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Tolero
06-18-2008, 09:30 AM
Welcome back! 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
What is something that strongly motivates you to convince others to play Online games with you?

Question 2
Rank the following in order of importance to you:


Introduction of new systems (Bounty bags)
Expanded existing systems (crafting, PvP, Favor, etc.)
New Quests (Subterranean, Three Barrel Quests, etc.)
Revamped regions (Three Barrel Cove, Cerulean Hills)
Events (Tent event, Race to the Subterranean, etc.)


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?


This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

smatt
06-18-2008, 09:57 AM
#1 Love the new content, great job, love the new UI features, another great job. HATE THE WAY TO MANY BUGS ALL OVER THE PLACE THROUGH THE UI, ESPECIALLY THE FRIENDS LIST, AND CLERICS BLADE BARRIER, ECT ECT there are far too many to list, that are having a huge imapct on the game at this point, and a GREAT DEAL OF GRUMBLING within the player base on the severs. I understand this happens though, please give us an idea on when and or if you will be fixing anything soon. Overall I like Mod 7 though. Raid designs were superb......

#2 I still wouldn't leave home without my trusty vorpal khopesh of enfeebling (even though some seem to think vorpals are worthless) My weapo of choie at thsi pointit's a tie between WoP and my mineral 2 Khopesh.

#3 I like the way the quests seem to have more mixed mobs in them. Some mobs casters can kill and melees have a bit of a hard time, and vis-versa. It's a good way to bring the cater classes back down to earth from theirver-powered postion. Mobs that they plain just can't kill or use and extreme amount of mana while doing so. It's made the game "fun" for melees again!

miceelf88
06-18-2008, 09:59 AM
Question 1
What are your thoughts on Module 7?

So far, so good, and I haven't even tried monks yet. Nice to see mid-level quests.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Great axe of greater X bane. (I have a set)

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Honestly, I like the depths series, as a nice set of topically related quests that you don't need to complete in a chain, that are level-appropriate challenge, and that one can complete in a relatively short amount of time. These three elements are harder to find in higher level quests, particularly shorter ones. Sometimes, one wants to be able to play for a half hour or so...

Aeneas
06-18-2008, 10:03 AM
1.) MOD 7 has a couple nice raids with some fun loot. Both raids are challenging and it's nice to see some party wipes when people don't hold their own finally. Haven't really touched the mid level quests yet, but the new explorer area is trick.

2.) Radiance II rapier (or at least it will be my go to very very soon :cool: )

3.) Redwillow is still among my all time favorites, i think i like that a quest takes place in a big open area like that, it feels less linear and it's packed with a bunch of different mobs.

DrAwkward
06-18-2008, 10:08 AM
Q: What are your thoughts on Module 7?

I don't have any slots to roll a monk, or anyone in the 3bc level range that I want to play. I'll get around to it eventually.

Q: Do you have a "trusted weapon" or "weapon of choice"?

Not so much. No in-game weapon is as effective as a decent mouse.

My fighter finds all weapons to be situational, but he prefers to be in situations where he can use his Kopesh of Trippin

Q: Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

There are some good qualities to the Depths quests: They each have a theme without being monotonous, you can do them in any order, and they have a choice of paths that are equitable.

I think a lot of your series chains are ignored because you chose continuity over playability. You can't jump into the middle of a series, so parties are locked in.

Forceonature
06-18-2008, 10:32 AM
This week's question(s) are:

Question 1
What are your thoughts on Module 7?

I like it pretty well, but I haven't been in either of the raids yet, as I party wiped on one attempt. The monks are interesting, but I've only seen one that I would consider a good build. I was looking forward to the alchemal crafting, but its broken.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

For my Tank, I have a weapon of choice, which is a +4 Cursespewing Warhammer of PG, which is great for the boss fights. I usually carry around 10+ weapons for him, depending on the situation (like golf clubs), since he has average DPS. For my barb, I have a trusted weapon: the SOS.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I like the "once flagged and done" for raids like the Reaver, as I don't have a generous amount of time to play. The single mission raids are nice.

thx

DagazUlf
06-18-2008, 10:34 AM
This week's answer(s) are:

Answer 1
Overall, a huge thumbs-up! The Three-Barrel-Cove revamp is a big winner; the Subterrane is pretty cool; and the opening of the new area was a great challenge (go Thelanis!). Are there negatives? Yeah.... :( The whole release feels like QA was an afterthought. As if you outsourced the entire endeavor to folks with no idea of what QA is, what DDO is, or how QA should be done. Very disappointed in all the little issues that have resurfaced, new issues that should have been caught/fixed by anyone that actually logged into the game, and just the slip-shod job in general. You guys can do better.

Answer 2
One, two! One, two! and through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.
Answer 3
The new puzzles in the 3BC quests are awesome. I'm traditionally a puzzle-hater, but I love these! It's also nice that you can actually choose to do the puzzles or follow a different path.

Here's just a general list of quests I really enjoy, and you can see if there are any commonalities:
The Pit
Rainbow in the Dark
Garrison's Missing Pack
Redwillow's Ruins
The Tear of Dhakaan
Stromvauld's Mine
Caverns of Korromar
Stormcleave Outpost
Made to Order
Ghola Fan
Dreams of Insanity
Foundation of Discord
Flesh Maker's Laboratory
and the Hound!

Sem34
06-18-2008, 10:35 AM
Question 1
What are your thoughts on Module 7?
Answer: Hmmm, the mod is great for re-rolls, new people coming into Stormreach, over very well done. Really liking the new Raid, really liking that it feels a little more like the TS raid…

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Answer: Trusted Weapon: Prysuul’s Bane… Always carry this one with me…
Weapon of Choice: +4 Wounding GX of Pure good, really like this one.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Answer: All the house quests… from house P’s caged trolls to the house D depths quests.

Yaga_Nub
06-18-2008, 10:35 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
What is something that strongly motivates you to convince others to play Online games with you?

I don't try to convince others to play online games with me.

Question 2
Rank the following in order of importance to you:


Introduction of new systems (Bounty bags) 4 - Tied
Expanded existing systems (crafting, PvP, Favor, etc.) 1
New Quests (Subterranean, Three Barrel Quests, etc.) 2
Revamped regions (Three Barrel Cove, Cerulean Hills) 3
Events (Tent event, Race to the Subterranean, etc.) 4 - Tied


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

I've only grouped with one monk and it was fine.


This week's question(s) are:

Question 1
What are your thoughts on Module 7?

TWO WORDS - SEVERELY LACKING

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Either my w/p rapier or my silver bow depending on the job at hand.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Get back to chain quests like Co6 and the Threnals. Make each part much longer though so we can get that DnD feel of doing one module in a series and then coming back and doing the next one (unless it's an all-nighter where we want to do all the modules in a series :)) I would love a high-level Co6 type quest chain (with 4 to 6 quests) that took about 2 to 3 hours to do per quest until we got them down and then it would only take about 45 min to 1 hour. Make each quest have progressively better RARE loot so that you want to do the whole chain not just farm 1 quest.

Beherit_Baphomar
06-18-2008, 10:37 AM
This week's question(s) are:

Question 1
What are your thoughts on Module 7? - Horrible. The only high level content you added was two "raids"? Really? And I say "raids" because Hounds is a five minute jaunt in the park...Oh so this MOD wasn't meant for endgame content? Then ya messed up, because every MOD should give something to those capped. We've now had a total of FIVE endgame quests in TWO MOD's. You've broken more in this MOD than you've fixed. You've introduced greensteel weapons that we asked you time and time again if you were gonna introduce and now we are grinding out the ingredients to build them. We are still using /death as a means of transport, didnt we discuss a teleporter to Meridia? Coulda swore we did. The Abbott raid is now dead, loots junk and people have forgotten about it. How long are we gonna be waiting for the next MOD? What was it you said, 3 months each MOD? Oh yeah, but we'll get BUNCHES more to do each MOD now!! Oh but monks are cool :rolleyes:

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted) My barbarian couldn't leave behind his Sword of Shadows...until he gets his Mineral II greataxe..2 shrapnel and 2 scales to go \m/ My sorc could leave behind his crafted CHA dagger and my ranger couldnt leave behind his wounding of puncturing ss and dagger, or his smiting rapiers or his vorpal kukri's or his banishing rapiers.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often? My favourite quest has always been VON3. It just has everything, from a lil of the outdoors to a twisting, turning dungeon with beholders and casters and barbarians and spawns and deadly traps and elemental. VON3 has everything, its like a mini Tempest Spine. If you want to make better quests you need to look at both VON3 and Tempest Spine.

Answers in Angry That We've Had FIVE Quests in TWO MOD's Red.

And can you PLEASE update/take away the race to unlock the new raids? Please?

akla_thornfist
06-18-2008, 10:43 AM
question 1- the new mod is ok but not enough of it the raids are fun but allready completed by 75% of the player base in a few days, monks are fun but not much differant than a 2 weapon fighter with a few clickies i have a monk at lev 4 and have not played him since. so at a scale of 1-10 you get a 5. i do like the new chat channels

question 2- i like my +5 transmuting khopesh every mob takes damage from it just a great all purpose weapon.


question 3- i like the chain quest alot vons are still my favorite i wish you could do them in any order would be easyer to get groups.

Largo_Kyber
06-18-2008, 10:48 AM
#1 Nice raids but once you hit lvl 15 raiding is primarily the only option for content. 5 Shroud quests, and the Littany pre-raid quests are the only quests past level 14. Short to Medium quests should not end at level 8. Monks are cool but are on the outskirts of being a useful class. As new builds are developed, I'm sure they will find there place.

#2 Weapons are completely content dependant. I keep one weap with each elemental effect (holy, fire, cold, etc) , crit specials (vorp, disrupt,etc, and GRTr banes. I'd consider all of the above weapons of choice and I'm still looking for that "trusted weapon" that I can use for any quest.

#3 Tempest Spine- Non raid timer raid (no raid loot included just named items and lots of chests). I also like the layout of this quest. The goal is to reach the summit and defeat the boss, but there are mulitple paths to take. It has a nice sense of scale, great variety of settings and mobs, and enough hack/slash mixed with challenges like Fire/Ice. I've never had a TS run that I didn't enjoy.

Talon_Moonshadow
06-18-2008, 10:48 AM
Question 1
What are your thoughts on Module 7?

Very good. Love it. Wish the bugs would get fixed.
Wish we had Druids.
Really wish we had Druids.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

My +2 Holy Adamantine Longsword of Pure Good!
I pulled from a chest a long time ago.
Probably the best thing I ever pulled.
It is the generic all purpose, I can at least damage it a little weapon.
For some reason, you guys have decided that the common longsword shold be rare in the loot tables. And that 90% of weapons from loot should be exotic. :( Also you guys seem to think that 50% of weapons with special effects should be chaotic of some sort. :(
I've puled more Dwaven axes, bastard swords, khopeshes of uberness that I cannot use, than I can even count.
I've pulled about 2-3 nice longswords in two years of playing.
Luckily the drop rate for rapiers and shortswords is sligtly better.
But why is the common longsword the rarest weapon in the game?

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I'm not sure I have a favorite quest.
I like good loot. I like good xp.
I don't like doing things 1000 times and getting 1 uber collectible, but needed 1,000,000 to get something for it!

I like raids, but don't like puzzles.
HATE JUMPING! Cause i can't do it.

Like to explore, but need a reason for my friends to come with me (since no one will without great reward)

Like surprises.
Hate respawns.
hate not being able to get to a quest entrance by myself. (vale/gianthold)(restless isles)

Like random traps that can be avoided.
Hate traps that cannot be avoided.

Like needing special weps to damage something.
Everyone else hates this, so better have a good reward at the end.

I don't mind slimes, but I hate them mixed in with other creatures.

I like to be able to use crowd control or tactics to make fight easier.
I hate red named immunities, but understand why you guys have them.

Like stealth.
Hate that I can't use it more.

Hate failing a quest (fail condition)

Like the dragon gold piles.
Should be more gold there....they are dragons....more gold!

More randomness would be good.
less grind.
More hand-designed named items that players actually want to have. (+5 Ghost touch silver long sword of greater undead bane.....and disruption!!!!)

moorewr
06-18-2008, 10:49 AM
Question 1
What are your thoughts on Module 7?

Although I've never been all that eager to play a monk, I'm glad to see a core class added. I am enjoying the new content, and I was very glad to see a raid explorer area added to the game. I hope that it will have objectives and quest entries added to it over time. I worry that development has moved away from traditional quests. Itw as too bad that there are only three new ones.. exploring them was the thing I enjoyed the most (except when Prove Your Worth bugs out).

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
My fighter carries about two dozen "trusted weapons." Power 5, a stack of greater banes, a nice puncturer, a Pit Fiend killer, and a nice curse-spewer for red name fights. If I had to go down to just one I'd stick with my transmuting bastard sword of pure good.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
I wish you had more "open movement" quests like Stormcleave..

that said I really enjoyed your new quests, although their pacing is really strange. Each time I was surprised, quite surprised, when the completion chalice came up on the screen. I sort of stood there for a while wondering where the rest of the quest was.

Somebody called Prove Your Worth the "level 5 Crucible." I agree. What fun that quest is when it works.

marcosoneghett
06-18-2008, 11:14 AM
Question 1
What are your thoughts on Module 7?
I've been disapoited with the nerf on the firewall, the lack of a high 'non raid' level content and some other minor stuff. Most of all im ANGRY, as the new rituals dont work. The new weapons that can be crafted now are cool.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Yes i do. For my pally/ranger i always rely on a combo of a crafted pure earth shortsword and a paralizing shortsword. As rapiers came out on this mod im looking to make a new earth rapier.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
I still love quests like tempest spine and tear of dhakaan . I would also love to have a chain quest like Tangleroot or Waterworks for high level content.

Dailus
06-18-2008, 11:14 AM
Question 1
What are your thoughts on Module 7? 3BC is great, monks are great, I have zero complaints.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted) Only one trusted weapon and that's my Silver Bow on my archery focused ranger. I use it 90% of the time. The improved crit range coupled with the deepwood sniper enhancments just makes it too good to use any other bow on a regular bases.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often? I love any quest that involves wide open spaces. Three barrel cove and Stormcleave come to mind at lower levels and the Vale for high levels.

-Dailus

Deriaz
06-18-2008, 11:28 AM
Question 1
What are your thoughts on Module 7?

I haven't been underground much, nor have I played a Monk (Wanting to hold off for a few months), but I'm really enjoying it. The little bits of Three Barrel Cove I've seen are very enjoyable. The user channels are very nice, allowing guild alliances to become a little stronger. I think my only complaint is the bug about not being able to see chat, except for tells, sometimes. But that's only a little complaint.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

I like my Charoush's Inferno. A friend, Shiningeagle, gave it to me awhile back. I really haven't used any other sword since. Need Transmuting? I don't have one, sooo. . . Charoush's Inferno! Better just to Vorpal? I don't have one, sooo. . . Charoush's Inferno! I always have it in my hand. :)

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I like puzzles. All of then, really. BUT, that being said, I'd like to see some more variability in quests. Maybe make two endings to a quest, for example. Do you slaughter the kobold infestation, or do you leave them alone to, instead, take out the troglodytes that are harassing them? The kobolds are a quicker completion, so not worth as much EXP. The trogs take longer, so make it a little more (Not an optional!). But both options have the same amount of loot (Make the trogs a little more valuable, though.). That's just my example. :3

Also, more stealth kinda things. Yeah. ;P

-D

Shaamis
06-18-2008, 11:31 AM
Question 1
What are your thoughts on Module 7?

Monks are great, revitalized interest in the game for me, but once I have capped my main RP character (Shaamis "Kegtapper" BloodAxe rerolled as Shaamis "Kegtapper" BloodFist, the drunken <dwarf> style martial artist), I will be looking for additional classes such as Druids. Shaamis is levle 8 now. A new race would be a distant second place for me to find the desire to level another character up, sorry.


Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

My melees carry DPS weapons primarily, and a smattering of other weapons necessary to bypass most damage reductions. Some monsters that require crazy material/enhancement combos to bypass are kept in my bank, and honestly, used sparingly.


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I primarily prefer melee/puzzle type adventures, and Tempus Spine, Stormcleave, and Madstone Crater are some of my favorites. The common elements of those are long outdoor adventures, plenty of skirmish battles where tactics can be employed, and limited rest shrines, where smart play and conservative actions can make the adventure easier, and more fun. As always, a good final battle at the end, to capitalize the adventure, is grand.

Beherit_Baphomar
06-18-2008, 11:31 AM
I like my Charoush's Inferno. A friend, Shiningeagle, gave it to me awhile back. I really haven't used any other sword since. Need Transmuting? I don't have one, sooo. . . Charoush's Inferno! Better just to Vorpal? I don't have one, sooo. . . Charoush's Inferno! I always have it in my hand. :)

I lol'd.

GoldyGopher
06-18-2008, 12:08 PM
Question 1
What are your thoughts on Module 7?
Monks
A well thoughtout and designed out low to mid level monk might be the most over powered character in game. I noted this in the first look on risia. However a a full single class Monk is slightly underpowered at the high levels, it might be gear, it might be a playstyle issue, it might be simply they don't put out enough DPS.
As people experiment with Monks I have found too many "Mana Syncs" for my low level cleric. I realize it may be experimentation but it is an issue right now.
The biggest problem with monks is that "splash" to well with almost every other class and create too uber of character.
Three Barrel Cove
Extremely beautiful adventure area. I have yet to hear people make "this is awful comments" about that aspect.
A few too few mobs along the coast and a few too many through the interior.
Would have been nice if idas would have been a lot closer to the actual fire caves. It is too far of a run through the toughest fight two times at least in the adventure area. Similiar comment to Red Tom. I don't mind it to bad for "Scoundrel's Run " as it is a single run and not a quest chain.
Unlocking the Subtrane
This was interesting but I found it interging that the smaller servers were able to do it faster than the larger population servers seems like something was out of whack. Also comments by the Devs and Turbine Staff I think made them think it was going to take much longer.
The Subtrane
I found this area fascinating and wish there was more exploring and less this is the fastest way to the hound.
The Hound
TOO EASY. It is both too easy to complete or too easy to get wiped and there is no in between. After defining the strategy it was way to complete, I am thankful that end rewards reflect that by the way.
The Devil
If the hound is too easy this one is about right. I dislike the fact you can reenter and I hope that gets changed as the end rewards are pretty awesome so it is to easy to reenter twelve times to complete.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
My cleric has his Superior Potency Heavy mace he never leaves home without.
My Paladin has a +4 Transumting Great Axe of Pure Good and a +5 Silver Dwarf Axe of Pure Good and a whole collection of other specality weapons
My Bard is looking for her favorite Heavy Repeater, probably will be the crafter one when complete.
My Rouge has a set of +3/+2 Wounding of Puncturing Rapairs in her hands
My Low Level Melee characters all start with Maelstrom and progress from there.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
In the harbor I like Irestone Inlet, it is long and challenging and it feels like a test for level equivalent characters.
I like the depth series in House D, I like the fact you can pick one, two three or all for to do.
I like Tear of Drakaan, again it is a nice challenge for level characters
I really like the VoN Series of quests just not the flagging aspect. Each is a nice Challenge. Velah is still my favorite creature in the game, just wish she fly on Hard and Elite.

