information should be much more detailed than it is. Same for your wiki-compendium... and searching information on it should be improved.

I_Bob
04-18-2008, 11:39 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

This one - everyone gets something, except in the Shroud, which I don't like. I'd rather get a named item or something. Already ran the quest, why do I have to grind over and over and still have to run it over to make something...

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
How skills work and how things stack and don't stack. Wasted a lot of time and plat to find all that out.

Question 3
Rank these styles of content from most favorite to least:

* Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) - easier to get a group for, run it, and you're done
* Chain/story quests (examples: The Catacombs, The Waterworks) - kinda like PnP
* Raid encounters (examples: Velah, The Titan, The Stormreaver) - the non-re-flagging ones are good, the others...
* Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) - sometimes I only have a little time to play and they are good for that - but I wish there was more variety in them; loving that with the next mod we can finally finish them!
* Multi-level span quests (example: Devil Assault) I'm guessing The Pit is one of these as well, a run that I will never make again - way too hard and convoluted with no real reward
* Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) - I like the AH, but that's it

GoldyGopher
04-18-2008, 11:47 AM
Question 1
Question 3
Rank these styles of content from most favorite to least:
1 Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
2 Raid encounters (examples: Velah, The Titan, The Stormreaver) EXCLUDING FLAGGING
3 Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
5 Chain/story quests (examples: The Catacombs, The Waterworks)
9 Multi-level span quests (example: Devil Assault)
10 Auction House, Brokers
2,000,000 Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs)

I don't mind activities like the Auction House, Brokers, and some vendors. You need these in the game, I just wish Turbine put some thought into where they are located and ability to get to them as well as better search tools. Be nice to have a trade vendor as well.

Why I dislike much non-questing activities....

Tavern Brawls. The area you fight in is too small, specialized builds easily dominate the games, you can no experience, no reward.
Stone of Change. Yawn what's the point, to make some 13 year old fanatic happy.
Gambler. Not entertaining at all. Much more entertaining to have a sit down poker table or something along those lines.
Crafting. Pointless for current my current crop of characters. Because I usually build straight builds I don't need to make up some problem area and the weapons are only such a minor bit better than what we currently have why go throught the work. THe whole point of crafting needs to be re-thought out in my opinion.

theANTItommy
04-18-2008, 11:58 AM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

i think the system in ddo is fine, especially how each chest will reserve loot for everyone as opposed to a chest which is first come first serve on the good stuff

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

can't think of anything off the top of my head

Question 3
Rank these styles of content from most favorite to least: (rearranged to desired order)

Chain/story quests (examples: The Catacombs, The Waterworks)
^^best loot, even if it does bind on aquire

Raid encounters (examples: Velah, The Titan, The Stormreaver)

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)

Multi-level span quests (example: Devil Assault)
^^ while we're on the subject, devil assault is NOT a lev 6 quest on normal lol

Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
^^ not that i dont enjoy the AH, obviously the questing is going to be the main focus of alot of players though

Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
^^more chests? more xp for completion of rares/explorer? i vote yay

The_Ick
04-18-2008, 12:01 PM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

Questing is always going to be the most fun. I mean that is what we are all here for, so that is always going to rank higher, but i don't want that to be taken as "well the other stuff isn't important". Because it is.

Crafting and other time sinks are important for a couple reasons:

There is never going to be enough content to keep people happy
It gives players somethig to strive for a further attach to their toon
People will need things to do while they are building groups
You don't always have time to run a quest
It just makes the world feel more like a "real living world"


PVP:
Never been a big fan in general, and i really don't like the dumbed down idea of a taven brawl.

Crafting:
The current Raid look system is pretty neat, but it is really new and could go either way at this point. If is becomes part of the economy and allows people to open businesses and customize their toons, then it will be awesome. If it ends up being just another way to get end loot, then people will just consider it another grind and it will have wasted a lot of dev time.

Gambling:
Could be cool if you come up with cool games that are actually continualy fun to play. i.e. if you throw a mocked up version of texas hold-um in there, people will use it to death. If it stays in the current form (pick a random number), then it will never be popular.


I think it ultimately comes down to this. How popular these added features will be comes down to how much time you invest in them. If you make each game feature from the perspective of "let's do this as if this is what the entire game was about" you will come up with some great game features that people will love. If they are created with the perspective of "this will keep them busy for a bit while they fill a party" then the game features will be incomplete and never really popular with the player base.

There are a lot of MMOs out there that have really involved crafting, PvP, gambling, etc... While i think Turbine definately has the talent to compete with what else is out there, for some reason it just doesn't come together. If Turbine is going to compete with those other games, they need to make features that are as good.

I have been playing Blizard games for a long time (Diablo, Starcraft, Warcraft, etc...). They as a company have never been a "ground breaking" kind of company. They have however always been good at looking at all the games on the market and taking the best features from each of them. Then combining them into 1 game and people love it. Their games get played for decades...

DDO combat is awesome and ground breaking. It is the reason i came and the reason i will stay. Not every feature has to be revolutionary. Just a thought, take it for what you will...

theANTItommy
04-18-2008, 12:02 PM
also, forgot to put this in last post...
instead of or even in addition to the present gambling mechanic, maybe in a couple taverns we can get some three dragon ante going on vs other PCs for gp.. with the occasional three dragon ante tourny for rare/unique items

JayDubya
04-18-2008, 12:10 PM
Non questing activities:

1. PvP is essentially a complete waste of time for me. I find every fight to basically be "which quickened sorcerer lands the right spell on their opponent first". I haven't tried CTF, and that might be fun, but only if it was more structured - i.e. a tournament-type system with teams.

2. Gambling - with no visual feedback, and no sense of the odds, why would I ever do this? I might as well just give plat to random people.

3. AH - hunting for a bargain at the AH is fun (Paralyzer 6k plat, Vorpal 40k plat), but it's not as much fun as the other things on the list.


One of the things that was fun was hopping on my wizard and looking for the most inaccessible places I could reach via jump. Like some of the very, very high walls in the Harbor, etc. But since there's nothing there, once you make it to those places, you don't have a reason to keep trying.

Turning in collectables can be fun, but only for brief periods.

I think that once you have generalized crafting, that doesn't require the advance support of 11 friends, that would potentially be a fun way to spend some time. Of course it depends on how it's implemented. If it uses the existing collectables as a raw ingredient, I would imagine it would be a lot of fun.

AoD45154
04-18-2008, 12:14 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
DDO's system, chests and end rewards.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Can't really think of anything that stands out...it has been a learning experience in many ways.

Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 1
Chain/story quests (examples: The Catacombs, The Waterworks) 2
Raid encounters (examples: Velah, The Titan, The Stormreaver) 5
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 3
Multi-level span quests (example: Devil Assault) 4
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 6


Explanation of question 3:
1 - easy to get a party for, no requirements etc.
2 - I like these because of the "story" part and the semi-static end rewards. Dislike that if you don't finish them in one session, it is hard to get a party together where everyone is on the correct chapter and not be doomed to repeating ch. 1 and 2 over and over......
3 - These are good as things to do when you don't have time for a quest and still earn xp and treasure. I like the outdoor exploring.
4 - Hard to really rate this as we only have one example, but it was a refreshing change and fun.
5 - The few I have participated in, always feel too rushed to me. I like to go slowly through content, esp. when it is my first time doing something.
6 - PvP is not something I enjoy. Stone of change may get better with actual crafting. As it is right now, I have no desire to repeat a quest over and over waiting for what is needed. Gambler NPCs were amusing like the first week I played, no real desire to engage in this as it is. Not really much into AH either unless there is something specific I am looking for. Would rather hand down nice items to my guildmates. Would be nice to have a non-quest activity that involved a community type feel. DDO doesn't have of much of a community feeling in-game outside of your party/guild. For example, something like a fishing lake (just an example, this could be anything, like an ingredient hunting area). An instance that isn't limited to your party, that doesn't involve combat and provides the opportunity to meet people while doing something useful, (like fishing or ingredient hunting) when you just don't feel like doing a quest.

Thanks!

borgar
04-18-2008, 12:26 PM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
pickedup off each kill, with an option for doing so automatically, (backspace-U or targetting a little glowie is disruptive to battle flow,) plus chests at quest end or for named mobs for special loot.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
stacking/non-stacking aspects of buffs, ie; ogre gauntlets Str +1 not stacking with say a ring of Str +1, yet dodge always seems to stack with anything

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 1
Chain/story quests (examples: The Catacombs, The Waterworks) 2
Raid encounters (examples: Velah, The Titan, The Stormreaver) 6
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 3
Multi-level span quests (example: Devil Assault) 4
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 5

Mindspat
04-18-2008, 12:46 PM
1: Most games I play, other then ddo, allows you to loot from the individual mobs, or in case of EVE Online the Wreck of your victim. I prefer this method of looting although chests for rare spawns and bosses in DDO works equally as well for the game environment.

2: Unable to respect skill points. The scalability of MOB's hitdice are NOT transparent and for the most part is extremely unintuitive.

3: Ranking
1. Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
2. Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
3. Chain/story quests (examples: The Catacombs, The Waterworks)
4. Raid encounters (examples: Velah, The Titan, The Stormreaver)
5. Multi-level span quests (example: Devil Assault)
6. Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Elaboration as requested:

Non quest activities in DDO are, for lack of a better phrase, sucky.

The PvP Capture the flag can be a lot of fun although there's no incentive. Tavern brawls aren't anything other then flexxing of epeens for the most part and since I normaly play a sorcerer I can't use 90% of my spells as it stands. This PvP should have it's own section in the social panel with the added ability to select an option to list your character as being intrested in one or many of the various play styles in the same way we can click LFG, but it would need to be searchable.

Stone of Change, you're kidding right? This is not content, it's a distraction!

Gamblers, I've not won a single time and there's no direct envolvement from me which could influence my luck at winning to make it feel like a more personlized experiance. There also needs to be more games including the abillity to play with other people.

The auction house needs a search function. It would be nice if I could search for an effect, let's say "Cursepewing", that would list ALL items with this effect upon it. What about the abillity to issue standing Buy Orders?

There's *NO* tools in the game to facilitate Role Playing! /emote thinks this sucks! is about the best to be done. Can't sit in taverns, can't appear that you're hanging out at the bar or drinking an Ale. Emotes are pathetically limited which is a tramatic turn off for alternate play styles whic does nothing to enhance the environmet of immersion.

ShadesofGreen
04-18-2008, 01:05 PM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

Ranked 5 out of 6 in my earlier response.

Tavern brawls - sorry casual gamer, no real uber eq, so even trying these is just a suicide run or to see how fast I die. If I were to ever be interested, it would have to be balanced to be fun.
Stone of Change - again casual gamer, also I'm anti-"end game", I like DDO for adventure reasons not for "best loot possible" reasons. I don't think I'll ever really drool over an aspect of DDO that just gives me way overpowered eq.
Gambler NPCs - haven't even tried these since March 2006, do they even work now? If it were more that just an NPC chatting up how I lost again, then yeah maybe a future interest. I liked the DDO 1-liner comic Inkblack posted, spot on!
Auction Houses - again just a place for the loot obsessed, mostly. I buy a potion or two for my wizard now and then. Really just a means to an end. Maybe if there were player created items, perishables, for sale in there. (wink-wink nudge-nudge ol' chap)

What I am actually waiting for, besides half-orcs, is a massive crafting system. I hate to mention the other game, but I actually enjoyed making potions with alchemy and searching out the plants with herbalism. I like to believe there was a reason that skills like Craft, Knowledge, and Profession were included in the PnP game. I'd love to wander the Cerulean Hills and stumble across a weird rock, or defeat an opponent and find a strange plant in its satchel, then have to figure out what it might be useful for or what I could do with it.

Imagine a game where your quest leads you to needing a specific object, instead of just grinding another quest for the 50th time, you can seek out another player and obtain that item a different way. Maybe they don't have it but could make it, as long as the proper ingredients were obtained. You know, good old player co-operation other than "buffme" or "healme" requests. Hey, I can hope can't I? ;)

Rkik_Dnec
04-18-2008, 01:29 PM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

I believe I elaborated some, but I can go on a bit more.

1. Crafting - Well in this game it doesn't exist at the moment for low range characters. I don't have a character high enough to mess with the Raid crafting stuff, and the Stone of Change doesn't really interest me. Sure I do have some stuff that I wouldn't mind protecting from permanent damage, but at the moment it's lower level stuff that I may want to pass onto a different character when I get something better.

2. Auction House - I do love the auction house, but only for checking out deals and selling the occasional loot. I don't spend hours on there trying to buy low and sell high or anything like that. I will spend a few minutes before or after grouping checking to see if there's anything that catches my eye, but that's about it.

3. PvP - I have to admit that I did join my first tavern brawl a few days ago. It was fun, but it also just reiterated everything I don't like about small scale MMORPG PvP. Basically I don't like the Rock/Paper/Scissors aspect of the game. I was on my barbarian and there was at least one caster in the tavern, and if I could get to him first, I would win. But if he got the chance to hold me or hit me with a Niacs, then I was dead instantly. There really wasn't any tactics, just who shot first. Large scale PvP is different in that the tactics tend to mean a lot more than levels, gear, or luck.

Other than that, I can't really think of other non-questing aspects of DDO. Character building is a large draw for me, but I don't tend to have the time to play the characters, so I have a lot characters sitting at level 2-3 that will rarely see play. Ultimately, though, I play the game for the questing and community. Both of which are some of the best in any game out there.

slumbering_dragon
04-18-2008, 01:54 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
opening severt chests!