MrWizard
06-18-2008, 12:15 PM
Question 1
What are your thoughts on Module 7?

Where's the beef? Will mod 8 have dungeons to explore? (mening I came back for mod 7 and their was only a couple dungeons, not counting the raids for raidbie people (not me)).

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

No, but it is obvious as the game is progressing that you will have to endlessly do raids to craft some uber weapon to be of value to the party. For those of us that do not like doing a raid 100 times to craft, I think the end game will be impossible in a few levels.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Non- chain, non-'dungeon needed to open raid'.
Longer dungeions without the unbeatable end guy that makes for the insane fight.
Elite traps that can actually be made through if you do not have a fogue.
Quests that do not have a 'fail' if you do something wrong.

Coldin
06-18-2008, 12:20 PM
I haven't answered these for a little while, so here goes.


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

Question 1
What is something that strongly motivates you to convince others to play Online games with you?

Having more people to play the game with I guess. I don't really feel any strong motivation to convince others to play online with me.

Question 2
Rank the following in order of importance to you:

5 Introduction of new systems (Bounty bags)
1 Expanded existing systems (crafting, PvP, Favor, etc.)
2 New Quests (Subterranean, Three Barrel Quests, etc.)
3 Revamped regions (Three Barrel Cove, Cerulean Hills)
4 Events (Tent event, Race to the Subterranean, etc.)
Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

I really like so far how solo-able the monk class is. I've found I can frequently take on harder quests with the capabilities a monk has. The only thing I've been finding difficult so far is dealing damage to things like golems at early levels.


This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Pretty good so far. I kinda wish the Encounter Area was a bit more solo-able so I could explore it more, and a few more quests wouldn't have hurt. Monks are pretty awesome, and 3 Barrel Cove is finally a proper pirate town. I wish there would have been some more feats, enhancements, and spells added to interest the non-monks, and I hope that's something coming in the next update/mod.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Right now, it's my +4 True Law Rapier of Puncturing. It's what I use for pretty much every encounter with living foes. Once I finish my Radiance Rapier though, I suspect that will become my weapon of choice.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Personally, I'd like to see some more mazes and agility challenges. The Crucible and The Pit are two of my favorite quests for those reasons.

Gratch
06-18-2008, 12:30 PM
This week's question(s) are:
Question 1
What are your thoughts on Module 7?


I would probably put Mod 7 as one of my favorites just after Mod 4. New class (finally), a pair of interesting raids, a beautiful redesign on 3BC - 150&#37; more piratical, and some good new quests. Though the number of bugs was a bit high. And the use of large horns was disappointing.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted).


For my casters... that would be the superior potency 6 item. For the tanks... probably the mineral 2 crafted weapons.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?


I like the open verticalness of Von2's mindscape despite the number of frustrations that causes when people fall. I'd like a quest with that sort of openness... and maybe the "air lifters" that appear at the end of the Twilight Forge... since ladders are slow. I also want another quest with "fly"... possibly the same one. So um... keep my suggestios in mind.
...

Sillk
06-18-2008, 12:34 PM
Question 1
The new content is great, however a lot of the effort (and is considered new content) is the new character class. I have invested time and effort into my existing characters, and by not offering a new slot I am not able to enjoy much of the new content without sacrificing much of the effort I have already put into the game. Also, the ammount of time between mods was a bit too long. It appears that the player base really dropped off between the mods.

Question 2
I typically have my Dynastic Falcata available on one character, and my Heavy Repeating Crossbow of Disruption on my rogue.

Question 3
I think my favorite quest has been VON5. Splitting the group, having each group perform a task for the other. And the rogue gets to be very involved in the quest. It's complicated but not convoluted. I'd like to see a quest where the party must split up, to perform specific tasks, but based on character class (multi-class would be able to go multiple rooms). The rogue could disarm a trap, or a Wizard could charm an enemy to unlock a door, a ranger could swim thru a trap, and the cleric has the ability to walk overhead providing healing when necessary.

The_Ick
06-18-2008, 12:38 PM
[center]This week's question(s) are:

Question 1
What are your thoughts on Module 7?
Great gameplay additions (Quivers, hold attach button, etc...) I like the raids. Lower contents seems kind of like waisted development sine people just bypass it. I am still riding the line on whether or not i like the monk. Seems OK, but doesn't really seem to be drawing me in. All in all, better then LOTD3, worse then GH & Vale.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
I switch between a bunch of weapons depending on the quest. Favorites tend to be E/E/E Vale Weapons & Holy Burst of Pure Good stuff

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Rainbow inthe Dark- lighting
The Pit - Mario Style Jumping
Invaders - Reuse of previous quest
General - Finding named monsters with unique loot (i.e. muck)



My Answers...

FunnyCide
06-18-2008, 12:40 PM
Question 1
What are your thoughts on Module 7?

I'm bored already. I'm not a hard core raider and never have been and yet all there is to do with my capped characters is raid or go out into an explorer zone to loot. I'm annoyed at having to grind for the ingredients to make a rapier for my ranger when I had already made a tier 2 longsword. I was hoping for deconstruction this mod but oh well. All of the bugs are very annoying, especially the guild chat not working and the friend's list not being reliable. I tried the monk and was excited at first but I've already abandoned her due to tired of leveling up characters. I do really like the new 3 Barrel Cove area and the quests out there, those have been fun to run. I give kudos to the firewall fix. I find it to be a more fun spell now that it can't be the only spell to end all.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

For my bard, I love the Dreamspitter. It's just an awesome weapon and she crits fairly often with it even though she's not spec'd for it. I love using it on held and stoned creatures, it's just a lot of fun to use. My ranger prefers his alignment/elemental of puncturing weapons and lays waste to anything that moves, so those are definitely a favorite. So far my rogue loves his Maladroit quarterstaff, it's fun to knock the dex out of the mobs. My wizard favors his greater pot. vii scepter since it also affects his healing marks, which by the way are great and I've never really regretted taking them.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Traps, I love traps and having to either find away to avoid them or having a rogue to be there to help avoid them. I also love the outdoors quests, I find them to be very refreshing and fun after spending so much time in sewers and run down buildings. The puzzles in the new 3 Barrel Cove quests are also great, that is one thing that got me hooked on this game, it makes you think to get through things. I also love quests where you are able to short man them because it adds an extra element of needing to survive and work as a team.

Ustice
06-18-2008, 12:48 PM
Question 1
What are your thoughts on Module 7?


Monks are great, but if you don't want to play one, there was little added in the way of content.
Raids are nice, but they take a long time to organize and run, as opposed to quests (I do like the raids though) so I would have liked to see some more non-raid quests.
The raids are too much of a seige, and as a result clerics are stuck footing the bill again.
New selling UI tweaks are nice.
Auto-collecting bags are great, thanks!

All in all it was a good update, but considering that the last two updates have been light on the number of quests introduced at the high level things are getting a little stale. The work that was done is great, but the first thing that I did with my guild after the update was run the same raids that I had run many times before.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Not really. I have a +5 Frost longsword of Pure Good that is my standard, but I have other weapons for special occasions.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
More story and more puzzles. The story should be narrated as much as possible so that it is still able to be appreciated when the group that you are with is zerging. I love the GM narration. Puzzles that you have to think about (and can't just look up the answer too are the best). For raids, I like the Titan the best. Everyone haas something to do, and it is more than just a stand-up fight. As a cleric I can make it through there without blowing 20k on heal scrolls.

Inkblack
06-18-2008, 01:08 PM
Question 1
What are your thoughts on Module 7?
I like it, but it is going to be a long wait until the next mod. I realize monks probably took a tremendous amount of resources to complete. They do add to the game. However, it is an eggs in the basket sort of thing. I didn't care for monks (it's a personality thing, the actual implementation is good), so for me this mod seems exceptionally light on things to do.

I like the raids a lot. The raids in the last two mods have been spot on. The hound is a whirlwind, I never feel like we're completely in control in there. It is dynamic, chaotic, and you have to adapt. I enjoy it, although I wish it was a bit longer. The devil is a blast, and finishing it without any wipes was a great feeling. There does need to be a barrier preventing re-entry. I think if the barrier was there, it would not have been completed anywhere near as quickly as it was.

The two explorer zones are interesting, and I especially like the dual zone nature of the subterranea. Having the zone reset on you while you are in another area is a nice touch.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
On my rogue I use dual wounding of puncturing the vast majority of the time. For names, I use several different DPS weapons.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Things I like:
- the coordination required in The Shroud part 2
- the multi-path aspect of The Wizard King (although each path should have a unique feel to it) and Prison of the Planes
- long quests with few periods of inactivity or movement only (Tempest Spine, not Coalescence Chamber or The Pit)
- the frantic chaos of the hound and kobold assault (but not the silly failure condition of the "hobgoblin assault" quest that I forget the name of (Archer Point Defense?).

Things I dislike:
- quests with little rewards (xp) that take longer to form a group to do than to run the quest
- quests where you have to keep someone alive that has a death wish (Threnal East 3 vs. Threnal East 2) - let us do something to keep them out of harm's way and it is ok

Ink

QuantumFX
06-18-2008, 01:20 PM
Question 1 - What are your thoughts on Module 7?
I hope you're not expecting a short answer here! :)

The most bulletproof, I can't complain about it, feature are the quivers. They're intuitive enough and useful for people who didn't have to take the shortbus to school. It makes me look forward to component/tool bags.

The new Three Barrel Cove is fantastic. You might want to take a rogue into "Ghost of a Chance" and see how effective you are at finding the traps though. I never realized until that quest that the search function isn't a sphere from the rogue but a hemisphere.

The Bounty quests are a lot of fun but the no bounty on fatality and incompletible bounties (ex. Loligath) need to be fixed. Then the system needs to be expanded past the harbor.

The inclusion of monks have been fun. Like a paladin they're a lot of fun at low - mid range levels. However, thanks to how DDO plays at higher difficulty levels they quickly become not just mana sponges but ineffective mana sponges.

If you're going to add funnel functionality to potions could you please not take away their previous functionality. I shouldn't be penalized cause some dimwit is too stupid to look for remove fear potions.

Mod 7 continues with the big problem in DDO. Not enough support for high level characters. BAB is still screwed up which also screws up AC which then forces us to deal with boss creatures with 500,000 HP. There are no touch AC defenses which hurts rogues. There's still not enough combat feats for fighters. No good high level enhancements for Fighters and Rangers. Level 8 spell selections are very poor and not supported by potency items. Rangers and paladins still need more spells to pull them out of the slump they're in. Even monks start losing a lot of DPS potential because they have no high level DPS support.


Question 2 - Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

My trusted weapon list includes puncturing rapiers and the Silver Longbow.

Question 3 - Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Alternative paths that don't result in the loss of loot. Ex. VoN2 jump point to avoid the oozes, the VoN 6 ladder that got moved for no justifiable reason, the Abbot puzzles being optional.

Tyrande
06-18-2008, 01:25 PM
-------------------------- Let's Get Started! --------------------------

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

Question 1
What are your thoughts on Module 7?


0) I liked the bugs that affects the shroud are mostly fixed. I liked the new raids in the Subterrane. no pre-reqs, no grind for items.

1) The monk class implementation is cool and innovative. However it is still missing some elements:
Make it more appealing to current groups. What does a monk bring to the group that other classes aren't already providing?
What does a monk bring to the group better than the other classes? Currently, the mass healing is weak and doesn't improve
as you gain monk levels, the buffing and debuffing are weak too and doesn't improve as you gain monk levels.
The special clicky attacks missed too often. I am talking about level 16 Shroud groups here.

2) The rogue PrEs way of the assassin II and way of the acrobat II are broken. I was hoping that I will be able to play my rogue
but no.

3) Three Barrel Cove and quivers are nice and so far I haven't found any bugs yet!




Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Yes.
On my sorceress: for max SP and DPS: skiver and +2 Superior potency VI sceptre (trusted)
for max DC: +5 Supreme Tyrant Green Steel Dagger of Charisma and +2 Necromancy/Illusion Dagger. (weapon of choice)

On my fighter: +5 Great Commander Green Steel Longsword of Mineral (trusted) => Mineral II
+2 Vorpal Longsword of Shattlemantle. (weapon of choice)
Sirroco (weapon of choice)

On my rogue: (dual wielding) +2 paralyzing rapier of backstabbing and +2 wounding dagger of puncturing (melee)
+4 transmuting bow of pure good. (range)

On my wizard: Greenblade and +3 Superior potency VI sceptre /or +3 Greater potency VII sceptre
+2 necromancy/illusion sceptre and +2 spell penetration VII sceptre

On my cleric: +3 Superior potency VI sceptre and +2 spell penetration VII sceptre

On my monk: +1 flaming handwraps of weight (stunning)
+1 vorpal shuriken of deception (range)

On my bard: Silverbow & lute



Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?


Define elements? If you mean raiding and crafting and have phases to rest within the quest, yes, I like the Shroud.
I like long quests too and giving you partial credit even if you fail at the raid boss as you complete phases.

I like short 30 minutes quests like the Stormreaver raid too with some decent puzzles. Once you complete the pre-requisite,
you are not required to run Gianthold Tor or any of the pre-requisites to that again.

I do not like the elements for the VON series; even though part III and IV is fun for may be the first 5 times in the quest.
After the first 5 times, it becomes a grind.

Vorn
06-18-2008, 01:26 PM
1. MOD 7 had good, bad, and ugly.

The two new raids are good, though it's tough to find folks who just want to explore the subterreane as opposed to "this is the way to the hound". I'm sure there are lots of unexplored mysteries down there and hope there are additional 'vast and mysterious' adventures to be had. Some named loot in the rare drops would make it a more compelling endeavor to go a roaming. It's nice that everyone has to be involved for the new raids, as well. Hopefully folks will get more seasoned and the complaining will go down about the costs. 3BC make over was nice with some really fun little quests in it. Some folks are happy to have monks and I'm happy for them.

There doesn't appear to be a lot of stuff to do overall, especially for our capped characters at this time. I mainly only play one character, a 28 point gimp elf fighter created moments after the servers went live. I have others I've toyed with and capped, but prefer playing him. While on raid timers for him, there's not much else for him to do in game. I run my clerics to help folks out from time to time, or help others with favor (my guy has all but the shroud/abbott/horned devil on elite), but for the mainly one-character player there's only so much harvesting of pure water from the lab.

Which brings us to the ugly--the bugs. Alchemical rituals don't work; raid loot shields that are mithral in durability aren't giving +2 max dex; bounty bag quests don't work right; bbarriers, firewalls, other spells; NPC's won't spawn; no doors to the new raids (Intentional, perhaps so that at least some folks could learn them, to be closed at a later date? Or Q/A oversight?); things still broken from mod 6; and on and on and on. My first MMO so maybe this is a normative event? In any case it is disappointing.

2. Fav weapon: mineral khopesh. Love this thing. Hits everything. I can tear it up w/o worrying about perm damage. Close second is the lighting khopesh: +4 ac for intimitanking and that "Kaboom" is way cool.

3. My favorite quest remains Tempest Spine. Lots of different things going on, a pretty good story, some tricksy parts. A re-vamp of the outside would be pretty neat. I also like the chain quests for the narrative element, though admittedly it's sometimes tough to dedicate the time to do a whole chain.

feynman
06-18-2008, 01:35 PM
Question 1
What are your thoughts on Module 7?

A new class is always welcome, but this one needs some tweaking; my conclusion is that you preferred to underpower a class on the theory that you will get less complaints about future improvements to the class as opposed to future nerfs. My biggest complaint is the lack of scalability, i.e. a 10-point mass heal is awesome at level 4, nice at level 8, OK at level 10, weak at 12, etc.

The addition of quivers is great; now we just need to be able to hot-bar arrows to switch them out.

New AI is much better, although the "I'll just run away forever!" mode is kind of annoying.

3BC is too freakin' big! I like the quests and all, but it just takes too long to get anywhere.

Subterrane quests are cool, if a little short on loot.



Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Cleric: greater potency VI heavy mace.

Rogue/Ranger/Fighter: dual vorpals, dual paralyzers, dual banishers, dual disruptors... oh, did you mean just one weapon? While we're on the subject, how about a golf-bag to keep all these swords in?

Monk: vicious handwraps, and we'd like to know if they're bugged, and if so, whether they will be fixed, and if so, what monks will get in replacement to make them a viable class. Note: I rerolled my monk 9 times before I picked up vicious handwraps; any of them would have been good with them, and none of them were good without.



Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Forced separation of the group, especially in raids; this helps get everyone involved. The Shroud is great about this. I would also like to see more reasonably soloable quests, especially high-end stuff.

EspyLacopa
06-18-2008, 02:27 PM
Question 1
What are your thoughts on Module 7?
Interesting. Still hoping to find a group to more fully explore the Subterrane. Everyone seems to just want to do the two raids.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Don't really have any characters that would use such a thing. In terms of base items though, I always enjoyed the idea of beating stuff up with a quarterstaff. Now if only it could be used as a double weapon.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
I always find it hilarious when a quest mercilessly punishes meta-gaming by doing something to harm a party that would only do so when the party uses outside knowledge. This typically only happens in new quests though, or when a party is running a quest for the first time.


One, two! One, two! and through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.
"And, has thou slain the Jabberwock?
Come to my arms, my beamish boy!
O frabjous day! Callooh! Callay!"
He chortled in his joy.

Gum
06-18-2008, 02:38 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?

Showing them new content etc.

Question 2
Rank the following in order of importance to you:

* Introduction of new systems (Bounty bags)
* Expanded existing systems (crafting, PvP, Favor, etc.)
* New Quests (Subterranean, Three Barrel Quests, etc.)
* Revamped regions (Three Barrel Cove, Cerulean Hills)
* Events (Tent event, Race to the Subterranean, etc.)

1.Expanded existing systems 2.New Quest 3.Revamped regions 4.Introduction of new systems

5.Events


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

I like to just watch the monks fight sometimes, it's really cool, and as a healing cleric, they don't

seem hard to heal at all. The only difficulty I can think of is the influx of monks is so great, sometimes it's

difficult to find a balanced group, but it's good to see new people trying out DDO, so np really.



Question 1
What are your thoughts on Module 7?

At first I was kinda down about the lack of new non raid quest for high end stuff, but then theres

a lot of little things that are cool as well. Like the new afk thing, the holding down right click to attack,

quivers, bounty bags, bags auto gathering. These are all small things, but surprisingly I was almost just as

excited about these small changes as I would have been about new high end quest, and it makes things more

convenient, so it's all good. I'm glad to see the monk in action, and know you all must be proud of it.

My biggest disappointment with mod 7 is the "pally love." Don't get me wrong, I appreciate what we did get,

but the pally has a LONG way to go before he's back to his rightful position in DnD/DDO.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Trusted weapon=Holly Burst of Pure Good.....Weapon of choice=Icy Burst of Pure Good, or WP.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Wiz King and PoP come to mind. Anything with humor in it as well, *A Cry for Help,* humor is

always good when questing with friends. The VoN is a classic, and is very solid. Also any quest with lots of

enemy archers, yes they are aggravating as heck, but it gives the quest a real challenge feel to it. Pinned

down by enemy fire, you must be the warrior and take care of business.

Ministry
06-18-2008, 02:51 PM
My responses in red... as usual...



This week's question(s) are:

Question 1
What are your thoughts on Module 7?

So far, so good, for the most part. The monk is a nice and refreshing change to the game, even though I stopped playing mine at level 8 because they are not resource friendly. I will prolly play him again some day... maybe. The new 3 Barrel Cove area was well done and the new raids are pretty cool. They whole idea / concept of us journeying into Hell to beat up the baddies that keep coming up to Stormreach is fun and I really look forward to more along these lines... journeying further down and around. The changes to the Pallys have made me dust mine off and I'm enjoying him more than ever now.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Well... I would love it if DDO / Turbine would make more unique items (only a handful per server), as this would help this and enhance gameplay and characters by giving them some serious uniqueness. But, in saying that... My Ranger (my fav to play) loves his pairing of Transmuting Puncturers - Rapier and Short Sword. Being able to get my "to hit" into the 40's with each weapon and being a Tempest allows me to take down pretty much any mob in short order. "What, you have a unique DR... ummm... I have transmuting..." DEAD MOB. :)

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

My fav has been the GH quests. All of them. There is a combination of mobs and traps and thinking, but not so much that the ordinary player can't complete them. They look good, have a moderate degree of difficulty, a number of unique mobs and standard ones and it seems for the most part kinda realistic... I love POP because it reminds me of the movie - 13 Ghosts.

Akhad_Durn
06-18-2008, 04:42 PM
Question 1
What are your thoughts on Module 7?


As with Mod6 the high level content is much too focused on RAIDs. They're fine if you're going to add in some unrelated quests that can be run, I just don't have the time (or interest) to run RAIDs all the time. How about making another long quest chain, these have their own problems, but allow pausing between parts.

Three Barrel Cove has become extremely fun, this really exceeded my hopes for how it was going to be updated.

The new quests in Three Barrel Cove are good, nice to see some new techniques applied to the new low level quests.

Did Waterworks part II really need to be updated??? Were there really that many people falling off the top ledge and whining about getting killed? You could have just put in a ladder, but I guess then the kobolds couldn't have come up to play.

I'm finding my Monk kind of boring to play, not sure why though, just never seem to want to play her.



Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)


Don’t really want to provide this info… makes me feel like it’ll be used against me in the future. :rolleyes:



Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?


Note: I don’t like the LotD series of quests.

Redfang the Unruled -
It has an actual feeling of depth, it has vertical layout for traversing between sections. Most quests feel like they were designed in a box, this one doesn't

The Pit -
Again, a vertical layout. I like jumping, it’s fun... I don't really like re-spawning trogs, or slime, but it’s still fun.

Invaders -
Reuse of the Waterworks explorer area (with a different entry point), and re-themed with darker lighting. This just makes it creepy. We need more invasions like this elsewhere (like say... The Pit??? :D)

Redwillow’s Ruin, Storm Cleave, Gwaylan’s Stand, and Caverns of Korromar –
Great examples of some extensive outdoors quests, these are staples of my leveling up characters, quite fun and challenging.

Rainbow in the Dark -
The quest is actually dark. This is more like what I was expecting from DDO to begin with, adventuring with torch in hand not quite able to see what you’re coming up on. Pit traps actually became a real threat. Very refreshing.

Stromvauld's Mine –
Another nice vertical quest.

From Beyond the Grave –
Good use of a failure condition in this one. Since the gate can’t draw agro on its own its much easier to defend (unlike Coyle…).

Desert Caravan –
This can be quite hard without the right spells, try to PUG it some time with a random group.

The Crucible –
Can’t believe so many people are scared of “the swim”. I’ve done this swim with each of my characters (clerics included) without any issue. Nice use of water and spear traps.

Prison of the Planes –
Neat concept with the changing environments, it’d be neat to see this used elsewhere.

Chain of Flames –
Nice vertical structure, gets to be maze like at times.

Xorian Cypher -
Some great work decorating this quest, the runes are a little bit annoying though.

Tempest Spine -
Because more doesn't always mean easier. Its fun to get a group of people to try to coordinate and work togther. Plus running though the areas that don't need coordination is a zergtastic.

Lost_Leader
06-18-2008, 06:26 PM
This week's question(s) are:

Question 1
What are your thoughts on Module 7?
Monks were well done. The graphics of the combat sequences are spectacular, their enhancement lines are unique and their combat system takes the interactive DDO combat to a new level which I love. While I would figure them for a difficult class for a beginner, for someone who has learned the DDO game, they offer a whole new level of character versatility.

The UI improvements with Auto-Gather and Quivers are also great. Though auto-gather will sometimes gather things it shouldn't (titan power cell) and quivers don't quite reload the way I wish they could, all in all an awesome addidtion.

The new three-barrel cove area and quests were great. Three-Barrel itself is beautiful scenery, a few new mobs and a challenging new area for low level characters. The new quests are fun and offer a little bit of change for leveling up our new monks.

The new raids are a nice combination of strategy and power. Vision of Destruction certainly requires party strength, and the Hound requires timing, they both require smarts. Enjoyable and challenging, though vision is certainly the more challenging of the two, in my opinion.

All that said... I feel the team really needs to focus on doing a module with more dungeons in release. At least twice what the last few modules have given us. Gianthold was still, in my opinion, the best content release, and could have been even better with the outdoor area building experience we have now. I mean... 9 new high level quests with an extra preraid and raid, and thats not including the fact the gianthold happened during the time when we got more releases than just the current quarterly (which is more like 3 times a year than quarterly) releases we get now. Litany of the Dead almost had as much, but the quests were not as enjoyable as gianthold, and I still go back to gianthold routinely. The Vale was awesome... but too few quests. Way of the Monk.. awesome... but too few quests.

An additional hit to module 7 was the fact that it gave a new class as the majority of its content, without giving a spare character slot, forcing many people to either miss out on this fun new class, or to delete.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Depends on the character, of course, and I have gotten myself some nice toys on many of mine. My best character for his weapons would be my TWF piercing barbarian, and ofcourse his weapons of choice are his w/p's. Once you have the opportunity to play such a character, its hard to go back to any other melee.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Of all the quests to date, my favorites are Crucible and Prison of the Planes. Crucible just because it is full of (solvable) puzzles and fast paced combat, with mazes and traps, and it has the best built underwater section allowing skill and fun in the water, without the boring long pool laps like in the Shadow Knight.

Prison of the Planes is just a great idea, which I love. Small coterminous jail cells, which you have to open up and kill the old convicts to get power cells to repower the ancient prison. Sure it may be overplayed, and overplayed so much it has become rote, but I still think it's one of the best quests in the game.

salmag
06-18-2008, 06:39 PM
1. Overall, the mod was... good, not great.

Monk animations are very good, but the monk character fails in the way 'Ki' was implemented. Sahaugin look awesome, and three barrel cove is very good, but I don't understand why Sahaugin can not attack underwater. This would have been an excellent addition. Have freedom of movement and allow us to battle underwater. I have yet to enter the raids, because I prefer 6 man quests to 12 man raids. Pirates look good too., especially the minotaur ones. Oh, and your version of crafting is what really brings the mod down. tsk, tsk. AN extra character slot should have been offered as well.

This mod could have been SOOOO much better with the addition of GNOMES, and Half-Elves. Half-Orcs... meh! More quests, more quests, and more quests (of the 6 man variety, not raids). Fix 'ki' to act accordingly to the nature of monks, ie more pacifistic not zerging - start with full 'ki' bar, use it, then slowly regenerate according to concentration skill, or by meditating. Crafting should be according to 3.5 ed. and use Feats and Skills.

2. My Paralysing Longbow. I never leave home without it. Maybe it would be my Mineral II longbow, if I ever get enough large ingredients. Now if only you would lower the Manyshot cooldown timer to 30 seconds.

3. All the quests are done very well. I especially like Rainbow in the dark because it gives a true DnD feel to it. Dark, need a torch. The only thing I don't like about it is the way people increase the gain to get out of the dark element, and the way you changed the ending. You should make us figure out the puzzle at the end.

Seriously, I sometimes wonder if you guys truly read these, or if you just decide to make things up as you go. It seems like the latter.

Rameses
06-18-2008, 06:52 PM
-------------------------- Let's Get Started! --------------------------

Question 1
What are your thoughts on Module 7?
Monks are nice but I am not sure what the development staff was thinking when they developed Hand Wraps that were so broken: IE Vicious and Ghost Touched.
Add "of Pure Good" Handwraps to the loot tables
Monk DPS is extremely low
Please add Green Steel Handwraps

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
I would like to say my Supreme Tyrant Green Steel Weave Handwraps of Mineral II. But in your infinate wisdom dear Developers you decided not to add Green Steel Weave Handwraps.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Quests like Tempest Spine or even Ritual Sacrifice. Gives the feel of a BIG Quest without having to be a Raid. Yes I am aware Tempest Spine is a Raid, but it can be easily completed with a 6 person party.

I am, Rameses!

geoffhanna
06-18-2008, 09:13 PM
1.

:D I like Monks. I like how difficult the explorer area and raids seem to be. I love pants!

:) I haven't spent much time in 3BC yet but I like what I've seen

:rolleyes: Too many bugs and too much reuse of existing art for new items and loot

:( I wish there was more for the capped chars to do for the next several months


2.

(a) My sorceror is my only character with "Must have" weapons. She has matching acid puncturers that look cool and puncture held/stoned things like crazy
(b) My barbarian definitely favors her elemental mastery maul. But my DEX ranger needs so many different weapons she can't afford to have a favorite.

3.

Outdoors, open, more than one path
Everyone is busy
Chains with special end rewards for completing the chain
Ability to complete without killing everything in every room

sirgog
06-18-2008, 10:23 PM
Question 1
What are your thoughts on Module 7?

Not enough high-level content - particularly as all the high-level content has lockout timers :(

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Trusted weapon: Superior Potency 6 club, horrible graphic, I call it 'The Ugly Stick'
Weapon of choice: +5 transmuting of righteousness anything

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Raids without lockout timers or bind-on-acquire raid loot, like Tempest's Spine i.e. raids with the mechanics of non-raid quests, except that they allow 12-member parties to enter, and they are full quests, not single-room encounters like the Dragon or Suulomades, or 5-room encounters like the Shroud.

Hakushi
06-19-2008, 01:09 AM
Question 1
What are your thoughts on Module 7?

So far, I like the new area and raids, and the addition of a new class (monk) is a great but I was very disappointed we didn't recieved a new character slot as we were promised in the past. Giving us the possibility to visit and advance the quests on zones at any level was an awesome change. The quivers are a great addition, but when put in the hotbar, we should equip them instead of just open, or equip if not equipped, and open is already equipped. Are we getting scroll cases next. :rolleyes:

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

On my main character, my "trusted weapon" is my +1 Wounding Dagger of Puncturing (which I call: Knot's dagger, refering to a friend who passed out at christmas).

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I would like to see more quests with outdoor elements like: Stormcleave Outpost, Gwyland's Stand, Redwillow Ruins, and some more "overall great quests" like Vault of Night and The Twilight Forge.

MageLL
06-19-2008, 01:37 AM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?
If the like online gaming I suggest the game(s) I am currently playing.

Question 2
Rank the following in order of importance to you:

New Quests
Expanded existing systems
Revamped regions
Events
Introduction of new systems

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

The new class, as well as when drow were added I enjoyed the ability to find and play in lower level groups.
The monk class itself doesn't really seem to fit a traditional role that we have been used to for the last 3 years of DDO. I believe it comes down to the fact they don't contribute anything to a party that another class can't already do better. It would be nice if the buffs, heals, grew in power as the character got higher in ranks. I also find that they aren't a great candiate for multi-classing.


This week's question(s) are:

Question 1
What are your thoughts on Module 7?
I really enjoyed the server race. I also enjoyed the fact a new class was added, as it gave everybody a chance to make a new character even if not a monk. There are plenty of low level groups available most all of the time.

I wish that bugs found on Risia were actually fixed before the mod went live. Several of them were reported by those I played with on the "Test" server, but none were fixed.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Well my rangers enjoy the wounding of puncturing weapons. One of them carries a shortbow, the other carriers a repeater. My casters never leave home without finger of death, and PK loaded.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I personally really like finding shortcuts. Tempest spine running to the first door, New Ringleader, using the first box to jump over the initial area, and delera's part 1 swimming to the ledge and jumping up and ignoring the bridge lowering process. Its a choice we make, we can give up chest, or xp, but we can get to the end quicker. I don't always do it, but its nice to have the option.

kruggar
06-19-2008, 07:53 AM
Question 1
What are your thoughts on Module 7?

- didnt liked the no slot for the monk..
- liked the new raids, but they are very supply consuming and many many players in the base will have problems in finding a group to do it.
- the new exploration area is designed to kill us :) (good job)


Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

every of my chars has a trusted weapon.

rogue has a wounding of punturing heavy repeater
cleric has my vorpal dwarven axe
paladin my holy burst silver rapier of pure good
wizard and sorc my trusted finger of death
and so on..

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I love quest u need to coordinate events, turns a quest into a major group effort and this is the idea of a raid in my opinion

EightyFour
06-19-2008, 07:59 AM
Question 1
What are your thoughts on Module 7?

Opinion (http://forums.ddo.com/showthread.php?p=1752272#post1752272)

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

I made a list of basically what I use:
Cleric:
Wand of Cure serious Wounds in right hand
+3 Suprior Potency VI Scepter left hand (For Blade Barrier and Healing)

+3 Spell Penetration Club right hand
+2 Abjuration Focus (Necromancy Focus) left hand (For Dustruction and Banishment)

Two Weapon Fighter
Two +1 Weakening of Enfeebling Bastard Swords (This is because my AC is 38 and I need these weapons not to go down like a paper bag: only 304 hp)
Vorpal Bastard sword and Vorpal Scimitar (For super high hp mobs) (The faster you kill the less damage you take over time)
Two Disrupters (Quick Killing)
+1 Frost Bastard sword of smiting and +1 True Chaos Kurki of smiting (For quick killing)
Charoush's Inferno and +5 Flaming Bastard sword of Lesser Monsterious Humaniod Bane (Pure Damage when Immune to holy)
+3 Holy longsword of Pure Good and +2 Holy Bastard Sword of Pure good (Just for Pure Damage)
+3 Shock Bastard sword of greater construct bane and +4 Admantine Bastard sword (For constructs that just will not or can not be smited)
Two +5 Ghost Touch Bastard swords (Ghosts)
Muckdoom and Muckbane (Ooze's)
+5 True Chaos Bastard Sword and +5 True Chaos Warhammer (Maruet in VON 3, I'm sure there are other reasons)
+1 True Chaos of Greater Dragon Bane and +1 Acid of Greater Dragon Bane (Dragons)
+2 Wounding Bastard sword of Blah, blah, blah, and +1 Wounding Bastard sword of Enfeebling (Hmmm...these are not that usful unless the whole group is using wounders and is well cordinated)
+2 blah, blah, blah, Rapier of Puncturing and +2 Transmuting Short sword of Puncturing (Killing stoned mobs, or killing mob's with 0 str quickly, but not often used for that, mostly just for stoned monsters)
+1 Bansihing Rapier (Prize weapon for it's popularity, but I find it doesn't work all that well, mostly doesn't banish that much, but 15-20 crit range)

Ranger/Rogue
+3 Banishing Heavy Repeater of Pure Good (Banishs from time to time, not much though)
+1 Wounding Heavy Reapeater (Main weapon)
+2 Transmuting Shortbow of Puncturing (For stoned or held mobs)
+1 Axiom-blah of Disruption (Low level undead)
+1 Paralyzing Composite Longbow (When I can Paralyze, and it helps the party)
Two Muckbanes (For Oozes and rust monsters)
Dreamsplitter (Much faster on held mob's)
+2 Flaming Burst Longbow of Greater Construct Bane (Constructs)
+5 Greensteel Longbow (This is as far as I've gotten so far)
+5 Transmuting Longbow (For situations you just find that base damage does more)
Silver Longbow
+1 Shortbow of Greater Chaotic Outsider Bane
+1 Longbow of Greater Evil Outsider Bane
+2 Holy Longbow of Lawful Outsider Bane (This bow I hade for the longest time hoping that something would come along that I could use this bow on, as it is only a Lawful and not a greater lawful, but know I use on Pitfiend, so far completed once, ran once and that was for the unlocking of the new raids)
+1 Longbow of Greater Orc Bane
+2 Longbow of Greater Monstrous Humanoid Bane
+1 Flaming Burst Longbow of Greater Reptilian Bane
+3 Frost Longbow of Greater Dwarf Bane
+3 Flaming Longbow of Greater Halfling Bane
+1 Holy Longbow of Greater Human Bane
+4 Shortbow of Greater Elf Bane
+1 Longbow of Greater Goblinoid Bane
+1 Longbow of Greater Gnoll Bane
+2 Frost Longbow of Greater Dragon Bane (wow, one of the few weapons were the prefix complements the suffix)
+2 Longbow of Greater Aberration Bane
+3 Icy Burst of Greater Magical Beast Bane
+2 Longbow of Greater Vermin Bane
+2 Longbow of Greater Animal Bane
+1 Longbow of Greater Undead Bane
+3 Shortbow of Greater Elemental Bane
+4 Thundering shortbow Greater Giant Bane

Wizard
Superior Fire Lore Dagger and Superior Potency VI Club (For Fire Spells)
Superior Acid Lore Scepter and Superior Potency VI Club (Acid Spells)
Superior Ice Lore Scepter and Superior Potency VI Club (Ice Spells)
Superior Lightning Lore Scepter and Superior Potency VI Club (Lighning Spells)
(Used to use Transmutation Focus, Evocation Focus, Necromancy Focus, Illusion Focus tell I pulled a Stormreavers Napkin)
Spell pen. 7 and Greater Spell Pen. 5 (Finger of Death and PK)

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

The quests are great, it's all about the character though, high xp is the way to go as I can level my character faster.
As far as elements of fun, it's fun for me to do the pit, mainly the jumping from spot to spot, I like jumping, but I know several people that don't like jumping. The pit is nice because it allows me to jump without forcing everyone to jump. Plus it's high xp.
Stormcleave, another high xp quest, the objective is to run in and kill a bunch of mob's, mostly giants, than after activating all the pillers you take down the giant with a caster, it's a quest where everyone has a part, everyone is useful and the reward is good xp.