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
how the umd check is unbelivable in the higher lvls, almost have to go just for umd and very high cha, ruined a toon over that.

Question 3
Rank these styles of content from most favorite to least:

#1-Chain/story quests (examples: The Catacombs, The Waterworks)
#2-Raid encounters (examples: Velah, The Titan, The Stormreaver)
#3-Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
#4-Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
#5-Multi-level span quests (example: Devil Assault)
#6-Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
there is not enough of the non-questing meterial out there and what there is its all grind or for the rich and powerful. as a sugetion for some non questiong fun try pvp dungeons, monsters and player teams running around a new quest dungeon, and everytime you hit it splattetrs paint all over them like paint ball. now that would be fun, or craft fire works and launch them off, or how about pets, i mean pets that only follows us in public areas, like i would love to own a shocker lizard or something like that. and we can have them fight it out in brawl or contests of str and wit. and can we craft other stuff than weapons and equipment. i want to make stylish clothing and house wear. this is just the tip of what it think could make this game more fun.

Lost_Leader
04-18-2008, 02:05 PM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

I actually gave it a decent ranking, not because of what we have, but because it is something I would like to see more of. Particularly I would like to see guild housing and crafting, something besides quests (which I ranked higher) and besides pvp (which I don't care a whole lot about) to do when groups are scarce , when I only have a short amount of time to play, or when I just want something different to do.

ccheath776
04-18-2008, 03:07 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO's by a wide margin. I dont like the drop rates and other systems seem to warrent ganking and kill stealing. This system is the finest but unfortunatly really only works in DDO. A game like eve online or DOAC, it wouldn't be very effect with the open areas and all.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

How much Min/Max means in this game. I created a PNP type Warforged warrior that had a 14 str. Which in PNP was just amazing but in DDO is pretty bad.

Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)

Chain/story quests (examples: The Catacombs, The Waterworks)
Least favorite

Raid encounters (examples: Velah, The Titan, The Stormreaver)
Second favorite

Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)

Like it

Multi-level span quests (example: Devil Assault)
I like

Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
Second to last but thats just me

DasLurch
04-18-2008, 03:22 PM
Question 3
Rank these styles of content from most favorite to least:

1) - Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)

Okay, here goes... This is the "bread and butter" of this game. This is what the majority of the players consider content. This is what gets people to renew/extend/come back to their accounts when it is released. This is what I'd consider the most important thing to add to the game ouotside of new races and classes.

2) - Chain/story quests (examples: The Catacombs, The Waterworks)

These are nice because of the trend that you have established already. Generally, these chains are 4-8 parts long. That means LOTS of new quests. The only drawback to these is that they need to be done in order. I like the rewards granted from them, but wish there was a way to make playing these easier. I am unable to suggest a better way than what we have already, so I am willing to look past the one negative these bring.

3) - Raid encounters (examples: Velah, The Titan, The Stormreaver)

Raids are good, but not the "BEST" thing that gets added in my mind. I like them. They let you play with big groups. I want more of them. They just are not "THE" end all be all of the game. My biggest complaint with mod 6 was that the raid IS the big part of the newwest mod. It should not ever be 1/2 of the new quests added in any mod. Just my 2cp anyway...

4) If it has named loots/ 5) otherwise - Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)

I think that this is self explainitory as I stated above, but I'll expand for the Dev's who I hope are reading these replies. If you (the dev team) want us to, 1 believe, 2 consider, and 3 treat these outdoor areas as content, you need to give us more reasons than the xp to go out and play in them. The collectables in the Orchard worked out great. The named drops in the desert, are still run after all this time (shame that you need 1 bazillion of the tokens to get some goodies though). The ingredients that fall in the vale are a sad excuse, but still a valid one to play out there. But what happened to GH? Ooooo more XP in sorrowdusk and tangleroot...meh. Outside of running to WW, I don't think ANYONE cares about finishing that one. Ceruellean Hills? I will do the explorer stuff around level 4 solo. Searing Hieghts? I know where it is, but I've NEVER set foot in there EVER, and probably never will. Ataraxia's? Only reason I go there is because there are 2 House K favor quests out there, and I'd be willing to bet most players think the same way. These areas are nice. They look great, but generally they are not "CONTENT" to me because there is no incentive to actually go and play in them from my perspective.

5) I'm going 5 with this because we haven't seen enough of these to see it's value or lack ther of - Multi-level span quests (example: Devil Assault)

I think that these could become something really neat and special to this game. I just have not seen enough variety of them yet to place them any higher. I HOPE we get to see more, and then my opinion might change. :)

6) - Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

To use your examples first:
-Tavern Brawls- Complete waste of programming time in my mind. They may be fun, but they hold ZERO appeal to me personally.
-Stone of Change- Will probably become more useful when crafting is expanded. As of right now, it's just sort of there.
-Gambler NPC's- I don't have that much cash to just stand around and whittle away time playing, but I can see some appeal in adding some/moreof them
-Auction Houses- I like the one we have. I'm not certain that we'd need another one as of yet. I'd be in favor of improving it as it stands right now (re-bid bug...ugh). What do you mean by the plural here? I would like to see a few more vendors and brokers added to the game. A gem one and maybe an ingriedient one would be nice, but I'm probably asking for things that may be coming in the future. As far as content goes? I think these are great things that improve the expierience in game, not neccasarily content though.

Now as for some possibilities for things like this in the future? Here's my opinion on some that have been mentioned already:
-Guild Housing- It would be something that some players would really enjoy. I don't really care either way, but would like to see a few more levle cap raises and races/classes added first. I don't think it will effect my play of this game in any way.
-Mounts- Oh goodness please NOOOOOOO!!!!!!! If you (Dev teams) were to put time into this before or instead of new classes, races, levels, weapons, spells, armor skins, body scaling, and character looks I (personally) would be disappointed. I might even be a little bit offended at the use of my subscription money. While I am certain that you (Dev's) could make this look great, but I think it is a complete and utter waste of your time and skills right now.
-PVP- The advent of this made me seriously consider leaving the game when it was originally announced. As it stands now, I think we have about 50% more than I'd like to see. I can not see another reason to add more as of right now. I am not able to think of anything at this time that would change that opinion either. It could happen in the future, but certainly I have no reasons to want more now. I hope you aggree.
-Crafting- I think this will add some depth to many of the useless loots that we have right now. The collectable turn in rewards are not very rewarding. The time it takes to gather them is more or less pointless as of this moment. Gems are just an inventory slot that tuns into a small amount of plat. I am hoping that the "grind" for this stuff isn't too harsh (more than the Shroud grind would be harsh in my mind for basic stuff), but understand that this IS something that can add depth to the game that does not exist currently. I am somewhat excited to see what you all have planned in this area.
-Expanded Favor Rewards- This makes the ncontent you do add more valuable in my mind. I love the little bit that you have added already, and I would love to see more.