The point to me is, I have say an hour to play, and I have a choice between two quests, one well take 45 minutes and well reward about 10Kxp, the other well take 45 minutes and reward about 2K xp. The first normally has more chests, the other has less. The first gives more favor than the other. Which would you choose? I mean even if you liked the second, your going to get more groups for the first and you are going to end up doing the first more often.

Also, quest chains, the main problem with them is not they they are not fun, they are very fun, but most people just don't have the time for them. I have never gone thru a quest chain without losing the group or group members. Like Threnal, CO6, and catacombs. Also at this point I would like to thank you for changing the slimes into bats and rats, much better. And it's hard to pick up again, any new group is not going to be on the same part. So you start on the lowest part, which is normally the begining again, you get half way thru, one or two people have to drop, you wait around to pick up a third which is at the begining again, and you either progress on without repeating, so the new player only gets the xp and if they complete most of the rest with us, they get no end reward but put in more effort than the person that started with us, or you start again and eventually everyone gives up. So there is a lot of standing around between quests. (Also having the bartenders repair is awesome also because you don't have people running all the way back to town to repair taking more time. So thank you for shaving off some of that wait time between quests.)
STK on the other hand normally gets completed by the orginal team I went in with, Delera's Graveyard, 4 part quest, sometimes we lose a person but not often, also when we get to part 4, Thrall of the Necrtomancer, it's a high xp quest, so it's easier to get an extra person or two if someone does have to leave.

SO I would say for those that like chains, take a look at the time it takes to complete Delera's Quests and consider that you max time, take a look at STK and consider that your mid way. I would say that make it 3 part quest and 4 parts quests, but that could lead to 3 or 4 really long quests, and it's the time that is the factor.

At level 2, the Smuggler's Warehouse, worth 1/2 the xp of The Kobold's New Ringleader, I admit, that Orge on Elite is tough, but it is still faster to run Kobold's New Ringleader than it is to run around smashing everything trying to find 10 gems.

Timed quest are also bad, Protect Baudry's Intrest, a 5 min timer? It may be faster than running a quest that takes 12 minutes, but that 12 minute quest is going to feel faster because your not sitting in one room for 5 minutes with a timer telling you how long it's been. Plus three quest add up to one Kobold's New Ringleader, what is up with that?
The main quest that get done at level 2 are Osgood's Basement, Recovering the lost tome, Waterworks (This is the high one), Kobold's New Ringleader, possiable Durk's got a secret and Walk the Butcher's Path thrown in every now and again. The rest of the quests at level 2, minus catacombs. Are low xp or they are low xp and to short. Waterworks you can almost ganantee that everyone well stick thru all 4 quests which is a nice sum of xp over any other quests.
At level's 3 to 5 it's STK. (Most people avoid catacombs or they look at it as a quest to get out of the way, the past two days I've gotten home after prime time hours so I've been knocking out catacomb's on my level 9 character, normally I would wait tell about 12 because that's when I start to fill in some of the lower level favor gaps.)
STK you are going to collect about 5K xp a run, long enough quest without it being to long. And it's a level 3 that go's up to 5, people know how to get it done. But if a group wanted to run a 4 part quest, they could do tomb of the burning heart and the otehr 3 tomb's for 6K xp, but groups don't. I think mainly because the time it takes to do STK and the time it takes to do the 4 tomb quest, you well make more xp over time with STK than you when with the tomb quests.
After that it's off to Delaera's untell about level 7 when you start to hit up Gylan's Last stand, Tear of Dhakaan, more Delera's here and there, maybe a hunted Library, Stormcleave. Tell you hit 9, that's the grind point, it's when xp seems to almost stop. Most people look for some Gianthold stuff. Xorian Cipher is a good quest, but not many out there willing to run it, I normally fall back on The Pit myself, as most don't have that one done and I can complete it in about 45 minutes, I do Normal and Hard, I wait tell later in levels to do Elite to get favor and xp as I want most of the group to be higher level as you never know what type of player your going to get. The Shadow Guard quests are avoided because of all the phasing in and out, same with the orathons and devils and such, it's so bother some to have a mob trapped by a spell and they just puff out of it, it makes the experance frustrating, that's why casters are so handy in that experance as they FoD, PK, or Banish those guys before they get into there teleporting frenzy.

Also almost all of the level 8 and 9 quests are chain quests, like Threnal, 9 part quest that never gets completed by the same group that went in, and that's if it gets completed at all. The Giants lair isn't enough xp, I think it's like 500 to 1000xp. Weak for a level 9 and level 10 quest. CO6 is to long. The VON's have beholder's in VON 2 and VON 3 which have to be dealt with, can be a problem at those level's, depends on the group again, however the experance normally is not a good one at those levels, most people I notice avoid those. Stromvauld's Mine I have no clue why people avoid that one, I guess it's the fact that it's like Smuggler's Warehouse at a higher level, got to find all the bodies. I think the Xorian Cipher gets avoided as for the chaos balls, you got to have a cleric to run it for Death Ward. Faithful Departed is a bad quest to do as the 3 zombies you have to save almost always get killed.

What does fet done a lot during level 8 thru 10, Tempset Spine, 12 people, lot's of fun, only two beholder's, lot's of xp, getting knocked off at the end before completion is upsetting a bit, it's more frustrating when someone that doesn't know their way around and gets knocked off, but it's offset by the fact that the quest is complete and you just made a bunch of xp. I could guess that's why more people want Tempest Spine like quests because it fit's in that level gap between 8 and 11.

I believe around 11 to 13 people are running Gianthold quests, and around 13 to 14 people start to hit up the vale. Tell they hit 16, than it's all loot running from there and favor if you have any left over. Now all this is only from expereance, and is not any type of study I've done. So a lot of this is from my perspective and is bias, as I look for high xp quests to level my character as fast as possiable, as it's all about the character for me.

As far as the quests being fun, it's a huge bonus if they have high xp and they are a fun quest. Here is a quest idea if it's possiable, a cart runs down a track at either a set speed or becomes faster as you get closer to the end of the track, along the way there are barrels that you have to shoot, for each barrel that you shot it increases the amount of xp you get. Kinda like that one of those Shadow quests where you disable 10 traps, than 20, than 30 and so on. I don't know if you could increase the xp level for every 10 barrels shot, but I imagine it would be a fun quest. Edit: I realized that you could make the smashing of the barrels optional xp, so you hit 10 barrels your pop 1,000 xp as an optional, you hit 20, that gives you 1500 xp for a total of 2500 optional xp bonus.

Sorry for the long read. Just trying to give as much feedback as I can while I have time to do so.

Kisaragi
06-19-2008, 08:39 AM
Question 1
What are your thoughts on Module 7?
A.) There seem to be a lot of bugs for as much time as it took to be released. Furthermore, the communication that we were told we were going to get, has shriveled up and disappeared. I've sent in two emails to you and one of the developers twice now, and although I know you've been busy. I've been ignored. No talking about what's coming up, even from the media sites, and it seems that many things have been changed in game without being talked about, announced, or even given a chance to discuss them.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
A.) +1 Paralyzing Adamantine short Sword of Righteousness or Treason on my Drow.


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
A.) Given a choice, I think I like Prove your worth, as it's not as many monsters as we're used to, but rather a series of 'tests' that lead from one to another. It also gives multiple exits for the same trial, so people can pick and choose their path. I really really dislike the body guarding missions because often they do not have appropriate equipment or buffs to keep themselves alive. If I had to name 1 quest that is my favorite to run, I'd have to say either Tempest Spine, or the Church and the Cult. They have the feeling of a complete storyline that is interesting the entire length of the quest.

VonBek
06-19-2008, 09:49 AM
Question 1
A well designed mod, overall. Three Barrel cove excited me more than Monks.
I have a sense that community feedback drove some of the development, without dictating it. Three Barrel cove is outstanding. I like the way the area and the quests combine for an experience. Top refinements I like: Quivers (could be improved, but still quite a welcome addition), Autogather, Barkeep repairs, click & hold attack, shortcut bar changes, map display changes. I've noted changes to quests while freeing Arlos, or getting keys from Narl & Krugg; the first is helpful, the second was overdue.
Monks feel a bit like a glue-on item in the Eberron setting. Druids would have made a bit more sense. Still, the class should open some options for players fascinated with that part of D&D. Their potential hasn't been overscrutinized, and hypercalculated, yet. Testing a few on Risia suggests they are neither gimped, nor overpowered. I'm pleased that they help players spend more time exploring a class.
The character slot question should have received a clear answer weeks before the mod went live. I think leaving it for discovery only heightened anxiety, rather than anticipation.

Now, how are we doing with another sprawling outdoor area filled with quests; UI improvements, appearance customization, Artificers, Druids, Half Orcs, and a fun raid for lowbies?

Question 2
I would like to have a trusted weapon, or weapon of choice. Unfortunately, gear-needs-at-level and pack space prevent me get attached to a specific weapon. I'll paraphrase an idea I posted once before: I want to be able to combine desirable qualities from multiple items to build a customized weapon. Within rules (give it an exclusive flag), without collectible grinding, and maintainable throughout the life of the character. That last part is important. If I augment an item at low level, I need to be able to add to it as I level. I don't want to discard it and start over. Imagine if an arcane caster could import powers into a good looking +2 quarterstaff . As she levels, she adds flaming from a dagger, flaming burst from a bow, power IV from a mace, and increases the plus-to-hit from various pieces of vendor trash. Ideally, she'd get something that could drop from an end chest, but bound, attuned, and unique to her.

Question 3

Earning Insidious Cunning bonus from Stealthy Repossession.
The Pit has climbing and maneuvering elements which I enjoy. So does Rakham's Trial.
Sniper "duels" between my ranger, and an enemy Marksman.
Either/Or paths to completion, Garrison's Missing Pack And the Depths have this. Stealthy repo has this, somewhat, but it depends upon the class of character running it.
The Catacombs chain has a connecting common instance. I'd like to see this more, but in a quest chain that can be run in a non linear order. I like seeing other players and parties "en route" - it lends a more active community feel than the animatronic NPC's I see in many common areas.
Also, part the Catacombs series takes place in an instance that looks like the common area, but isn't. (Cannot Recall the chapter name). I'd like to see this technique applied to other common areas. I'd like to fight in an alley off a beaten path. Some dead end streets, nooks, and crannies could copy to a short quest set in a familiar location.
Tear of Dhakaan is pretty good for a hallway (no real branches, everything in a row) quest. The encounters have enough space and variety, without being as blatantly illogical as the depth series.
I like how Prove Your Worth can conclude on different notes. I'd like to see this expand to two meaningfully different endings. In other words, I'd like the decision point to occur earlier, and the paths after the decision to change the mobs, traps, map.
Escape-or-die sequences (Von 2: beholders, and ladders) kick off the adrenaline.

Summary, I'm still looking for quest elements, and solutions that offer more than just a cage match beat-down. Combat is fun, but right now it's just a little too much fun.
I'll post more as they come to mind.

Uproar
06-19-2008, 09:53 AM
Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
A.) Final battle in STK (where there are several real strategies employed for defeating an otherwise very tough fight.
B.) Puzzle quests that involve thinking (not memorization). Any current examples? Unknown.
C.) Stealth and Grab Quests such as the one with the Kobolds in the Harbour area. (name forgotten) -- Do not want whole quest to be like this, but should be a tactic placed inside more quests.
D.) Shield blocking, or other multiple group member tasks that require coordination.
E.) PLEASE RAISE THE LEVEL OF RANDOMNESS and THINKING / STRATEGY required for majority new dungeons.
F.) Please add a half dozen or more new dungeons for ALL levels. NOW.

(p.s. I hope the last two were allowed responses).

Deragoth
06-19-2008, 10:01 AM
1. 3-Barrel Cove is awesome. Nice job on that. The new raids are nice but the run there, while easy, is tedius. Monks seem to be pretty worthless except as a splash class, but my opinion could change as the game progresses. Also, FIX POTIONS to work while raged. If I can drink a cure serious potion, I sure as heck can drink a remove curse potion.

2. For Melee characters - a +5 Transmuting <insert weapon here> until I craft them a Mineral II weapon. Also a Vorpal of some sort, and either a Weakening of Enfeebling or a Wounding of Puncturing (still looking ;)).

3. Gwylan's Stand has always been pretty fun for me. It's a large open area, with plenty of changes in elevation. Stormcleave and Ritual Sacrifice for similar reasons. Many classes work well in these, so a PUG can be very diverse which adds to the fun.

Alexander_Illusioni
06-19-2008, 10:45 AM
Question 1
What are your thoughts on Module 7? That which you added was great, but it is lacking in content for upper level characters, which I would guess is the majority of the players. There seem to be many more small irratating bugs this time. The bank bug etc. I wish the developers would explain when they change things that have been standard every level cap raise. We have always gotten new things in the loot tables, such at higher level potency items, spell penetration items, higher levels of weapons and armor dropping, yet the potency and spell penetration items have been left out of the loot tables with no explanation. I wish we could get a reasoning for this change.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted) Wounding of Puncturing Wish they dropped more often, I have never had one drop to me.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often? Puzzles like in the shroud , part 3 and the Stormreaver. I also think it is fun to find shortcuts around some of the monsters, so that it is not always hack and slash. The mushrooms in running with the devils was a fun shortcut, that was removed for no real reason. Those types of things make the game more interesting.

Hence
06-19-2008, 11:46 AM
If you missed last week's questions, you're welcome to answer them now in addition to this week's:[/center]

Question 1
What is something that strongly motivates you to convince others to play Online games with you?
To have a friend that will do exactly what you tell them to do.

Question 2
Rank the following in order of importance to you:


[3]Introduction of new systems (Bounty bags)
[2]Expanded existing systems (crafting, PvP, Favor, etc.)
[1]New Quests (Subterranean, Three Barrel Quests, etc.)
[5]Revamped regions (Three Barrel Cove, Cerulean Hills)
[4]Events (Tent event, Race to the Subterranean, etc.)


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?
Monks have replaced Warforged as the most hated characters.


This week's question(s) are:

Question 1
What are your thoughts on Module 7?
AWESOME Raids and Explorer zone!! Love the difficult and fun 12 person explorer in Subterranea. WE NEED MORE OF THIS!!!

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Trusted Weapon: +2 Icy Burst Rapier of Puncturing; Weapon of Choice: Sword of Shadows

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
I love the Subterranea, it has multiple levels or zones, it has boss encounters mixed in, it has Raids that are fun to travel to... Best new Landscape and Quests in DDO history.


Answers in RED!

The_Phenx
06-19-2008, 12:00 PM
Question 1
What are your thoughts on Module 7?

This will happen in several parts.

#1 New Three Barrel Cove.
Fantastic explorer Area. Very well done. Little bit of a long run at times. But good all the same.
BUT WHY OH WHY... didn't you use the opportunity to put in some fun named items... like a tri cornered pirate hat, a bandana with a skull and crossbones on it... or a parrot trinket that talks to warn you of impending danger +2 insight bonus to ac...you get the idea.

#2Hound Raid.
Easy quick raid the little beholders are soooo cute. Overall pretty cool. But the loot is... a lil on the undesirable side.

#3
Vision Of Destruction. Now THATS what I expect a devil commander to fight like. Some decent items. All around good hard time. But the chains... why doesn't Freedom of Movement doesn't effect them?

#4 Subterranea explorer. Living Spells Cool... Named with chests .. Cool.... no interesting named loot... huh? The best way to get people to run content is give them a reason... look at the bloodstone spell storing stuff....

#5 Monks.. cool but way underpowered... how about some green steel weave handwraps?

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

My three tier pos kopesh's... used to be my +4 holy burst and +4 icy burst pure good.. but those are vendor trash now...:D

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
I like the challenge.
I like puzzles as long as they are do'able
Good Hard Fights.
and of course the payoff...a sweet reward is bonus.

tihocan
06-19-2008, 06:21 PM
Question 1
What are your thoughts on Module 7?
I really enjoyed the server race.
I like the 3 new 3BC quests (and its area). I just think Prove your Worth could have its XP increased a bit.
I enjoy the Hound raid. Haven't got a chance to check the VoD one yet.
Haven't really played a monk.
Overall, big thumbs up, the only real flaw is there are too many bugs, I hope they get fixed soon!


Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
My Sword of Shadow!


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Oh my, that's a hard one. I like variety :)
What I'd really love is some quest where you need to use your brain (e.g. a puzzle), but where you can't memorize the solution or use a solver.... not sure if it's doable though, but I'm a bit tired of puzzles where either the solution is always the same, or you can easily get a solver to do the job for you. I love solving puzzles "fresh".

DasLurch
06-19-2008, 08:02 PM
This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Honestly? It is pretty pathetic to call the new additions a module. I can't help but feel like it should be called an update instead. There's just not enough new quests to call it a module in my opinion. As far as my take on what was added, here goes...

I haven't been able to play with a monk because I do not have a free character slot open at this time. I still can't understand why one wasn't added, or we were not at least warned ahead of time that there would be no such addition. I woulnt have liked it, but I would have not felt so taken for granted at least. This is the kind of missing communication that makes people feel like they have been taken advantage of. With sooooooo many people asking about the possible addition of a character slot well before this update went live, it would have been nice to atleast treat the people here like grown-ups and say "nope, no new slot because ___". Heck, just saying "no new slot" would have been enough, but why not aim a little higher.

The 3 lowwish quests added are pointless for me since all of my chars are too high to see any benefit out of other than favor. Once again,We have had a "module" that was released without any high level content added. The level cap bump with 5 quests and a raid last "module" was really not enough to keep everyone completely interested for this long without a substantial content upgrade. Part of that problem stems from the module 5 update because of how poorly implemented many of the quests are still, and it was not all that well recieved to begin with, which just makes the inexcusable absence of current end game content in this update even more difficult to understand.

I am also really disapointed in the lack of 1-3 level stuff that was mentioned as being added back at the begining of this whole update process. As far as I can tell (since I have not been able to play around in any of the lowbie areas), all that was done for the levels 1-3 was moving the harbor mail box. Where was the new low level quests that were mentioned? Even adding 3-4 level 1-3 quests would have made this update much better in my eyes.

I have not had the opportunity to try out one of these bounty quests, but they seem sort of simplistic and a waste to the part of the player base that doen't have the time to grind out the completions for them.

The only good thing, to me anyways, that has come in this update is the change to 3 barrel cove. It does have a great new feel to it, but that really is a waste of time when we get like 10 new quests added to the game over what feels like the past year.

On a scale of 1-10, for me at least, this update falls in at a 2 (ahead of the 1st necro update and behind everything else). This was not the way to debut a new class in my eyes, and really has left me wondering why this took this long to get out. It was sadly a great waste for me of what I had hoped would be a return to what I enjoyed most about this game. I was really disappointed by this last addition because it felt like there was all this promise, and all we got was a whipped cream pie in the face. Add in the loss of the WDA's (sporadic as they had been of late) and this was an ugly series of "additions" to the game.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

I have a +4 transmuting longsword of PG on my bard and a rapier of the same on my rogue. Those are the 2 that probably get the most use right now.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

The Maze of Madness with the somewhat random traps was, and still is, great. The variety of things in the Crucible was fantastic, I've come to really enjoy Let sleeping Dust Lie because of the different approaches that can be taken there. Rainbow in the Dark is a visual treat. I'm still fond of the Swiped Signet, Information is the Key and Purge the heretics because of the creature types in use there. I still think my all time favorite moment was finally completing Xorian Chypher for the 1st time (way back in the day). And to this day, I still think that Tear of Dhakaan is my favorite quest in this game. A knockdown-dragout fight that has some decent rewards (i.e. they could be better :) ) in the optional areas.

Kistilan
06-20-2008, 12:03 AM
It's that time again!



-------------------------- Let's Get Started! --------------------------


This week's question(s) are:

Question 1
What are your thoughts on Module 7?

I would like to see the remakes of areas on other landscapes like the entrance to Tempest Spine (but keep it a spine, just make the "lava" aspect more interesting -- it's boring!!! Apply same modifications to other "boring" areas. I think Threnal could be slightly tweaked (not much) in the outdoor area.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

My trusty weapon is a +1 keen longsword of vertigo +10 for tripping and a +3 Frost & Flame Scimi of Backstabbing +8/+5 set. Two of my backpacks are dedicated to all my weaponry on Thet, so there's a lot more that really don't get removed but those are three of the more important weapons.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Awesome Puzzles that require thinking/problem-sovling. Unique climbing tactics to reach elevated terrain. Quests narrated by Gary Gygax.

Ereli
06-20-2008, 09:06 AM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?

Friends, Game content, Diversity - meaning this - does the game offer diverse options? Can I solo (umm sorry DDO you fail at this one) Are there short term quests solo OR group if I only have an hour online? Is there content that is duoable or trioable? (new word LOL) Is there someplace I can go whack monsters by myself if I don't feel social? Is PvP separate from PvE? Is there a reason for PvP other than just PKing whatever you see standing? Is there something I can do other than thwap monsters (like crafting - sorry DDO again not a good score) Are the quests and storyline interesting/amusing? (brownie points for this one DDO), and lastly, graphics.

Question 2
Rank the following in order of importance to you:


Introduction of new systems (Bounty bags) - #1 (omg as a cleric I am always running out of space with the cadre of wands I need to keep on hand)
Expanded existing systems (crafting, PvP, Favor, etc.) - #2 (not a craft monkey, but occasionally, I do like to sit and craft)
New Quests (Subterranean, Three Barrel Quests, etc.) - #3 (still a midlevel newb, so everything is new)
Revamped regions (Three Barrel Cove, Cerulean Hills) - #4 (see above answer)
Events (Tent event, Race to the Subterranean, etc.) - #5 (i was never a proponent of mass server events)


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

Haven't played with too many monks at my level. I did try making a newb monk, and I found it a bit confusing. Maybe because I am new, don't know quite where to look, but I can't find much information on how to play the class, and the ki confuses the heck out of me. My play style for my characters has always been (in any online game) to "learn through playing", even if it took me longer to level, I got to know that character inside and out. It's always more fun to discover on my own. The monk just outright frustrated me, figgered it wasn't worth it, and I deleted her. Maybe later I'll try again, because I had a monk in other online games that I enjoyed playing.


This week's question(s) are:

Question 1
What are your thoughts on Module 7?

I like the introduction of the monk class - but I would enjoy a bit more basic information other than the cryptic RPing style. I understand this is based upon a tabletop RPing game, but there are times where a simple explanation can be given without going OOC :-P

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

As a cleric, I carry a bunch of weapons, more for the abilities that they give me, since I can use up SP quicker than I'd like to healing a ranger/rogue heavy group, or a tank with inadequate armor (omg mebbe I should start a "clerics hate when..." thread LOL) I do have an improved devotion VII scepter that I never leave home without. (at level 9) I also have a longsword, and I have a hammer/mace (insert blunt weapon of choice, can't remember the name of it) that increases the efficacy of my level 4 healing spells. If I have paper armor in the group, I'll wield that.


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I found Delera's series a lot of fun, and I enjoyed Grey Moon Waning. I also like the lower level Silver Flame quest line - lots of fun! As a rule, I enjoy the variety in your quests, and the storylines. I'd like to see some more "amusing" quests - ones that aren't so doom and gloom - like maybe some guy that bragged a bit too much at the local tavern, and needs to come up with the goods - or a guy that promised his GF some exotic fur and now has to deliver - something more lighthearted. Quests like those can be fun.

Gennerik
06-20-2008, 09:45 AM
Question 1
What are your thoughts on Module 7?

Overall, I haven't really explored probably about half of it. I haven't tried the new raids, though I loved the race (Though I wish it was a little clearer as to how server population affected the totals needed to win), and I have played around in 3-Barrel Cove. I really enjoy the new look, and the two new quests that I've played through were quite well done. I'm rather upset about the lack of Teleport options (both normal and Greater). Honestly, Greater Teleport should be able to take a party to and location they have visited, meaning directly to the entrance of any quest the caster has done before. As far as Monks go, I deleted two characters to play them, and so far I've only gotten mine up to level 2. They are pretty fun so far, and I think they have potential, I just haven't felt like running through the same content again to level him up. There really should have been about 5-6 new rewarding quests for levels 1-3, the 3 that we got for 4-6, and probably about 2 quests for 7-9 as well as the two new raids.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

My dwarven Barbarian still has his +1 Acid Dwarven Axe in his bank. It was his trusted weapon, and he used it until it finally broke on him, even though he tried to take good care of it.

My Halfling Paladin/Fighter/Rogue loves having the Chaosblade from the Demon Queen, negative level and all, and pretty much I switch between that and the Tenderizer from the Stormreaver. I would have liked to see the vampiric effect on the Chaosblade be a little higher, maybe 1-3 insted of just 1, as it really has no effect by the time you can use it. Neither one really does a lot of damage, but I like them, and the Tenderizer is actually pretty nice with the Weighted 5 on it.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I love the feel of The Pit. Masochistic, I know, but there's something about it. Maybe it's the Muck's Doom (Ha ha, in the 60+ times I've run it, I only saw it pulled once by a Sorcerer in the party).

There's something truly epic about Tempest Spine, something that I don't think any other raid that I've played has managed to capture, and I wish that some would come along and follow in its footsteps. It really feels like you're battling to a goal, starting from the outside of a mountain and finding a way in, then winding through the dark passages beneath until you get to the summit where you find the giant waiting for you. It's what I think of when I think of a DnD quest, and it translates really well to DDO.

I actually liked doing the quest in the Necropolis where you lead the rats through the maze. That was an interesting twist on a puzzle, and I enjoyed it.

Speaking of puzzles, I also like the power puzzles in the Twilight Forge. Both it and the Vault of Night are probably my favorite pre-raid quests (I'm not counting Tempest Spine because it's not really a pre-raid quest). I like all the Vault of Night quests, as they are varied and give you a good feel for going through them, though at level 16, they do get pretty old having to re-run them every time.

I'd like to see more quests where there are multiple ways to reach your goal. Especially in the higher level quests, too often I feel shoe-horned into one route when these quests should really be about figuring ways out to skip many of the battles or finding new ways through. Case in point, Running with the Devils. Having mushrooms that you could climb up and skip part of the level was brilliant, even if it wasn't by design. I hated having it taken out, because I actually found the thing on my own the third time I ran the quest because I was running with a group that hadn't run it to death and had a chance to explore and I felt a sense of accomplishment figuring it out (The first two times I didn't know what people had done, I was just following the group, so I had no clue there was a shortcut). The same goes for Vault of Night 5, where you could jump on the ladders with a high enough jump score (by the flaming pipe that shoots you up). Once again, the quests got "fixed" because it wasn't meant to work that way, but having those little shortcuts add things to the quests, especially when they bug and ladders don't fall when they're supposed to.

Tharlak
06-20-2008, 10:02 AM
This week's question(s) are:

Question 1
What are your thought on Module 7?

I have no interest in Monks, having said that: I'm glad that so many people are enjoying them. I loved 3 Barrel Cove revamp. My only gripe with Module 7 is that there are still so many bugs/issues that are left from previous mods that are not being addressed. While new content / classes / etc is REALLY important to keep the player base engaged, there needs to be a parallel path of developement that is purely focused on bug fixes. I'm tired of paralyzed mobs running away from me! (and every other issues in the bug hunters lodge)

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

So far my +5 Flaming Kopesh of Maiming is my main Weapon of Choice, but it really depends on the scenario. If I'm a primary "tank" I'll use this for damage, but if I'm secondary I'll go paralyzer.

I have not got to crafting yet, so my options for damage are only so good.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

More random elements. More interactivity with the NPC's, while Coyle is anoying, I like that there is this kind of interaction.

sagehawkJH
06-20-2008, 10:59 AM
This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Like three barrel cove. Haven't done a monk yet. Friends list bugs are annoying.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Since all of my play has been lower levels (fairly new), muckbane.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Quests that a level 5 - 10 character can solo. More solo content!! Doesn't even have to be _good_ content. I would like more/better ways to level my solo/alt characters when my friends aren't online.

HumanJHawkins
06-20-2008, 12:20 PM
Question 1
What are your thoughts on Module 7?
3BC is sweet. Very well done. I love the fact that if you are careless, you can get ganked by a hoard of Orcs. With good stratagy, the mobs are not too difficult. But without it, you better have a heck of an axe with you. lol.

Also, I love it that you are walking through kobolds wondering if it is too easy for you, then all of the sudden there are greater mephits popping up all around. But the environment is set up so that there are ways for a level appropriate party to handle them. That was really fun and exciting , and took some quick thinking to avoid a wipe.

Two-toed Tobias is also a lot of fun. Cool additions like the ice floor melting were great.


Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Up through about lvl 12, the highest + version of holy is sweet... Either that or Icy Burst. In the end game, you really have to start having a collection of weapons... Some creatures have tons of HP and are best vorpaled, disrupted, etc. Others are immune to your other favorite, etc.

I'm thinking that a crafted Good / Acid / Transmuter will be tops for just about anything if I can ever get the ingredients. lol.


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Bigger Battles... There are places in 3BC that are what Kobold Assault should have been. (People don't hate kobold assault because of the concept, design, or environment... They hate it because 1 minute worth of kobolds take 10 minutes to spawn. That's not battle. That's tedium.)

Clear paths: I know a lot of people claim that they like to explore. But they also all (including me) hate Tomb of the Shadow Guard. The fact is that 99% of players HATE feeling lost. And, they HATE feeling like they are wasting game time. When people say they like to explore, what they really mean is they like to have multiple clear paths to get to the same objective.

So when they run the same quest 10 times, they can go left one day and disable a trap. Or they can go right the next day and fight the big mob. Or they can go down the middle the next day and solve the puzzle. Or, best yet, if the party is feeling a little over powered, they can split up and get all three done for an XP bonus.

NOTE: Real obsticles can be fun. Fake ones almost never are. For example, everything about "The Pit" is awesome... Except for how difficult it is to find the next objective one needs to do. All the monsters are great... the traps are awesome... The puzzles and pipes and such are just plain fun. But what made anyone think it would be fun to put that double helix ramp system in so that the mechanics of getting from point A to point B would be so difficult.

If someone says they like to drive, but there are not enough roads. The solution is NOT to scatter broken glass on the roads so it will take longer for that person to drive around the existing roads. That may extend their driving time, but also defeats the purpose of driving in the first place. That is what it feels like happened with 'The Pit' and it's just plain difficult ramp system.

Garth_of_Sarlona
06-21-2008, 06:09 PM
If you missed last week's questions, you're welcome to answer them now in addition to this week's:[/center]

Question 1
What is something that strongly motivates you to convince others to play Online games with you?


Friends playing the same game.



Question 2
Rank the following in order of importance to you:


Introduction of new systems (Bounty bags)
Expanded existing systems (crafting, PvP, Favor, etc.)
New Quests (Subterranean, Three Barrel Quests, etc.)
Revamped regions (Three Barrel Cove, Cerulean Hills)
Events (Tent event, Race to the Subterranean, etc.)



New Quests
Expanded existing systems
Events
Revamped Regions
New Systems



Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?


Good experiences: running the quests I haven't run in a while, I don't reroll often
Bad experiences: too many groups feel as if they need the 'perfect group' and you don't. Just run with what you have. Too many people aren't self sufficient. Too many people have powerlevelled through the mid level quests and don't really know them very well.




This week's question(s) are:

Question 1
What are your thoughts on Module 7?


Nice. I like the two new raids, especially the hound. Nice they are not bgged or at least I haven't heard of any (but then I'm always the last to know). Like the new named loot especially in less run quests, but I would have probably put it in different ones especially as Ghosts is already run for the bracers. 3BC is good fun especially as quite a few people are levelling



Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)


on cairis: my 2x w/p set
on gaarth; my mineral II khopesh but I do like the Tenderizer too
on haeson: my sup pot VI scepter
on tinosa: my g spell pen VI scepter (aka the club of doom)



Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

DM narration in older quests seems more prevalent - it seems a lot less used in recent ones.
Quests which require the group to work as a team - examples: shroud part 2, two new raids

Garth

Arramis
06-21-2008, 08:34 PM
1.Thoughts on Module 7?

Well, I'm not high enough level to do the new raids but, I really love the new 3BC. I also like the new additions like Quivers, the Bounty bags, the auto gather feature on bags and...uh there was something else...a new class I believe, but the name escapes me right now.



2.Most trusted weapon?


I'm only going to pick one, my level 8 rogue has a Xoriat Blade that I can't possibly live without. ( I know there are far better weapons available, but since I refuse to buy or sell anything in the auction house, it's the best weapon I've found.)


3.Favorite quests/elements of quests?


I guess my favorite quests are: the VoN series, Tangleroot, The Depths Quests, Gianthold and STK. All of them mostly for the same reason: I like quests that "feel" like I'm going on a far off mission. I know, STK is right in the Market, but, don't recall between parts and do the helm quest as well and it has an epic "depths of the planet" feel to it.
P.S. If I could alter one thing in the game, it would be the recall button. I'd grey it out untill the quest was completed.(I'd leave it as is if there were only 1 party member in quest.) I'd also allow soul stones to be carried through "zone" lines and rest/rez shrines would reset every five to ten minutes. Just my 2cp

Bladedge
06-24-2008, 03:17 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you? The fun factor
Question 2
Rank the following in order of importance to you:
[5] Introduction of new systems (Bounty bags)
[2] Expanded existing systems (crafting, PvP, Favor, etc.) except PvP
[1] New Quests (Subterranean, Three Barrel Quests, etc.)
[3] Revamped regions (Three Barrel Cove, Cerulean Hills)
[4] Events (Tent event, Race to the Subterranean, etc.)
Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?
Haven’t group with many high level Monks at this time.

This week's question(s) are:

Question 1
What are your thoughts on Module 7? Monks not my cup of tea. Severe Lack of high level quests. Good name loot should be put in lesser run quests.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Fighter: Trusted: +3 Wounding of enfeebling Scimitar
Barb/Ranger Trusted/Weapon of Choice: Dual Wounding of enfeebling/puncturing kukri & LS
Caster: Trusted/Weapon of Choice: Chaosblade
Cleric: Trusted: Blade Barrier Weapon of Choice: Superior Potency 6 Mace


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Randomness’ of Wizard King.
Mob verity of PoP.
Puzzles.
Waves of mobs like in tears of D.

JTsays
06-24-2008, 05:33 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?

Diversity of online game, something for everyone, character and playwise.

[I]Question 2
Rank the following in order of importance to you:

5 * Introduction of new systems (Bounty bags)
4 * Expanded existing systems (crafting, PvP, Favor, etc.)
1 * New Quests (Subterranean, Three Barrel Quests, etc.)
2 * Revamped regions (Three Barrel Cove, Cerulean Hills)
3 * Events (Tent event, Race to the Subterranean, etc.)


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

Everyone has a monk, some of them don't fail to stink at it.

This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Nice, small update.
The raids/area aren't easy, <--- good thing

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Yes, holy of pure good great sword, goes with my slashing focus, THF, also fully effective against many foes, good enuf against the the others.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

The feel of tempest spine, its a participatory raid casual players can get in. All parts feel connected.

ccheath776
06-26-2008, 11:58 AM
Question 1
What are your thoughts on Module 7?
Looks great. Have not tried the new raid. Love that monks are finally implemented and appreciate the effort. I do think there are a few things that could be improved and added. Such as stunning blows Ki cost lowered significantly.


Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Yes I have a trusted weapon. One I have used for quite some time and I cannot do without. Terrah has a +2 holy bursting greatsword of Pure good. Against the majority of mobs this weapon hands out the DPS. I may fall back to my Windlasher sometimes but old reliable is definately my peacemaker.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Any quest where there is not a single fail element. Like COYLE or in the shrieking mines.
My favorite quests are the shuttup and fight ones. Favorite being Tempest spine. Your basically assaulting a mountain, taking down the army within and finally defeating the boss. A recent quest hs opened another aspect I like. Realistic feeling dark casms, Rainbow in the dark is one of my favorite type of quests and is actually my favorite. Nothing more DND'ish than picking up a torch and keepig the party together, watching my step and suddenly finding the hole....the hard way. That quest is the only one in DDO where I feel like I am sitting at the table rolling dice, checking spot checks. An example is my first time in there we were at a tunnel and someone said "Is there a pit up ahead.." Me being the DM I am I said "I dunno roll a spot check to check the tunnell." And my party did. I turned up the Gamma to see if there was a pit and there indeed was. I turned my gamma back down. Nobody made spot checks succesfully so I said "You spot nothing unusual in the cave up ahead." Sure enough they went forward and fell right in. LOL But it felt like DND. I like quests that make me feel like I am back at my tabe rolling D20's.