So I hope that this explains why I ranked these items the way I did. I feel that the whole point of placing the "Non Questing Activities" in with the other items listed here was to learn how badly the playerbase wants some of the things you have discussed in other places. Many of these items can not compare with adding more Dungeons to a game with the same name though. I don't know too many people who play this game just to auction items, to play pvp, to toy around with our currently limited crafting system, or to just walk around and chat people up. I'd be willing to bet that 99.9999999999% of us play this game to enjoy the dungeons in one way or another. Or, at the very least, to enjoy the thrill of opening one of the many chests that happens to be located within the many dungeons in this game. So please do not mistake that the non-questing stuff coming in near the bottom of this list so often. It's like asking if would you like more money, but having nothing availible that you are able to spend it on. The quests are most likely to stay the most important things that can be added to this game. The non questing stuff is nice, but in comparison, just not nearly as important to me.

CrimsonEagle
04-18-2008, 03:25 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO got it right!!

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

I wish that I would have known that no matter what character I rolled up, its effectivness would eventually be marginalized. I used to get upset. Now I just roll with it, reroll, and hope that someday the tweaking stops. I honestly think that the damage done to the player base when these things happens is underestimated.

Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
1.Not Proof is in the poison, but I love these types of quests.

Chain/story quests (examples: The Catacombs, The Waterworks) 3. some are very fun...others are just too long. The worst one for me is the Shroud because alot of times I just dont have the time to make the full run

Raid encounters (examples: Velah, The Titan, The Stormreaver) 4. Meh, people run em too much for loot. Must have all the new toys.

Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)2. though a very close second. I love these areas[COLOR="red"]

Multi-level span quests (example: Devil Assault) [COLOR="red"]5. No ty.

Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 6. Other than auction house, nothing else is important to me in this cat.

Juni
04-18-2008, 03:39 PM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
I like looting dead bodies but I do like the way loot is split in DDO ninja looting is not fun in a free for all looting setup.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Well after all the years of PnP there wasn't much that I didn't already know except the enhancement system and this did take me a little while to understand that sometimes saving thoses AP points until next lvl is better than spending them when you get them.

Question 3
Rank these styles of content from most favorite to least:

1Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
2Chain/story quests (examples: The Catacombs, The Waterworks)
3Raid encounters (examples: Velah, The Titan, The Stormreaver)
4Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
5Multi-level span quests (example: Devil Assault)
6Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

3 & 4 are pretty much tied since they both come down to the mood I am in when I log into the game somedays I want to do large grouping (raids) and somedays I want to solo (explorer)

But as far as the stand alone quest I would love to see more Tempest Spine style single quests TS has always been fun.

nabrendel
04-18-2008, 05:13 PM
Sure I can elaborate...

Tavern Brawls = not a fan at all of PvP. Reason is that if I wanted that kind of action I would go play a shooter etc.. Call of Duty 4 , Halo 3 etc.. if there was some sort of reason to do PvP then I may go in there but really to me it just serves as a bragging rights .. my gear/build > your gear/build, i.e not heroic at all.

Stones of Change - I like the ones in the Shroud but otherwise.. meh not enough there yet to really like them

Auction House - great for making plat or finding a deal

Gamblers - why in the world would i wager gc's with them when i can run a quest and make more automatically... that needs serous tweekage

Vormaerin
04-18-2008, 05:54 PM
So this week I'm noticing a trend that the "non-questing" activities is ranking very low among you. For those of you who clarified the "why" of this in your responses, thank you very much. But for the rest... when you rank them lower on the spectrum, is it because it isn't something you're interested in, or because you don't like what is already available?

You have until the next batch of questions to elaborate ^^

Non questing activities rank pretty low because there aren't many that are particularly interesting in DDO. The gambling is even more silly than it is in real life. At least in real life I can pretend to have some skill or knowledge that'll influence the outcome. The auction house is useful, but I'd hardly call it a fun way to spend time. The same with the Stone of Change, except that its a lot less useful. And PvP is something I'm not interested in period.

I enjoy roleplaying and spend time regularly on "doing nothing" as it were, just talking in character or otherwise engaging in non quest related roleplaying. However, there is nothing in the game that particularly aids that. It would be nice to be able to sit at tables like the NPCs do or have non combat clothing to wear, but I don't really "need" anything to roleplay (except other people who also want to do so). Emotes and stuff like that are generally meh. I can type *bows* just as easily as /bow or whatever.

Spectralist
04-18-2008, 06:05 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
Probably City of Heros/Villians. Because it was very easy to get the best(or very close to it) loot for your level, I also like the way you use the loot to upgrade specific parts of your abilities rather then blanket increases. At least up until level 30~. I've never played further then that.

I find searching for loot to be one of the unfortunate necessities of MMOs. DDO manages this better then most because the difference between easily acquired decent random drop loot and uber raid loot wasn't too big. With a few, unfortunate, exceptions. But i would love to see an MMO where you are basically given any loot you want right off the bat. Farming it isn't fun to me. Although it seems to be something other people really get a kick out of.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
Not much really. I guess some info on how alignment-based weapons work added into the alignment selection area would be nice.


Question 3
Rank these styles of content from most favorite to least:


Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Multi-level span quests (example: Devil Assault)


Would be #1 if we had more of em. I love the idea.
Chain/story quests (examples: The Catacombs, The Waterworks)


I mostly like these for the static loot. Which is often more interesting that the loot that can be generated randomly. Although the (easily)soloable ones are really nice for when i dont feel like getting a group(since getting a group to stick around for the longer ones(co6 for example) is too much of a pain. Get rid of that 2 person lever in delera's part 2 please ;)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)


This would be lower if not for the fact that i dislike the lower two options even more. Frankly i only like the Auction house of these, and that jumpy floating platform during the marketplace event, that was fun. And the auction house could use a lot of work. Or better still be deleted and replaced with a blind-auction system like the one in City of X. That system works much better.
Raid encounters (examples: Velah, The Titan, The Stormreaver)


I would enjoy these more if the flagging mechanisms were removed/made easier. The Titan is alright. But the rest... The dragon is tedious but easy. I still have yet to collect 20 of all relics on all my characters put together(although i'm only one giant relic away, as of last night). The queen is a pain as well, i've only ran her once. I don't even know how to flag for the Abbot, but since no one runs him that really isn't an issue. Also the 3 day timer is, to put it simply, stupid. I see no good reason for it at all. And then there's the actual battles... Which seems to be tailor made to disclude as much of the group as possible, an odd choice in a raid. VoN6 has most of the team standing in one spot doing nothing for the pillars and again for the dragon fight itself. The Titan has most of the group standing in a clump trying to get the titan to stand in the right area. Here's a tip: A raid does not necessarily need one big boss at the end. A huge group of weaker enemies(with no boss at all) could be just as difficult, more unique, and include more players without the use of clunky puzzle-like nonsense such as the pillars in dragon/titan. And finally, the loot. While i prefer the new loot mechanism to the old one it still isn't good. I'm not a huge raider and have only done about 30 total raids across all my character, and am of course nowhere near a 20th completion on one character. But i do feel that after those 30 runs i should have SOMETHING of use. Instead i have the dragon goggles. On a fighter, so they're basically blindness ward goggles. And the Dragon Gloves, on that same fighter which are pretty much completely useless. And 2 bloody rattlecharms, one on that same fighter(no one wanted it, big surprise) and one on a caster, who also has no use for it. At any rate. Just removing the Binding would fix it for me. That way i could buy what i want off the AH. Sigh, i dream of the day someone makes an MMO that has no such thing as binding items.
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)