I_Bob
06-30-2008, 12:34 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?

It's more fun to play with those I know, as long as the game is fun in and of itself.

Question 2
Rank the following in order of importance to you:

1 New Quests
2 Expanded existing systems
3 Revamped regions
4 Events
5 Introduction of new systems
Though I like them all

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

Not too much one way or the other. It still seems to depend on the player themselves, ie - good player = good monk (or any class)

This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Love the 3BC area and quests - lots of variety. Quivers are great, as are your newly trained bartenders. I like the teamwork the new raids need, really great. However, we really need more high level quests and exploring areas that aren't just raids. My capped are not playing much right now as I still have no interest in grinding out a reward that I should get at the end of a quest (Shroud). Last time I ran that raid, I got some plat, some rocks, and a pot of Protection From Evil out of the end chest. What kind of reward is that, especially after running thru all the wands and pots it takes to run Shroud.


Question 2

As crafted weapons are too time consuming and too much trouble to make, I don't have one of those. I would use a Superior Potency 6 or 7 if I could find one, but have only been playing since Beta so I don't have one of those either. I try and paralyze and "slow", etc, as much as possible so others can whack away.


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Tempest Spine is one of the best - feels like DnD - lots to do, lots of chests, various kinds of monsters, environments, and no pre-raid. I also like ones like SC that everyone has a part to play. Even the Ruined Signet is fun - lots of variety. I think more randomness should be used so that it feels like exploring each time a quest is run would be great. When a quest is memorized, it's not much fun.

Thelmallen
06-30-2008, 03:14 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?

Ease of the system for non-DnD dorks. Fun of play.

Question 2
Rank the following in order of importance to you:

4Introduction of new systems (Bounty bags)
3Expanded existing systems (crafting, PvP, Favor, etc.)
1New Quests (Subterranean, Three Barrel Quests, etc.)
2Revamped regions (Three Barrel Cove, Cerulean Hills)
5Events (Tent event, Race to the Subterranean, etc.)

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

As others have said, the good monks are generally good players. People who have recently joined the game seem to be a bit overwhelmed by the class, which seems to be difficult to run although I haven't rolled one yet. One thing that I have noticed is the amount of mana clerics have to dump in the monks for healing. People haven't yet seemed to catch onto the fact that they are more of a support-role fighter than a frontline fighter. Sorta like rangers pre-mod 6. The animation effects for the different martial arts moves are pretty cool, however!

This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Have only done Hound so far and like it a lot although it is exceedingly frustrating if you don't have a group that works well together. I like the flavor of the raid as well--more Tempest Spine like in that you have to fight your way to get to the end fight. The named items are really awesome and an excellent addition to the game in not being super uber but allowing you to consolidate gear to clear up some equipped spots. Haven't hit 3BC much but am looking forward to it if I ever roll a new character.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)


Ranger: w/p rapier and light pick. For beat-downs on red names i used holy burst of righteousness rapier and shortsword
Paladin: greensteel holy of pure good burst khopesh.
Cleric14/Ftr2: superior potency VI dwarven axe! Thanks for adding potency and devotion to items other than simple weapons!


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

The quests that by far are the most enjoyable for me are the largely outdoor ones that involve exploring and conquering waves of foes. Stormcleave, Irestone Inlet, Redwillow Ruins, Gwylan's Stand(!), Tempest Spine comes to mind, of course. I also like the dungeon-crawlers that give you a good old-fashiond PnP feel such as Rainbow in the Dark, the new explorer area leading to the raids, the gnoll one out in the vale (can't remember the name!) and others. I could do without teleporter ones like Inferno of the Damned.

Depravity
06-30-2008, 03:15 PM
[CENTER]
Question 1
What are your thoughts on Module 7

Liking the new 3BC and what little of the subterrene I've seen.
Could do without Ghost of a Chance being so anti-stealth (locked levers requiring kills), although given the nice bonus for the puzzle, I can understand wanting to keep stealth types from endlessly grinding it for the puzzle xp.
My monk is only level 2, so I can't really comment there, although I am vastly jealous of what people can do with abundant step.

Also upset about the current bugginess in attacking from stealth - I was really enjoying coming up behind the caster in mob groups and starting things off with stunning blow.



Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Dark tunnels like Rainbow. Give us some torches (or a light/continual flame spell) and let us descend into the darkness. Having all the quests well lit takes some of the "dungeon" out of D&D.

Esperflame
06-30-2008, 08:35 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?

The most important feature of any pay-to-play game for me is the fun factor. If the game isn't fun then all the flashy graphics in the world won't convince me to play it.

Question 2
Rank the following in order of importance to you:

#5 Introduction of new systems (Bounty bags) - New systems aren't of real importance to me unless you plan on implementing actual D&D crafting and item creation feats.

#1 Expanded existing systems (crafting, PvP, Favor, etc.) - Crafting is #1 importance to me.

#2 New Quests (Subterranean, Three Barrel Quests, etc.) - New quests are always nice. This game would do well with a new group of quests around the 7-12 range.

#4 Revamped regions (Three Barrel Cove, Cerulean Hills) - Revamping regions isn't too important but can be nice. Just don't drastically change area's without some sort of story based event.

#3 Events (Tent event, Race to the Subterranean, etc.) - Events are great. It envolves the players with the world and lets them feel like they're shaping the story of DDO.

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

Monk's are great! I find a good group of monks can accomplish alot without the need of healers, thieves and tanks very early to mid game. The only thing I dislike is thefact some effects on handwraps don't work making it difficult for monks to deal with some threats. Ghost Touch simply does not work on handwraps making monks rely on having kama's of certain effects for those instances.

This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Overall, Module 7 is just okay. A couple things I'd like to point out that would improve Module 7.
#1 Monk Handwraps - Fix the glitches and make stuff work like it should!
#2 End Rewards - There's nothing more irritating to see 7+ outfits as end rewards. No other class get's that much of the same **** like monks do.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

Trusted Weapon - +4 Holy Handwraps! I never leave home without them.
Weapon of Choice - +2 Cursespewing Kama of Disruption. I would say my handwraps but currently Cursespewing doesn't work at all on handwraps.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I like puzzles in quests. Traps are a bit overly done and I enjoy things that force players to think than things that require having a specific class to deal with the situation with a single roll. I would love to see chests with puzzle keys to open them instead of them all just being locked.

Puke
06-30-2008, 10:06 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?
This sounds as if you are asking about all games in general. It would have to be that there is action for us to participate in.


Question 2
Rank the following in order of importance to you:


Introduction of new systems (Bounty bags)
Expanded existing systems (crafting, PvP, Favor, etc.)
New Quests (Subterranean, Three Barrel Quests, etc.)
Revamped regions (Three Barrel Cove, Cerulean Hills)
Events (Tent event, Race to the Subterranean, etc.)


1. New Quests
2. Revamped regions
3. The last three tie for last place. A very far last place because I actually dislike very much--no, I hate crafting, PvP and tent events.



Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?
Neither good nor bad. Some people seem to like them and have wanted to see them introduced but my feelings are the opposite and I think they are gimicky with their kicks and karate chop animations and all that. But it seemed to me a lot of people wanted them. However, I do not restrict the addition of a Monk or two to any of my groups.



Question 1
What are your thoughts on Module 7?
Simply, not enough new quests.

I am here to have fun and adventure. I can only imagine how many cool adventures we'd have by now if resources did not go towards PVP, crafting, re-doing the Enhancement system and other things.


Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
I have more than one and in fact a few that I always carry around. It looks like you are asking for "one" that we cannot live with and I just cannot answer that.


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
There are more elements I like than I dislike so it'd be easier to answer it that way but I do not wish to be too negative.

In a nutshell, I'm looking for action when I log into DDO. That means quests. I am not one of the players who is in here every single night for a couple hours. I'm more the casual player, which I think will make up the greatest percentage of your player-base. The single biggest turn-off to this game was crafting. With the lack of content that has been introduced time was spent on something that is really only for those who are in here every single night grinding away and who don't care if they've run a certain quest for the 40th time (I have over two-years in DDO and have run only one quest more than 20-times and that is the Reaver Raid. This game competes with my time amongst other hobbies and with the lack of actual quests (fun activities), other hobbies have supplanted DDO which was once, for a while, my number-one hobby of them all.

Pellegro
07-01-2008, 06:13 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?

Not applicable.

Question 2
Rank the following in order of importance to you:


Introduction of new systems (Bounty bags) #4
Expanded existing systems (crafting, PvP, Favor, etc.) #3
New Quests (Subterranean, Three Barrel Quests, etc.) #1
Revamped regions (Three Barrel Cove, Cerulean Hills) #2
Events (Tent event, Race to the Subterranean, etc.) #5


NB: This is a hard question for me. I still and will always love the quests in this game. But I'm really getting into the adventure areas. And while I didn't think I'd like it, the crafting is growing on me (I've always liked the idea of favor reward for finishing all quests on "elite"). The bounty bags I just found the other day on a reroll, and they're nothing to write home about but it was kinda cool when I found the bounty and was like, "hey, thats the guy I'm looking for". Finally, while I gave Events the last place of #5, the "Race to the Subterranean" was really alot of fun. It was the first event that really brought out a concerted effort by my guild since ... well, there was one before but I don't remember what it was. I think it was that one where you could get a vorpal by takinga chance roll ....

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

I really can't answer .... I'm still enjoying the new raids, still trying to get shroud ingredients, and I just haven't had much of a chance to play around with monks. I have run a lowbie a few times with a few of them, but noticed nothing. Oh, well, it is fun to watch the KUNGFU moves. Pretty nice animations.


This week's question(s) are:

Question 1
What are your thoughts on Module 7?

I really like it. I still haven't explored the Subterrane, or tried Monks. I have completed both of the new raids a few times on elite - and they're challengign but I think we got them figured out. I have also explored 3BC and *really* enjoyed it. It was a great aesthetic with the sun and sand and water like you see in the British Virgin Isles. Oh, my latest distraction has been trying to get teh collectibles for a few of the alchemical rituals, which are interesting. Unfortunately I hear they're broken (?) I hope they get fixed soon.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

WOP Rapier and WOP Dagger. Just attuned em both to my ranger too. Love those things. As for the premise of the question ... I always carry the same weapons so they're all "trusted" in a way. But the WOPs definitely meet the Weapon of Choice criterion.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?[/QUOTE]
Hmm .. good question. Not sure what to say. I think part of what I like about the quests is that you don't recycle too much (and when you do, it tends to not be as fun). I have a thing for the outdoors quests - Stormcleave, Gwylan's, etc. I like the quests that add something unique - darkness in RITD; "good" enemies with non-resistable attacks (searing light) in RWTD; lots of killing (plenty of example quests here but Ritual Sacrifice jumps into mind) ... I will try to give this more thought b/c its a good question but atm I"m tired and just drawing blanks.

Samy
07-05-2008, 10:13 AM
What are your thoughts on Module 7?
Monks: too far from PnP. What is all this air/earth/water/fire stuff? That's not in the PHB. What is this Ki stuff? I've never had to manage a "City of Heroes Brute meter" on my D&D monks before. The declining meter works in CoH because brutes are supposed to have a zerging playstyle, but monks are supposed to be deep thinking and philosophical, and having a meter that encourages them to zerg before their ki declines is counter to the concept of monks, and it's not PnP. All the deviations from PnP come off like, "Wow, D&D sucks, it doesn't do anything right. We'd rather just design our own game, but we'll just pay for the D&D license so we can hook in the suckers." D&D designed the monk one way for a reason, and you're just ****ing all over it. I'd prefer them be tweaked so they're close to D&D, but if this general concept *must* be kept, then at the very least, ki decline should be eliminated. This would eliminate having to zerg from one fight to the other so ki isn't wasted, and it would eliminate the dreaded "quick, quick, use your ki ability now even if it isn't the ideal time, before it declines and is wasted" syndrome. The whole ki decline is a 180 degree turn from the thoughtful deep thinker image I have of monks, everything about the ki decline forces you to do things quick instead of thinking. Disgusting.

Three Barrel Cove: I'm happy with this. I'm especially happy to see some Sahuagin and I hope they herald a step in the direction of having underwater combat someday. I think the xp should be adjusted upwards though for the quests, to prevent the area from falling into disuse once the newness wears off, when it has to compete with such good xp/hour quests like Tangleroot. People will rather run Tangleroot because 1) the xp is better and 2) they don't have to run vast distances between quests. What does TBC have vs Tangleroot? Newness. Once that wears off, I suspect it may fall into disuse.

Hound etc other high level additions: My high level characters are capped, so I'm saving these and their +25% first time bonus until the level cap rises.

Containers: Spectacular. Very pleased, especially with quivers which I needed very badly.

Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

I don't really have any such weapon. I think the weapon loot is pretty gimped often by the fact that they tend to have two weak enchantments rather than one powerful one. I keep finding stuff like +2 vertigo weighted sword of lesser vermin bane of puncturing -- well, I'd much rather have just a plain +5 sword of greater vermin bane. Fewer stronger enchantments, not a lot of weak ones. Because most of the weapons are gimped like this, I haven't really taken very much to anything.

Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
The fire trap room in STK is a trap that actually *stops* parties and makes them give the rogue a chance rather than just running through. I wish there were more places like this to give my rogue some sense of validation. Also, randomized trap locations are still badly needed.

Writing an actual plot with red herrings, twists and turns, like Catacombs where Marguerite turned out to be a pawn, not the mastermind. Too many quests are just mindless hack and slash, zerg through, kill everything, with no big overarching plot going on that is good quality and interesting in itself to watch unfold. Catacombs is one of the rare quests that actually has a good quality plot. Also, better dialogue trees and moral choices would be great to have.

Rragnaar
07-15-2008, 11:10 AM
Question 1
What are your thoughts on Module 7?
Mod 7 is a handful to analyze. From the high level aspect, the new explorer zone and raids are nice. From a lowbie aspec t, the new explorer zone in 3 barrel is good, but the new 3 barrel quests are amazing. The one with the gianormous puzzle is cool, but the puzzle is out of control.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
That's simple.......Skiver

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
random trap placement.....random boss placement (like wiz king).......quest goals that are required to finish to prevent a total zerg rush to the end (like the feindish ambush in coal chamber or the 2 trolls in the beginning of trial by fire)

Issip
07-15-2008, 01:26 PM
Question 1
What are your thoughts on Module 7?
Good Mod, I like the new raids but would like more new 6 man quests as well. Don't have any toon slots for monks so much of it is lost on me. I like the quivers, but arrows should be easier to access from a quiver not harder as the current mechanic works.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Wounding of Puncturing Longbow for the ranger
Greensteel Greataxe for the Fighter/Barbarian

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
The original quests had a lot of ambushes - not traps but doors would close and the mobs would spawn (e.g. Delera's). I think a few more ambushes here and there that lead to tough fights and keep people on their toes would be good. I also like the quest chains - in tangleroot the same dungeon is re-used multiple times and it works quite well. When playing it also gives the group some cohesion on 6-man quests - the quests are reasonably short but everyone knows which quest we're doing next as it's the next in the chain. It lets the group keep moving through multiple quests without having to stop and negotiate which quest to do next and/or spend more time forming groups than actually questing.

Krell
07-22-2008, 04:36 AM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?
A good product including good game performance, game depth, and class balance. By balance I mean contributes in different ways with roughly equal value.

Question 2
Rank the following in order of importance to you:

Introduction of new systems (Bounty bags) 4
Expanded existing systems (crafting, PvP, Favor, etc.) 3
New Quests (Subterranean, Three Barrel Quests, etc.) 1
Revamped regions (Three Barrel Cove, Cerulean Hills) 2
Events (Tent event, Race to the Subterranean, etc.) 5
Note: I may rank new equipment art at the top from time to time. We are getting to be high level. Lets see some new armor and weapon art for these levels. I agree with the orignal art concept of better looking armor as you advance.

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?
Ki fading over time. Often I think I have enough Ki for something but I'm fighting and not watching closely then discover my Ki has faded away when I need it. Damage isn't that impressive and I don't see what else the Monk offers that is more valuable than what another class can bring. Every class seems to have a special something that a group would like to have in most quests except the monk.

This week's question(s) are:

Question 1
What are your thoughts on Module 7?
Not too much input here but outdoor and creature artis good.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Not really, I have a collection.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Prison of the planes because of the randomness of which creatures spawn and the named items that are sometimes found with them. What I don't like is quests you can't get back into like Von6.

query
07-22-2008, 07:29 AM
Question 1
What are your thoughts on Module 7?

(Get that rant Tower Shield up fast!)

Besides the unique new problems, what the *(&^*&^(*& did you all learn from Module SIX anyway?! We got FIVE quests linked to ONE raid and NO named items so we were forced to grind! Now we get HOW many new quests in seven?! Yeah, HOW many of those are highest tier RAID only?
And the lower new quests are just ADD ON'S to quests from another area! Look, don't get me wrong, TBC was VASTLY improved, and I liked the layout and options for those new quests. But besides monks and a few new recipes (causing even MORE AH overpricing) that's IT. The monk which had years and years allegedly seems like it ultimately has one new animation, doesn't get that with weapons (monk type or not) and overall is STILL punished with attack speed and other abilities compared to monk weapon vs unarmed with FoB, damage of the weapon excluded. Handwraps NOT being per hand is dumb and NOT having TWF for unarmed is....well, there's the balance for the dumb thing for being armed...now I have a feat I could take and be dumb when UNARMED.

Ki is stupidly plotted by having a decreasing factor, new monks think and are even taught to zerg to be effective, and only veteran players will get the monk Ki in end game for buildup and distribution. Shooting your Ki and putting yourself in risk so you will not drop to 8 Ki at L 1 or 2 (assuming you have a OK Con and/or some points in the conc skill,) is an anti-Lawful monk character right there.