Could be higher. I really hate how after the first few kill iterations the amount of kills you need for XP skyrocket. Also i dislike the low mob-density. I want to see a field of enemies for my AOE specced characters to play with. Its mostly just small groups here and there. Rare encounters suck too. Random chance is horribly overused in video games in general and flipping a coin every time i enter the desert to see if i get the rare i want is not a good way of going about it. Also that i do not get any xp for killing them a 2cnd, 3rd etc time sucks, just making them worth 10 normal kills or something after the first kill would help. A little. I preferred the old system though. Used to be running from one side of the Water Works to the other would give me a couple hundred XP from killing the encounter groups every time. Now its only the first few times. After that i'd have to grind out a hundred kills.


Sorry for being a little bit long winded in that last question. But i believe in being as clear as possible.

Barumar
04-18-2008, 06:08 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Kill something, take their stuff!

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

UMD - had no clue what it was until too late for my first character (now lvl 16 and rarely played :( - but for lots of reasons!)

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) - Most - some great quests when I have less than an hour or so so play...

Chain/story quests (examples: The Catacombs, The Waterworks) - Most - depending on time available (as long as decent XP/Reqards for my trouble - example the Calabombs - hate that series as a pain for NO reward (except Favor - which even my 2000+ Sorcerer has NEVER done!)

Raid encounters (examples: Velah, The Titan, The Stormreaver) - Most - Love Raids - but NOT repeating pre-Raids over and over...

Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) - Most - love to have somewhere to solo or casually group when real life does not permit serious Raid or long group!Multi-level span quests (example: Devil Assault) - Middle - oh, and that last weave is SICK! As in EVIL!!!

Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) - Least (except for AH which I use EVERY day!

Pellegro
04-18-2008, 06:20 PM
Thanks Gennerik, stole your formatting.

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Not sure what the options here are. I like instant gratification of chests, I really like named end rewards .... I don't even mind collectables if the end reward is known and worthwhile (e.g. Invaders).

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

The importance of the initial build (point allocations, etc.). I remember being frustrated around level 3 or 4 when I learned that my very first character was unavoidably and permanently handicapped.

Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)Bread & butter. Really love them.

Raid encounters (examples: Velah, The Titan, The Stormreaver)I do enjoy these as well. 12 people is more fun than 6. Usually have good hard fights. Better rewards = more excitement (for all).

Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)They're fun. You can explore them solo; you can run a group. They're very similar to quests (IMO) when they first come out and you're with a group. The only reason I like quests more is because players seem to take quests more seriously and I like the idea of a reward and a defined end..

Multi-level span quests (example: Devil Assault)Its hard to really rank this as there is only one "quest" (which isn't really much of a quest, more a room where you kill stuff). I continue to believe, however, that having quests span multiple levels is a great idea for all the reasons that I've posted before.

Chain/story quests (examples: The Catacombs, The Waterworks) These annoy me. If you drop / have to go/ etc. Its all wasted b/c its really hard to find a group willing to restart from the middle. Sorry; just don't like the mechanic.

Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)Its just not why I'm here. Other games do it so much better (sorry!) that if I wanted crafting, or PvP, or whatever, I'd probably go play those other games. In fairness, PvP does intrigue me and maybe some day I will get into it (no better opponent than a human). For now, however, I am not yet bored with PvE. If DDO wanted to do non-questing activities, what I'd want to see would be *new* types of things to do that other games don't have. In-game minigames (card games or other PvP games of chance); perhaps games of skill (that Japanese obstacle course still stands in my mind as being super cool - can you imagine with leader boards and rankings?); etc.

Wizzly_Bear
04-19-2008, 04:52 AM
If ... you could actually sell the items I'd proablly get into it. I have no desire to run an area 200 times to get crafting materials.
qft

right now crafting is too much of a hassle to really enjoy it much. i eagerly await the day when we have more options and control over our product and are able to equip our friends, guildies, and alts with our wares. i very much dislike the idea of having to run a quest over and over again to do something (craft in this case). maybe we should be able to buy supreme power shards from vendors, but some crafting options outside of draining the fun out of quests by milking them dry would be great imo and really boost my overall satisfaction with the game (which is pretty high, but of course, could be higher). be nice to have something to do when there's no groups for you and you dont feel like leading a group atm.

ps being able to craft "cursed" items would be cool to :cool:

pps someone mentioned the lumping together of non-quest activities. just wanted to say that this lumping affected by choices as well. want more crafting, dont care at all about pvp (its ok if its in, but if i got to choose where to put my devs' time, id want it elsewhere unless everything else was done), ah is a tool that could use some sprucing up, but isnt fun. for me personally, quests are fun, not anything else (atm). i am certain that i will very much be a crafting enthusiast once it expands a bit more and can be done outside of a raid where everything grinds to a halt. right now, if we want to craft, we have to quest. i think these should be mostly separate activities.

Wizzly_Bear
04-19-2008, 05:19 AM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?
hmm....probably elder scrolls. chests, random stuff laying around, stuff in bodies. it made since for there to be some stuff everywhere. i like the random generations for ddo though and would like to see it applied more. great to be able to have everyone collect a collectable or get some loot from chest without fear of greedy players, but still needs to be improved for breakables and trap the soul spell.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?
that as an evolving game (non-static console game which i had played before ddo) there are changes that you may not be notified about and may greatly affect your enjoyment of the game, for good or bad and that you may not be able to adjust for, other than rerolling a character that you invested a lot into.


Question 3
Rank these styles of content from most favorite to least:

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)was going to order from fave to least, but here's a better method for me. i like all of them for some reason and dislike for some.

stand alone quests - no muss no fuss just quest. easy grouping, straight forward entry and exit. dont have to worry about when to talk to who in what order how many times and where they are. generally bland though, and lesser rewards.

chain - generally more interesting and enjoyable....IF the group stays together. often people drop (rl, forgot to talk to someone in the correct order, etc). better loot sometimes.

raid - great for loot. the reflagging of von/titan/dq sux though. not only do we have to wait 3 days before we can run the raid again, but we have to run prereqs again (yes titan you dont rerun all, but the forge is long enough to count as a partial reflag imo), AND we have to wait 3 days b4 even doing those reflags instead of prepping them. i think we should either drop the reflagging, or drop the timer on the ones requiring reflag. reaver and ts are solid enjoyable raids that stay enjoyable while having good loot and being fairly easy to form a group for.

explorer - great for oddball parties, for something to do while waiting for group formation, and for soloing. rewards are quickly dwarfed by time to complete them, however.

multilevel - i think i will really like this, but not much exp with it yet since only one quest does it. could be pretty interesting to run into ts on norm and fight drow, hard and fight giants, and elite and fight xyz (or kobolds then humans then trolls (oh my!) in ww).

non quest -

gambling like fable would be cool. challenging, but still easily profitable for a skilled person, and caps on bets keep from getting too rich too quick.