Having no BEGINNING LOW LEVEL stuff for monks was a major pain. Skipping the new tutorial was one thing. Thinking 5=1 in "low" level beginners means the Devs are REALLY out of touch with the casual gamer which those bounty bags were for. Oh yeah, let's extrapolate on that for a moment:

Remember the big complaint about how we didn't want to get x skins and we kill a TON of those creatures and they DON'T have skins? Well, let's look at Mr. Kolbold. The throwers all have flasks. The warriors all have spear tips and so forth. Yet if they do NOT DROP A COLLECTIBLE, they DO NOT drop the BOUNTY item! GJ on the WoW Port BTW. And for the ones that are linked to Rare encounters: MUCH better, EXCEPT for Waterworks. THAT bounty is ONLY quest related NOT linked to the wilderness area like it SHOULD be! Overall, the xp reward for that bag even if multiple running WW is space ineffective in your backpack, especially when you can't store it anywhere else, including the bank. Use it or say you lose for 10 hours or just say bye to the spaces until you luck out literally with the right type getting a collectible and right rare spawning and having a party never skip one optional.

Also, monks are being quietly and not so quietly banned due to the "healing costs." Meaning:
1) Monks don't get how when most go Light path, they choose fists of light, and hit the baddie, and the TEAM focuses on hitting the baddie and everybody saves on healing. If they can't get this, then forget trying to explain the "use" of a mass cure light finishing move at high levels when the level cap per level of healing is removed.
2) Most players as mentioned by me and many others and by DDOcast when it first warned players about the Monk do NOT know how to make a BALANCED CHARACTER STAT LAYOUT for endgame purposes. I hate as much as the rest of people seeing those characters...no, toons, who die often that the player says "it's built for the end game," but monks are made to shine in the endgame AND (while not as powerful as a min/max monk build) can still be a great PC in the low levels if players play them as the SUPPORT PC (and NOT like a zerging barbarian which again Ki is partially to blame) they are. Yeah yeah yeah, saved the party, was last PC standing, bla bla bla. Also had my behind handed to me on a platter when I forget my limits coupled with.......



The )(*&)(*_&)(*& handwraps still not (*&(*&&(* working and Turbine has the NERVE to ONLY fix Viscous ones?!

Yeah, the PR and communication lines are pretty nonexistent as it is now, and many of us, me included took this as:
If something needed quick if not immediate game fixing, it was not going to happen UNLESS there is even an MICRO-chance of it being used as an advantage, that fix WILL be immediate as Turbine defines immediate in its updates/patches. No, the Reaver will still bug out till next eternity also, but HEAVEN FORBID if monks don't get viscous damaged!

Nahh, why do Delera's Tomb and CONTRIBUTE to 90&#37; of the enemy that also needs ghost touch, I'd rather even with my amazing strength still see 0 yellow damage and lose all my Ki. Oh wait, how about I use my KAMA if I'm LUCKY enough to get one like that, and spend JUST as much time as I did hacking on elite when I had my WIZARD m&#234;l&#233;e archers? Oh, and it's NOT like we DON'T Regen Ki when using those weapons, riiiiiight? Don't even start with that club and monks. I'm stopping you now, and stating that is an uncentered non solution. 'Nuff said.

I'll just skip over the long part about finishing moves and how today's twitch generation doesn't seem to be able to focus on doing a three move finish or ele path of X/Y same ele finish unless it's macroed onto a gamepad keypress or joystick detail. It's just sad to see those who didn't learn how to either focus, experiment or do both.

So, are we now going along the line of diminishing returns? Will Mod 8 have only two raids, which by the time any new class hits level by non power loggers will see the sentences "Know what you are doing to do, don't ask. Keep your own stuff and expect no support if in trouble...and start running AS SOON as you Join!" Okay, SLIGHTLY exaggerated from the LFM descriptions, but not much. This is my "reward" for focusing on my monk and not getting to L 16 in 2 weeks due to...oh, let's call it reality outside gaming.


Look, 3BC itself is a blast, (yeah even with no ninja nemesis but I digress,) the named weaponry is neat, and I even see people going Abbot again. That warning on the quest when not bestowed or out of order is lifesaving (*cough cough Catacombs/Delera's/Splinterskull*,) and no words can fully express my gratitude to BOTH tributes to Gary. Kudos squared to the buyback option!

But while my monk does not worry over material possessions, I as the gamer sure do when a majority of them don't *&(*&( work!


If half my subscription fee were to only come in, I bet that issue would be addressed in days if not instantly by disconnection. Why are my monk characters being only allowed partial access to what any other character can use as THEIR primary weapon of attack?

I could go on longer, but I'll stop here on the main points. You don't want to ask me about some other races promised now not maybe going to be added either folks.

(Lower the rant Tower Shield in safety and collect your penned mightier than your sworded wounded and razor sharp wit attacked decedents in peace.)

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

No weapon is "be with or die" in my PC's play-style. Okay, except my deepwoods sniper Erifer and his Silver Bow. It's just that good to him even compared to a bow of the Elements. Weapons that are signature (like Erifer above,) or have a back-story (even if made up on the player's end,) are more my choosing.


I guess the most "famous" of both my characters and now weapons is Cerulean Blue Shadow and Treason...both of them.

The first time I got Treason (when the raid was young and people questioned a MC rogue/wizard with no L 7 spells doing that quest, nyeh) after reading its great background, I decided that one was intelligent and it "decided" I was "worthy" enough to wield (yes a master magnus and deadly rogue JUST met its qualifications in its very high egotistical qualification of itself.) Of course, I need not mention the details of its spoiled, expected leader which I simply was the "mouthpiece" for the "lesser" ones it deemed not worthy to speak to even if it deserved ATTENTION from Treason in the first place! Oh, in the beginning, it would barely register as a whisper to others as "THAT was all they deserved!" If you only had some idea what its voice ACTUALLY sounded like in sound and telepathically. That would soon become apparent when ANOTHER Treason was introduced......


Now, to make a long story short(er) how you satisfied a ultra powerful weapon, intelligent, and hailing from a land where the...original folks called us baby races "lesser beings?" Cerulean sort of told a fib...okay, he lied....that the OTHER Treasons were just pale copies of the ORIGINAL (sort of leaving out the one he had could have been a copy too) pumping that weapon's ego (but not its score for control thank the gods and deities of all sorts) to an immediate satisfying resolution. "Why, why even TRY talking to a MERE COPY of itself," it often repeated thinking aloud when seeing another "Treason?"

This worked well until after defeating another Resurrected Reaver, Cerulean was not paying attention (In Character of course, player got the wicked idea immediately when another player in the raid asked if I wanted another Treason ) and was rooting through some shards and having a full pack, and said "Yes sure, [whatever...]" to being offered ANOTHER Treason, and just realized the grave error as the dumb fighter placed it in his hand forevermore binding that to him, his thoughts, and any thoughts shared....like the OTHER previous Treason in his possession.


This is the reason this is my most favorite of my weapons, since he now takes care of "the kids."


I won't go through the entire chat I did that role playing night in my guild (I think I made one or more of them leave from the insanity of the multiple characters all being played by me as that one time only....3-way,) but let me start by listing some what eventually became a short post on my Fellowship's guild solo story page called "Twinned Treasons"

Did I mention their voices BOTH were IDENTICAL Tachcoma from "Ghost in the Shell: Stand Stand Alone Complex :D
[Evil Laughter fades out:]

"...And yes, the first attempt, he [The Stormreaver] caused all but the forged to be stuck upon the ceiling, yet could not hit the flying blue shadow. As the killing blow was about to be dealt, he said,

"Kill me, and those who can disarm the bomb are barred....and you will fail."

Cerulean looked again; he was right: All those before him died and were released behind the force field somehow, unable to return as before. Cursing as the Reaver laughed and even then began to regenerate, Cerulean teleported out to resynchronize the entrance with his party to stop this Reaver.......


The second fight was even more brutal than the first, yet somehow with no charge and flight he and others managed to defeat the Stormreaver killing him. But this time he looked directly at Cerulean and with his dying incarnation's breath, muttered...

"Your torment...has..only...begunnnnnnnnnnnnn...," and died smiling.


Something spooked him as he said that. Never before besides a swing of the sword was he singled out. Now twice he was targeted in this psychological warfare.

But, as before, the device was disarmed and treasure was found.


As he gathered more dragonshards for what lay ahead, he didn't pay attention to what the not so bright fighter was saying...

"...n't use it. You want it?"

"Yes, sure," muttered Cer holding out his left hand as he stuffed more shards with his right trying to juggle an almost full gear load.

"Here ya do, da little blue sword!"

Little blue sword?..wait he can't mean?! "WA..."

But it was too late. The fighter holding another Treason by its scabbard placed it hilt-first in his left hand, forevermore binding another Treason to him.


One of his worst fears had just happened to the deathly echo of the 'Reaver's fading laughter in his head: Treason learned it truly was not unique.


Before, when he saw 'other" versions of himself, Cer said it was "....impossible since no two bodies can be in the same place at the same time. They were just copies jealous of you and of course not smart like you are." That "white lie" stoked Treason for many a month thinking they were imitating him in his glory. But as soon as another version touched Cer's hand, the bond between all three telepathically was inevitable....


"Greetings champion of the elves and Drow, I am Treas..."

"NO, *I* am Treason," shouted the "first" one!

"NO I AM," shouted the "second" one!
"NO I AM YOU FAKE!"
"AS IF *YOU* COULD BE THE ORIGINAL YOU FORGERY!"
Both then decided to let their owner decide ...at the same time....one horrible harmonic whining question,

"CERUUULEAN?! WHICH ONE OF US IS REAAL?"....

..."Shut up, SHUT UP, BOTH OF YOU AHHHHHHHHHHH!"


Whoever was there must have thought that final hit to the plated head was one too many......"




Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Something that actually has a storyline to it. I felt the Archbishop and Delera's illustrated this, as did the Running with the Devils (The Van Halen song title was just Cake.) I also like quests that truly need a team of...at least SOME to do, to get that Ole time D&D feeling, but HATE the ones where if you don't have x class/skill, you're hosed. Less and less do I see those "alternate solutions" offered and see them go the way of the "patch fix" when still NOT defined as "exploits" Ironically, one was in that Devils quest I mentioned. And the Ritual Sacrifice is still potentially challenging (you see Mr big named O on elite and say it's cake, I'm calling you a Twinkie :p,) nicely spaced. hard but not impossible with its shrine layout and enemy types (see you don't need x or hosed) and yeah, that's how an NPC like Coyle SHOULD have been done! Party members (yep me too) actually were ROOTING for our Sacrifice NPC which could kick butt when equally buffed like the rest of us. Did he put the pink triangle "allies" to shame! :) Oh yeah, decent rewards in that one.


Oh, I just LOVE LOVE LOVE LOVE the "Rainbow in the Dark" quest! {Cheezy RL Music video not included, let alone considered ANY frosting.} This was one of the few times the ENVIRONMENT was used in game play just like the tabletop or the miniatures and "limited map." Oh sure, you COULD cheat with the gamma, but the RP part of that was THERE. Yeah even with the barroga save to reflex, even my main had fallen down in that pit jump using the column stepping stones (some people learned the HARD way WHY you let the rogue disable FIRST) and died before finding the ladder. Yes, he learned how to move one square at a time, and became a long jumping champion causing some "wows" in later quests, but that's another story. And I loved hating that too :)


But who could forgot the multiple beholders and the one that makes you toast when one LEEETLE thing goes wrong?
Or the dummy when you say DON'T MOVE PERIOD UNTIL I SAY SAFE TO MOVE...and they run up after only two thirds of the traps are gone and the floor goes poof and your hopes of actually getting that chest...or that clock trap....



DAMN YOU EL DORADO DAMN YOU! (*Shakes fist at the Developers' heavens*) HEHEHEHEHEH! :)

When you got the player cursing out a Dev frequently and the genius IQ literally writing a variance table just to end up with..."Duhhh, I dunno," THAT'S when you praise the genius of an evil cherry on top trap in an A-1 module! Yeah, sometimes I run it just for kicks...Really. Come on, that's where I soloed the elite ellies on the traps somebody set off. You DON'T enjoying Feebleminding/FOD'ing bigeye? I could'a soloed the end Red guy on Elite, honest! The party was just impatient for the optional chests I needed to disable/unlock after we killed him, honest ;)

Oh, and is it wrong for loving the graphics when you deflate the Cubie a lot? (No no not YOU GC!!)

vainangel
07-22-2008, 07:56 AM
Question 1
What are your thoughts on Module 7?

--Love it. The artistic direction and 3BC! Monks I am not so excited about. It is mostly the little things like, auto-gather, quivers [can i carry 3k of the same arrow eventually in one quiver?], the quest icons and warning notes and a few things here and there that show you guys are tryin to make this game more and better than it already is.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind...

--None of my characters are really attached to anything. I do think my ranger will always keep his Chaos Great Club, no idea why. Some items just are not worth it or somethign better comes along. Or I keep it because it does something like BANISH or DISRUPT...


Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Prove Your Worth - far too short, but I love it. The tasks are not too heavy and the puzzle is not something you need to run around for. The layout and pace of it was blissful when I first played it. More like this, solo-ish for a higher level would be nice.

Um... well I like alot of the games quests. I l.ike the ones where my ranger can jump on to a tower that none of the mob can get to. I like the ones with a shrine close enough to refill my Sorcs [silly amount of] PP. I like when we can sneak around a fight to get to the boss and not worry about his buddies commin after us.

I like a bunch of little things about a bunch of quests.

Vormaerin
07-22-2008, 09:02 AM
1) I liked Mod 7 a lot. Not much of a raider or monk aficionado, but Three Barrel Cove was really really cool and the whack 'outfits' to replace the robes on my bard are pretty amusing. I hope something more is done with the sahuagin and with the Black Loch, both of which seem rather underutilized at the moment but I've had a lot of fun with the new material and I haven't even gotten around to messing with monks yet.

2) Nah. All my characters have too many weapons and I change them up all the time.

3) My favorite quest is Xorian Cipher, though there are a lot of other good ones obviously. Elements I really like about quests include interesting puzzles (the floor grid in XC isn't that original, but the baddies and the time pressure are good elements; the ones in Ghost of a Chance and The Pit are nice, too), off beat challenges (chaos balls, ladder jumping in Prove your worth, running like heck from Marguerite in the catacombs), good use of a lot of different characters (Int/Wis/Cha runes, traps, etc), good balance of shrines (can't be wasteful, but don't need to chug pots with decent gameplay). I also like that you can't just recall out for more mana. Our group doesn't play that way, but its nice when there isn't the temptation either :P I also really like combined arms by the bad guys... quests like two Quickfoot quests in the marketplace (Swiped Signet, Proof is in the Poison) When the bad guys use stealth, melee, ranged, crowd control, and damage spells against you just like you are to them, that rocks. Unique loot is a big plus, too. I'm always keen on finding the rare loot, even when its not the greatest ever (Though Xorian Cipher has some sweet stuff...).

Things I don't like (though you didn't ask): Quests that are basically the same mob over and over again (The Graverobber feels this way), quests where the final boss is leaps and bounds tougher than the rest of the quest (Church and the Cult, for example). quest chains that substitute repeating the same sections repeatedly for actually having lots of content (the unspeakable TR), quests with oodles of fast respawns that make blitzing the quest the best way (Shadow King, ugh....).

NoctisVisum
07-24-2008, 06:25 AM
]

Question 1
What is something that strongly motivates you to convince others to play Online games with you? -- Content and Originality

Question 2
Rank the following in order of importance to you:


[1]New Quests (Subterranean, Three Barrel Quests, etc.)
[2]Introduction of new systems (Bounty bags)
[3]Expanded existing systems (crafting, PvP, Favor, etc.)
[4]Events (Tent event, Race to the Subterranean, etc.)
[5]Revamped regions (Three Barrel Cove, Cerulean Hills)


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

Playing a Monk I see alot of class discrimination some of it is justified (a level 2 monk 14 cleric should think of himself as a cleric w/ evasion not a monk with BB) some of it isn't (monks can do front line melee work too) I also see alot of monk flooded groups which could be a source of angst due to the learning curve is steeper than other classes and the relatively new players to the class. On the other hand monks are excellent at many things good reflex saves can be a boon to get stones out of nasty traps without a rogue, stealth is decent , dmg is pretty good coupled with a good AC they are a good versatile class.

This week's question(s) are:

Question 1
What are your thoughts on Module 7?

Ok Monks are cool, 3 barrel is nice, hounds is ok...Visions of Destruction cost my Cleric 1.3 Million gold in mana pots and I got a +5 ghost touched handwraps (indecently the ghost touched is broken therefore worthless) not planning to go back in there... The lack of actual new areas was disappointing (a 2nd town in 3 barrel wasn't really needed due to the lack of actual content in there, you guys could have put the brokers into the town you renovated)
the eldrich device updates were nice but I hear they are semi broken and handwraps are near useless at lvl cap.
The new named loot is nice (love the voice of the master) but then again there really isn't too much of it

Would have rather seen a new area go up than an old one get a face lift (the undermarket area I consider to be more the raid dungeon attached to two different bosses than a new explorable area)

no bug fixes of any major importance (in fact the ladder bug is worse now)

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

if you leave your muckbane (or doom if your really lucky) at home your a fool! past that, quest dependent

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

semi-crafted items (silver flame ammy) the whole line is great. shroud type crafting for low lvls would be amazing (add lesser bane or a dmg type to your favorite weapon, make your boots FF or striding, maybe change a weapons element type) more chain quests ala delaras (1 hr or less with great rewards and XP)

The training Dungeons on noob island...We need a Training ground quest (maybe some at L5,10,15) so that people who really just need a brush up on the basics can practice their craft (Fighter, Stealth, Healer, Caster) No XP no loot or favor (solo only) with titles that gets attached to your name when you complete it meeting certain optional goals (seeing a level 16 Cleric you can make a guess what he might be able to do,seeing a L16 Battlecleric tells you what that player is capable of Vs a L16 Holy Medic or a Lvl 16 Casters Companion) and the titles show up in a scroll over on the who and request to join party screens...to give you an idea of what that player will expect to do in your party.

all in all for Mod 7 A for effort B for focus C for implementation....just too much was broken on release and the focus was too spread out to yield a feeling of solidity when you look at everything Monks being perfected w/o the overhauls would have been better or more area to explore w/ more quests...you see the love that the programming teams put into all the stuff, unfortunately you see the bosses heavy hand rushing it out onto the live servers before it was complete as well.

edited in the quote to save space

Leyoni
07-24-2008, 07:16 AM
If you missed last week's questions, you're welcome to answer them now in addition to this week's:

Question 1
What is something that strongly motivates you to convince others to play Online games with you?

Similar interests and an online game that coincides with those interests.