AH is a tool and is nice, but isnt something i would say that i enjoy. its a means to an end.

pvp - pointless and worthless imo. doesnt bother me, but would rather dev time be spent elsewhere.

stone of change - currently a chore. very much looking forward to expansion of the crafting system though. i will enjoy it very much when it becomes more expansive, inclusive, and customizable. being able to market your goods would be nice to, but prob later after more is implemented.

Skyrender
04-19-2008, 06:02 AM
Favorite loot mechanic:
Unique items, but I prefer to have a static list to choose from, with a limited number of selections to be made. Perhaps provide better loot on higher difficulty levels: mundane items on normal, and access to the really good stuff only comes on Elite.

Learned Later:
I wish it had been clear from the beginning how useless a good AC is. For example: the Storm Reaver can hit you pretty much 100% of the time unless you've got an AC in the sixties. Few of us can get to that point, and those that can do so only with serious buffage.

Rank the styles:

Stand alone single quests #1 (Soloable)
Explorer zones #2 (NOTE: Warrior classes should get to kill for XP like in most RPGs. (Maybe (CR - your level, minimum 1), squared, per kill?))
Chain/story quests #3 (I love to find out the stories)
Raid encounters #4 (same as #3, but they're harder to get going)
Stand alone single quests #5 (Non-Soloable)
Multi-level span quests #6 (I don't really understand these)
Non-questing activities #183 (Right behind scrubbing the toilet. Most of these activities put me to sleep. The AH is good, but you should be able to put in more search conditions, like only mithral armor, or only blunt weapons, or all items with less than 1 hour left)

Also, it would be nice if we could make a wider variety of items, and control what they look like. For instance, I like every look for the Khopesh EXCEPT the one that's being used as the template for Green Steel Khopeshes! Also, some suits of armor just look tacky, and I wish we could modify them so they would appear better.

Sorry for the off-topic rant.

PS: PvP is an abomination. These games are supposed to be about bringing people together to solve their problems, not a contest to see who can blow whom apart!

Tyche
04-19-2008, 08:54 AM
Ok, sorry for missing the previous week's questions as well...here are my answers:

If you missed last week's questions, you're welcome to answer them now in addition to this week's:

Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

=>Potions, Scrolls and Wands

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

=>Actually the only one I am familiar with is the chest/haggle one you already dispelled.

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

=>At the moment, Bard, but traditionally Rogue

Question 4
Pick one word...any word... but only one.

=>defenestration

This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

=>DDO, everybody gets something. You may not be able to use it or need it or even want it but you get something.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

=>The real difference between PnP skill points and their usefulness and application and DDO's in-game version...boy did I waste alot of skill points on my early builds.

Question 3
Rank these styles of content from most favorite to least:

=> 3 * Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
=> 4 * Chain/story quests (examples: The Catacombs, The Waterworks)
=> 1 * Raid encounters (examples: Velah, The Titan, The Stormreaver)
=> 2 * Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
=> 5 * Multi-level span quests (example: Devil Assault)
=> 6 * Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Kromize
04-21-2008, 12:44 AM
This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Chain/story quests (examples: The Catacombs, The Waterworks)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Multi-level span quests (example: Devil Assault)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Q1: Well...DDO....good system

Q2: Eh, dunno...

Q3: Hmm, well, can't really answer the way you want....
Some raids ARE chains....AND multie level span, as well as include non-questing activities...

But here's my best shot....
Stand alone single quests Chain/story quests Raid encounters Explorer zones Non-questing activities
Multi-level span quests
There...I like them all evenly, because they are all linked together....Except for multi-level span quests....meh....still pretty cool tho...

fefnir3284
04-21-2008, 07:38 AM
Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Potions, scrolls, and ......... GEMS!!!! XD

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

None really, Im still level 14 (capped 15.4) still trying to get my final +3 int tome from that stingy reaver :*(

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Got a few (reasons : makes my character more real, and not so much munchkined, which the game is currently geared towards :*( ). They are : ranger/bard, pally/rogue, and ranger/rogue/wizard (my cleric will be clr/fighter at some point)

Question 4
Pick one word...any word... but only one.

GEMMIES!!!!!


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Here, no ninjaing, everyone gets a pull, sweet :)

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Nothing really, I had 8 months of beta to work out what I wanted my characters to be, current builds are up to level 24, 24, 26, and 30 XD

Question 3
Rank these styles of content from most favorite to least: 1 being least, 6 being most

Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet) 2 <luv temp, hate proof>
Chain/story quests (examples: The Catacombs, The Waterworks) 4 <tied with explorers>
Raid encounters (examples: Velah, The Titan, The Stormreaver) 6 <best loot>
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) 4 <for when I dont got alot of time>
Multi-level span quests (example: Devil Assault) 1
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses) 3


Basically I love the fluff of a game, auction houses, crafting, explorers, etc. The more fluff a game has the more entertained i stay. Im definitely NOT about getting to end game (perfect example : 1 yr wow account, my three characters are 47, 48, and 59. Here : all four of my guys are 15.4 capped (but level 14) til I get katlin's +3 int tome (rp to the max XD)

spyyder976
04-21-2008, 07:56 AM
If you missed last week's questions, you're welcome to answer them now in addition to this week's:

Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Furniture for my house and later-to-buy castle (I wish...hey maybe we can just craft the player housing!!! haha), food & drink, mechanical wonders (we need our tinkering gnomes!!), FLY scrolls/potions would be wonderful...even if only usable in town and not in dungeons.

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

Nothing...

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

My favorite thing to do is get out my DMG and roll up a random race, sex, and combo of up to 3 classes, no matter what they are, only having 1 or 2 classes for the PC if that class is rolled more than once...then having a ton of fun making crazy combinations work; oh I also roll random stats and place them according to the importance for each class...your gimped PC is my challenging, fun, and random creation!

Question 4
Pick one word...any word... but only one.

CASTLES!!!


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Looting it directly off a creature after killing it...just getting random collectibles in DDO is kinda silly cuz you know those monsters have armor, weapons, and other equipment on them!!!

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

That there was an arcane skeleton with a chest atop the rafters in Sewer Rescue-lol.

Question 3
Rank these styles of content from most favorite to least:
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)-2
Chain/story quests (examples: The Catacombs, The Waterworks)-1
Raid encounters (examples: Velah, The Titan, The Stormreaver)-5
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)-3
Multi-level span quests (example: Devil Assault)-4
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)-6

byntax
04-21-2008, 09:07 AM
Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Potion and bag of holding or arrows quiver

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

cleric diplomacy works on chest and npc end reward (use to work but was a bug been fix) But diplomacy should work on npc so is intimidate just like real D&D pnp because diplomacy id the most usless skill in DDO now i wish i could respec my skill and put everything in concentration.

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Barbarian/ fighter lots of hitpoint and good DPS

Question 4
Pick one word...any word... but only one.

Implosion


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDo chest system is fine but would also like to have item on corpse like in the real PNP D&D let say if you kill the beast alone you get the body loot but if you had assistance a roll button can be click if you want that item and DDO roll and attribute the item to the winner

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

that there would never be any skill respec

Question 3
Rank these styles of content from most favorite to least:

4- Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
1- Chain/story quests (examples: The Catacombs, The Waterworks)
2- Raid encounters (examples: Velah, The Titan, The Stormreaver)
3- Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
5- Multi-level span quests (example: Devil Assault)
6- Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Vorn
04-21-2008, 09:14 AM
1. The way DDO does it works fine for me. Everyone gets a shot at the chest or drop.

2. The way skills would be implemented and the thresholds required for effective skill usage at high levels. The ways certain skills would actually work in the game, for example, diplomacy for the most part doesn't mean a way to solve a problem without violence, it means, 'go hit my team mate'. The limited role-playing interactivity with the environment is also a concern.

3. 1) Stand alone; 2) Raid; 3) Chain/Story; 4) Explorer zone; 5) Multi/level; 6) Non-questing

I_Bob
04-21-2008, 02:21 PM
Finally read some of the other posts so I have a better idea of what you want.

- Multi-level span quests (example: Devil Assault)
Don't know where I would rank this because there is only one that I know of and I've only played it once. Most of the time I log on, it's not there.

- Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
To help answer your inquiry, it's boring in town. It's not really "alive." This one stays at 6.

The AH is an ok time waster, mostly not fun - needs better sorting - but can be fun when an item is found at a real bargain price.

PVP is not why I play DDO. I like playing with, not against. There are many other MMO's for that.

Gambling is very boring but could be fun with better graphics, and games where we really had a chance to win. Stormreach-Hold-'Em could be a blast with real cards. That one I could PVP. Need to be capped limits on bets I suppose...

Stone of Change, and all that other crafting is a grind, is not fun. Haven't done it yet even though I have many ingredients. Maybe a way to select either a non-upgrade-able Tier 1 item or a Tier 5 ingredient at the completion of Part 5 would make it a lot more fun and worthwhile to run the Shroud.

How about hunting? We go out into the wilderness areas, bag a wild boar or other creature that has a real chance of killing us (to make it interesting), bring it back and sell it to a tavern for meat at decent price, or to a magic shop if it was a magical creature that was collected, and sell it to them for ingredients for their potions and what not. That'd be a good way to spend some time waiting for a group to form or if we only have a half hour or so to play.

How about a fortune teller in town, useable once a game day (stars need a little time to realign), payable in advance, that may give love-lorn advice, sarcastic remarks, and sometimes a hint of a treasure of some sort that the patron needs to go to one of the little used dungeons to collect, if they figure out the cryptic saying...

How about the occasional "lost " dog, child, cat, whatever, that a NPC implores us to go look for and upon finding, we are rewarded with candy, a cake, or maybe a couple of coppers - lots of good will - and very occasionally we get the rare treasure map (been in the family for awhile) that leads to one of the not used caves, buildings, in the wilderness areas that really does have a treasure for that person and whoever they go treasure hunting with.

If there was a way to use all those collectables by "renting" space in a shop or something and quickly craft something useful, that could be a non-questing thing to do. ( It might also give a reason to pick up all that stuff, which most players don't even bother with).

Maybe actually have vendors behind all those stands in the marketplace and have them hawking their wares, kind of like Disney's Aladdin. Occasionally, they get a new shipment of goods in, and occasionally there is something really special for sale that the discerning player (wisdom, intelligence, ...) could find and buy. It'd make the marketplace a lot more lively.

Bottom line, though, I think, is that we play because we can quest.

Raiyea
04-21-2008, 03:00 PM
Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Changing the appearance/color of our armor and shields.

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

I haven't really heard any since the "Zomg wait till use diplomacy on the chest and dance around it!" phase.

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Bard. I mostly like them for the Jack-of-all-trades aspect. Good at many things, while not great at any, and I tend to prefer playing as all around support as opposed to being in the limelight. (At least the way I play my bard, I know there are several specialized builds out there.)

Question 4
Pick one word...any word... but only one.

Durglerow.

This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

DDO

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Hmm. . . I wish I'd known more information about skill points in general, or that alignment would affect what weapons (based on their effects) you could wield.

Question 3
Rank these styles of content from most favorite to least:

* Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
* Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
* Raid encounters (examples: Velah, The Titan, The Stormreaver)
* Chain/story quests (examples: The Catacombs, The Waterworks)
* Multi-level span quests (example: Devil Assault)
* Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Dracorat
04-21-2008, 03:01 PM
Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

Potions, scrolls, dyes. (Or hilts, blades etc that can customize my gear)

Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

Chest theory. For sure.

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

Weapon Master. They kick major kobold tail. And Lizardkin tail. And dragon tail. And...

Question 4
Pick one word...any word... but only one.

Dendrophilia.


This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Placing it on my character.

Oh you mean acquiring it! I like being able to decide what I need and having a way to get it that doesn't require toting my guildies through the same content repeatedly. Token-based systems usually work pretty well for that (as long as the tokens are generally obtainable and the items are reasonably priced.) as do crafting systems.

Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

A long term D&D player, not much really. I do think that those people who don't know the D&D Core Rules should have more ingame help on what stacks and why, plus how to optimize certain things.

Question 3
Rank these styles of content from most favorite to least:
[/QUOTE]


Chain/story quests (examples: The Catacombs, The Waterworks)
Multi-level span quests (example: Devil Assault)
Raid encounters (examples: Velah, The Titan, The Stormreaver)
Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)

Arramis
04-21-2008, 05:15 PM
Forgive me, I didn't write all the questions down and am not proficient or patient enough to do this as well as most others.

Last week:

Q1) (crafting ability) Potions and scrolls

Q2) (DDO Myths encountered) None to speak of

Q3) (Favorite class / Multi class) Ranger, though I guess only because I've played a ranger in D&D since 1982. Multi class: Honestly this game is the only time in my D&D history that I've played a Multi class and I prefer RNG/ROG/CLR. Because, IMO it's the best combination for soloing..albeit a pariah when it comes to trying to join parties.

Q4) (Pick a word) DIZAFRABADOO!


This week:

Q1) (Fav loot acquisiton mechanic) Finding it....and I wish we could loot the corpses of the monsters we kill.