Question 2
Rank the following in order of importance to you:


Introduction of new systems (Bounty bags)
Expanded existing systems (crafting, PvP, Favor, etc.)
New Quests (Subterranean, Three Barrel Quests, etc.)
Revamped regions (Three Barrel Cove, Cerulean Hills)
Events (Tent event, Race to the Subterranean, etc.)



New Quests
Revamped Regions -- Especially when they incorporate new quests
Expanded Existing Systems -- Specifically favor and crafting
Introduction of New Systems, Events -- Blah, just eye candy

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

Over-rated. I'd rather group without them.


This week's question(s) are:

Question 1
What are your thoughts on Module 7?

TBC, totally great job. New raid area, nice. Monks, blah, can take them or leave them. Monk outfits, some are much nicer than robes so good loot for my arcanes.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

My preferred weapons are scimitars and rapiers. A close second are longbows and shortbows. In the context you've set I would list these as "trusted weapons".

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I particularly like how the Sorrowdusk quest chain plays. What is nicest about it is that you do not have to rerun all of the Greymoon in order to do Cult of Six over again. I wish things like Vault of Night were set up this way.


Thanks for asking.

Eugney
08-07-2008, 10:30 PM
The answer to all questions in one sentence stop giveing LOTR more attention and give DDO attention it could go so much futher if it actully had stuff done to make players happy we ask for something we dont get it but LOTR gets what we asked for

we want content and want it bad running the same raid is boreing

there are players that get on want to release stress but partys create more stress at times a easy fix to this is add a few lvl ranges of solo exploreable areas with nothing but a slayers in there make the slayers a huge number so they dont give up

fix items seriously why is it everytime i turn around i see a topic about the same item thats been broken since mod 5 thats just a example lol

better gm/dev/csr comm. with the players.... if you want to market something and make money of it you have to supply demand you dont keep us up to date on **** you dont really post anything unless its a real life party annoucment (NOT MENY PLAYERS CAN ATTEND) it would be smarter to have a GM event 1 time a month then a real life party that only 20 players can attend lol and the rewards dont even have to be super great either hell it could even be a battle the GM even winner gets a stack of free pots or winner gets braggin rights still players wouldnt be as mad cuse they could at least attend and have fun

Give the high lvl players what they want with the new players as well no one wants to run rever 80 times for nothing again new content fix stuff see where this is going

you have a avg of what i see on the fourms alone 30-50 players leave a month thats not includeing what do not post on fourms because lack of content lack of comm lack of well to put it simply everything

set a team up like today to add new content

set another team to make a new campagin to sell yea a new campagin say its umm forsaken relams even if its just a origianl get a new campagin out that you can install as a exp and when you are dont with eberron you have that while waiting for new content

just some ideas i dont care if others dissage but yeah

JJD-DDO
08-19-2008, 01:28 PM
As a new player to DDO, I feel I can only answer one of the questions:

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

As a Paladin 2/ Cleric 2 of the Undying Court my never leave behind weapon is my +1 Lawful Scimitar of Righteousness. It does very good dmg and the bonus dmg adds even more. Plus as an Undying Court inspired player character, a scimitar is a must.

However this brings up a question - since the D&D cannon on Ebberon has Elven preferred weapons as scimitar and short bow, will the upcoming patches or mods (either 8 or 9) fix the weapons that Elves gain a +1?

MrWizard
08-20-2008, 04:39 AM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?

cause soloing is lame...lol

Question 2
Rank the following in order of importance to you:


Introduction of new systems (Bounty bags) ZERO
Expanded existing systems (crafting, PvP, Favor, etc.) ZERO
New Quests (Subterranean, Three Barrel Quests, etc.) 100%
Revamped regions (Three Barrel Cove, Cerulean Hills) 10%
Events (Tent event, Race to the Subterranean, etc.) ZERO


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

I find them difficult as I feel they should have more party helping effects (use wands, heal warforged, something more than a fighter in an outfit jumping around. I dunno..I know they can do alot, but most of what they do is not obvious in the game if you are not playing them.


This week's question(s) are:

Question 1
What are your thoughts on Module 7?

No dungeons, just some raids. I personally, and this is just me, had nothing new to do. I played a monk til 3rd and did not like them.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

no

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

A little more randomness in traps but also mob spawns
More humanoid or other mobs that are actually affected by most weapons and spells, ie not as much uber undead or strange monsters immune to almost everything. I got some cool weapons and spells, let me use em dang it.
A dungeon like raid like tempest spine....ahem cough cough

Alexander_Illusioni
08-20-2008, 09:52 AM
Question 1
What is something that strongly motivates you to convince others to play Online games with you? If the game seems to have "staying power". IE: The game continues to add fun things in a timely manner, so that one can continue to play it and not get bored. Anyone can buy a non online game, which can be fun until it is completed. Then even buy an expansion for that game. But if you really liked the game you could finish it in a month generally. Online games to be worth recommending need to add new content to play so that the players do not get bored, simple as that. (IMO DDO is failing to keep interest of many when they hit the cap because there is not enough new content on a monthly basis.)

Question 2
Rank the following in order of importance to you:

3 Introduction of new systems (Bounty bags)
2 Expanded existing systems (crafting, PvP, Favor, etc.)
1 New Quests (Subterranean, Three Barrel Quests, etc.)
5 Revamped regions (Three Barrel Cove, Cerulean Hills)
4 Events (Tent event, Race to the Subterranean, etc.)

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult? Best is there high AC to help "tank" stuff, but overall, I would rather have other character types in my group. Very few play monks extremely well.


This week's question(s) are:

Question 1
What are your thoughts on Module 7? Where is the high end content. Nice to have two raids, but that is 2 hours of playing every three days, and once you have the gear you need, unless you need +3 tomes, there is no reason to run these quests. It is fairly easy to get the gear you want with so few raid loot items dropping in each quest. Twenty completions virtually gives you one item that you want.


Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted) Shroud transmuting weapons, or W/P weapons

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often? Sneaky traps like in Rainbow. The kind that teleport you to the fire elementals, especially those that do not have the button that shows and throw you into a new battle.

sephiroth1084
09-02-2008, 03:03 AM
Question 1
What are your thoughts on Module 7?

I was initially somewhat disappointed with the benefits sent down to the paladin, and irritated that half (or more) of the new stuff was buggy, or unusable for a long time. I was sorely disappointed that the extent of new high-end content took the form of 2 very difficult, yet fairly hollow, raids.

After my initial reactions, and some of the bugs being fixed, I have different opinions. I'm pretty happy with the paladin love, and have been using my extra AP on ES and DS, though I think I just like regenerating smites.

To elaborate, I did not like the way the Hound and VoD were implemented. Personally (and I know others will disagree on this) I do not like the raid boss quest being a stand-alone raid, like the Reaver very much. Sure, it makes running it easier, but I feel it lacks some depths. And making the Sub a pre-raid of sorts has been incredibly disappointing, because the whole area feels like a rehash: elements of it are just taken from The Tor and the Shroud, and because, for the most part, we've been fighting the same orthons, bearded devils, fiendish creatures and tieflings through the live event, vale, shroud and devil assault. I mean, COME ON! There are so many more devils out there that can be used. So, dull scenery (made more dull by the darkness of the place), the same enemies we have all been getting tired of, and only that weird light-trap mechanic that was reminiscent of Indiana Jones for the first run though before becoming just a minor annoyance all made for a pretty poorly done area. On top of all this, players need only explore a very small portion of the entire area to get to the quests, and can run past most of the more interesting monsters (living spells were a great addition, but too easily ignored). Also, because this was a sort of explorer zone, no traps were added, so there is yet another quest that does not require a rogue (and as such, many LFMs exclude rogues for the hound). Personally, instead of that dumb light stuff, some traps should have been put it. Please, put some traps into the next adventure area. Maybe some kobolds lay down some snares in the woods, or some orcs put some pits in the hall with lava...

As for the quests themselves, the level of difficulty is fairly off-putting for any but the DDO elite, which is not a terrible thing, but frustrating as hell.

Some of the new raid loot is cool, and I was pleased to see the devs 'fix' the tower shield, by making it attractive to its target audience, but it'd be nice if they did the same for the bracers. After all, they are obviously aimed at AC tanks, yet in order to wear them, such a tank has to give up at least 2 AC and obviate the need for one of the abilities granted from obtaining TWO PIECES of lvl 18 raid loot (-chaosgarde, +greensteel with +4 insight). Why not fix those, as some have suggested, by changing the bonus to a +2 dodge, making these a sort of Chaosgarde+?

On to the positives! The new raids do something the old ones (pre-Shroud) never really did: they get the ENTIRE 12 man group involved in the action. If for no other reason, they are fairly successful in my book. No more standing around watching a "hero" wail on something while someone else heals that person.

Three Barrel Cove is FANT-F***ING-TASTIC!!!!!!!! I wish I had a reason to bring all my higher lvl dudes into this area. It is EVERYTHING the Subterraine is NOT: it has beautiful and unique landscapes, fresh areas, interesting locations, new architectural designs, new enemies, and areas that are worth exploring (that pile of gold hidden in the crack underwater?! WOW! AWESOME!) Seriously, who knew that finding a fairly worthless pile of gold and an explorer point could feel so cool?! You guys managed to capture all the cool terrain and scenarios from movies like Pirates of the Caribbean and such and cram them all into one zone. Ooh! And new character models! Instead of the same old things we've been seeing (give the orthons and devils some costumes or something at least!). Getting out to some of the quests is a bit of a pain, and could use some way of finding them easier, but a great area over-all! Heck, I've hardly run the quests out there, the area is so amazing. NOT something that could be said about gianthold (another dull area like the Sub). Oh, could use a reason to promote running the quests out there aside from getting the almost useless Free Agents favor. Especially enjoyed the points where the pirates had terrain advantage due to pike walls and ditches and such...brought in some of the tactical combat feel I like to employ in my PnP games as DM.

It's late, and I can't remember the points I had meant to make before having to run out of the house when I began writing this, so on to the next question...

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

(EDIT): For some reason I find myself especially attached to Holy of Pure Good weapons, and had been using the best +X version as a dwarven axe that I could find on my main character (a paladin). I'm halfway through crafting a greensteel weapon that will replace this entirely.

As for weapons that I get a lot of use out of. Transmuting of Pure Good, and a +1 Holy dwarven axe of Greater Evil Outsider Bane are the 2 secondary weapons I use most, followed closely by my +2 Frost morningstar of Greater Construct Bane. Not the ideal portal/pillar/golem/WF basher, but pretty good.

On my archer characters, I have been sticking to the Silver Longbow from Church and the Cult as my primary weapon.
Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

Hmmm...I like:
--Quests that require a wide variety of skills from the players--some trapsmithing, some real "need a tank" situations, some "we need CC instead of zerging here!" situations, some knock 'em down, drag 'em out fights, some puzzles (preferably ones the whole group is involved in) and some skill challenges (Diplo, Intim, Haggle and Bluff). For these reasons, I've always liked VoN 5 and The Crucible, though something less spread out than VoN 5, so the party is working together, and not splitting up to deal with each section (and while splitting the party for a little while can be fun, forcing 2 guys to stand around and act as ferrymen to the rest of the group pretty much sucks).
--Quests that are exploratory in nature are often fun (Stormcleave and ESPECIALLY Gwylan's Stand, since it also has traps).
--Traps that are a bit different from the norm to that point, or that appear especially nasty and require some true skill (the training hall in Ghola Fan).
--Short quest chains (2-4 at the OUTSIDE) that can be run by one group in one night, rather than having to run parts 1-x a half dozen times before getting to finish the chain.
--Darkness effects from Rainbow in the Dark. That quest has such a wonderful ambiance and mood...suddenly even old-hat monsters seem more interesting! I'd really like more quests with that kind of darkness that requires a light source, though perhaps something a little less unwieldy as a quarter staff (maybe a Light spell that can be cast on equipment or something).
--Tempest Spine. It's an easy to assemble raid that gives everyone something to do for most of the raid, does not have idiotically grindy requirements (60 damn relics?!), and has some interesting enemies.
--Quests that are just room-clearing with no purpose, but feel like you are on a mission or doing something important, beyond genocide.
--Unique character models for monsters that have been repeated over and over (Kasquick!).

JakLee7
09-02-2008, 01:30 PM
Question 1
What is something that strongly motivates you to convince others to play Online games with you?
- Companionship; just as I like to spend time with my friends playing catch or listening to music or watching movies and baseball, I want to share the fun I have with DDO with others. Also on a more selfish note so I have people that have to run quests with me because they know no better.
:)

Question 2
Rank the following in order of importance to you: (i gave it 1 low to 5 high)

Introduction of new systems (Bounty bags) 2
Expanded existing systems (crafting, PvP, Favor, etc.) 2
New Quests (Subterranean, Three Barrel Quests, etc.) 5
Revamped regions (Three Barrel Cove, Cerulean Hills) 3
Events (Tent event, Race to the Subterranean, etc.) 5

Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?
Well I barely played my monk, I am new enough to the game that all the different classes are new (I just finally made 1750 on my first character a paladin). So for play wise I have very little experience.
Partying with them on the other hand I have found them to be a helpful class. Some abilities are very helpful and I find them to be (with the right player of course) a very helpful addition to the party. All in all I am satisfied with them.

This week's question(s) are:

Question 1
What are your thoughts on Module 7? - eh, I had hoped for more, feared there would be less and overall left wishing my Paly was given just a bit more. I really like the new area's like 3BC and the new quests were fun. Actually as of yet I have missed some quests throughout the game so I am not rushing to demand so much new content as I have heard others needing. It is my first real module though as I have only been playing since right around the time that 6 came out so this is the first time I can tell a difference between before & after. So I am not sure how much is really expected from a module at this time from my own personal experience. So I am withholding full judgment until mod 8.

Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)
Well this is an interesting question as I play a Paladin mostly.
I have 2 bars of weapons as I noticed my paly is really more like a support fighter. I don't do enough DPS to compare to the heavy hitters & as S&B fighter (though actually for rp purposes I use maces) I really do better "helping" out.
That being said I have a group of wepons that get the most use: +1 vorp axe (only bladed weapon & if there was a vorpal like effect for blunt I would have that instead), +2 paralyzer, +2 banisher, +3 disruptor, +3 smiter(club), +5 flaming burst, +3 cursespewer of pure good, Muckdoom (club). These are all (unless otherwise noted) heavy maces. I have a few others for specific situations but those are the ones that get the most use.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?
Wow, this is one base purely on mood. Sometimes I just want to run through & complete something quickly because I just need some more loot, some more xp, some more favor. It is good to have zergable quests that really help for those short on time. I would like to see some quests at the higher end with shorter time frames & reduced rewards/xp for those of us who only have limited time.
However the biggest things that really makes a quest great to me are REWARDS & STORY. I like the puzzles in things like VON5 & Xorian Cypher; and 2 Toe Tobias also is fun as its "puzzles" are pretty linear & easy but still keep me feeling like I am "solving" something. I would like to see some puzzles with dynamic solvability depending on what you come across in the quest; kind of like one of the DQ flagging quests where you read the book & it tells you which order to fight through the rooms.

& I would like to see abilities used more to succeed in a quest. How about NEEDING bluff to complete a quest, how about using haggle or diplomacy, or tumble or concentration, there has to be a way to use the abilities as a component & think it would mean that some quests might not get run, but it may open the door for other builds as being usefull too.

Lukalock
09-16-2008, 05:18 PM
#2
Rank the following in order of importance to you:
(1 = most important, 5 = least important)

1. New Quests (Subterranean, Three Barrel Quests, etc.)
2. Revamped regions (Three Barrel Cove, Cerulean Hills)
3. Expanded existing systems (crafting, PvP, Favor, etc.)
4. Introduction of new systems (Bounty bags)
5. Events (Tent event, Race to the Subterranean, etc.)


#3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I really enjoy the quest Stormcleave (in house D), I like the fact that its out in an open area - instead of just being crammed into a crummy sewer or cave like most other quests.
Kind of along those same lines, I also really enjoy the design of Ritual Sacrifice, with the canyons opening up into areas where you can see the night sky.


just my humble opinion...

Hafeal
09-16-2008, 05:52 PM
[I]If you missed last week's questions, you're welcome to answer them now in addition to this week's:

Question 1
What is something that strongly motivates you to convince others to play Online games with you?

Friendship and the ability to "gather" when there are many miles in between.

Question 2
Rank the following in order of importance to you:


3 Introduction of new systems (Bounty bags)
1 Expanded existing systems (crafting, PvP, Favor, etc.)
2 New Quests (Subterranean, Three Barrel Quests, etc.)
4 Revamped regions (Three Barrel Cove, Cerulean Hills)
5 Events (Tent event, Race to the Subterranean, etc.)


Question 3
With the influx of Monks to the community at large, what have you found to be the best experiences either grouping with or playing with Monks? What are some Monk experiences that you are finding difficult?

There are monks?


This week's question(s) are:

Question 1
What are your thoughts on Module 7?


It's pretty good. The Subterranean is not casual player friendly, at all. Combined with the debacle that is the Abbot, thank god for the Dragon, Titan, and Reaver - growing old though. How about some new raids where you do not have to be min-maxed or be expected to have "uber" gear to participate or be part of a super-secret raid guild that screens people into groups?


Question 2
Some players have a "trusted weapon"... a weapon they would never leave behind, that they can always rely on for a majority of their questing. Other players have a "weapon of choice"... one that they could live without probably, but they still like it more than other weapons. Do you have a "trusted weapon" or "weapon of choice"? If so, tell us about it. (Note: This does not have to be a weapon you've crafted)

I have not found it yet.

Question 3
Of all quests you've experienced, what are some elements of your favorite quests that you wish we'd do more often?

I like so many of the quests ... depending on my mood that it is easier to tell you what I do not like:

1. I do not like quests that are not level appropriate or xp appropriate for what you do (Coyle - better since modified) or (Proof is in the Poison); these are 2 examples but, to me, every quest needs to be re-evaluated based on how the game has progressed and is played today v. start-up;
2. Quests that make you do inane things repeatedly (tomb of the tormented);
3. Quests with too many creatures that are not fun to fight (phasing creatures in many necro quests - even after the "fixes");
4. Quests that are hard to find - there are 2 quests in the desert I have NEVER seen lfms for (all drow scarrow one, one by gnolls on hill), I don't think most people know they are there and do not care.
5. Quests where your intelligence apparently drops to 1 because you do not know where you are at or how to leave a bread trail because the map does not work - look, this is a fast-paced game, make a map like the explorer regions if nothing else. Make the map detail dependent on your character's intelligence score but please, especially for casual players, give us maps that work, please. Many players don't run these maps enough to memorize them and it is not fun to lose your party and get lost repeatedly due to the pace of the game.
6. There is more but I do not have time ...