Q2) (Wish I knew then what I know now..) That Int was prime for rogues and not Dex..not a lasting problem, but I wasn't familiar with the rules set. AD&D ver 2.0 was where I got off the rules change train. :)

Q3) (Fav quest types in order):
1. Chain/ Story quests
2. Explorer (I do wish the dungeons in the explorer areas were a bit..ok a lot larger. Probably why Tangleroot is my favorite quest, you gotta travel a ways to get to it. If it was up to me, I'd eliminate the ability to teleport back and forth from Chief Ungurz. Makes staying alive more important.)
3. Stand alone quests
4. Multi-Level quests
5. Raids
6. Non-Quest activities (I don't care for PvP and Auctions)

GovtMule
04-21-2008, 05:32 PM
Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Now that we can give others item right out of the chest, DDO has the best mechanic over WoW and LotRO


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Vopals and Trip are not the alpha and omega .... they ba-LOOOw


Question 3
Rank these styles of content from most favorite to least:

* Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
* Raid encounters (examples: Velah, The Titan, The Stormreaver)
* Chain/story quests (examples: The Catacombs, The Waterworks)
* Multi-level span quests (example: Devil Assault)
* Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
* Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills) - I'd like 'em better if the lvl restrictions were eased

RabidMarsupial
04-21-2008, 07:40 PM
Question 1
Other than custom made equip-able treasure items (weapons, armor/robes, shields, accessories) what other things would you like to produce through crafting?

#1- Quests.
Being able to access the DDO content-creation tools would be spectacularly festive. Being able to test and peer-review others for escalation to a higher level of review (by more experienced level designers) would be most excellent, and could follow models used in academia for peer-reviewed journals. The end result, levels that have passed a series of non-turbine review would then end up on some Turbine reviewer's table for review. A point system can be implemented to keep track of reviewer skills, and by implementing a not-so-complicated algorithm, quests with a predictable amount of quality can be thrown into the world. THIS would be true crafting ;).

#2- (guild)Housing.
This can be a lead-in for someone wanting to design a quest. They have to successfully design a small map, with very limited functionality. In order to be able to build a house, they have to get a large sum of money to buy the lot, then more money to buy pieces in the editor. The money restriction will 1- take money out of the economy, increasing the value of the pp, 2- Attach value to the construction job, making people spend more time on their buildings, 3- make the players interested in building convince others that they are passionate and interested in it, without wasting DDO employee time.

#3- One-shot items like potions and scrolls (otherwise unavailable). Must be able to cast the spell, and the cost must be commensurate with the ability attached to the spell. To make this valuable, allow the caster level in the scroll/potion to vary according to actual imbuer level and imbuer skill/materials available.

#4- one-shot effects attachable to weapons: Oil of sharpness, contact poison, flaming oil, liquid static charge.


Question 2
What is one in-game "myth" that you find you frequently have to dispell? (example: Some players believe that their haggle skill affects the quality of the treasure they will receive in chests. This is incorrect)

It is more xp-efficient to kill every monster in the quest than to get through the quest killing minimal monsters.

Question 3
What is your favorite class (or class combination for you multi-classers) and why?

There are many enjoyable classes. The pure potency of the Sorcerers makes them probably the most enjoyable. For solo play, the wiz15/rogue1 is good, as is the Cleric15/1fighter-pally-barb. Dwarves have a survivability that none other possess.

Question 4
Pick one word...any word... but only one.

Defenestration. We need more of it in DDO.

This week's question(s) are:

Question 1
Of any game you've played, what is your favorite mechanic for obtaining loot?

Wolfpack's Shadowbane. It had many, many problems, not the least of which was a serious lack of network programmers. The best loot in the game dropped only from fully-upgraded shops. You had to build a shop and upgrade it step-by-step for about 2 months to have a 'fully-upgraded' shop. Then, you had to request items be built, and there would be random effects on the items, depending on the type of shopkeeper. Each item would take a day or so to build. The shop, if left out in the wilds, could be knocked down by any old chump. You had to protect it within a city, so that it was a multi-person effort. To keep your people happy, you had to make sure the shops were making what they wanted. The shopkeepers would smelt down items brought to them. They would pay prices that were adjustable depending on whether the seller was in-guild, in-alliance, or out of.

What they could have done better: Had the production tied to long-term resource control. Shadowbane's bane was, in the end, a lack of reasons for contention. Everyone would do 'better' if they left everyone else alone, but then you had no reason for strife. The other nation leaders and I had to 'manufacture' strife, and support anger in order to keep our economies rolling.


Question 2
What is something about DDO that you learned much later, but wish you would have known about when you started?

Everything would be 'respec'able except for skills. I wish I had known which skills to take from day 1.


Question 3
Rank these styles of content from most favorite to least:

1- Raid encounters (examples: Velah, The Titan, The Stormreaver)
Epic content is festive. Repetition isn't as festive.

2- Chain/story quests (examples: The Catacombs, The Waterworks)
Storyline quests allow for more dynamic interactions, and the building of a team dynamic. I would love to see more.

3- Stand alone single quests (examples: Tempest Spine, Proof is in the Poison, Irestone Inlet)
Some of these can be fun. I do not, however, agree with single chests dropping named loot. Hunting particular pieces of loot is mind-numbing. Here's an interesting solution: Once someone has completed a quest/opened a chest with named loot, mark a flag on the character, allowing that random piece of named loot to appear in any chest of the appropriate level in future quests. Allow the players to set a flag that would allow for this.

4- Non-questing activities (example: Tavern brawls, Stone of Change, Gambler NPCs, Auction Houses)
Although this is half-way up my list, it should be at the top. This is where your endgame content should be. In competition with AI, intelligent players always win. This makes for boring/repetitive content at the highest levels. Allowing players to provide content for other players is always a way to encourage longterm playerbase. Allow for casual games instead of gambler NPCs. Allow players to play simple card games. Allow wagers to be taken inside gambling halls. Allow for player-created competitions to take place. Allow players to agree to allow other players to take control of mobs inside quests. Give rewards based on monster success (kills, damage done, time required) against player success (lack of deaths, lack of damage, speed of quest), but make monsters/players interact with groups from random servers (not their own/able to set up and coordinate for maximized payback/you could minimize this effect anyway)

5- Explorer zones (examples: Ataraxia's Haven, Searing Heights, Cerulean Hills)
As when I ran a massive monarchy on AC back 1999, I still appreciate the speed in which you can move from one place to another. However, allowing players to do so early on prevents them from building a concept of world scale. Push back the ability to move quickly over land until higher levels, so that they appreciate/have a concept of how large the world is.


6- Multi-level span quests (example: Devil Assault). Only one of these. Never left one room. Kill, kill, kill. I appreciate that they are coming for me rather than me for them, but I don't see how it would be attractive to come back again and repeat the same quest at a different level.